diff options
Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r-- | backends/graphics/opengl/opengl-graphics.cpp | 922 |
1 files changed, 922 insertions, 0 deletions
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 |