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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2001 Ludvig Strigeus
+ * Copyright (C) 2001/2002 The ScummVM project
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ */
+
+// FrameBuffer renderer in an OpenGL texture
+// Andre Souza <asouza@olinux.com.br>
+
+#include <SDL.h>
+#include <SDL_opengl.h>
+#include <stdlib.h>
+#include <string.h>
+
+// FLAGS
+#define FB2GL_FS 1 // FULLSCREEN
+#define FB2GL_RGBA 2 // Use RGBA (else use palette)
+#define FB2GL_320 4 // 320x256 texture (else use 256x256)
+#define FB2GL_AUDIO 8 // Activate SDL Audio
+#define FB2GL_PITCH 16 // On fb2l_update, use pitch (else bytes per pixel)
+#define FB2GL_EXPAND 32 // Create a RGB fb with the color lookup table
+
+// This extension isn't defined in OpenGL 1.1
+#ifndef GL_EXT_paletted_texture
+#define GL_EXT_paletted_texture 1
+#endif
+
+class FB2GL {
+ private:
+ // Framebuffer for 8 bpp
+ unsigned char ogl_fb[256][256];
+ unsigned char ogl_fbb[256][64];
+ // Framebuffer for RGBA */
+ unsigned char ogl_fb1[256][256][4];
+ unsigned char ogl_fb2[256][64][4];
+ // Texture(s)
+ GLuint texture;
+ GLuint textureb;
+ // Display list
+ GLuint dlist;
+ // Color Table (256 colors, RGB)
+ char ogl_ctable[256][3];
+ char ogl_temp_ctable[256][3]; // Support for OpenGL 1.1
+ char flags;
+ void maketex();
+ void makedlist(int xf, int yf);
+ void display();
+
+ public:
+ SDL_Surface *screen;
+ FB2GL() {
+ flags=0;
+ screen=NULL;
+ }
+ int init(int width, int height, int xfix, int yfix, char _flags);
+ void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
+ void palette(int index, int r, int g, int b);
+ void setPalette(int first, int ncolors);
+};
+
+void FB2GL::maketex()
+{
+ glGenTextures(0,&texture);
+ glBindTexture(GL_TEXTURE_2D,texture);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+
+ // Bilinear filtering
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+/*
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+*/
+
+ if (flags & FB2GL_RGBA) {
+ glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
+ }
+ else {
+ glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,256,256,0,GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
+ }
+
+ if (flags & FB2GL_320) {
+ glGenTextures(1,&textureb);
+ glBindTexture(GL_TEXTURE_2D,textureb);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+
+ // Bilinear filtering
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+/*
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+*/
+
+ if (flags & FB2GL_RGBA) {
+ glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,256,0,GL_RGBA,
+ GL_UNSIGNED_BYTE, ogl_fb2);
+ }
+ else {
+ glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,64,256,0,GL_COLOR_INDEX,
+ GL_UNSIGNED_BYTE, ogl_fbb);
+ }
+ }
+
+}
+
+void FB2GL::makedlist(int xf, int yf)
+{
+ double xfix=(double)xf/128; // 128 = 256/2 (half texture => 0.0 to 1.0)
+ double yfix=(double)yf/128;
+ // End of 256x256 (from -1.0 to 1.0)
+ double texend = (double)96/160; // 160=320/2 (== 0.0), 256-160=96.
+
+ dlist=glGenLists(1);
+ glNewList(dlist,GL_COMPILE);
+
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, texture);
+
+ if (!(flags & FB2GL_320)) { // Normal 256x256
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left
+ glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left
+ glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right
+ glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right
+ glEnd();
+ }
+ else { // 320x256
+
+ // First, the 256x256 texture
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left
+ glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left
+ glTexCoord2f(1.0,0.0); glVertex2f(texend+xfix,1.0); // lower right
+ glTexCoord2f(1.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper right
+ glEnd();
+
+ // 64x256
+ glBindTexture(GL_TEXTURE_2D, textureb);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper left
+ glTexCoord2f(0.0,0.0); glVertex2f(texend+xfix,1.0); // lower left
+ glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right
+ glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right
+ glEnd();
+ }
+
+ glDisable(GL_TEXTURE_2D);
+
+ glEndList();
+}
+
+int FB2GL::init(int width, int height, int xfix, int yfix, char _flags)
+{
+ char gl_ext[4096];
+ gl_ext[0]='\0';
+
+ flags = _flags;
+
+ // Fullscreen?
+ if ((flags & FB2GL_FS) && !screen) {
+ screen = SDL_SetVideoMode(width, height, 0, SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_FULLSCREEN);
+ }
+ else if (!screen) {
+ screen = SDL_SetVideoMode(width, height, 0, SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER);
+ }
+
+ if (!screen) {
+ fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
+ return 0;
+ }
+
+
+ if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
+
+ strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
+ fprintf(stderr,"gl_ext= %s\n",gl_ext);
+
+ if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
+ glEnable(GL_EXT_paletted_texture);
+ else {
+ fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n");
+ return 0;
+ }
+ }
+
+ maketex();
+ makedlist(xfix, yfix);
+
+ return 1;
+}
+
+void FB2GL::display()
+{
+ glCallList(dlist);
+ SDL_GL_SwapBuffers();
+}
+
+void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
+ unsigned char *fb1=(unsigned char *)fb;
+ int x,y,scr_pitch,byte=0;
+
+ if (flags & FB2GL_PITCH) scr_pitch=pitch;
+ else {
+ scr_pitch=w*pitch;
+ byte = pitch; // Bytes perl pixel (for RGBA mode)
+ }
+
+ if (flags & FB2GL_RGBA) {
+
+ if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb
+
+ for (y=yskip; y<h; y++) {
+ for (x=xskip; x<w; x++) {
+ if (x<256) {
+ ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
+ ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
+ ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
+ }
+ else {
+ ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
+ ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
+ ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
+ }
+ }
+ fb1 += scr_pitch;
+ }
+ }
+ else { // No expansion
+ for (y=yskip; y<h; y++) {
+ for (x=xskip; x<w; x++) {
+ if (x<256) {
+ ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
+ ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
+ ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
+ }
+ else {
+ ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
+ ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
+ ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
+ }
+ }
+ fb1 += scr_pitch;
+ }
+ }
+
+ // Update 256x256 texture
+ glBindTexture(GL_TEXTURE_2D,texture);
+ glFlush();
+ glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA,
+ GL_UNSIGNED_BYTE,ogl_fb1);
+
+ if (flags & FB2GL_320) {
+ // Update 64x256 texture
+ glBindTexture(GL_TEXTURE_2D,textureb);
+ glFlush();
+ glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA,
+ GL_UNSIGNED_BYTE,ogl_fb2);
+ }
+
+ }
+ else { // non RGBA (paletted)
+
+ for (y=0; y<h; y++)
+ for (x=0; x<w; x++) {
+ if (x<256) {
+ ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
+ }
+ else {
+ ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
+ }
+ }
+
+ // Update 256x256 texture
+ glBindTexture(GL_TEXTURE_2D,texture);
+ glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,
+ GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb);
+
+ if (flags & FB2GL_320) {
+ // Update 64x256 texture
+ glBindTexture(GL_TEXTURE_2D,textureb);
+ glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,
+ GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
+ }
+
+ }
+
+ display();
+
+}
+
+void FB2GL::palette(int i, int r, int g, int b) {
+ if (flags & FB2GL_EXPAND) {
+ ogl_temp_ctable[i][0]=r;
+ ogl_temp_ctable[i][1]=g;
+ ogl_temp_ctable[i][2]=b;
+ }
+ else { // Paletted texture
+ ogl_ctable[i][0]=r;
+ ogl_ctable[i][1]=g;
+ ogl_ctable[i][2]=b;
+ }
+}
+
+void FB2GL::setPalette(int f, int n) {
+ char temp[256][3];
+ int i;
+
+ if (flags & FB2GL_EXPAND) {
+ for (i=f; i<n; i++) {
+ ogl_ctable[i][0] = ogl_temp_ctable[i][0];
+ ogl_ctable[i][1] = ogl_temp_ctable[i][1];
+ ogl_ctable[i][2] = ogl_temp_ctable[i][2];
+ }
+ }
+ else { // Paletted texture
+ glBindTexture(GL_TEXTURE_2D,texture);
+ glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp);
+
+ for (i=f; i<n; i++) {
+ temp[i][0] = ogl_ctable[i][0];
+ temp[i][1] = ogl_ctable[i][1];
+ temp[i][2] = ogl_ctable[i][2];
+ }
+
+ glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
+
+ if (flags & FB2GL_320) {
+ glBindTexture(GL_TEXTURE_2D,textureb);
+ glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
+ }
+
+ }
+
+}