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diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
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+++ b/backends/graphics/opengl/opengl-graphics.cpp
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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifdef USE_OPENGL
+
+#include "backends/graphics/opengl/opengl-graphics.h"
+#include "backends/graphics/opengl/glerrorcheck.h"
+#include "common/file.h"
+#include "common/mutex.h"
+#include "common/translation.h"
+#include "graphics/font.h"
+#include "graphics/fontman.h"
+
+OpenGLGraphicsManager::OpenGLGraphicsManager()
+ :
+#ifdef USE_OSD
+ _osdTexture(0), _osdAlpha(0), _osdFadeStartTime(0),
+#endif
+ _gameTexture(0), _overlayTexture(0), _cursorTexture(0),
+ _screenChangeCount(0), _screenNeedsRedraw(false),
+ _shakePos(0),
+ _overlayVisible(false), _overlayNeedsRedraw(false),
+ _transactionMode(kTransactionNone),
+ _cursorNeedsRedraw(false), _cursorPaletteDisabled(true),
+ _cursorVisible(false), _cursorKeyColor(0),
+ _cursorTargetScale(1),
+ _formatBGR(false),
+ _aspectX(0), _aspectY(0), _aspectWidth(0), _aspectHeight(0) {
+
+ memset(&_oldVideoMode, 0, sizeof(_oldVideoMode));
+ memset(&_videoMode, 0, sizeof(_videoMode));
+ memset(&_transactionDetails, 0, sizeof(_transactionDetails));
+
+ _videoMode.mode = OpenGL::GFX_DOUBLESIZE;
+ _videoMode.scaleFactor = 2;
+ _videoMode.fullscreen = false;
+ _videoMode.antialiasing = false;
+ _videoMode.aspectRatioCorrection = 0;
+
+ _gamePalette = (byte *)calloc(sizeof(byte) * 4, 256);
+ _cursorPalette = (byte *)calloc(sizeof(byte) * 4, 256);
+
+ // Register the graphics manager as a event observer
+ g_system->getEventManager()->getEventDispatcher()->registerObserver(this, 2, false);
+}
+
+OpenGLGraphicsManager::~OpenGLGraphicsManager() {
+ // Unregister the event observer
+ if (g_system->getEventManager()->getEventDispatcher() != NULL)
+ g_system->getEventManager()->getEventDispatcher()->unregisterObserver(this);
+
+ free(_gamePalette);
+ free(_cursorPalette);
+
+ if (_gameTexture != NULL)
+ delete _gameTexture;
+ if (_overlayTexture != NULL)
+ delete _overlayTexture;
+ if (_cursorTexture != NULL)
+ delete _cursorTexture;
+}
+
+//
+// Feature
+//
+
+bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) {
+ return
+ (f == OSystem::kFeatureAspectRatioCorrection) ||
+ (f == OSystem::kFeatureCursorHasPalette);
+}
+
+void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
+ switch (f) {
+ case OSystem::kFeatureAspectRatioCorrection:
+ setAspectRatioCorrection(enable ? -1 : 0);
+ break;
+ default:
+ break;
+ }
+}
+
+bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) {
+ return false;
+}
+
+//
+// Screen format and modes
+//
+
+static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
+ {"gl1x", _s("OpenGL Normal"), OpenGL::GFX_NORMAL},
+#ifdef USE_SCALERS
+ {"gl2x", "OpenGL 2x", OpenGL::GFX_DOUBLESIZE},
+ {"gl3x", "OpenGL 3x", OpenGL::GFX_TRIPLESIZE},
+#endif
+ {0, 0, 0}
+};
+
+const OSystem::GraphicsMode *OpenGLGraphicsManager::supportedGraphicsModes() {
+ return s_supportedGraphicsModes;
+}
+
+const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
+ return s_supportedGraphicsModes;
+}
+
+int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
+ return OpenGL::GFX_NORMAL;
+}
+
+bool OpenGLGraphicsManager::setGraphicsMode(int mode) {
+ assert(_transactionMode == kTransactionActive);
+
+ if (_oldVideoMode.setup && _oldVideoMode.mode == mode)
+ return true;
+
+ int newScaleFactor = 1;
+
+ switch (mode) {
+ case OpenGL::GFX_NORMAL:
+ newScaleFactor = 1;
+ break;
+#ifdef USE_SCALERS
+ case OpenGL::GFX_DOUBLESIZE:
+ newScaleFactor = 2;
+ break;
+ case OpenGL::GFX_TRIPLESIZE:
+ newScaleFactor = 3;
+ break;
+#endif
+ default:
+ warning("unknown gfx mode %d", mode);
+ return false;
+ }
+
+ if (_oldVideoMode.setup && _oldVideoMode.scaleFactor != newScaleFactor)
+ _transactionDetails.needHotswap = true;
+
+ _transactionDetails.needUpdatescreen = true;
+
+ _videoMode.mode = mode;
+ _videoMode.scaleFactor = newScaleFactor;
+
+ return true;
+}
+
+int OpenGLGraphicsManager::getGraphicsMode() const {
+ assert (_transactionMode == kTransactionNone);
+ return _videoMode.mode;
+}
+
+void OpenGLGraphicsManager::resetGraphicsScale() {
+ setScale(1);
+}
+
+#ifdef USE_RGB_COLOR
+
+Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const {
+ return _screenFormat;
+}
+
+#endif
+
+void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
+ assert(_transactionMode == kTransactionActive);
+
+#ifdef USE_RGB_COLOR
+ // Avoid redundant format changes
+ Graphics::PixelFormat newFormat;
+ if (!format)
+ newFormat = Graphics::PixelFormat::createFormatCLUT8();
+ else
+ newFormat = *format;
+
+ assert(newFormat.bytesPerPixel > 0);
+
+ 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);
+
+ _transactionMode = kTransactionActive;
+ _transactionDetails.sizeChanged = false;
+ _transactionDetails.needHotswap = false;
+ _transactionDetails.needUpdatescreen = false;
+ _transactionDetails.newContext = false;
+ _transactionDetails.filterChanged = false;
+#ifdef USE_RGB_COLOR
+ _transactionDetails.formatChanged = false;
+#endif
+
+ _oldVideoMode = _videoMode;
+}
+
+OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
+ int errors = OSystem::kTransactionSuccess;
+
+ assert(_transactionMode != kTransactionNone);
+
+ if (_transactionMode == kTransactionRollback) {
+ if (_videoMode.fullscreen != _oldVideoMode.fullscreen) {
+ errors |= OSystem::kTransactionFullscreenFailed;
+
+ _videoMode.fullscreen = _oldVideoMode.fullscreen;
+ } else if (_videoMode.aspectRatioCorrection != _oldVideoMode.aspectRatioCorrection) {
+ errors |= OSystem::kTransactionAspectRatioFailed;
+
+ _videoMode.aspectRatioCorrection = _oldVideoMode.aspectRatioCorrection;
+ } else if (_videoMode.mode != _oldVideoMode.mode) {
+ errors |= OSystem::kTransactionModeSwitchFailed;
+
+ _videoMode.mode = _oldVideoMode.mode;
+ _videoMode.scaleFactor = _oldVideoMode.scaleFactor;
+#ifdef USE_RGB_COLOR
+ } else if (_videoMode.format != _oldVideoMode.format) {
+ errors |= OSystem::kTransactionFormatNotSupported;
+
+ _videoMode.format = _oldVideoMode.format;
+ _screenFormat = _videoMode.format;
+#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 (_videoMode.fullscreen == _oldVideoMode.fullscreen &&
+ _videoMode.aspectRatioCorrection == _oldVideoMode.aspectRatioCorrection &&
+ _videoMode.mode == _oldVideoMode.mode &&
+ _videoMode.screenWidth == _oldVideoMode.screenWidth &&
+ _videoMode.screenHeight == _oldVideoMode.screenHeight) {
+
+ _oldVideoMode.setup = false;
+ }
+ }
+
+#ifdef USE_RGB_COLOR
+ if (_transactionDetails.sizeChanged || _transactionDetails.formatChanged || _transactionDetails.needHotswap) {
+#else
+ if (_transactionDetails.sizeChanged || _transactionDetails.needHotswap) {
+#endif
+ unloadGFXMode();
+ if (!loadGFXMode()) {
+ if (_oldVideoMode.setup) {
+ _transactionMode = kTransactionRollback;
+ errors |= endGFXTransaction();
+ }
+ } else {
+ clearOverlay();
+
+ _videoMode.setup = true;
+ _screenChangeCount++;
+ }
+ } else if (_transactionDetails.filterChanged) {
+ loadTextures();
+ internUpdateScreen();
+ } else if (_transactionDetails.needUpdatescreen) {
+ internUpdateScreen();
+ }
+
+ _transactionMode = kTransactionNone;
+ return (OSystem::TransactionError)errors;
+}
+
+//
+// Screen
+//
+
+int16 OpenGLGraphicsManager::getHeight() {
+ return _videoMode.screenHeight;
+}
+
+int16 OpenGLGraphicsManager::getWidth() {
+ return _videoMode.screenWidth;
+}
+
+void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
+ assert(colors);
+
+#ifdef USE_RGB_COLOR
+ assert(_screenFormat.bytesPerPixel == 1);
+#endif
+
+ // Save the screen palette
+ memcpy(_gamePalette + start * 4, colors, num * 4);
+
+ _screenNeedsRedraw = true;
+
+ if (_cursorPaletteDisabled)
+ _cursorNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
+ assert(colors);
+
+#ifdef USE_RGB_COLOR
+ assert(_screenFormat.bytesPerPixel == 1);
+#endif
+
+ // Copies current palette to buffer
+ memcpy(colors, _gamePalette + start * 4, num * 4);
+}
+
+void OpenGLGraphicsManager::copyRectToScreen(const byte *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 = buf;
+ byte *dst = (byte *)_screenData.pixels + y * _screenData.pitch;
+ for (int i = 0; i < h; i++) {
+ memcpy(dst + x * _screenData.bytesPerPixel, src, w * _screenData.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);
+ }
+}
+
+Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
+ return &_screenData;
+}
+
+void OpenGLGraphicsManager::unlockScreen() {
+ _screenNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::fillScreen(uint32 col) {
+ if (_gameTexture == NULL)
+ return;
+
+ if (_screenFormat.bytesPerPixel == 1) {
+ memset(_screenData.pixels, col, _screenData.h * _screenData.pitch);
+ } else if (_screenFormat.bytesPerPixel == 2) {
+ uint16 *pixels = (uint16 *)_screenData.pixels;
+ 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.pixels;
+ 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;
+ }
+ } else if (_screenFormat.bytesPerPixel == 4) {
+ uint32 *pixels = (uint32 *)_screenData.pixels;
+ for (int i = 0; i < _screenData.w * _screenData.h; i++) {
+ pixels[i] = col;
+ }
+ }
+
+ _screenNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::updateScreen() {
+ assert (_transactionMode == kTransactionNone);
+ internUpdateScreen();
+}
+
+void OpenGLGraphicsManager::setShakePos(int shakeOffset) {
+ assert (_transactionMode == kTransactionNone);
+ _shakePos = shakeOffset;
+}
+
+void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) {
+
+}
+
+void OpenGLGraphicsManager::clearFocusRectangle() {
+
+}
+
+//
+// Overlay
+//
+
+void OpenGLGraphicsManager::showOverlay() {
+ assert (_transactionMode == kTransactionNone);
+
+ if (_overlayVisible)
+ return;
+
+ _overlayVisible = true;
+
+ clearOverlay();
+}
+
+void OpenGLGraphicsManager::hideOverlay() {
+ assert (_transactionMode == kTransactionNone);
+
+ if (!_overlayVisible)
+ return;
+
+ _overlayVisible = false;
+
+ clearOverlay();
+}
+
+Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
+ return _overlayFormat;
+}
+
+void OpenGLGraphicsManager::clearOverlay() {
+ memset(_overlayData.pixels, 0, _overlayData.h * _overlayData.pitch);
+ _overlayNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::grabOverlay(OverlayColor *buf, int pitch) {
+ assert(_overlayData.bytesPerPixel == sizeof(buf[0]));
+ const byte *src = (byte *)_overlayData.pixels;
+ for (int i = 0; i < _overlayData.h; i++) {
+ memcpy(buf, src, _overlayData.pitch);
+ buf += pitch;
+ src += _overlayData.pitch;
+ }
+}
+
+void OpenGLGraphicsManager::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) {
+ assert (_transactionMode == kTransactionNone);
+
+ if (_overlayTexture == NULL)
+ return;
+
+ // Clip the coordinates
+ if (x < 0) {
+ w += x;
+ buf -= x;
+ x = 0;
+ }
+
+ if (y < 0) {
+ h += y; buf -= 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;
+
+ if (_overlayFormat.aBits() == 1) {
+ // Copy buffer with the alpha bit on for all pixels for correct
+ // overlay drawing.
+ const uint16 *src = (const uint16 *)buf;
+ uint16 *dst = (uint16 *)_overlayData.pixels + y * _overlayData.w + x;
+ for (int i = 0; i < h; i++) {
+ for (int e = 0; e < w; e++)
+ dst[e] = src[e] | 0x1;
+ src += pitch;
+ dst += _overlayData.w;
+ }
+ } else {
+ // Copy buffer data to internal overlay surface
+ const byte *src = (const byte *)buf;
+ byte *dst = (byte *)_overlayData.pixels + y * _overlayData.pitch;
+ for (int i = 0; i < h; i++) {
+ memcpy(dst + x * _overlayData.bytesPerPixel, src, w * _overlayData.bytesPerPixel);
+ src += pitch * sizeof(buf[0]);
+ dst += _overlayData.pitch;
+ }
+ }
+
+ // 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);
+ }
+}
+
+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::setMousePos(int x, int y) {
+ _cursorState.x = x;
+ _cursorState.y = y;
+}
+
+void OpenGLGraphicsManager::warpMouse(int x, int y) {
+ setMousePos(x, y);
+}
+
+void OpenGLGraphicsManager::setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, int cursorTargetScale, const Graphics::PixelFormat *format) {
+#ifdef USE_RGB_COLOR
+ if (!format)
+ _cursorFormat = Graphics::PixelFormat::createFormatCLUT8();
+ else
+ _cursorFormat = *format;
+#else
+ assert(keycolor <= 255);
+#endif
+
+ // Allocate space for cursor data
+ if (_cursorData.w != w || _cursorData.h != h)
+ _cursorData.create(w, h, _cursorFormat.bytesPerPixel);
+
+ // Save cursor data
+ memcpy(_cursorData.pixels, buf, h * _cursorData.pitch);
+
+ // Set cursor info
+ _cursorState.w = w;
+ _cursorState.h = h;
+ _cursorState.hotX = hotspotX;
+ _cursorState.hotY = hotspotY;
+ _cursorKeyColor = keycolor;
+ _cursorTargetScale = cursorTargetScale;
+ _cursorNeedsRedraw = true;
+
+ refreshCursorScale();
+}
+
+void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
+ assert(colors);
+
+ // Save the cursor palette
+ memcpy(_cursorPalette + start * 4, colors, num * 4);
+
+ _cursorPaletteDisabled = false;
+ _cursorNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::disableCursorPalette(bool disable) {
+ _cursorPaletteDisabled = disable;
+ _cursorNeedsRedraw = true;
+}
+
+//
+// Misc
+//
+
+void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
+ assert (_transactionMode == kTransactionNone);
+ assert(msg);
+
+ // The font we are going to use:
+ const Graphics::Font *font = FontMan.getFontByUsage(Graphics::FontManager::kOSDFont);
+
+ if (_osdSurface.w != _osdTexture->getWidth() || _osdSurface.h != _osdTexture->getHeight())
+ _osdSurface.create(_osdTexture->getWidth(), _osdTexture->getHeight(), 2);
+ else
+ // Clear everything
+ memset(_osdSurface.pixels, 0, _osdSurface.h * _osdSurface.pitch);
+
+ // Split the message into separate lines.
+ Common::Array<Common::String> lines;
+ const char *ptr;
+ for (ptr = msg; *ptr; ++ptr) {
+ if (*ptr == '\n') {
+ lines.push_back(Common::String(msg, ptr - msg));
+ msg = ptr + 1;
+ }
+ }
+ lines.push_back(Common::String(msg, ptr - msg));
+
+ // 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 * lines.size() + 2 * vOffset;
+ for (uint i = 0; i < lines.size(); i++) {
+ width = MAX(width, font->getStringWidth(lines[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
+ uint16 color = 0x294B;
+ uint16 *dst = (uint16 *)_osdSurface.pixels + dstY * _osdSurface.w + dstX;
+ for (int i = 0; i < height; i++) {
+ for (int j = 0; j < width; j++)
+ dst[j] = color;
+ dst += _osdSurface.w;
+ }
+
+ // Render the message, centered, and in white
+ for (uint i = 0; i < lines.size(); i++) {
+ font->drawString(&_osdSurface, lines[i],
+ dstX, dstY + i * lineHeight + vOffset + lineSpacing, width,
+ 0xFFFF, Graphics::kTextAlignCenter);
+ }
+
+ // Update the texture
+ _osdTexture->updateBuffer(_osdSurface.pixels, _osdSurface.pitch, 0, 0,
+ _osdSurface.w, _osdSurface.h);
+
+ // Init the OSD display parameters, and the fade out
+ _osdAlpha = kOSDInitialAlpha;
+ _osdFadeStartTime = g_system->getMillis() + kOSDFadeOutDelay;
+}
+
+//
+// Intern
+//
+
+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.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.pixels + y * _screenData.pitch;
+ src += x * _screenData.bytesPerPixel;
+ byte *dst = surface;
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ dst[0] = _gamePalette[src[j] * 4];
+ dst[1] = _gamePalette[src[j] * 4 + 1];
+ dst[2] = _gamePalette[src[j] * 4 + 2];
+ dst += 3;
+ }
+ src += _screenData.pitch;
+ }
+
+ // Update the texture
+ _gameTexture->updateBuffer(surface, w * 3, x, y, w, h);
+
+ // Free the temp surface
+ delete[] surface;
+ } else {
+ // Update the texture
+ _gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch +
+ x * _screenData.bytesPerPixel, _screenData.pitch, x, y, w, h);
+ }
+
+ _screenNeedsRedraw = false;
+ _screenDirtyRect = Common::Rect();
+}
+
+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.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.pixels + y * _overlayData.pitch;
+ src += x * _overlayData.bytesPerPixel;
+ byte *dst = surface;
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ dst[0] = _gamePalette[src[j] * 4];
+ dst[1] = _gamePalette[src[j] * 4 + 1];
+ dst[2] = _gamePalette[src[j] * 4 + 2];
+ dst += 3;
+ }
+ src += _screenData.pitch;
+ }
+
+ // Update the texture
+ _overlayTexture->updateBuffer(surface, w * 3, x, y, w, h);
+
+ // Free the temp surface
+ delete[] surface;
+ } else {
+ // Update the texture
+ _overlayTexture->updateBuffer((byte *)_overlayData.pixels + y * _overlayData.pitch +
+ x * _overlayData.bytesPerPixel, _overlayData.pitch, x, y, w, h);
+ }
+
+ _overlayNeedsRedraw = false;
+ _overlayDirtyRect = Common::Rect();
+}
+
+void OpenGLGraphicsManager::refreshCursor() {
+ _cursorNeedsRedraw = false;
+
+ if (_cursorFormat.bytesPerPixel == 1) {
+ // Create a temporary RGBA8888 surface
+ byte *surface = new byte[_cursorState.w * _cursorState.h * 4];
+ memset(surface, 0, _cursorState.w * _cursorState.h * 4);
+
+ // Select palette
+ byte *palette;
+ if (_cursorPaletteDisabled)
+ palette = _gamePalette;
+ else
+ palette = _cursorPalette;
+
+ // Convert the paletted cursor to RGBA8888
+ const byte *src = (byte *)_cursorData.pixels;
+ byte *dst = surface;
+ for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
+ // Check for keycolor
+ if (src[i] != _cursorKeyColor) {
+ dst[0] = palette[src[i] * 4];
+ dst[1] = palette[src[i] * 4 + 1];
+ dst[2] = palette[src[i] * 4 + 2];
+ dst[3] = 255;
+ }
+ dst += 4;
+ }
+
+ // Allocate a texture big enough for cursor
+ _cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
+
+ // Update the texture with new cursor
+ _cursorTexture->updateBuffer(surface, _cursorState.w * 4, 0, 0, _cursorState.w, _cursorState.h);
+
+ // Free the temp surface
+ delete[] surface;
+ }
+}
+
+void OpenGLGraphicsManager::refreshCursorScale() {
+ // Get the window minimum scale factor. The cursor will mantain its original aspect
+ // ratio, and we do not want it to get too big if only one dimension is resized
+ float screenScaleFactor = MIN((float)_videoMode.hardwareWidth / _videoMode.screenWidth,
+ (float)_videoMode.hardwareHeight / _videoMode.screenHeight);
+
+ if (_cursorTargetScale >= screenScaleFactor && _videoMode.scaleFactor >= screenScaleFactor) {
+ // If the cursor target scale and the video mode scale factor are bigger than
+ // the current window scale, do not scale the cursor for the overlay
+ _cursorState.rW = _cursorState.w;
+ _cursorState.rH = _cursorState.h;
+ _cursorState.rHotX = _cursorState.hotX;
+ _cursorState.rHotY = _cursorState.hotY;
+ } else {
+ // Otherwise, scale the cursor for the overlay
+ float targetScaleFactor = MIN(_cursorTargetScale, _videoMode.scaleFactor);
+ float actualFactor = (screenScaleFactor - targetScaleFactor + 1);
+ _cursorState.rW = (int16)(_cursorState.w * actualFactor);
+ _cursorState.rH = (int16)(_cursorState.h * actualFactor);
+ _cursorState.rHotX = (int16)(_cursorState.hotX * actualFactor);
+ _cursorState.rHotY = (int16)(_cursorState.hotY * actualFactor);
+ }
+
+ // Always scale the cursor for the game
+ _cursorState.vW = (int16)(_cursorState.w * screenScaleFactor);
+ _cursorState.vH = (int16)(_cursorState.h * screenScaleFactor);
+ _cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor);
+ _cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor);
+}
+
+void OpenGLGraphicsManager::refreshAspectRatio() {
+ _aspectWidth = _videoMode.hardwareWidth;
+ _aspectHeight = _videoMode.hardwareHeight;
+
+ float aspectRatio = (float)_videoMode.hardwareWidth / _videoMode.hardwareHeight;
+ float desiredAspectRatio = getAspectRatio();
+
+ if (aspectRatio < desiredAspectRatio)
+ _aspectHeight = (int)(_aspectWidth / desiredAspectRatio + 0.5f);
+ else if (aspectRatio > desiredAspectRatio)
+ _aspectWidth = (int)(_aspectHeight * desiredAspectRatio + 0.5f);
+
+ _aspectX = (_videoMode.hardwareWidth - _aspectWidth) / 2;
+ _aspectY = (_videoMode.hardwareHeight - _aspectHeight) / 2;
+}
+
+void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &glFormat, GLenum &gltype) {
+ if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
+ bpp = 4;
+ glFormat = GL_RGBA;
+ gltype = GL_UNSIGNED_BYTE;
+ } else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0)) { // RGB888
+ bpp = 3;
+ glFormat = GL_RGB;
+ gltype = GL_UNSIGNED_BYTE;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565
+ bpp = 2;
+ 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;
+ glFormat = GL_RGBA;
+ gltype = GL_UNSIGNED_SHORT_5_5_5_1;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
+ bpp = 2;
+ 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;
+ glFormat = GL_RGB;
+ gltype = GL_UNSIGNED_BYTE;
+ } else {
+ error("OpenGLGraphicsManager: Pixel format not supported");
+ }
+}
+
+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();
+
+ glTranslatef(0, _shakePos * scaleFactor, 0); CHECK_GL_ERROR();
+
+ // Draw the game screen
+ _gameTexture->drawTexture(_aspectX, _aspectY, _aspectWidth, _aspectHeight);
+
+ glPopMatrix();
+
+ if (_overlayVisible) {
+ if (_overlayNeedsRedraw || !_overlayDirtyRect.isEmpty())
+ // Refresh texture if dirty
+ refreshOverlay();
+
+ // Draw the overlay
+ _overlayTexture->drawTexture(_aspectX, _aspectY, _aspectWidth, _aspectHeight);
+ }
+
+ if (_cursorVisible) {
+ if (_cursorNeedsRedraw)
+ // Refresh texture if dirty
+ refreshCursor();
+
+ glPushMatrix();
+ 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) {
+ // 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();
+ glOrtho(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
+ glMatrixMode(GL_MODELVIEW); CHECK_GL_ERROR();
+ glLoadIdentity(); CHECK_GL_ERROR();
+}
+
+void OpenGLGraphicsManager::loadTextures() {
+#ifdef USE_RGB_COLOR
+ if (_transactionDetails.formatChanged && _gameTexture)
+ delete _gameTexture;
+#endif
+
+ if (!_gameTexture) {
+ byte bpp;
+ GLenum format;
+ GLenum type;
+#ifdef USE_RGB_COLOR
+ getGLPixelFormat(_screenFormat, bpp, format, type);
+#else
+ getGLPixelFormat(Graphics::PixelFormat::createFormatCLUT8(), bpp, format, type);
+#endif
+ _gameTexture = new GLTexture(bpp, format, type);
+ }
+
+ _overlayFormat = Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0);
+
+ if (!_overlayTexture) {
+ byte bpp;
+ GLenum format;
+ GLenum type;
+ getGLPixelFormat(_overlayFormat, bpp, format, type);
+ _overlayTexture = new GLTexture(bpp, format, type);
+ }
+
+ if (!_cursorTexture)
+ _cursorTexture = new GLTexture(4, GL_RGBA, GL_UNSIGNED_BYTE);
+
+ GLint filter = _videoMode.antialiasing ? GL_LINEAR : GL_NEAREST;
+ _gameTexture->setFilter(filter);
+ _overlayTexture->setFilter(filter);
+ _cursorTexture->setFilter(filter);
+
+ if (_transactionDetails.newContext || _transactionDetails.filterChanged) {
+ // If the context was destroyed or it is needed to change the texture filter
+ // we need to recreate the textures
+ _gameTexture->refresh();
+ _overlayTexture->refresh();
+ _cursorTexture->refresh();
+ }
+
+ // 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 (_transactionDetails.formatChanged ||
+ _oldVideoMode.screenWidth != _videoMode.screenWidth ||
+ _oldVideoMode.screenHeight != _videoMode.screenHeight)
+ _screenData.create(_videoMode.screenWidth, _videoMode.screenHeight,
+ _screenFormat.bytesPerPixel);
+
+ if (_oldVideoMode.overlayWidth != _videoMode.overlayWidth ||
+ _oldVideoMode.overlayHeight != _videoMode.overlayHeight)
+ _overlayData.create(_videoMode.overlayWidth, _videoMode.overlayHeight,
+ _overlayFormat.bytesPerPixel);
+
+ _screenNeedsRedraw = true;
+ _overlayNeedsRedraw = true;
+ _cursorNeedsRedraw = true;
+
+#ifdef USE_OSD
+ if (!_osdTexture)
+ _osdTexture = new GLTexture(2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
+
+ if (_transactionDetails.newContext || _transactionDetails.filterChanged)
+ _osdTexture->refresh();
+ _osdTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
+#endif
+}
+
+bool OpenGLGraphicsManager::loadGFXMode() {
+ // Initialize OpenGL settings
+ initGL();
+
+ loadTextures();
+
+ refreshCursorScale();
+
+ refreshAspectRatio();
+
+ internUpdateScreen();
+
+ return true;
+}
+
+void OpenGLGraphicsManager::unloadGFXMode() {
+
+}
+
+void OpenGLGraphicsManager::setScale(int newScale) {
+ if (newScale == _videoMode.scaleFactor)
+ return;
+
+ switch (newScale - 1) {
+ case OpenGL::GFX_NORMAL:
+ _videoMode.mode = OpenGL::GFX_NORMAL;
+ break;
+ case OpenGL::GFX_DOUBLESIZE:
+ _videoMode.mode = OpenGL::GFX_DOUBLESIZE;
+ break;
+ case OpenGL::GFX_TRIPLESIZE:
+ _videoMode.mode = OpenGL::GFX_TRIPLESIZE;
+ break;
+ }
+
+ _videoMode.scaleFactor = newScale;
+ _transactionDetails.sizeChanged = true;
+}
+
+void OpenGLGraphicsManager::setAspectRatioCorrection(int ratio) {
+ if (_oldVideoMode.setup && _oldVideoMode.aspectRatioCorrection == ratio)
+ return;
+
+ if (_transactionMode == kTransactionActive) {
+ if (ratio == -1)
+ _videoMode.aspectRatioCorrection = (_videoMode.aspectRatioCorrection + 1) % 5;
+ else
+ _videoMode.aspectRatioCorrection = ratio;
+ _transactionDetails.needHotswap = true;
+ }
+}
+
+Common::String OpenGLGraphicsManager::getAspectRatioName() {
+ switch (_videoMode.aspectRatioCorrection) {
+ case kAspectRatioNone:
+ return "None";
+ case kAspectRatioConserve:
+ return "Conserve";
+ case kAspectRatio4_3:
+ return "4/3";
+ case kAspectRatio16_9:
+ return "16/9";
+ case kAspectRatio16_10:
+ return "16/10";
+ }
+ return "";
+}
+
+float OpenGLGraphicsManager::getAspectRatio() {
+ switch (_videoMode.aspectRatioCorrection) {
+ case kAspectRatioConserve:
+ return (float)_videoMode.screenWidth / _videoMode.screenHeight;
+ case kAspectRatio4_3:
+ return 4.0f / 3.0f;
+ case kAspectRatio16_9:
+ return 16.0f / 9.0f;
+ case kAspectRatio16_10:
+ return 16.0f / 10.0f;
+ default:
+ return (float)_videoMode.hardwareWidth / _videoMode.hardwareHeight;
+ }
+}
+
+void OpenGLGraphicsManager::adjustMouseEvent(const Common::Event &event) {
+ if (!event.synthetic) {
+ Common::Event newEvent(event);
+ newEvent.synthetic = true;
+
+ if (!_videoMode.aspectRatioCorrection) {
+ if (_videoMode.hardwareWidth != _videoMode.overlayWidth)
+ newEvent.mouse.x = newEvent.mouse.x * _videoMode.overlayWidth / _videoMode.hardwareWidth;
+ if (_videoMode.hardwareHeight != _videoMode.overlayHeight)
+ newEvent.mouse.y = newEvent.mouse.y * _videoMode.overlayHeight / _videoMode.hardwareHeight;
+
+ if (!_overlayVisible) {
+ newEvent.mouse.x /= _videoMode.scaleFactor;
+ newEvent.mouse.y /= _videoMode.scaleFactor;
+ }
+
+ } else {
+ newEvent.mouse.x -= _aspectX;
+ newEvent.mouse.y -= _aspectY;
+
+ if (_overlayVisible) {
+ if (_aspectWidth != _videoMode.overlayWidth)
+ newEvent.mouse.x = newEvent.mouse.x * _videoMode.overlayWidth / _aspectWidth;
+ if (_aspectHeight != _videoMode.overlayHeight)
+ newEvent.mouse.y = newEvent.mouse.y * _videoMode.overlayHeight / _aspectHeight;
+ } else {
+ if (_aspectWidth != _videoMode.screenWidth)
+ newEvent.mouse.x = newEvent.mouse.x * _videoMode.screenWidth / _aspectWidth;
+ if (_aspectHeight != _videoMode.screenHeight)
+ newEvent.mouse.y = newEvent.mouse.y * _videoMode.screenHeight / _aspectHeight;
+ }
+ }
+
+ g_system->getEventManager()->pushEvent(newEvent);
+ }
+}
+
+bool OpenGLGraphicsManager::notifyEvent(const Common::Event &event) {
+ switch (event.type) {
+ case Common::EVENT_MOUSEMOVE:
+ if (!event.synthetic)
+ setMousePos(event.mouse.x, event.mouse.y);
+ case Common::EVENT_LBUTTONDOWN:
+ case Common::EVENT_RBUTTONDOWN:
+ case Common::EVENT_WHEELUP:
+ case Common::EVENT_WHEELDOWN:
+ case Common::EVENT_MBUTTONDOWN:
+ case Common::EVENT_LBUTTONUP:
+ case Common::EVENT_RBUTTONUP:
+ case Common::EVENT_MBUTTONUP:
+ adjustMouseEvent(event);
+ return !event.synthetic;
+
+ default:
+ break;
+ }
+
+ return false;
+}
+
+bool OpenGLGraphicsManager::saveScreenshot(const char *filename) {
+ int width = _videoMode.hardwareWidth;
+ int height = _videoMode.hardwareHeight;
+
+ // Allocate space for screenshot
+ uint8 *pixels = new uint8[width * height * 3];
+
+ // Get pixel data from opengl buffer
+ 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();
+ }
+
+ // Open file
+ Common::DumpFile out;
+ out.open(filename);
+
+ // Write BMP header
+ out.writeByte('B');
+ out.writeByte('M');
+ out.writeUint32LE(height * width * 3 + 52);
+ out.writeUint32LE(0);
+ out.writeUint32LE(52);
+ out.writeUint32LE(40);
+ out.writeUint32LE(width);
+ out.writeUint32LE(height);
+ out.writeUint16LE(1);
+ out.writeUint16LE(24);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+
+ // Write pixel data to BMP
+ out.write(pixels, width * height * 3);
+
+ delete[] pixels;
+
+ return true;
+}
+
+#endif