diff options
-rw-r--r-- | backends/graphics/opengl/debug.cpp | 65 | ||||
-rw-r--r-- | backends/graphics/opengl/debug.h | 39 | ||||
-rw-r--r-- | backends/graphics/opengl/extensions.cpp | 48 | ||||
-rw-r--r-- | backends/graphics/opengl/extensions.h | 41 | ||||
-rw-r--r-- | backends/graphics/opengl/opengl-graphics.cpp | 922 | ||||
-rw-r--r-- | backends/graphics/opengl/opengl-graphics.h | 418 | ||||
-rw-r--r-- | backends/graphics/opengl/opengl-sys.h | 57 | ||||
-rw-r--r-- | backends/graphics/opengl/texture.cpp | 305 | ||||
-rw-r--r-- | backends/graphics/opengl/texture.h | 159 | ||||
-rw-r--r-- | backends/module.mk | 9 | ||||
-rw-r--r-- | engines/engine.cpp | 2 |
11 files changed, 2064 insertions, 1 deletions
diff --git a/backends/graphics/opengl/debug.cpp b/backends/graphics/opengl/debug.cpp new file mode 100644 index 0000000000..69006bb975 --- /dev/null +++ b/backends/graphics/opengl/debug.cpp @@ -0,0 +1,65 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "backends/graphics/opengl/debug.h" +#include "backends/graphics/opengl/opengl-sys.h" + +#include "common/str.h" +#include "common/textconsole.h" + +#ifdef OPENGL_DEBUG + +namespace OpenGL { + +namespace { +Common::String getGLErrStr(GLenum error) { + switch (error) { + case GL_INVALID_ENUM: + return "GL_INVALID_ENUM"; + case GL_INVALID_VALUE: + return "GL_INVALID_VALUE"; + case GL_INVALID_OPERATION: + return "GL_INVALID_OPERATION"; + case GL_STACK_OVERFLOW: + return "GL_STACK_OVERFLOW"; + case GL_STACK_UNDERFLOW: + return "GL_STACK_UNDERFLOW"; + case GL_OUT_OF_MEMORY: + return "GL_OUT_OF_MEMORY"; + } + + return Common::String::format("(Unknown GL error code 0x%X)", error); +} +} // End of anonymous namespace + +void checkGLError(const char *expr, const char *file, int line) { + GLenum error = glGetError(); + + if (error != GL_NO_ERROR) { + // We cannot use error here because we do not know whether we have a + // working screen or not. + warning("GL ERROR: %s on %s (%s:%d)", getGLErrStr(error).c_str(), expr, file, line); + } +} +} // End of namespace OpenGL + +#endif diff --git a/backends/graphics/opengl/debug.h b/backends/graphics/opengl/debug.h new file mode 100644 index 0000000000..ff6b678870 --- /dev/null +++ b/backends/graphics/opengl/debug.h @@ -0,0 +1,39 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#ifndef BACKENDS_GRAPHICS_OPENGL_DEBUG_H +#define BACKENDS_GRAPHICS_OPENGL_DEBUG_H + +#define OPENGL_DEBUG + +#ifdef OPENGL_DEBUG + +namespace OpenGL { +void checkGLError(const char *expr, const char *file, int line); +} // End of namespace OpenGL + +#define GLCALL(x) do { (x); OpenGL::checkGLError(#x, __FILE__, __LINE__); } while (false) +#else +#define GLCALL(x) do { (x); } while (false) +#endif + +#endif diff --git a/backends/graphics/opengl/extensions.cpp b/backends/graphics/opengl/extensions.cpp new file mode 100644 index 0000000000..4482ef82b5 --- /dev/null +++ b/backends/graphics/opengl/extensions.cpp @@ -0,0 +1,48 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "backends/graphics/opengl/extensions.h" +#include "backends/graphics/opengl/opengl-sys.h" + +#include "common/tokenizer.h" + +namespace OpenGL { + +bool g_extNPOTSupported = false; + +void initializeGLExtensions() { + const char *extString = (const char *)glGetString(GL_EXTENSIONS); + + // Initialize default state. + g_extNPOTSupported = false; + + Common::StringTokenizer tokenizer(extString, " "); + while (!tokenizer.empty()) { + Common::String token = tokenizer.nextToken(); + + if (token == "GL_ARB_texture_non_power_of_two") { + g_extNPOTSupported = true; + } + } +} + +} // End of namespace OpenGL diff --git a/backends/graphics/opengl/extensions.h b/backends/graphics/opengl/extensions.h new file mode 100644 index 0000000000..87452429e2 --- /dev/null +++ b/backends/graphics/opengl/extensions.h @@ -0,0 +1,41 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#ifndef BACKENDS_GRAPHICS_OPENGL_EXTENSIONS_H +#define BACKENDS_GRAPHICS_OPENGL_EXTENSIONS_H + +namespace OpenGL { + +/** + * Checks for availability of extensions we want to use and initializes them + * when available. + */ +void initializeGLExtensions(); + +/** + * Whether non power of two textures are supported + */ +extern bool g_extNPOTSupported; + +} // End of namespace OpenGL + +#endif diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp new file mode 100644 index 0000000000..7ea880c92e --- /dev/null +++ b/backends/graphics/opengl/opengl-graphics.cpp @@ -0,0 +1,922 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + + +#include "backends/graphics/opengl/opengl-graphics.h" +#include "backends/graphics/opengl/texture.h" +#include "backends/graphics/opengl/debug.h" +#include "backends/graphics/opengl/extensions.h" + +#include "common/textconsole.h" +#include "common/translation.h" +#include "common/algorithm.h" + +#include "graphics/conversion.h" + +namespace OpenGL { + +OpenGLGraphicsManager::OpenGLGraphicsManager() + : _currentState(), _oldState(), _transactionMode(kTransactionNone), _screenChangeID(1 << (sizeof(int) * 8 - 2)), + _outputScreenWidth(0), _outputScreenHeight(0), _displayX(0), _displayY(0), + _displayWidth(0), _displayHeight(0), _defaultFormat(), _defaultFormatAlpha(), + _gameScreen(nullptr), _gameScreenShakeOffset(0), _overlay(nullptr), + _overlayVisible(false), _cursor(nullptr), + _cursorX(0), _cursorY(0), _cursorHotspotX(0), _cursorHotspotY(0), _cursorHotspotXScaled(0), + _cursorHotspotYScaled(0), _cursorWidthScaled(0), _cursorHeightScaled(0), _cursorKeyColor(0), + _cursorVisible(false), _cursorDontScale(false), _cursorPaletteEnabled(false) { + memset(_gamePalette, 0, sizeof(_gamePalette)); +} + +OpenGLGraphicsManager::~OpenGLGraphicsManager() { + delete _gameScreen; + delete _overlay; + delete _cursor; +} + +bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) { + switch (f) { + case OSystem::kFeatureAspectRatioCorrection: + case OSystem::kFeatureCursorPalette: + return true; + + case OSystem::kFeatureOverlaySupportsAlpha: + return _defaultFormatAlpha.aBits() > 3; + + default: + return false; + } +} + +void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) { + switch (f) { + case OSystem::kFeatureAspectRatioCorrection: + assert(_transactionMode != kTransactionNone); + _currentState.aspectRatioCorrection = enable; + break; + + case OSystem::kFeatureCursorPalette: + _cursorPaletteEnabled = enable; + updateCursorPalette(); + break; + + default: + break; + } +} + +bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) { + switch (f) { + case OSystem::kFeatureAspectRatioCorrection: + return _currentState.aspectRatioCorrection; + + case OSystem::kFeatureCursorPalette: + return _cursorPaletteEnabled; + + default: + return false; + } +} + +namespace { + +const OSystem::GraphicsMode glGraphicsModes[] = { + { "opengl_linear", _s("OpenGL"), GFX_LINEAR }, + { "opengl_nearest", _s("OpenGL (No filtering)"), GFX_NEAREST }, + { nullptr, nullptr, 0 } +}; + +} // End of anonymous namespace + +const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const { + return glGraphicsModes; +} + +int OpenGLGraphicsManager::getDefaultGraphicsMode() const { + return GFX_LINEAR; +} + +bool OpenGLGraphicsManager::setGraphicsMode(int mode) { + assert(_transactionMode != kTransactionNone); + + switch (mode) { + case GFX_LINEAR: + case GFX_NEAREST: + _currentState.graphicsMode = mode; + + if (_gameScreen) { + _gameScreen->enableLinearFiltering(mode == GFX_LINEAR); + } + + if (_overlay) { + _overlay->enableLinearFiltering(mode == GFX_LINEAR); + } + + if (_cursor) { + _cursor->enableLinearFiltering(mode == GFX_LINEAR); + } + return true; + + default: + warning("OpenGLGraphicsManager::setGraphicsMode(%d): Unknown graphics mode", mode); + return false; + } +} + +int OpenGLGraphicsManager::getGraphicsMode() const { + return _currentState.graphicsMode; +} + +#ifdef USE_RGB_COLOR +Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const { + return _currentState.gameFormat; +} +#endif + +void OpenGLGraphicsManager::beginGFXTransaction() { + assert(_transactionMode == kTransactionNone); + + // Start a transaction. + _oldState = _currentState; + _transactionMode = kTransactionActive; +} + +OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() { + assert(_transactionMode == kTransactionActive); + + uint transactionError = OSystem::kTransactionSuccess; + + bool setupNewGameScreen = false; + if ( _oldState.gameWidth != _currentState.gameWidth + || _oldState.gameHeight != _currentState.gameHeight) { + setupNewGameScreen = true; + } + +#ifdef USE_RGB_COLOR + if (_oldState.gameFormat != _currentState.gameFormat) { + setupNewGameScreen = true; + } + + // Check whether the requested format can actually be used. + Common::List<Graphics::PixelFormat> supportedFormats = getSupportedFormats(); + // In case the requested format is not usable we will fall back to CLUT8. + if (Common::find(supportedFormats.begin(), supportedFormats.end(), _currentState.gameFormat) == supportedFormats.end()) { + _currentState.gameFormat = Graphics::PixelFormat::createFormatCLUT8(); + transactionError |= OSystem::kTransactionFormatNotSupported; + } +#endif + + do { + uint requestedWidth = _currentState.gameWidth; + uint requestedHeight = _currentState.gameHeight; + const uint desiredAspect = getDesiredGameScreenAspect(); + requestedHeight = intToFrac(requestedWidth) / desiredAspect; + + if (!loadVideoMode(requestedWidth, requestedHeight, +#ifdef USE_RGB_COLOR + _currentState.gameFormat +#else + Graphics::PixelFormat::createFormatCLUT8() +#endif + )) { + if (_transactionMode == kTransactionActive) { + // Try to setup the old state in case its valid and is + // actually different from the new one. + if (_oldState.valid && _oldState != _currentState) { + // Give some hints on what failed to set up. + if ( _oldState.gameWidth != _currentState.gameWidth + || _oldState.gameHeight != _currentState.gameHeight) { + transactionError |= OSystem::kTransactionSizeChangeFailed; + } + +#ifdef USE_RGB_COLOR + if (_oldState.gameFormat != _currentState.gameFormat) { + transactionError |= OSystem::kTransactionFormatNotSupported; + } +#endif + + if (_oldState.aspectRatioCorrection != _currentState.aspectRatioCorrection) { + transactionError |= OSystem::kTransactionAspectRatioFailed; + } + + if (_oldState.graphicsMode != _currentState.graphicsMode) { + transactionError |= OSystem::kTransactionModeSwitchFailed; + } + + // Roll back to the old state. + _currentState = _oldState; + _transactionMode = kTransactionRollback; + + // Try to set up the old state. + continue; + } + } + + // DON'T use error(), as this tries to bring up the debug + // console, which WON'T WORK now that we might no have a + // proper screen. + warning("OpenGLGraphicsManager::endGFXTransaction: Could not load any graphics mode!"); + g_system->quit(); + } + + // In case we reach this we have a valid state, yay. + _transactionMode = kTransactionNone; + _currentState.valid = true; + } while (_transactionMode == kTransactionRollback); + + if (setupNewGameScreen) { + delete _gameScreen; + _gameScreen = nullptr; + + GLenum glIntFormat, glFormat, glType; +#ifdef USE_RGB_COLOR + if (_currentState.gameFormat.bytesPerPixel == 1) { +#endif + const bool supported = getGLPixelFormat(_defaultFormat, glIntFormat, glFormat, glType); + assert(supported); + _gameScreen = new TextureCLUT8(glIntFormat, glFormat, glType, _defaultFormat); + _gameScreen->setPalette(0, 255, _gamePalette); +#ifdef USE_RGB_COLOR + } else { + const bool supported = getGLPixelFormat(_currentState.gameFormat, glIntFormat, glFormat, glType); + assert(supported); + _gameScreen = new Texture(glIntFormat, glFormat, glType, _currentState.gameFormat); + } +#endif + + _gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight); + _gameScreen->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR); + // We fill the screen to all black or index 0 for CLUT8. + if (_currentState.gameFormat.bytesPerPixel == 1) { + _gameScreen->fill(0); + } else { + _gameScreen->fill(_gameScreen->getSurface()->format.RGBToColor(0, 0, 0)); + } + } + + // Update our display area and cursor scaling. This makes sure we pick up + // aspect ratio correction and game screen changes correctly. + recalculateDisplayArea(); + recalculateCursorScaling(); + + // Something changed, so update the screen change ID. + ++_screenChangeID; + + // Since transactionError is a ORd list of TransactionErrors this is + // clearly wrong. But our API is simply broken. + return (OSystem::TransactionError)transactionError; +} + +int OpenGLGraphicsManager::getScreenChangeID() const { + return _screenChangeID; +} + +void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) { + Graphics::PixelFormat requestedFormat; +#ifdef USE_RGB_COLOR + if (!format) { + requestedFormat = Graphics::PixelFormat::createFormatCLUT8(); + } else { + requestedFormat = *format; + } + _currentState.gameFormat = requestedFormat; +#endif + + _currentState.gameWidth = width; + _currentState.gameHeight = height; +} + +int16 OpenGLGraphicsManager::getWidth() { + return _currentState.gameWidth; +} + +int16 OpenGLGraphicsManager::getHeight() { + return _currentState.gameHeight; +} + +void OpenGLGraphicsManager::copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) { + _gameScreen->copyRectToTexture(x, y, w, h, buf, pitch); +} + +void OpenGLGraphicsManager::fillScreen(uint32 col) { + // FIXME: This does not conform to the OSystem specs because fillScreen + // is always taking CLUT8 color values and use color indexed mode. This is, + // however, plain odd and probably was a forgotten when we introduced + // RGB support. Thus, we simply do the "sane" thing here and hope OSystem + // gets fixed one day. + _gameScreen->fill(col); +} + +void OpenGLGraphicsManager::setShakePos(int shakeOffset) { + _gameScreenShakeOffset = shakeOffset; +} + +void OpenGLGraphicsManager::updateScreen() { + if (!_gameScreen) { + return; + } + + // Clear the screen buffer + GLCALL(glClear(GL_COLOR_BUFFER_BIT)); + + const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_displayHeight / _gameScreen->getHeight(); + + // First step: Draw the (virtual) game screen. + glPushMatrix(); + + // Adjust game screen shake position + GLCALL(glTranslatef(0, shakeOffset, 0)); + + // Draw the game screen + _gameScreen->draw(_displayX, _displayY, _displayWidth, _displayHeight); + + glPopMatrix(); + + // Second step: Draw the overlay if visible. + if (_overlayVisible) { + _overlay->draw(0, 0, _outputScreenWidth, _outputScreenHeight); + } + + // Third step: Draw the cursor if visible. + if (_cursorVisible && _cursor) { + glPushMatrix(); + + // Adjust game screen shake position, but only when the overlay is not + // visible. + if (!_overlayVisible) { + GLCALL(glTranslatef(0, shakeOffset, 0)); + } + + _cursor->draw(_cursorX - _cursorHotspotXScaled, _cursorY - _cursorHotspotYScaled, + _cursorWidthScaled, _cursorHeightScaled); + + glPopMatrix(); + } +} + +Graphics::Surface *OpenGLGraphicsManager::lockScreen() { + return _gameScreen->getSurface(); +} + +void OpenGLGraphicsManager::unlockScreen() { + _gameScreen->flagDirty(); +} + +void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) { +} + +void OpenGLGraphicsManager::clearFocusRectangle() { +} + +int16 OpenGLGraphicsManager::getOverlayWidth() { + if (_overlay) { + return _overlay->getWidth(); + } else { + return 0; + } +} + +int16 OpenGLGraphicsManager::getOverlayHeight() { + if (_overlay) { + return _overlay->getHeight(); + } else { + return 0; + } +} + +void OpenGLGraphicsManager::showOverlay() { + _overlayVisible = true; +} + +void OpenGLGraphicsManager::hideOverlay() { + _overlayVisible = false; +} + +Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const { + return _overlay->getFormat(); +} + +void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) { + _overlay->copyRectToTexture(x, y, w, h, buf, pitch); +} + +void OpenGLGraphicsManager::clearOverlay() { + _overlay->fill(0); +} + +void OpenGLGraphicsManager::grabOverlay(void *buf, int pitch) { + const Graphics::Surface *overlayData = _overlay->getSurface(); + + const byte *src = (const byte *)overlayData->getPixels(); + byte *dst = (byte *)buf; + + for (uint h = overlayData->h; h > 0; --h) { + memcpy(dst, src, overlayData->w * overlayData->format.bytesPerPixel); + dst += pitch; + src += overlayData->pitch; + } +} + +bool OpenGLGraphicsManager::showMouse(bool visible) { + bool last = _cursorVisible; + _cursorVisible = visible; + return last; +} + +void OpenGLGraphicsManager::warpMouse(int x, int y) { + int16 currentX = _cursorX; + int16 currentY = _cursorY; + adjustMousePosition(currentX, currentY); + + // Check whether the (virtual) coordinate actually changed. If not, then + // simply do nothing. This avoids ugly "jittering" due to the actual + // output screen having a bigger resolution than the virtual coordinates. + if (currentX == x && currentY == y) { + return; + } + + // Scale the virtual coordinates into actual physical coordinates. + if (_overlayVisible) { + if (!_overlay) { + return; + } + + // It might be confusing that we actually have to handle something + // here when the overlay is visible. This is because for very small + // resolutions we have a minimal overlay size and have to adjust + // for that. + x = (x * _outputScreenWidth) / _overlay->getWidth(); + y = (y * _outputScreenHeight) / _overlay->getHeight(); + } else { + if (!_gameScreen) { + return; + } + + x = (x * _displayWidth) / _gameScreen->getWidth(); + y = (y * _displayHeight) / _gameScreen->getHeight(); + + x += _displayX; + y += _displayY; + } + + setMousePosition(x, y); + setInternalMousePosition(x, y); +} + +namespace { +template<typename DstPixel, typename SrcPixel> +void applyColorKey(DstPixel *dst, const SrcPixel *src, uint w, uint h, uint dstPitch, uint srcPitch, SrcPixel keyColor, DstPixel alphaMask) { + const uint srcAdd = srcPitch - w * sizeof(SrcPixel); + const uint dstAdd = dstPitch - w * sizeof(DstPixel); + + while (h-- > 0) { + for (uint x = w; x > 0; --x, ++dst, ++src) { + if (*src == keyColor) { + *dst &= ~alphaMask; + } + } + + dst = (DstPixel *)((byte *)dst + dstAdd); + src = (const SrcPixel *)((const byte *)src + srcAdd); + } +} +} // End of anonymous namespace + +void OpenGLGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format) { + Graphics::PixelFormat inputFormat; +#ifdef USE_RGB_COLOR + if (format) { + inputFormat = *format; + } else { + inputFormat = Graphics::PixelFormat::createFormatCLUT8(); + } +#else + inputFormat = Graphics::PixelFormat::createFormatCLUT8(); +#endif + + // In case the color format has changed we will need to create the texture. + if (!_cursor || _cursor->getFormat() != inputFormat) { + delete _cursor; + _cursor = nullptr; + + GLenum glIntFormat, glFormat, glType; + + if (inputFormat.bytesPerPixel == 1) { + // In case this is not supported this is a serious programming + // error and the assert a bit below will trigger! + const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType); + assert(supported); + _cursor = new TextureCLUT8(glIntFormat, glFormat, glType, _defaultFormatAlpha); + } else { + // Try to use the format specified as input directly. We can only + // do so when it actually has alpha bits. + if (inputFormat.aBits() != 0 && getGLPixelFormat(inputFormat, glIntFormat, glFormat, glType)) { + _cursor = new Texture(glIntFormat, glFormat, glType, inputFormat); + } + + // Otherwise fall back to the default alpha format. + if (!_cursor) { + const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType); + assert(supported); + _cursor = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha); + } + } + + assert(_cursor); + _cursor->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR); + } + + _cursorKeyColor = keycolor; + _cursorHotspotX = hotspotX; + _cursorHotspotY = hotspotY; + _cursorDontScale = dontScale; + + _cursor->allocate(w, h); + if (inputFormat.bytesPerPixel == 1) { + // For CLUT8 cursors we can simply copy the input data into the + // texture. + _cursor->copyRectToTexture(0, 0, w, h, buf, w * inputFormat.bytesPerPixel); + } else { + // Otherwise it is a bit more ugly because we have to handle a key + // color properly. + + Graphics::Surface *dst = _cursor->getSurface(); + const uint srcPitch = w * inputFormat.bytesPerPixel; + + // In case the actual cursor format differs from the requested format + // we will need to convert the format. This might be the case because + // the cursor format does not have any alpha bits. + if (dst->format != inputFormat) { + Graphics::crossBlit((byte *)dst->getPixels(), (const byte *)buf, dst->pitch, srcPitch, + w, h, dst->format, inputFormat); + } + + // We apply the color key by setting the alpha bits of the pixels to + // fully transparent. + const uint32 aMask = (0xFF >> dst->format.aLoss) << dst->format.aShift; + if (dst->format.bytesPerPixel == 2) { + if (inputFormat.bytesPerPixel == 2) { + applyColorKey<uint16, uint16>((uint16 *)dst->getPixels(), (const uint16 *)buf, w, h, + dst->pitch, srcPitch, keycolor, aMask); + } else if (inputFormat.bytesPerPixel == 4) { + applyColorKey<uint16, uint32>((uint16 *)dst->getPixels(), (const uint32 *)buf, w, h, + dst->pitch, srcPitch, keycolor, aMask); + } + } else { + if (inputFormat.bytesPerPixel == 2) { + applyColorKey<uint32, uint16>((uint32 *)dst->getPixels(), (const uint16 *)buf, w, h, + dst->pitch, srcPitch, keycolor, aMask); + } else if (inputFormat.bytesPerPixel == 4) { + applyColorKey<uint32, uint32>((uint32 *)dst->getPixels(), (const uint32 *)buf, w, h, + dst->pitch, srcPitch, keycolor, aMask); + } + } + + // Flag the texture as dirty. + _cursor->flagDirty(); + } + + // In case we actually use a palette set that up properly. + if (inputFormat.bytesPerPixel == 1) { + updateCursorPalette(); + } + + // Update the scaling. + recalculateCursorScaling(); +} + +void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) { + // FIXME: For some reason client code assumes that usage of this function + // automatically enables the cursor palette. + _cursorPaletteEnabled = true; + + memcpy(_cursorPalette + start * 3, colors, num * 3); + updateCursorPalette(); +} + +void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) { +} + +void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) { + assert(_gameScreen->hasPalette()); + + memcpy(_gamePalette + start * 3, colors, num * 3); + _gameScreen->setPalette(start, num, colors); + + // We might need to update the cursor palette here. + updateCursorPalette(); +} + +void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) { + assert(_gameScreen->hasPalette()); + + memcpy(colors, _gamePalette + start * 3, num * 3); +} + +void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) { + _outputScreenWidth = width; + _outputScreenHeight = height; + + // Setup coordinates system. + GLCALL(glViewport(0, 0, _outputScreenWidth, _outputScreenHeight)); + + GLCALL(glMatrixMode(GL_PROJECTION)); + GLCALL(glLoadIdentity()); +#ifdef USE_GLES + GLCALL(glOrthof(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1)); +#else + GLCALL(glOrtho(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1)); +#endif + GLCALL(glMatrixMode(GL_MODELVIEW)); + GLCALL(glLoadIdentity()); + + // HACK: We limit the minimal overlay size to 256x200, which is the + // minimum of the dimensions of the two resolutions 256x240 (NES) and + // 320x200 (many DOS games use this). This hopefully assure that our + // GUI has working layouts. + const uint overlayWidth = MAX<uint>(width, 256); + const uint overlayHeight = MAX<uint>(height, 200); + + if (!_overlay || _overlay->getFormat() != _defaultFormatAlpha) { + delete _overlay; + _overlay = nullptr; + + GLenum glIntFormat, glFormat, glType; + const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType); + assert(supported); + _overlay = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha); + _overlay->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR); + } + _overlay->allocate(overlayWidth, overlayHeight); + _overlay->fill(0); + + // Re-setup the scaling for the screen and cursor + recalculateDisplayArea(); + recalculateCursorScaling(); + + // Something changed, so update the screen change ID. + ++_screenChangeID; +} + +void OpenGLGraphicsManager::notifyContextChange(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha) { + // Initialize all extensions. + initializeGLExtensions(); + + // Disable 3D properties. + GLCALL(glDisable(GL_CULL_FACE)); + GLCALL(glDisable(GL_DEPTH_TEST)); + GLCALL(glDisable(GL_LIGHTING)); + GLCALL(glDisable(GL_FOG)); + GLCALL(glDisable(GL_DITHER)); + GLCALL(glShadeModel(GL_FLAT)); + GLCALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)); + + // Default to black as clear color. + GLCALL(glClearColor(0.0f, 0.0f, 0.0f, 0.0f)); + GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f)); + + // Setup alpha blend (for overlay and cursor). + GLCALL(glEnable(GL_BLEND)); + GLCALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); + + // Enable rendering with vertex and coord arrays. + GLCALL(glEnableClientState(GL_VERTEX_ARRAY)); + GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY)); + + GLCALL(glEnable(GL_TEXTURE_2D)); + + // Refresh the output screen dimensions if some are set up. + if (_outputScreenWidth != 0 && _outputScreenHeight != 0) { + setActualScreenSize(_outputScreenWidth, _outputScreenHeight); + } + + // TODO: Should we try to convert textures into one of those formats if + // possible? For example, when _gameScreen is CLUT8 we might want to use + // defaultFormat now. + _defaultFormat = defaultFormat; + _defaultFormatAlpha = defaultFormatAlpha; + + if (_gameScreen) { + _gameScreen->recreateInternalTexture(); + } + + if (_overlay) { + _overlay->recreateInternalTexture(); + } + + if (_cursor) { + _cursor->recreateInternalTexture(); + } +} + +void OpenGLGraphicsManager::adjustMousePosition(int16 &x, int16 &y) { + if (_overlayVisible) { + // It might be confusing that we actually have to handle something + // here when the overlay is visible. This is because for very small + // resolutions we have a minimal overlay size and have to adjust + // for that. + if (_overlay) { + x = (x * _overlay->getWidth()) / _outputScreenWidth; + y = (y * _overlay->getHeight()) / _outputScreenHeight; + } + } else if (_gameScreen) { + x -= _displayX; + y -= _displayY; + + const int16 width = _gameScreen->getWidth(); + const int16 height = _gameScreen->getHeight(); + + x = (x * width) / _displayWidth; + y = (y * height) / _displayHeight; + + // Make sure we only supply valid coordinates. + x = CLIP<int16>(x, 0, width - 1); + y = CLIP<int16>(y, 0, height - 1); + } +} + +bool OpenGLGraphicsManager::getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const { + if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888 + glIntFormat = GL_RGBA; + glFormat = GL_RGBA; + glType = GL_UNSIGNED_INT_8_8_8_8; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565 + glIntFormat = GL_RGB; + glFormat = GL_RGB; + glType = GL_UNSIGNED_SHORT_5_6_5; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGBA5551 + glIntFormat = GL_RGBA; + glFormat = GL_RGBA; + glType = GL_UNSIGNED_SHORT_5_5_5_1; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444 + glIntFormat = GL_RGBA; + glFormat = GL_RGBA; + glType = GL_UNSIGNED_SHORT_4_4_4_4; + return true; +#ifndef USE_GLES + } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555 + // GL_BGRA does not exist in every GLES implementation so should not be configured if + // USE_GLES is set. + glIntFormat = GL_RGB; + glFormat = GL_BGRA; + glType = GL_UNSIGNED_SHORT_1_5_5_5_REV; + return true; + } else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24)) { // ARGB8888 + glIntFormat = GL_RGBA; + glFormat = GL_BGRA; + glType = GL_UNSIGNED_INT_8_8_8_8_REV; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12)) { // ARGB4444 + glIntFormat = GL_RGBA; + glFormat = GL_BGRA; + glType = GL_UNSIGNED_SHORT_4_4_4_4_REV; + return true; + } else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888 + glIntFormat = GL_RGBA; + glFormat = GL_RGBA; + glType = GL_UNSIGNED_INT_8_8_8_8_REV; + return true; + } else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) { // BGRA8888 + glIntFormat = GL_RGBA; + glFormat = GL_BGRA; + glType = GL_UNSIGNED_INT_8_8_8_8; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0)) { // BGR565 + glIntFormat = GL_RGB; + glFormat = GL_BGR; + glType = GL_UNSIGNED_SHORT_5_6_5; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551 + glIntFormat = GL_RGBA; + glFormat = GL_BGRA; + glType = GL_UNSIGNED_SHORT_5_5_5_1; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12)) { // ABGR4444 + glIntFormat = GL_RGBA; + glFormat = GL_RGBA; + glType = GL_UNSIGNED_SHORT_4_4_4_4_REV; + return true; + } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0)) { // BGRA4444 + glIntFormat = GL_RGBA; + glFormat = GL_BGRA; + glType = GL_UNSIGNED_SHORT_4_4_4_4; + return true; +#endif + } else { + return false; + } +} + +frac_t OpenGLGraphicsManager::getDesiredGameScreenAspect() const { + const uint width = _currentState.gameWidth; + const uint height = _currentState.gameHeight; + + if (_currentState.aspectRatioCorrection) { + // In case we enable aspect ratio correction we force a 4/3 ratio. + // But just for 320x200 and 640x400 games, since other games do not need + // this. + if ((width == 320 && height == 200) || (width == 640 && height == 400)) { + return intToFrac(4) / 3; + } + } + + return intToFrac(width) / height; +} + +void OpenGLGraphicsManager::recalculateDisplayArea() { + if (!_gameScreen || _outputScreenHeight == 0) { + return; + } + + const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight; + const frac_t desiredAspect = getDesiredGameScreenAspect(); + + _displayWidth = _outputScreenWidth; + _displayHeight = _outputScreenHeight; + + // Adjust one dimension for mantaining the aspect ratio. + if (outputAspect < desiredAspect) { + _displayHeight = intToFrac(_displayWidth) / desiredAspect; + } else if (outputAspect > desiredAspect) { + _displayWidth = fracToInt(_displayHeight * desiredAspect); + } + + // We center the screen in the middle for now. + _displayX = (_outputScreenWidth - _displayWidth ) / 2; + _displayY = (_outputScreenHeight - _displayHeight) / 2; +} + +void OpenGLGraphicsManager::updateCursorPalette() { + if (!_cursor || !_cursor->hasPalette()) { + return; + } + + if (_cursorPaletteEnabled) { + _cursor->setPalette(0, 256, _cursorPalette); + } else { + _cursor->setPalette(0, 256, _gamePalette); + } + + // We remove all alpha bits from the palette entry of the color key. + // This makes sure its properly handled as color key. + const Graphics::PixelFormat &hardwareFormat = _cursor->getHardwareFormat(); + const uint32 aMask = (0xFF >> hardwareFormat.aLoss) << hardwareFormat.aShift; + + if (hardwareFormat.bytesPerPixel == 2) { + uint16 *palette = (uint16 *)_cursor->getPalette() + _cursorKeyColor; + *palette &= ~aMask; + } else if (hardwareFormat.bytesPerPixel == 4) { + uint32 *palette = (uint32 *)_cursor->getPalette() + _cursorKeyColor; + *palette &= ~aMask; + } else { + warning("OpenGLGraphicsManager::updateCursorPalette: Unsupported pixel depth %d", hardwareFormat.bytesPerPixel); + } +} + +void OpenGLGraphicsManager::recalculateCursorScaling() { + if (!_cursor || !_gameScreen) { + return; + } + + // By default we use the unscaled versions. + _cursorHotspotXScaled = _cursorHotspotX; + _cursorHotspotYScaled = _cursorHotspotY; + _cursorWidthScaled = _cursor->getWidth(); + _cursorHeightScaled = _cursor->getHeight(); + + // In case scaling is actually enabled we will scale the cursor according + // to the game screen. + if (!_cursorDontScale) { + const uint screenScaleFactorX = _displayWidth * 10000 / _gameScreen->getWidth(); + const uint screenScaleFactorY = _displayHeight * 10000 / _gameScreen->getHeight(); + + _cursorHotspotXScaled = (_cursorHotspotXScaled * screenScaleFactorX) / 10000; + _cursorWidthScaled = (_cursorWidthScaled * screenScaleFactorX) / 10000; + + _cursorHotspotYScaled = (_cursorHotspotYScaled * screenScaleFactorY) / 10000; + _cursorHeightScaled = (_cursorHeightScaled * screenScaleFactorY) / 10000; + } +} + +} // End of namespace OpenGL diff --git a/backends/graphics/opengl/opengl-graphics.h b/backends/graphics/opengl/opengl-graphics.h new file mode 100644 index 0000000000..e21bda4b8a --- /dev/null +++ b/backends/graphics/opengl/opengl-graphics.h @@ -0,0 +1,418 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#ifndef BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H +#define BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H + +#include "backends/graphics/opengl/opengl-sys.h" +#include "backends/graphics/graphics.h" + +#include "common/frac.h" + +namespace OpenGL { + +class Texture; + +enum { + GFX_LINEAR = 0, + GFX_NEAREST = 1 +}; + +class OpenGLGraphicsManager : public GraphicsManager { +public: + OpenGLGraphicsManager(); + virtual ~OpenGLGraphicsManager(); + + // GraphicsManager API + virtual bool hasFeature(OSystem::Feature f); + virtual void setFeatureState(OSystem::Feature f, bool enable); + virtual bool getFeatureState(OSystem::Feature f); + + virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const; + virtual int getDefaultGraphicsMode() const; + virtual bool setGraphicsMode(int mode); + virtual int getGraphicsMode() const; + + virtual void resetGraphicsScale() {} + +#ifdef USE_RGB_COLOR + virtual Graphics::PixelFormat getScreenFormat() const; + virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0; +#endif + + virtual void beginGFXTransaction(); + virtual OSystem::TransactionError endGFXTransaction(); + + virtual int getScreenChangeID() const; + + virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format); + + virtual int16 getWidth(); + virtual int16 getHeight(); + + virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h); + virtual void fillScreen(uint32 col); + + virtual void setShakePos(int shakeOffset); + + virtual void updateScreen(); + + virtual Graphics::Surface *lockScreen(); + virtual void unlockScreen(); + + virtual void setFocusRectangle(const Common::Rect& rect); + virtual void clearFocusRectangle(); + + virtual int16 getOverlayWidth(); + virtual int16 getOverlayHeight(); + + virtual void showOverlay(); + virtual void hideOverlay(); + + virtual Graphics::PixelFormat getOverlayFormat() const; + + virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h); + virtual void clearOverlay(); + virtual void grabOverlay(void *buf, int pitch); + + virtual bool showMouse(bool visible); + virtual void warpMouse(int x, int y); + virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format); + virtual void setCursorPalette(const byte *colors, uint start, uint num); + + virtual void displayMessageOnOSD(const char *msg); + + // PaletteManager interface + virtual void setPalette(const byte *colors, uint start, uint num); + virtual void grabPalette(byte *colors, uint start, uint num); + +protected: + /** + * Set up the actual screen size available for the OpenGL code to do any + * drawing. + * + * @param width The width of the screen. + * @param height The height of the screen. + */ + void setActualScreenSize(uint width, uint height); + + /** + * Notify the manager of a OpenGL context change. This should be the first + * thing to call when you create an OpenGL (ES) context! + * + * @param defaultFormat The new default format for the game screen + * (this is used for the CLUT8 game screens). + * @param defaultFromatAlpha The new default format with an alpha channel + * (this is used for the overlay and cursor). + */ + void notifyContextChange(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha); + + /** + * Adjust the physical mouse coordinates according to the currently visible screen. + */ + void adjustMousePosition(int16 &x, int16 &y); + + /** + * Set up the mouse position for graphics output. + * + * @param x X coordinate in physical coordinates. + * @param y Y coordinate in physical coordinates. + */ + void setMousePosition(int x, int y) { _cursorX = x; _cursorY = y; } + + /** + * Set up the mouse position for the (event) system. + * + * @param x X coordinate in physical coordinates. + * @param y Y coordinate in physical coordinates. + */ + virtual void setInternalMousePosition(int x, int y) = 0; + +private: + // + // Transaction support + // + struct VideoState { + VideoState() : valid(false), gameWidth(0), gameHeight(0), +#ifdef USE_RGB_COLOR + gameFormat(), +#endif + aspectRatioCorrection(false), graphicsMode(GFX_LINEAR) { + } + + bool valid; + + uint gameWidth, gameHeight; +#ifdef USE_RGB_COLOR + Graphics::PixelFormat gameFormat; +#endif + bool aspectRatioCorrection; + int graphicsMode; + + bool operator==(const VideoState &right) { + return gameWidth == right.gameWidth && gameHeight == right.gameHeight +#ifdef USE_RGB_COLOR + && gameFormat == right.gameFormat +#endif + && aspectRatioCorrection == right.aspectRatioCorrection + && graphicsMode == right.graphicsMode; + } + + bool operator!=(const VideoState &right) { + return !(*this == right); + } + }; + + /** + * The currently setup video state. + */ + VideoState _currentState; + + /** + * The old video state used when doing a transaction rollback. + */ + VideoState _oldState; + +protected: + enum TransactionMode { + kTransactionNone = 0, + kTransactionActive = 1, + kTransactionRollback = 2 + }; + + TransactionMode getTransactionMode() const { return _transactionMode; } + +private: + /** + * The current transaction mode. + */ + TransactionMode _transactionMode; + + /** + * The current screen change ID. + */ + int _screenChangeID; + +protected: + /** + * Set up the requested video mode. This takes parameters which describe + * what resolution the game screen requests (this is possibly aspect ratio + * corrected!). + * + * A sub-class should take these parameters as hints. It might very well + * set up a mode which it thinks suites the situation best. + * + * @parma requestedWidth This is the requested actual game screen width. + * @param requestedHeight This is the requested actual game screen height. + * @param format This is the requested pixel format of the virtual game screen. + * @return true on success, false otherwise + */ + virtual bool loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) = 0; + +private: + // + // OpenGL utilities + // + + /** + * Try to determine the internal parameters for a given pixel format. + * + * @return true when the format can be used, false otherwise. + */ + bool getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const; + + // + // Actual hardware screen + // + + /** + * The width of the physical output. + */ + uint _outputScreenWidth; + + /** + * The height of the physical output. + */ + uint _outputScreenHeight; + + /** + * @return The desired aspect of the game screen. + */ + frac_t getDesiredGameScreenAspect() const; + + /** + * Recalculates the area used to display the game screen. + */ + void recalculateDisplayArea(); + + /** + * The X coordinate of the game screen. + */ + uint _displayX; + + /** + * The Y coordinate of the game screen. + */ + uint _displayY; + + /** + * The width of the game screen in physical coordinates. + */ + uint _displayWidth; + + /** + * The height of the game screen in physical coordinates. + */ + uint _displayHeight; + + /** + * The default pixel format of the backend. + */ + Graphics::PixelFormat _defaultFormat; + + /** + * The default pixel format with an alpha channel. + */ + Graphics::PixelFormat _defaultFormatAlpha; + + // + // Game screen + // + + /** + * The virtual game screen. + */ + Texture *_gameScreen; + + /** + * The game palette if in CLUT8 mode. + */ + byte _gamePalette[3 * 256]; + + /** + * The offset by which the screen is moved vertically. + */ + int _gameScreenShakeOffset; + + // + // Overlay + // + + /** + * The overlay screen. + */ + Texture *_overlay; + + /** + * Whether the overlay is visible or not. + */ + bool _overlayVisible; + + // + // Cursor + // + + /** + * Set up the correct cursor palette. + */ + void updateCursorPalette(); + + /** + * The cursor image. + */ + Texture *_cursor; + + /** + * X coordinate of the cursor in phyiscal coordinates. + */ + uint _cursorX; + + /** + * Y coordinate of the cursor in physical coordinates. + */ + uint _cursorY; + + /** + * The X offset for the cursor hotspot in unscaled coordinates. + */ + uint _cursorHotspotX; + + /** + * The Y offset for the cursor hotspot in unscaled coordinates. + */ + uint _cursorHotspotY; + + /** + * Recalculate the cursor scaling. Scaling is always done according to + * the game screen. + */ + void recalculateCursorScaling(); + + /** + * The X offset for the cursor hotspot in scaled coordinates. + */ + uint _cursorHotspotXScaled; + + /** + * The Y offset for the cursor hotspot in scaled coordinates. + */ + uint _cursorHotspotYScaled; + + /** + * The width of the cursor scaled coordinates. + */ + uint _cursorWidthScaled; + + /** + * The height of the cursor scaled coordinates. + */ + uint _cursorHeightScaled; + + /** + * The key color. + */ + uint32 _cursorKeyColor; + + /** + * Whether the cursor is actually visible. + */ + bool _cursorVisible; + + /** + * Whether no cursor scaling should be applied. + */ + bool _cursorDontScale; + + /** + * Whether the special cursor palette is enabled. + */ + bool _cursorPaletteEnabled; + + /** + * The special cursor palette in case enabled. + */ + byte _cursorPalette[3 * 256]; +}; + +} // End of namespace OpenGL + +#endif diff --git a/backends/graphics/opengl/opengl-sys.h b/backends/graphics/opengl/opengl-sys.h new file mode 100644 index 0000000000..a3524b28d2 --- /dev/null +++ b/backends/graphics/opengl/opengl-sys.h @@ -0,0 +1,57 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#ifndef BACKENDS_GRAPHICS_OPENGL_OPENGL_H +#define BACKENDS_GRAPHICS_OPENGL_OPENGL_H + +// The purpose of this header is to include the OpenGL headers in an uniform +// fashion. A notable example for a non standard port is the Tizen port. + +#include "common/scummsys.h" + +#ifdef WIN32 +#if defined(ARRAYSIZE) && !defined(_WINDOWS_) +#undef ARRAYSIZE +#endif +#define WIN32_LEAN_AND_MEAN +#include <windows.h> +#undef ARRAYSIZE +#endif + +// HACK: In case common/util.h has been included already we need to make sure +// to define ARRAYSIZE again in case of Windows. +#if !defined(ARRAYSIZE) && defined(COMMON_UTIL_H) +#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0]))) +#endif + +#if defined(TIZEN) +#include <FGraphicsOpengl.h> +using namespace Tizen::Graphics::Opengl; +#elif defined(USE_GLES) +#include <GLES/gl.h> +#elif defined(SDL_BACKEND) +#include <SDL_opengl.h> +#else +#include <GL/gl.h> +#endif + +#endif diff --git a/backends/graphics/opengl/texture.cpp b/backends/graphics/opengl/texture.cpp new file mode 100644 index 0000000000..3067aa7d1c --- /dev/null +++ b/backends/graphics/opengl/texture.cpp @@ -0,0 +1,305 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "backends/graphics/opengl/texture.h" +#include "backends/graphics/opengl/extensions.h" +#include "backends/graphics/opengl/debug.h" + +#include "common/rect.h" +#include "common/textconsole.h" + +namespace OpenGL { + +static GLuint nextHigher2(GLuint v) { + if (v == 0) + return 1; + v--; + v |= v >> 1; + v |= v >> 2; + v |= v >> 4; + v |= v >> 8; + v |= v >> 16; + return ++v; +} + +Texture::Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format) + : _glIntFormat(glIntFormat), _glFormat(glFormat), _glType(glType), _format(format), _glFilter(GL_NEAREST), + _glTexture(0), _textureData(), _userPixelData(), _allDirty(false) { + recreateInternalTexture(); +} + +Texture::~Texture() { + releaseInternalTexture(); + _textureData.free(); +} + +void Texture::releaseInternalTexture() { + GLCALL(glDeleteTextures(1, &_glTexture)); + _glTexture = 0; +} + +void Texture::recreateInternalTexture() { + // Get a new texture name. + GLCALL(glGenTextures(1, &_glTexture)); + + // Set up all texture parameters. + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + + // In case there is an actual texture setup we reinitialize it. + if (_textureData.getPixels()) { + // Mark dirts such that it will be completely refreshed the next time. + flagDirty(); + } +} + +void Texture::enableLinearFiltering(bool enable) { + if (enable) { + _glFilter = GL_LINEAR; + } else { + _glFilter = GL_NEAREST; + } + + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); +} + +void Texture::allocate(uint width, uint height) { + uint texWidth = width, texHeight = height; + if (!g_extNPOTSupported) { + texWidth = nextHigher2(texWidth); + texHeight = nextHigher2(texHeight); + } + + // In case the needed texture dimension changed we will reinitialize the + // texture. + if (texWidth != _textureData.w || texHeight != _textureData.h) { + // Create a buffer for the texture data. + _textureData.create(texWidth, texHeight, _format); + } + + // Create a sub-buffer for raw access. + _userPixelData = _textureData.getSubArea(Common::Rect(width, height)); +} + +void Texture::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcPtr, uint srcPitch) { + Graphics::Surface *dstSurf = getSurface(); + assert(x + w <= dstSurf->w); + assert(y + h <= dstSurf->h); + + const byte *src = (const byte *)srcPtr; + byte *dst = (byte *)dstSurf->getBasePtr(x, y); + const uint pitch = dstSurf->pitch; + const uint bytesPerPixel = dstSurf->format.bytesPerPixel; + + if (srcPitch == pitch && x == 0 && w == dstSurf->w) { + memcpy(dst, src, h * pitch); + } else { + while (h-- > 0) { + memcpy(dst, src, w * bytesPerPixel); + dst += pitch; + src += srcPitch; + } + } + + flagDirty(); +} + +void Texture::fill(uint32 color) { + Graphics::Surface *dst = getSurface(); + dst->fillRect(Common::Rect(dst->w, dst->h), color); + + flagDirty(); +} + +void Texture::draw(GLuint x, GLuint y, GLuint w, GLuint h) { + // Only do any processing when the Texture is initialized. + if (!_textureData.getPixels()) { + return; + } + + // First update any potentional changes. + updateTexture(); + + // Set the texture. + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + + // Calculate the texture rect that will be drawn. + const GLfloat texWidth = (GLfloat)_userPixelData.w / _textureData.w; + const GLfloat texHeight = (GLfloat)_userPixelData.h / _textureData.h; + const GLfloat texcoords[4*2] = { + 0, 0, + texWidth, 0, + 0, texHeight, + texWidth, texHeight + }; + GLCALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords)); + + // Calculate the screen rect where the texture will be drawn. + const GLshort vertices[4*2] = { + (GLshort)x, (GLshort)y, + (GLshort)(x + w), (GLshort)y, + (GLshort)x, (GLshort)(y + h), + (GLshort)(x + w), (GLshort)(y + h) + }; + GLCALL(glVertexPointer(2, GL_SHORT, 0, vertices)); + + // Draw the texture to the screen buffer. + GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); +} + +void Texture::updateTexture() { + if (!isDirty()) { + return; + } + + // In case we use linear filtering we might need to duplicate the last + // pixel row/column to avoid glitches with filtering. + if (_glFilter == GL_LINEAR) { + if (_textureData.w != _userPixelData.w) { + uint height = _userPixelData.h; + + const byte *src = (const byte *)_textureData.getBasePtr(_userPixelData.w - 1, 0); + byte *dst = (byte *)_textureData.getBasePtr(_userPixelData.w, 0); + + while (height-- > 0) { + memcpy(dst, src, _textureData.format.bytesPerPixel); + dst += _textureData.pitch; + src += _textureData.pitch; + } + } + + if (_textureData.h != _userPixelData.h) { + const byte *src = (const byte *)_textureData.getBasePtr(0, _userPixelData.h - 1); + byte *dst = (byte *)_textureData.getBasePtr(0, _userPixelData.h); + memcpy(dst, src, _userPixelData.w * _textureData.format.bytesPerPixel); + } + } + + // Set the texture. + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + + // Update the actual texture. + GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w, _textureData.h, 0, _glFormat, _glType, _textureData.getPixels())); + + // We should have handled everything, thus not dirty anymore. + clearDirty(); +} + +TextureCLUT8::TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format) + : Texture(glIntFormat, glFormat, glType, format), _clut8Data(), _palette(new byte[256 * format.bytesPerPixel]) { + memset(_palette, 0, sizeof(byte) * format.bytesPerPixel); +} + +TextureCLUT8::~TextureCLUT8() { + delete[] _palette; + _palette = nullptr; + _clut8Data.free(); +} + +void TextureCLUT8::allocate(uint width, uint height) { + Texture::allocate(width, height); + + // We only need to reinitialize our CLUT8 surface when the output size + // changed. + if (width == _clut8Data.w && width == _clut8Data.h) { + return; + } + + _clut8Data.create(width, height, Graphics::PixelFormat::createFormatCLUT8()); +} + +Graphics::PixelFormat TextureCLUT8::getFormat() const { + return Graphics::PixelFormat::createFormatCLUT8(); +} + +namespace { +template<typename ColorType> +inline void convertPalette(ColorType *dst, const byte *src, uint colors, const Graphics::PixelFormat &format) { + while (colors-- > 0) { + *dst++ = format.RGBToColor(src[0], src[1], src[2]); + src += 3; + } +} +} // End of anonymous namespace + +void TextureCLUT8::setPalette(uint start, uint colors, const byte *palData) { + const Graphics::PixelFormat &hardwareFormat = getHardwareFormat(); + + if (hardwareFormat.bytesPerPixel == 2) { + convertPalette<uint16>((uint16 *)_palette + start, palData, colors, hardwareFormat); + } else if (hardwareFormat.bytesPerPixel == 4) { + convertPalette<uint32>((uint32 *)_palette + start, palData, colors, hardwareFormat); + } else { + warning("TextureCLUT8::setPalette: Unsupported pixel depth: %d", hardwareFormat.bytesPerPixel); + } + + // A palette changes means we need to refresh the whole surface. + flagDirty(); +} + +namespace { +template<typename PixelType> +inline void doPaletteLookUp(PixelType *dst, const byte *src, uint width, uint height, uint dstPitch, uint srcPitch, const PixelType *palette) { + uint srcAdd = srcPitch - width; + uint dstAdd = dstPitch - width * sizeof(PixelType); + + while (height-- > 0) { + for (uint x = width; x > 0; --x) { + *dst++ = palette[*src++]; + } + + dst = (PixelType *)((byte *)dst + dstAdd); + src += srcAdd; + } +} +} // End of anonymous namespace + +void TextureCLUT8::updateTexture() { + if (!isDirty()) { + return; + } + + // Do the palette look up + Graphics::Surface *outSurf = Texture::getSurface(); + + if (outSurf->format.bytesPerPixel == 2) { + doPaletteLookUp<uint16>((uint16 *)outSurf->getPixels(), (const byte *)_clut8Data.getPixels(), _clut8Data.w, _clut8Data.h, + outSurf->pitch, _clut8Data.pitch, (const uint16 *)_palette); + } else if (outSurf->format.bytesPerPixel == 4) { + doPaletteLookUp<uint32>((uint32 *)outSurf->getPixels(), (const byte *)_clut8Data.getPixels(), _clut8Data.w, _clut8Data.h, + outSurf->pitch, _clut8Data.pitch, (const uint32 *)_palette); + } else { + warning("TextureCLUT8::updateTexture: Unsupported pixel depth: %d", outSurf->format.bytesPerPixel); + } + + // Do generic handling of updating the texture. + Texture::updateTexture(); +} + +} // End of namespace OpenGL diff --git a/backends/graphics/opengl/texture.h b/backends/graphics/opengl/texture.h new file mode 100644 index 0000000000..1127aed350 --- /dev/null +++ b/backends/graphics/opengl/texture.h @@ -0,0 +1,159 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#ifndef BACKENDS_GRAPHICS_OPENGL_TEXTURE_H +#define BACKENDS_GRAPHICS_OPENGL_TEXTURE_H + +#include "backends/graphics/opengl/opengl-sys.h" + +#include "graphics/pixelformat.h" +#include "graphics/surface.h" + +namespace OpenGL { + +/** + * An OpenGL texture wrapper. It automatically takes care of all OpenGL + * texture handling issues and also provides access to the texture data. + */ +class Texture { +public: + /** + * Create a new texture with the specific internal format. + * + * @param glIntFormat The internal format to use. + * @param glFormat The input format. + * @param glType The input type. + * @param format The format used for the texture input. + */ + Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format); + virtual ~Texture(); + + /** + * Destroy the OpenGL texture name. + */ + void releaseInternalTexture(); + + /** + * Create the OpenGL texture name and flag the whole texture as dirty. + */ + void recreateInternalTexture(); + + /** + * Enable or disable linear texture filtering. + * + * @param enable true to enable and false to disable. + */ + void enableLinearFiltering(bool enable); + + /** + * Allocate texture space for the desired dimensions. This wraps any + * handling of requirements for POT textures. + * + * @param width The desired logical width. + * @param height The desired logical height. + */ + virtual void allocate(uint width, uint height); + + void copyRectToTexture(uint x, uint y, uint w, uint h, const void *src, uint srcPitch); + + void fill(uint32 color); + + void draw(GLuint x, GLuint y, GLuint w, GLuint h); + + void flagDirty() { _allDirty = true; } + bool isDirty() const { return _allDirty; } + + uint getWidth() const { return _userPixelData.w; } + uint getHeight() const { return _userPixelData.h; } + + /** + * @return The hardware format of the texture data. + */ + const Graphics::PixelFormat &getHardwareFormat() const { return _format; } + + /** + * @return The logical format of the texture data. + */ + virtual Graphics::PixelFormat getFormat() const { return _format; } + + virtual Graphics::Surface *getSurface() { return &_userPixelData; } + virtual const Graphics::Surface *getSurface() const { return &_userPixelData; } + + /** + * @return Whether the texture data is using a palette. + */ + virtual bool hasPalette() const { return false; } + + virtual void setPalette(uint start, uint colors, const byte *palData) {} + + virtual void *getPalette() { return 0; } + virtual const void *getPalette() const { return 0; } + +protected: + virtual void updateTexture(); + +private: + const GLenum _glIntFormat; + const GLenum _glFormat; + const GLenum _glType; + const Graphics::PixelFormat _format; + + GLint _glFilter; + GLuint _glTexture; + + Graphics::Surface _textureData; + Graphics::Surface _userPixelData; + + bool _allDirty; + void clearDirty() { _allDirty = false; } +}; + +class TextureCLUT8 : public Texture { +public: + TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format); + virtual ~TextureCLUT8(); + + virtual void allocate(uint width, uint height); + + virtual Graphics::PixelFormat getFormat() const; + + virtual bool hasPalette() const { return true; } + + virtual void setPalette(uint start, uint colors, const byte *palData); + + virtual void *getPalette() { return _palette; } + virtual const void *getPalette() const { return _palette; } + + virtual Graphics::Surface *getSurface() { return &_clut8Data; } + virtual const Graphics::Surface *getSurface() const { return &_clut8Data; } + +protected: + virtual void updateTexture(); + +private: + Graphics::Surface _clut8Data; + byte *_palette; +}; + +} // End of namespace OpenGL + +#endif diff --git a/backends/module.mk b/backends/module.mk index 682ca78e22..b66b0b04ec 100644 --- a/backends/module.mk +++ b/backends/module.mk @@ -49,6 +49,15 @@ MODULE_OBJS += \ vkeybd/virtual-keyboard-parser.o endif +# OpenGL specific source files. +ifdef USE_OPENGL +MODULE_OBJS += \ + graphics/opengl/debug.o \ + graphics/opengl/extensions.o \ + graphics/opengl/opengl-graphics.o \ + graphics/opengl/texture.o +endif + # SDL specific source files. # We cannot just check $BACKEND = sdl, as various other backends # derive from the SDL backend, and they all need the following files. diff --git a/engines/engine.cpp b/engines/engine.cpp index c84404cc68..52020c772e 100644 --- a/engines/engine.cpp +++ b/engines/engine.cpp @@ -183,7 +183,7 @@ void initCommonGFX(bool defaultTo1XScaler) { g_system->setGraphicsMode(gfxMode.c_str()); // HACK: For OpenGL modes, we will still honor the graphics scale override - if (defaultTo1XScaler && (gfxMode.equalsIgnoreCase("gl1") || gfxMode.equalsIgnoreCase("gl2") || gfxMode.equalsIgnoreCase("gl4"))) + if (defaultTo1XScaler && (gfxMode.equalsIgnoreCase("opengl_linear") || gfxMode.equalsIgnoreCase("opengl_nearest"))) g_system->resetGraphicsScale(); } } |