diff options
Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r-- | backends/graphics/opengl/opengl-graphics.cpp | 1830 |
1 files changed, 789 insertions, 1041 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp index 84be83d524..9ad0e62f37 100644 --- a/backends/graphics/opengl/opengl-graphics.cpp +++ b/backends/graphics/opengl/opengl-graphics.cpp @@ -8,102 +8,90 @@ * 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 "common/scummsys.h" - -#if defined(USE_OPENGL) #include "backends/graphics/opengl/opengl-graphics.h" -#include "backends/graphics/opengl/glerrorcheck.h" -#include "common/config-manager.h" -#include "common/file.h" -#include "common/mutex.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 "common/file.h" #ifdef USE_OSD #include "common/tokenizer.h" +#include "common/rect.h" #endif -#include "graphics/font.h" + +#include "graphics/conversion.h" +#ifdef USE_OSD #include "graphics/fontman.h" +#include "graphics/font.h" +#endif + +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) #ifdef USE_OSD - _osdTexture(0), _osdAlpha(0), _osdFadeStartTime(0), _requireOSDUpdate(false), + , _osdAlpha(0), _osdFadeStartTime(0), _osd(nullptr) #endif - _gameTexture(0), _overlayTexture(0), _cursorTexture(0), - _screenChangeCount(1 << (sizeof(int) * 8 - 2)), _screenNeedsRedraw(false), - _shakePos(0), - _overlayVisible(false), _overlayNeedsRedraw(false), - _transactionMode(kTransactionNone), - _cursorNeedsRedraw(false), _cursorPaletteDisabled(true), - _cursorVisible(false), _cursorKeyColor(0), - _cursorDontScale(false), - _formatBGR(false), - _displayX(0), _displayY(0), _displayWidth(0), _displayHeight(0) { - - memset(&_oldVideoMode, 0, sizeof(_oldVideoMode)); - memset(&_videoMode, 0, sizeof(_videoMode)); - memset(&_transactionDetails, 0, sizeof(_transactionDetails)); - - _videoMode.mode = OpenGL::GFX_NORMAL; - _videoMode.scaleFactor = 2; - _videoMode.fullscreen = ConfMan.getBool("fullscreen"); - _videoMode.antialiasing = false; - - _gamePalette = (byte *)calloc(sizeof(byte) * 3, 256); - _cursorPalette = (byte *)calloc(sizeof(byte) * 3, 256); + { + memset(_gamePalette, 0, sizeof(_gamePalette)); } OpenGLGraphicsManager::~OpenGLGraphicsManager() { - free(_gamePalette); - free(_cursorPalette); - - _screenData.free(); - _overlayData.free(); - _cursorData.free(); - _osdSurface.free(); - - delete _gameTexture; - delete _overlayTexture; - delete _cursorTexture; + delete _gameScreen; + delete _overlay; + delete _cursor; +#ifdef USE_OSD + delete _osd; +#endif } -// -// Feature -// - bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) { - return - (f == OSystem::kFeatureAspectRatioCorrection) || - (f == OSystem::kFeatureCursorPalette); + 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::kFeatureFullscreenMode: - setFullscreenMode(enable); - break; - case OSystem::kFeatureAspectRatioCorrection: - _videoMode.aspectRatioCorrection = enable; - _transactionDetails.needRefresh = true; + assert(_transactionMode != kTransactionNone); + _currentState.aspectRatioCorrection = enable; break; case OSystem::kFeatureCursorPalette: - _cursorPaletteDisabled = !enable; - _cursorNeedsRedraw = true; + _cursorPaletteEnabled = enable; + updateCursorPalette(); break; default: @@ -113,1189 +101,1016 @@ void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) { bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) { switch (f) { - case OSystem::kFeatureFullscreenMode: - return _videoMode.fullscreen; - case OSystem::kFeatureAspectRatioCorrection: - return _videoMode.aspectRatioCorrection; + return _currentState.aspectRatioCorrection; case OSystem::kFeatureCursorPalette: - return !_cursorPaletteDisabled; + return _cursorPaletteEnabled; default: return false; } } -// -// Screen format and modes -// +namespace { -static const OSystem::GraphicsMode s_supportedGraphicsModes[] = { - {"gl1", _s("OpenGL Normal"), OpenGL::GFX_NORMAL}, - {"gl2", _s("OpenGL Conserve"), OpenGL::GFX_CONSERVE}, - {"gl4", _s("OpenGL Original"), OpenGL::GFX_ORIGINAL}, - {0, 0, 0} +const OSystem::GraphicsMode glGraphicsModes[] = { + { "opengl_linear", _s("OpenGL"), GFX_LINEAR }, + { "opengl_nearest", _s("OpenGL (No filtering)"), GFX_NEAREST }, + { nullptr, nullptr, 0 } }; -const OSystem::GraphicsMode *OpenGLGraphicsManager::supportedGraphicsModes() { - return s_supportedGraphicsModes; -} +} // End of anonymous namespace const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const { - return s_supportedGraphicsModes; + return glGraphicsModes; } int OpenGLGraphicsManager::getDefaultGraphicsMode() const { - return OpenGL::GFX_NORMAL; + return GFX_LINEAR; } bool OpenGLGraphicsManager::setGraphicsMode(int mode) { - assert(_transactionMode == kTransactionActive); + assert(_transactionMode != kTransactionNone); + + switch (mode) { + case GFX_LINEAR: + case GFX_NEAREST: + _currentState.graphicsMode = mode; + + if (_gameScreen) { + _gameScreen->enableLinearFiltering(mode == GFX_LINEAR); + } - setScale(2); + if (_cursor) { + _cursor->enableLinearFiltering(mode == GFX_LINEAR); + } - if (_oldVideoMode.setup && _oldVideoMode.mode == mode) return true; - switch (mode) { - case OpenGL::GFX_NORMAL: - case OpenGL::GFX_CONSERVE: - case OpenGL::GFX_ORIGINAL: - break; default: - warning("Unknown gfx mode %d", mode); + warning("OpenGLGraphicsManager::setGraphicsMode(%d): Unknown graphics mode", mode); return false; } - - _videoMode.mode = mode; - _transactionDetails.needRefresh = true; - - return true; } int OpenGLGraphicsManager::getGraphicsMode() const { - assert(_transactionMode == kTransactionNone); - return _videoMode.mode; -} - -void OpenGLGraphicsManager::resetGraphicsScale() { - setScale(1); + return _currentState.graphicsMode; } #ifdef USE_RGB_COLOR Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const { - return _screenFormat; + return _currentState.gameFormat; } #endif -void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) { - assert(_transactionMode == kTransactionActive); - -#ifdef USE_RGB_COLOR - Graphics::PixelFormat newFormat; - if (!format) - newFormat = Graphics::PixelFormat::createFormatCLUT8(); - else - newFormat = *format; - - assert(newFormat.bytesPerPixel > 0); - - // Avoid redundant format changes - if (newFormat != _videoMode.format) { - _videoMode.format = newFormat; - _transactionDetails.formatChanged = true; - _screenFormat = newFormat; - } -#endif - - // Avoid redundant res changes - if ((int)width == _videoMode.screenWidth && (int)height == _videoMode.screenHeight) - return; - - _videoMode.screenWidth = width; - _videoMode.screenHeight = height; - - _transactionDetails.sizeChanged = true; -} - -int OpenGLGraphicsManager::getScreenChangeID() const { - return _screenChangeCount; -} - -// -// GFX -// - void OpenGLGraphicsManager::beginGFXTransaction() { assert(_transactionMode == kTransactionNone); + // Start a transaction. + _oldState = _currentState; _transactionMode = kTransactionActive; - _transactionDetails.sizeChanged = false; - _transactionDetails.needRefresh = false; - _transactionDetails.needUpdatescreen = false; - _transactionDetails.filterChanged = false; -#ifdef USE_RGB_COLOR - _transactionDetails.formatChanged = false; -#endif - - _oldVideoMode = _videoMode; } OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() { - int errors = OSystem::kTransactionSuccess; + assert(_transactionMode == kTransactionActive); - assert(_transactionMode != kTransactionNone); + uint transactionError = OSystem::kTransactionSuccess; + + bool setupNewGameScreen = false; + if ( _oldState.gameWidth != _currentState.gameWidth + || _oldState.gameHeight != _currentState.gameHeight) { + setupNewGameScreen = true; + } - if (_transactionMode == kTransactionRollback) { - if (_videoMode.fullscreen != _oldVideoMode.fullscreen) { - errors |= OSystem::kTransactionFullscreenFailed; +#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 - _videoMode.fullscreen = _oldVideoMode.fullscreen; - } else if (_videoMode.mode != _oldVideoMode.mode) { - errors |= OSystem::kTransactionModeSwitchFailed; + do { + uint requestedWidth = _currentState.gameWidth; + uint requestedHeight = _currentState.gameHeight; + const uint desiredAspect = getDesiredGameScreenAspect(); + requestedHeight = intToFrac(requestedWidth) / desiredAspect; - _videoMode.mode = _oldVideoMode.mode; - _videoMode.scaleFactor = _oldVideoMode.scaleFactor; + if (!loadVideoMode(requestedWidth, requestedHeight, #ifdef USE_RGB_COLOR - } else if (_videoMode.format != _oldVideoMode.format) { - errors |= OSystem::kTransactionFormatNotSupported; + _currentState.gameFormat +#else + Graphics::PixelFormat::createFormatCLUT8() +#endif + ) + // HACK: This is really nasty but we don't have any guarantees of + // a context existing before, which means we don't know the maximum + // supported texture size before this. Thus, we check whether the + // requested game resolution is supported over here. + || ( _currentState.gameWidth > (uint)Texture::getMaximumTextureSize() + || _currentState.gameHeight > (uint)Texture::getMaximumTextureSize())) { + 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; + } - _videoMode.format = _oldVideoMode.format; - _screenFormat = _videoMode.format; +#ifdef USE_RGB_COLOR + if (_oldState.gameFormat != _currentState.gameFormat) { + transactionError |= OSystem::kTransactionFormatNotSupported; + } #endif - } else if (_videoMode.screenWidth != _oldVideoMode.screenWidth || _videoMode.screenHeight != _oldVideoMode.screenHeight) { - errors |= OSystem::kTransactionSizeChangeFailed; - _videoMode.screenWidth = _oldVideoMode.screenWidth; - _videoMode.screenHeight = _oldVideoMode.screenHeight; - _videoMode.overlayWidth = _oldVideoMode.overlayWidth; - _videoMode.overlayHeight = _oldVideoMode.overlayHeight; - } + if (_oldState.aspectRatioCorrection != _currentState.aspectRatioCorrection) { + transactionError |= OSystem::kTransactionAspectRatioFailed; + } - if (_videoMode.fullscreen == _oldVideoMode.fullscreen && - _videoMode.mode == _oldVideoMode.mode && - _videoMode.screenWidth == _oldVideoMode.screenWidth && - _videoMode.screenHeight == _oldVideoMode.screenHeight) { + if (_oldState.graphicsMode != _currentState.graphicsMode) { + transactionError |= OSystem::kTransactionModeSwitchFailed; + } - _oldVideoMode.setup = false; - } - } + // Roll back to the old state. + _currentState = _oldState; + _transactionMode = kTransactionRollback; - if (_transactionDetails.sizeChanged || _transactionDetails.needRefresh) { - unloadGFXMode(); - if (!loadGFXMode()) { - if (_oldVideoMode.setup) { - _transactionMode = kTransactionRollback; - errors |= endGFXTransaction(); + // Try to set up the old state. + continue; + } } - } else { - clearOverlay(); - _videoMode.setup = true; - _screenChangeCount++; + // 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 - } else if (_transactionDetails.filterChanged || _transactionDetails.formatChanged) { -#else - } else if (_transactionDetails.filterChanged) { + if (_currentState.gameFormat.bytesPerPixel == 1) { #endif - loadTextures(); - internUpdateScreen(); - } else if (_transactionDetails.needUpdatescreen) { - internUpdateScreen(); + 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)); + } } - _transactionMode = kTransactionNone; - return (OSystem::TransactionError)errors; -} + // Update our display area and cursor scaling. This makes sure we pick up + // aspect ratio correction and game screen changes correctly. + recalculateDisplayArea(); + recalculateCursorScaling(); -// -// Screen -// + // Something changed, so update the screen change ID. + ++_screenChangeID; -int16 OpenGLGraphicsManager::getHeight() { - return _videoMode.screenHeight; + // Since transactionError is a ORd list of TransactionErrors this is + // clearly wrong. But our API is simply broken. + return (OSystem::TransactionError)transactionError; } -int16 OpenGLGraphicsManager::getWidth() { - return _videoMode.screenWidth; +int OpenGLGraphicsManager::getScreenChangeID() const { + return _screenChangeID; } -void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) { - assert(colors); - +void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) { + Graphics::PixelFormat requestedFormat; #ifdef USE_RGB_COLOR - assert(_screenFormat.bytesPerPixel == 1); + if (!format) { + requestedFormat = Graphics::PixelFormat::createFormatCLUT8(); + } else { + requestedFormat = *format; + } + _currentState.gameFormat = requestedFormat; #endif - // Save the screen palette - memcpy(_gamePalette + start * 3, colors, num * 3); - - _screenNeedsRedraw = true; - - if (_cursorPaletteDisabled) - _cursorNeedsRedraw = true; + _currentState.gameWidth = width; + _currentState.gameHeight = height; } -void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) { - assert(colors); - -#ifdef USE_RGB_COLOR - assert(_screenFormat.bytesPerPixel == 1); -#endif +int16 OpenGLGraphicsManager::getWidth() { + return _currentState.gameWidth; +} - // Copies current palette to buffer - memcpy(colors, _gamePalette + start * 3, num * 3); +int16 OpenGLGraphicsManager::getHeight() { + return _currentState.gameHeight; } void OpenGLGraphicsManager::copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) { - assert(x >= 0 && x < _screenData.w); - assert(y >= 0 && y < _screenData.h); - assert(h > 0 && y + h <= _screenData.h); - assert(w > 0 && x + w <= _screenData.w); - - // Copy buffer data to game screen internal buffer - const byte *src = (const byte *)buf; - byte *dst = (byte *)_screenData.getBasePtr(x, y); - for (int i = 0; i < h; i++) { - memcpy(dst, src, w * _screenData.format.bytesPerPixel); - src += pitch; - dst += _screenData.pitch; - } - - // Extend dirty area if not full screen redraw is flagged - if (!_screenNeedsRedraw) { - const Common::Rect dirtyRect(x, y, x + w, y + h); - _screenDirtyRect.extend(dirtyRect); - } + _gameScreen->copyRectToTexture(x, y, w, h, buf, pitch); } -Graphics::Surface *OpenGLGraphicsManager::lockScreen() { - return &_screenData; +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::unlockScreen() { - _screenNeedsRedraw = true; +void OpenGLGraphicsManager::setShakePos(int shakeOffset) { + _gameScreenShakeOffset = shakeOffset; } -void OpenGLGraphicsManager::fillScreen(uint32 col) { - if (_gameTexture == NULL) +void OpenGLGraphicsManager::updateScreen() { + if (!_gameScreen) { return; + } -#ifdef USE_RGB_COLOR - if (_screenFormat.bytesPerPixel == 1) { - memset(_screenData.getPixels(), col, _screenData.h * _screenData.pitch); - } else if (_screenFormat.bytesPerPixel == 2) { - uint16 *pixels = (uint16 *)_screenData.getPixels(); - uint16 col16 = (uint16)col; - for (int i = 0; i < _screenData.w * _screenData.h; i++) { - pixels[i] = col16; - } - } else if (_screenFormat.bytesPerPixel == 3) { - uint8 *pixels = (uint8 *)_screenData.getPixels(); - byte r = (col >> 16) & 0xFF; - byte g = (col >> 8) & 0xFF; - byte b = col & 0xFF; - for (int i = 0; i < _screenData.w * _screenData.h; i++) { - pixels[0] = r; - pixels[1] = g; - pixels[2] = b; - pixels += 3; + // 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)); } - } else if (_screenFormat.bytesPerPixel == 4) { - uint32 *pixels = (uint32 *)_screenData.getPixels(); - for (int i = 0; i < _screenData.w * _screenData.h; i++) { - pixels[i] = col; + + _cursor->draw(_cursorX - _cursorHotspotXScaled, _cursorY - _cursorHotspotYScaled, + _cursorWidthScaled, _cursorHeightScaled); + + glPopMatrix(); + } + +#ifdef USE_OSD + // Fourth step: Draw the OSD. + if (_osdAlpha > 0) { + Common::StackLock lock(_osdMutex); + + // Update alpha value. + const int diff = g_system->getMillis(false) - _osdFadeStartTime; + if (diff > 0) { + if (diff >= kOSDFadeOutDuration) { + // Back to full transparency. + _osdAlpha = 0; + } else { + // Do a fade out. + _osdAlpha = kOSDInitialAlpha - diff * kOSDInitialAlpha / kOSDFadeOutDuration; + } } + + // Set the OSD transparency. + GLCALL(glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f)); + + // Draw the OSD texture. + _osd->draw(0, 0, _outputScreenWidth, _outputScreenHeight); + + // Reset color. + GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f)); } -#else - memset(_screenData.getPixels(), col, _screenData.h * _screenData.pitch); #endif - _screenNeedsRedraw = true; } -void OpenGLGraphicsManager::updateScreen() { - assert(_transactionMode == kTransactionNone); - internUpdateScreen(); +Graphics::Surface *OpenGLGraphicsManager::lockScreen() { + return _gameScreen->getSurface(); } -void OpenGLGraphicsManager::setShakePos(int shakeOffset) { - assert(_transactionMode == kTransactionNone); - _shakePos = shakeOffset; +void OpenGLGraphicsManager::unlockScreen() { + _gameScreen->flagDirty(); } -void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect &rect) { +void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) { } void OpenGLGraphicsManager::clearFocusRectangle() { } -// -// Overlay -// - -void OpenGLGraphicsManager::showOverlay() { - assert(_transactionMode == kTransactionNone); +int16 OpenGLGraphicsManager::getOverlayWidth() { + if (_overlay) { + return _overlay->getWidth(); + } else { + return 0; + } +} - if (_overlayVisible) - return; +int16 OpenGLGraphicsManager::getOverlayHeight() { + if (_overlay) { + return _overlay->getHeight(); + } else { + return 0; + } +} +void OpenGLGraphicsManager::showOverlay() { _overlayVisible = true; - - clearOverlay(); } void OpenGLGraphicsManager::hideOverlay() { - assert(_transactionMode == kTransactionNone); - - if (!_overlayVisible) - return; - _overlayVisible = false; - - clearOverlay(); } Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const { - return _overlayFormat; + return _overlay->getFormat(); } -void OpenGLGraphicsManager::clearOverlay() { - // Set all pixels to 0 - memset(_overlayData.getPixels(), 0, _overlayData.h * _overlayData.pitch); - _overlayNeedsRedraw = true; +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::grabOverlay(void *buf, int pitch) { - const byte *src = (byte *)_overlayData.getPixels(); - byte *dst = (byte *)buf; - for (int i = 0; i < _overlayData.h; i++) { - // Copy overlay data to buffer - memcpy(dst, src, _overlayData.pitch); - dst += pitch; - src += _overlayData.pitch; - } +void OpenGLGraphicsManager::clearOverlay() { + _overlay->fill(0); } -void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) { - assert(_transactionMode == kTransactionNone); - - if (_overlayTexture == NULL) - return; - - const byte *src = (const byte *)buf; - - // Clip the coordinates - if (x < 0) { - w += x; - src -= x * 2; - x = 0; - } - - if (y < 0) { - h += y; - src -= y * pitch; - y = 0; - } - - if (w > _overlayData.w - x) - w = _overlayData.w - x; - - if (h > _overlayData.h - y) - h = _overlayData.h - y; - - if (w <= 0 || h <= 0) - return; +void OpenGLGraphicsManager::grabOverlay(void *buf, int pitch) { + const Graphics::Surface *overlayData = _overlay->getSurface(); - // Copy buffer data to internal overlay surface - byte *dst = (byte *)_overlayData.getBasePtr(0, y); - for (int i = 0; i < h; i++) { - memcpy(dst + x * _overlayData.format.bytesPerPixel, src, w * _overlayData.format.bytesPerPixel); - src += pitch; - dst += _overlayData.pitch; - } + const byte *src = (const byte *)overlayData->getPixels(); + byte *dst = (byte *)buf; - // Extend dirty area if not full screen redraw is flagged - if (!_overlayNeedsRedraw) { - const Common::Rect dirtyRect(x, y, x + w, y + h); - _overlayDirtyRect.extend(dirtyRect); + for (uint h = overlayData->h; h > 0; --h) { + memcpy(dst, src, overlayData->w * overlayData->format.bytesPerPixel); + dst += pitch; + src += overlayData->pitch; } } -int16 OpenGLGraphicsManager::getOverlayHeight() { - return _videoMode.overlayHeight; -} - -int16 OpenGLGraphicsManager::getOverlayWidth() { - return _videoMode.overlayWidth; -} - -// -// Cursor -// - bool OpenGLGraphicsManager::showMouse(bool visible) { - if (_cursorVisible == visible) - return visible; - bool last = _cursorVisible; _cursorVisible = visible; - return last; } void OpenGLGraphicsManager::warpMouse(int x, int y) { - int scaledX = x; - int scaledY = y; - - int16 currentX = _cursorState.x; - int16 currentY = _cursorState.y; - + int16 currentX = _cursorX; + int16 currentY = _cursorY; adjustMousePosition(currentX, currentY); - // Do not adjust the real screen position, when the current game / overlay - // coordinates match the requested coordinates. This avoids a slight - // movement which might occur otherwise when the mouse is at a subpixel - // position. - if (x == currentX && y == 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; + } - if (_videoMode.mode == OpenGL::GFX_NORMAL) { - if (_videoMode.hardwareWidth != _videoMode.overlayWidth) - scaledX = scaledX * _videoMode.hardwareWidth / _videoMode.overlayWidth; - if (_videoMode.hardwareHeight != _videoMode.overlayHeight) - scaledY = scaledY * _videoMode.hardwareHeight / _videoMode.overlayHeight; - - if (!_overlayVisible) { - scaledX *= _videoMode.scaleFactor; - scaledY *= _videoMode.scaleFactor; + // 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 (_overlayVisible) { - if (_displayWidth != _videoMode.overlayWidth) - scaledX = scaledX * _displayWidth / _videoMode.overlayWidth; - if (_displayHeight != _videoMode.overlayHeight) - scaledY = scaledY * _displayHeight / _videoMode.overlayHeight; - } else { - if (_displayWidth != _videoMode.screenWidth) - scaledX = scaledX * _displayWidth / _videoMode.screenWidth; - if (_displayHeight != _videoMode.screenHeight) - scaledY = scaledY * _displayHeight / _videoMode.screenHeight; + if (!_gameScreen) { + return; } - scaledX += _displayX; - scaledY += _displayY; + x = (x * _displayWidth) / _gameScreen->getWidth(); + y = (y * _displayHeight) / _gameScreen->getHeight(); + + x += _displayX; + y += _displayY; } - setMousePosition(scaledX, scaledY); - setInternalMousePosition(scaledX, scaledY); + 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) - _cursorFormat = *format; - else - _cursorFormat = Graphics::PixelFormat::createFormatCLUT8(); + if (format) { + inputFormat = *format; + } else { + inputFormat = Graphics::PixelFormat::createFormatCLUT8(); + } #else - assert(keycolor <= 255); - _cursorFormat = Graphics::PixelFormat::createFormatCLUT8(); + inputFormat = Graphics::PixelFormat::createFormatCLUT8(); #endif - // Allocate space for cursor data - if (_cursorData.w != w || _cursorData.h != h || - _cursorData.format.bytesPerPixel != _cursorFormat.bytesPerPixel) - _cursorData.create(w, h, _cursorFormat); + // 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; - // Save cursor data - memcpy(_cursorData.getPixels(), buf, h * _cursorData.pitch); + 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); + } - // Set cursor info - _cursorState.w = w; - _cursorState.h = h; - _cursorState.hotX = hotspotX; - _cursorState.hotY = hotspotY; _cursorKeyColor = keycolor; + _cursorHotspotX = hotspotX; + _cursorHotspotY = hotspotY; _cursorDontScale = dontScale; - _cursorNeedsRedraw = true; - refreshCursorScale(); + _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) { - assert(colors); + // FIXME: For some reason client code assumes that usage of this function + // automatically enables the cursor palette. + _cursorPaletteEnabled = true; - // Save the cursor palette memcpy(_cursorPalette + start * 3, colors, num * 3); - - _cursorPaletteDisabled = false; - _cursorNeedsRedraw = true; + updateCursorPalette(); } -// -// Misc -// - void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) { - assert(_transactionMode == kTransactionNone); - assert(msg); - #ifdef USE_OSD - // Split the message into separate lines. - _osdLines.clear(); + // HACK: Actually no client code should use graphics functions from + // another thread. But the MT-32 emulator still does, thus we need to + // make sure this doesn't happen while a updateScreen call is done. + Common::StackLock lock(_osdMutex); + // Slip up the lines. + Common::Array<Common::String> osdLines; Common::StringTokenizer tokenizer(msg, "\n"); - while (!tokenizer.empty()) - _osdLines.push_back(tokenizer.nextToken()); + while (!tokenizer.empty()) { + osdLines.push_back(tokenizer.nextToken()); + } - // Request update of the texture - _requireOSDUpdate = true; + // Do the actual drawing like the SDL backend. + const Graphics::Font *font = getFontOSD(); + Graphics::Surface *dst = _osd->getSurface(); + _osd->fill(0); + _osd->flagDirty(); - // Init the OSD display parameters, and the fade out + // Determine a rect which would contain the message string (clipped to the + // screen dimensions). + const int vOffset = 6; + const int lineSpacing = 1; + const int lineHeight = font->getFontHeight() + 2 * lineSpacing; + int width = 0; + int height = lineHeight * osdLines.size() + 2 * vOffset; + for (uint i = 0; i < osdLines.size(); i++) { + width = MAX(width, font->getStringWidth(osdLines[i]) + 14); + } + + // Clip the rect + width = MIN<int>(width, dst->w); + height = MIN<int>(height, dst->h); + + int dstX = (dst->w - width) / 2; + int dstY = (dst->h - height) / 2; + + // Draw a dark gray rect. + const uint32 color = dst->format.RGBToColor(40, 40, 40); + dst->fillRect(Common::Rect(dstX, dstY, dstX + width, dstY + height), color); + + // Render the message, centered, and in white + const uint32 white = dst->format.RGBToColor(255, 255, 255); + for (uint i = 0; i < osdLines.size(); ++i) { + font->drawString(dst, osdLines[i], + dstX, dstY + i * lineHeight + vOffset + lineSpacing, width, + white, Graphics::kTextAlignCenter); + } + + // Init the OSD display parameters. _osdAlpha = kOSDInitialAlpha; _osdFadeStartTime = g_system->getMillis() + kOSDFadeOutDelay; #endif } -// -// Intern -// +void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) { + assert(_gameScreen->hasPalette()); -void OpenGLGraphicsManager::setFullscreenMode(bool enable) { - assert(_transactionMode == kTransactionActive); + memcpy(_gamePalette + start * 3, colors, num * 3); + _gameScreen->setPalette(start, num, colors); - if (_oldVideoMode.setup && _oldVideoMode.fullscreen == enable) - return; + // We might need to update the cursor palette here. + updateCursorPalette(); +} - if (_transactionMode == kTransactionActive) { - _videoMode.fullscreen = enable; - _transactionDetails.needRefresh = true; - } +void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) { + assert(_gameScreen->hasPalette()); + + memcpy(colors, _gamePalette + start * 3, num * 3); } -void OpenGLGraphicsManager::refreshGameScreen() { - if (_screenNeedsRedraw) - _screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h); - - int x = _screenDirtyRect.left; - int y = _screenDirtyRect.top; - int w = _screenDirtyRect.width(); - int h = _screenDirtyRect.height(); - - if (_screenData.format.bytesPerPixel == 1) { - // Create a temporary RGB888 surface - byte *surface = new byte[w * h * 3]; - - // Convert the paletted buffer to RGB888 - const byte *src = (byte *)_screenData.getBasePtr(0, y); - src += x * _screenData.format.bytesPerPixel; - byte *dst = surface; - for (int i = 0; i < h; i++) { - for (int j = 0; j < w; j++) { - dst[0] = _gamePalette[src[j] * 3]; - dst[1] = _gamePalette[src[j] * 3 + 1]; - dst[2] = _gamePalette[src[j] * 3 + 2]; - dst += 3; - } - src += _screenData.pitch; +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()); + + uint overlayWidth = width; + uint overlayHeight = height; + + // WORKAROUND: We can only support surfaces up to the maximum supported + // texture size. Thus, in case we encounter a physical size bigger than + // this maximum texture size we will simply use an overlay as big as + // possible and then scale it to the physical display size. This sounds + // bad but actually all recent chips should support full HD resolution + // anyway. Thus, it should not be a real issue for modern hardware. + if ( overlayWidth > (uint)Texture::getMaximumTextureSize() + || overlayHeight > (uint)Texture::getMaximumTextureSize()) { + const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight; + + if (outputAspect > (frac_t)FRAC_ONE) { + overlayWidth = Texture::getMaximumTextureSize(); + overlayHeight = intToFrac(overlayWidth) / outputAspect; + } else { + overlayHeight = Texture::getMaximumTextureSize(); + overlayWidth = fracToInt(overlayHeight * outputAspect); } + } - // Update the texture - _gameTexture->updateBuffer(surface, w * 3, x, y, w, h); + // 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. + overlayWidth = MAX<uint>(overlayWidth, 256); + overlayHeight = MAX<uint>(overlayHeight, 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); + // We always filter the overlay with GL_LINEAR. This assures it's + // readable in case it needs to be scaled and does not affect it + // otherwise. + _overlay->enableLinearFiltering(true); + } + _overlay->allocate(overlayWidth, overlayHeight); + _overlay->fill(0); - // Free the temp surface - delete[] surface; - } else { - // Update the texture - _gameTexture->updateBuffer((byte *)_screenData.getBasePtr(x, y), _screenData.pitch, x, y, w, h); +#ifdef USE_OSD + if (!_osd || _osd->getFormat() != _defaultFormatAlpha) { + delete _osd; + _osd = nullptr; + + GLenum glIntFormat, glFormat, glType; + const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType); + assert(supported); + _osd = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha); + // We always filter the osd with GL_LINEAR. This assures it's + // readable in case it needs to be scaled and does not affect it + // otherwise. + _osd->enableLinearFiltering(true); } + _osd->allocate(_overlay->getWidth(), _overlay->getHeight()); + _osd->fill(0); +#endif + + // Re-setup the scaling for the screen and cursor + recalculateDisplayArea(); + recalculateCursorScaling(); - _screenNeedsRedraw = false; - _screenDirtyRect = Common::Rect(); + // Something changed, so update the screen change ID. + ++_screenChangeID; } -void OpenGLGraphicsManager::refreshOverlay() { - if (_overlayNeedsRedraw) - _overlayDirtyRect = Common::Rect(0, 0, _overlayData.w, _overlayData.h); - - int x = _overlayDirtyRect.left; - int y = _overlayDirtyRect.top; - int w = _overlayDirtyRect.width(); - int h = _overlayDirtyRect.height(); - - if (_overlayData.format.bytesPerPixel == 1) { - // Create a temporary RGB888 surface - byte *surface = new byte[w * h * 3]; - - // Convert the paletted buffer to RGB888 - const byte *src = (byte *)_overlayData.getBasePtr(0, y); - src += x * _overlayData.format.bytesPerPixel; - byte *dst = surface; - for (int i = 0; i < h; i++) { - for (int j = 0; j < w; j++) { - dst[0] = _gamePalette[src[j] * 3]; - dst[1] = _gamePalette[src[j] * 3 + 1]; - dst[2] = _gamePalette[src[j] * 3 + 2]; - dst += 3; - } - src += _screenData.pitch; - } +void OpenGLGraphicsManager::notifyContextChange(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha) { + // Initialize all extensions. + initializeGLExtensions(); - // Update the texture - _overlayTexture->updateBuffer(surface, w * 3, x, y, w, h); + // 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)); - // Free the temp surface - delete[] surface; - } else { - // Update the texture - _overlayTexture->updateBuffer((byte *)_overlayData.getBasePtr(x, y), _overlayData.pitch, x, y, w, h); - } + // 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)); - _overlayNeedsRedraw = false; - _overlayDirtyRect = Common::Rect(); -} + // Setup alpha blend (for overlay and cursor). + GLCALL(glEnable(GL_BLEND)); + GLCALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); -void OpenGLGraphicsManager::refreshCursor() { - _cursorNeedsRedraw = false; - - // Allocate a texture big enough for cursor - _cursorTexture->allocBuffer(_cursorState.w, _cursorState.h); - - // Create a temporary RGBA8888 surface - byte *surface = new byte[_cursorState.w * _cursorState.h * 4]; - memset(surface, 0, _cursorState.w * _cursorState.h * 4); - - byte *dst = surface; - - // Convert the paletted cursor to RGBA8888 - if (_cursorFormat.bytesPerPixel == 1) { - // Select palette - byte *palette; - if (_cursorPaletteDisabled) - palette = _gamePalette; - else - palette = _cursorPalette; - - // Convert the paletted cursor to RGBA8888 - const byte *src = (byte *)_cursorData.getPixels(); - for (int i = 0; i < _cursorState.w * _cursorState.h; i++) { - // Check for keycolor - if (src[i] != _cursorKeyColor) { - dst[0] = palette[src[i] * 3]; - dst[1] = palette[src[i] * 3 + 1]; - dst[2] = palette[src[i] * 3 + 2]; - dst[3] = 255; - } - dst += 4; - } - } else { - const bool gotNoAlpha = (_cursorFormat.aLoss == 8); - - // Convert the RGB cursor to RGBA8888 - if (_cursorFormat.bytesPerPixel == 2) { - const uint16 *src = (uint16 *)_cursorData.getPixels(); - for (int i = 0; i < _cursorState.w * _cursorState.h; i++) { - // Check for keycolor - if (src[i] != _cursorKeyColor) { - _cursorFormat.colorToARGB(src[i], dst[3], dst[0], dst[1], dst[2]); - - if (gotNoAlpha) - dst[3] = 255; - } - dst += 4; - } - } else if (_cursorFormat.bytesPerPixel == 4) { - const uint32 *src = (uint32 *)_cursorData.getPixels(); - for (int i = 0; i < _cursorState.w * _cursorState.h; i++) { - // Check for keycolor - if (src[i] != _cursorKeyColor) { - _cursorFormat.colorToARGB(src[i], dst[3], dst[0], dst[1], dst[2]); - - if (gotNoAlpha) - dst[3] = 255; - } - dst += 4; - } - } - } + // Enable rendering with vertex and coord arrays. + GLCALL(glEnableClientState(GL_VERTEX_ARRAY)); + GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY)); - // Update the texture with new cursor - _cursorTexture->updateBuffer(surface, _cursorState.w * 4, 0, 0, _cursorState.w, _cursorState.h); + GLCALL(glEnable(GL_TEXTURE_2D)); - // Free the temp surface - delete[] surface; -} + // We use a "pack" alignment (when reading from textures) to 4 here, + // since the only place where we really use it is the BMP screenshot + // code and that requires the same alignment too. + GLCALL(glPixelStorei(GL_PACK_ALIGNMENT, 4)); -void OpenGLGraphicsManager::refreshCursorScale() { - // Calculate the scale factors of the screen. - // We also totally ignore the aspect of the overlay cursor, since aspect - // ratio correction only applies to the game screen. - // TODO: It might make sense to always ignore scaling of the mouse cursor - // when the overlay is visible. - uint screenScaleFactorX = _videoMode.hardwareWidth * 10000 / _videoMode.screenWidth; - uint screenScaleFactorY = _videoMode.hardwareHeight * 10000 / _videoMode.screenHeight; - - // Ignore scaling when the cursor should not be scaled. - if (_cursorDontScale) { - screenScaleFactorX = 10000; - screenScaleFactorY = 10000; - } + // Query information needed by textures. + Texture::queryTextureInformation(); - // Apply them (without any possible) aspect ratio correction to the - // overlay. - _cursorState.rW = (int16)(_cursorState.w * screenScaleFactorX / 10000); - _cursorState.rH = (int16)(_cursorState.h * screenScaleFactorY / 10000); - _cursorState.rHotX = (int16)(_cursorState.hotX * screenScaleFactorX / 10000); - _cursorState.rHotY = (int16)(_cursorState.hotY * screenScaleFactorY / 10000); - - // Only apply scaling when it's desired. - if (_cursorDontScale) { - screenScaleFactorX = 10000; - screenScaleFactorY = 10000; - } else { - // Make sure we properly scale the cursor according to the desired aspect. - int width, height; - calculateDisplaySize(width, height); - screenScaleFactorX = (width * 10000 / _videoMode.screenWidth); - screenScaleFactorY = (height * 10000 / _videoMode.screenHeight); + // Refresh the output screen dimensions if some are set up. + if (_outputScreenWidth != 0 && _outputScreenHeight != 0) { + setActualScreenSize(_outputScreenWidth, _outputScreenHeight); } - // Apply the scale cursor scaling for the game screen. - _cursorState.vW = (int16)(_cursorState.w * screenScaleFactorX / 10000); - _cursorState.vH = (int16)(_cursorState.h * screenScaleFactorY / 10000); - _cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactorX / 10000); - _cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactorY / 10000); -} + // 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; -void OpenGLGraphicsManager::calculateDisplaySize(int &width, int &height) { - if (_videoMode.mode == OpenGL::GFX_ORIGINAL) { - width = _videoMode.screenWidth; - height = _videoMode.screenHeight; - } else { - width = _videoMode.hardwareWidth; - height = _videoMode.hardwareHeight; + if (_gameScreen) { + _gameScreen->recreateInternalTexture(); + } + + if (_overlay) { + _overlay->recreateInternalTexture(); + } - uint aspectRatio = (_videoMode.hardwareWidth * 10000 + 5000) / _videoMode.hardwareHeight; - uint desiredAspectRatio = getAspectRatio(); + if (_cursor) { + _cursor->recreateInternalTexture(); + } - // Adjust one screen dimension for mantaining the aspect ratio - if (aspectRatio < desiredAspectRatio) - height = (width * 10000 + 5000) / desiredAspectRatio; - else if (aspectRatio > desiredAspectRatio) - width = (height * desiredAspectRatio + 5000) / 10000; +#ifdef USE_OSD + if (_osd) { + _osd->recreateInternalTexture(); } +#endif } -void OpenGLGraphicsManager::refreshDisplaySize() { - calculateDisplaySize(_displayWidth, _displayHeight); +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. + // This can also happen when the overlay is smaller than the actual + // display size because of texture size limitations. + 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; - // Adjust x and y for centering the screen - _displayX = (_videoMode.hardwareWidth - _displayWidth) / 2; - _displayY = (_videoMode.hardwareHeight - _displayHeight) / 2; + // Make sure we only supply valid coordinates. + x = CLIP<int16>(x, 0, width - 1); + y = CLIP<int16>(y, 0, height - 1); + } } -void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &gltype) { +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 - bpp = 4; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_RGBA; - gltype = GL_UNSIGNED_INT_8_8_8_8; - } else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0)) { // RGB888 - bpp = 3; - intFormat = GL_RGB; - glFormat = GL_RGB; - gltype = GL_UNSIGNED_BYTE; + 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 - bpp = 2; - intFormat = GL_RGB; + glIntFormat = GL_RGB; glFormat = GL_RGB; - gltype = GL_UNSIGNED_SHORT_5_6_5; - } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGB5551 - bpp = 2; - intFormat = GL_RGBA; + 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; + 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 - bpp = 2; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_RGBA; - gltype = GL_UNSIGNED_SHORT_4_4_4_4; - } else if (pixelFormat.bytesPerPixel == 1) { // CLUT8 - // If uses a palette, create texture as RGB888. The pixel data will be converted - // later. - bpp = 3; - intFormat = GL_RGB; - glFormat = GL_RGB; - gltype = GL_UNSIGNED_BYTE; + 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. - bpp = 2; - intFormat = GL_RGB; + glIntFormat = GL_RGB; glFormat = GL_BGRA; - gltype = GL_UNSIGNED_SHORT_1_5_5_5_REV; + 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 - bpp = 4; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_BGRA; - gltype = GL_UNSIGNED_INT_8_8_8_8_REV; + 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 - bpp = 2; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_BGRA; - gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV; + 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 - bpp = 4; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_RGBA; - gltype = GL_UNSIGNED_INT_8_8_8_8_REV; + 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 - bpp = 4; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_BGRA; - gltype = GL_UNSIGNED_BYTE; - } else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0)) { // BGR888 - bpp = 3; - intFormat = GL_RGB; - glFormat = GL_BGR; - gltype = GL_UNSIGNED_BYTE; + 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 - bpp = 2; - intFormat = GL_RGB; + glIntFormat = GL_RGB; glFormat = GL_BGR; - gltype = GL_UNSIGNED_SHORT_5_6_5; + glType = GL_UNSIGNED_SHORT_5_6_5; + return true; } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551 - bpp = 2; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_BGRA; - gltype = GL_UNSIGNED_SHORT_5_5_5_1; + 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 - bpp = 2; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_RGBA; - gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV; + 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 - bpp = 2; - intFormat = GL_RGBA; + glIntFormat = GL_RGBA; glFormat = GL_BGRA; - gltype = GL_UNSIGNED_SHORT_4_4_4_4; + glType = GL_UNSIGNED_SHORT_4_4_4_4; + return true; #endif } else { - error("OpenGLGraphicsManager: Pixel format not supported"); + return false; } } -void OpenGLGraphicsManager::internUpdateScreen() { - // Clear the screen buffer - glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR(); - - if (_screenNeedsRedraw || !_screenDirtyRect.isEmpty()) - // Refresh texture if dirty - refreshGameScreen(); - - int scaleFactor = _videoMode.hardwareHeight / _videoMode.screenHeight; - - glPushMatrix(); - - // Adjust game screen shake position - glTranslatef(0, _shakePos * scaleFactor, 0); CHECK_GL_ERROR(); - - // Draw the game screen - _gameTexture->drawTexture(_displayX, _displayY, _displayWidth, _displayHeight); - - glPopMatrix(); - - if (_overlayVisible) { - if (_overlayNeedsRedraw || !_overlayDirtyRect.isEmpty()) - // Refresh texture if dirty - refreshOverlay(); - - // Draw the overlay - _overlayTexture->drawTexture(0, 0, _videoMode.overlayWidth, _videoMode.overlayHeight); - } +frac_t OpenGLGraphicsManager::getDesiredGameScreenAspect() const { + const uint width = _currentState.gameWidth; + const uint height = _currentState.gameHeight; - if (_cursorVisible) { - if (_cursorNeedsRedraw) - // Refresh texture if dirty - refreshCursor(); - - glPushMatrix(); - - // Adjust mouse shake position, unless the overlay is visible - glTranslatef(0, _overlayVisible ? 0 : _shakePos * scaleFactor, 0); CHECK_GL_ERROR(); - - // Draw the cursor - if (_overlayVisible) - _cursorTexture->drawTexture(_cursorState.x - _cursorState.rHotX, - _cursorState.y - _cursorState.rHotY, _cursorState.rW, _cursorState.rH); - else - _cursorTexture->drawTexture(_cursorState.x - _cursorState.vHotX, - _cursorState.y - _cursorState.vHotY, _cursorState.vW, _cursorState.vH); - - glPopMatrix(); - } - -#ifdef USE_OSD - if (_osdAlpha > 0) { - if (_requireOSDUpdate) { - updateOSD(); - _requireOSDUpdate = false; + 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; } - - // Update alpha value - const int diff = g_system->getMillis() - _osdFadeStartTime; - if (diff > 0) { - if (diff >= kOSDFadeOutDuration) { - // Back to full transparency - _osdAlpha = 0; - } else { - // Do a fade out - _osdAlpha = kOSDInitialAlpha - diff * kOSDInitialAlpha / kOSDFadeOutDuration; - } - } - // Set the osd transparency - glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f); CHECK_GL_ERROR(); - - // Draw the osd texture - _osdTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight); - - // Reset color - glColor4f(1.0f, 1.0f, 1.0f, 1.0f); CHECK_GL_ERROR(); } -#endif -} - -void OpenGLGraphicsManager::initGL() { - // Check available GL Extensions - GLTexture::initGLExtensions(); - - // Disable 3D properties - glDisable(GL_CULL_FACE); CHECK_GL_ERROR(); - glDisable(GL_DEPTH_TEST); CHECK_GL_ERROR(); - glDisable(GL_LIGHTING); CHECK_GL_ERROR(); - glDisable(GL_FOG); CHECK_GL_ERROR(); - glDisable(GL_DITHER); CHECK_GL_ERROR(); - glShadeModel(GL_FLAT); CHECK_GL_ERROR(); - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); CHECK_GL_ERROR(); - // Setup alpha blend (For overlay and cursor) - glEnable(GL_BLEND); CHECK_GL_ERROR(); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CHECK_GL_ERROR(); - - // Enable rendering with vertex and coord arrays - glEnableClientState(GL_VERTEX_ARRAY); CHECK_GL_ERROR(); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECK_GL_ERROR(); - - glEnable(GL_TEXTURE_2D); CHECK_GL_ERROR(); - - // Setup the GL viewport - glViewport(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight); CHECK_GL_ERROR(); - - // Setup coordinates system - glMatrixMode(GL_PROJECTION); CHECK_GL_ERROR(); - glLoadIdentity(); CHECK_GL_ERROR(); -#ifdef USE_GLES - glOrthof(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR(); -#else - glOrtho(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR(); -#endif - glMatrixMode(GL_MODELVIEW); CHECK_GL_ERROR(); - glLoadIdentity(); CHECK_GL_ERROR(); + return intToFrac(width) / height; } -void OpenGLGraphicsManager::loadTextures() { -#ifdef USE_RGB_COLOR - if (_transactionDetails.formatChanged && _gameTexture) { - delete _gameTexture; - _gameTexture = 0; +void OpenGLGraphicsManager::recalculateDisplayArea() { + if (!_gameScreen || _outputScreenHeight == 0) { + return; } -#endif - - if (!_gameTexture) { - byte bpp; - GLenum intformat; - GLenum format; - GLenum type; -#ifdef USE_RGB_COLOR - getGLPixelFormat(_screenFormat, bpp, intformat, format, type); -#else - getGLPixelFormat(Graphics::PixelFormat::createFormatCLUT8(), bpp, intformat, format, type); -#endif - _gameTexture = new GLTexture(bpp, intformat, format, type); - } else - _gameTexture->refresh(); - - _overlayFormat = Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0); - - if (!_overlayTexture) { - byte bpp; - GLenum intformat; - GLenum format; - GLenum type; - getGLPixelFormat(_overlayFormat, bpp, intformat, format, type); - _overlayTexture = new GLTexture(bpp, intformat, format, type); - } else - _overlayTexture->refresh(); - - if (!_cursorTexture) - _cursorTexture = new GLTexture(4, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE); - else - _cursorTexture->refresh(); - - GLint filter = _videoMode.antialiasing ? GL_LINEAR : GL_NEAREST; - _gameTexture->setFilter(filter); - _overlayTexture->setFilter(filter); - _cursorTexture->setFilter(filter); - - // Allocate texture memory and finish refreshing - _gameTexture->allocBuffer(_videoMode.screenWidth, _videoMode.screenHeight); - _overlayTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight); - _cursorTexture->allocBuffer(_cursorState.w, _cursorState.h); - - if ( -#ifdef USE_RGB_COLOR - _transactionDetails.formatChanged || -#endif - _oldVideoMode.screenWidth != _videoMode.screenWidth || - _oldVideoMode.screenHeight != _videoMode.screenHeight) - _screenData.create(_videoMode.screenWidth, _videoMode.screenHeight, -#ifdef USE_RGB_COLOR - _screenFormat -#else - Graphics::PixelFormat::createFormatCLUT8() -#endif - ); - - - if (_oldVideoMode.overlayWidth != _videoMode.overlayWidth || - _oldVideoMode.overlayHeight != _videoMode.overlayHeight) - _overlayData.create(_videoMode.overlayWidth, _videoMode.overlayHeight, - _overlayFormat); - _screenNeedsRedraw = true; - _overlayNeedsRedraw = true; - _cursorNeedsRedraw = true; + const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight; + const frac_t desiredAspect = getDesiredGameScreenAspect(); - // We need to setup a proper unpack alignment value here, else we will - // get problems with the texture updates, in case the surface data is - // not properly aligned. - // It is noteworthy this assumes the OSD uses the same BPP as the overlay - // and that the cursor works with any alignment setting. - int newAlignment = Common::gcd(_gameTexture->getBytesPerPixel(), _overlayTexture->getBytesPerPixel()); - assert(newAlignment == 1 || newAlignment == 2 || newAlignment == 4); - glPixelStorei(GL_UNPACK_ALIGNMENT, newAlignment); + _displayWidth = _outputScreenWidth; + _displayHeight = _outputScreenHeight; - // We use a "pack" alignment (when reading from textures) to 4 here, - // since the only place where we really use it is the BMP screenshot - // code and that requires the same alignment too. - glPixelStorei(GL_PACK_ALIGNMENT, 4); - -#ifdef USE_OSD - if (!_osdTexture) - _osdTexture = new GLTexture(2, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1); - else - _osdTexture->refresh(); - - _osdTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight); + // Adjust one dimension for mantaining the aspect ratio. + if (outputAspect < desiredAspect) { + _displayHeight = intToFrac(_displayWidth) / desiredAspect; + } else if (outputAspect > desiredAspect) { + _displayWidth = fracToInt(_displayHeight * desiredAspect); + } - // Update the OSD in case it is used right now - _requireOSDUpdate = true; -#endif + // We center the screen in the middle for now. + _displayX = (_outputScreenWidth - _displayWidth ) / 2; + _displayY = (_outputScreenHeight - _displayHeight) / 2; } -bool OpenGLGraphicsManager::loadGFXMode() { - // Initialize OpenGL settings - initGL(); - - loadTextures(); - - refreshCursorScale(); - - refreshDisplaySize(); - - internUpdateScreen(); - - return true; -} +void OpenGLGraphicsManager::updateCursorPalette() { + if (!_cursor || !_cursor->hasPalette()) { + return; + } -void OpenGLGraphicsManager::unloadGFXMode() { + 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::setScale(int newScale) { - assert(_transactionMode == kTransactionActive); - - if (newScale == _videoMode.scaleFactor) +void OpenGLGraphicsManager::recalculateCursorScaling() { + if (!_cursor || !_gameScreen) { return; + } - _videoMode.scaleFactor = newScale; - _transactionDetails.sizeChanged = true; -} + // By default we use the unscaled versions. + _cursorHotspotXScaled = _cursorHotspotX; + _cursorHotspotYScaled = _cursorHotspotY; + _cursorWidthScaled = _cursor->getWidth(); + _cursorHeightScaled = _cursor->getHeight(); -void OpenGLGraphicsManager::toggleAntialiasing() { - assert(_transactionMode == kTransactionActive); + // 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(); - _videoMode.antialiasing = !_videoMode.antialiasing; - _transactionDetails.filterChanged = true; -} + _cursorHotspotXScaled = (_cursorHotspotXScaled * screenScaleFactorX) / 10000; + _cursorWidthScaled = (_cursorWidthScaled * screenScaleFactorX) / 10000; -uint OpenGLGraphicsManager::getAspectRatio() const { - // 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. - // TODO: This makes OpenGL Normal behave like OpenGL Conserve, when aspect - // ratio correction is enabled, but it's better than the previous 4/3 mode - // mess at least... - if (_videoMode.aspectRatioCorrection - && ((_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200) - || (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400))) - return 13333; - else if (_videoMode.mode == OpenGL::GFX_NORMAL) - return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight; - else - return _videoMode.screenWidth * 10000 / _videoMode.screenHeight; + _cursorHotspotYScaled = (_cursorHotspotYScaled * screenScaleFactorY) / 10000; + _cursorHeightScaled = (_cursorHeightScaled * screenScaleFactorY) / 10000; + } } -void OpenGLGraphicsManager::adjustMousePosition(int16 &x, int16 &y) { - if (_overlayVisible) - return; - - x -= _displayX; - y -= _displayY; - - if (_displayWidth != _videoMode.screenWidth) - x = x * _videoMode.screenWidth / _displayWidth; - if (_displayHeight != _videoMode.screenHeight) - y = y * _videoMode.screenHeight / _displayHeight; +#ifdef USE_OSD +const Graphics::Font *OpenGLGraphicsManager::getFontOSD() { + return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont); } +#endif -bool OpenGLGraphicsManager::saveScreenshot(const char *filename) { - int width = _videoMode.hardwareWidth; - int height = _videoMode.hardwareHeight; +void OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const { + const uint width = _outputScreenWidth; + const uint height = _outputScreenHeight; // A line of a BMP image must have a size divisible by 4. // We calculate the padding bytes needed here. // Since we use a 3 byte per pixel mode, we can use width % 4 here, since // it is equal to 4 - (width * 3) % 4. (4 - (width * Bpp) % 4, is the // usual way of computing the padding bytes required). - const int linePaddingSize = width % 4; - const int lineSize = width * 3 + linePaddingSize; + const uint linePaddingSize = width % 4; + const uint lineSize = width * 3 + linePaddingSize; // Allocate memory for screenshot uint8 *pixels = new uint8[lineSize * height]; // Get pixel data from OpenGL buffer -#ifdef USE_GLES - glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR(); -#else - if (_formatBGR) { - glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR(); - } else { - glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR(); + GLCALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels)); + + // BMP stores as BGR. Since we can't assume that GL_BGR is supported we + // will swap the components from the RGB we read to BGR on our own. + for (uint y = height; y-- > 0;) { + uint8 *line = pixels + y * lineSize; + + for (uint x = width; x > 0; --x, line += 3) { + SWAP(line[0], line[2]); + } } -#endif // Open file Common::DumpFile out; @@ -1324,73 +1139,6 @@ bool OpenGLGraphicsManager::saveScreenshot(const char *filename) { // Free allocated memory delete[] pixels; - - return true; -} - -const char *OpenGLGraphicsManager::getCurrentModeName() { - const char *modeName = 0; - const OSystem::GraphicsMode *g = getSupportedGraphicsModes(); - while (g->name) { - if (g->id == _videoMode.mode) { - modeName = g->description; - break; - } - g++; - } - return modeName; -} - -#ifdef USE_OSD -const Graphics::Font *OpenGLGraphicsManager::getFontOSD() { - return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont); -} - -void OpenGLGraphicsManager::updateOSD() { - // The font we are going to use: - const Graphics::Font *font = getFontOSD(); - - if (_osdSurface.w != _osdTexture->getWidth() || _osdSurface.h != _osdTexture->getHeight()) - _osdSurface.create(_osdTexture->getWidth(), _osdTexture->getHeight(), _overlayFormat); - else - // Clear everything - memset(_osdSurface.getPixels(), 0, _osdSurface.h * _osdSurface.pitch); - - // Determine a rect which would contain the message string (clipped to the - // screen dimensions). - const int vOffset = 6; - const int lineSpacing = 1; - const int lineHeight = font->getFontHeight() + 2 * lineSpacing; - int width = 0; - int height = lineHeight * _osdLines.size() + 2 * vOffset; - for (uint i = 0; i < _osdLines.size(); i++) { - width = MAX(width, font->getStringWidth(_osdLines[i]) + 14); - } - - // Clip the rect - if (width > _osdSurface.w) - width = _osdSurface.w; - if (height > _osdSurface.h) - height = _osdSurface.h; - - int dstX = (_osdSurface.w - width) / 2; - int dstY = (_osdSurface.h - height) / 2; - - // Draw a dark gray rect (R = 40, G = 40, B = 40) - const uint16 color = 0x294B; - _osdSurface.fillRect(Common::Rect(dstX, dstY, dstX + width, dstY + height), color); - - // Render the message, centered, and in white - for (uint i = 0; i < _osdLines.size(); i++) { - font->drawString(&_osdSurface, _osdLines[i], - dstX, dstY + i * lineHeight + vOffset + lineSpacing, width, - 0xFFFF, Graphics::kTextAlignCenter); - } - - // Update the texture - _osdTexture->updateBuffer(_osdSurface.getPixels(), _osdSurface.pitch, 0, 0, - _osdSurface.w, _osdSurface.h); } -#endif -#endif +} // End of namespace OpenGL |