diff options
Diffstat (limited to 'backends/sdl/fb2opengl.h')
-rw-r--r-- | backends/sdl/fb2opengl.h | 521 |
1 files changed, 0 insertions, 521 deletions
diff --git a/backends/sdl/fb2opengl.h b/backends/sdl/fb2opengl.h deleted file mode 100644 index daf6091b13..0000000000 --- a/backends/sdl/fb2opengl.h +++ /dev/null @@ -1,521 +0,0 @@ -/* ScummVM - Scumm Interpreter - * Copyright (C) 2001 Ludvig Strigeus - * Copyright (C) 2001-2003 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_luke@yahoo.com.br> - -#include <SDL.h> -#include <SDL_opengl.h> -//#include <GL/gl.h> NOTE! Before anybody comments out SDL_opengl.h and enables this again, talk to Fingolfin first! GL/gl.h is NOT portable! -#include <stdlib.h> -#include <string.h> - -// FLAGS -#define FB2GL_FS 1 // FULLSCREEN -#define FB2GL_RGBA 2 // Use RGBA (else use palette) -#define FB2GL_NO_320 4 // Don't use 320x256 texture, rather emulate with a 256x256 plus a 64x256 texture -#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 -#define FB2GL_16BIT 64 // 16 BIT Color Depth - -// This extension isn't defined in OpenGL 1.1 -#ifndef GL_EXT_paletted_texture -#define GL_EXT_paletted_texture 1 -#endif - -class FB2GL { - private: - SDL_Surface *screen; - // Framebuffer for 8 bpp - unsigned char palettedFrameBuffer1[256*320]; - unsigned char *palettedFrameBuffer2; -// unsigned char palettedFrameBuffer1[256][256]; -// unsigned char palettedFrameBuffer2[256][64]; - // Framebuffer for RGBA - unsigned char RGBAFrameBuffer1[256*320*4]; - unsigned char *RGBAFrameBuffer2; -// unsigned char RGBAFrameBuffer1[256][256][4]; -// unsigned char RGBAFrameBuffer2[256][64][4]; - // Texture(s) - GLuint texture1; - GLuint texture2; - // Display list - GLuint displayList; - // Color Table (256 colors, RGB) - char colorTable[256][3]; - char tempColorTable[256][3]; // Support for OpenGL 1.1 - char flags; - void makeTextures(); - void makeDisplayList(int xf, int yf); - - public: - - FB2GL() { - flags = 0; - screen = NULL; - - palettedFrameBuffer2 = palettedFrameBuffer1 + 256*256; - RGBAFrameBuffer2 = RGBAFrameBuffer1 + 256*256*4; - } - - SDL_Surface *getScreen() { - return screen; - }; - - void setScreen(SDL_Surface *s) { - screen = s; - }; - - 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 blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rectlist, int xskip, int yskip); - void display(); - void setBilinearMode(bool bilinear); -}; - -void FB2GL::setBilinearMode(bool bilinear) { - const GLuint mode = bilinear ? GL_LINEAR : GL_NEAREST; - glBindTexture(GL_TEXTURE_2D, texture1); - // No borders - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - // Bilinear filter - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode); - - if (flags & FB2GL_NO_320) { - glBindTexture(GL_TEXTURE_2D, texture2); - // No borders - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - // Bilinear filter - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode); - } -} - -void FB2GL::makeTextures() { - glGenTextures(0,&texture1); - glBindTexture(GL_TEXTURE_2D,texture1); - - // No borders - 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); - - GLuint mode; - const GLvoid *buffer1, *buffer2; - - if (flags & FB2GL_RGBA) { - mode = GL_RGBA; - buffer1 = RGBAFrameBuffer1; - buffer2 = RGBAFrameBuffer2; - } else { - mode = GL_COLOR_INDEX; - buffer1 = palettedFrameBuffer1; - buffer2 = palettedFrameBuffer2; - } - - if (flags & FB2GL_NO_320) { - glTexImage2D(GL_TEXTURE_2D, 0, mode, 256, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1); - - glGenTextures(1, &texture2); - glBindTexture(GL_TEXTURE_2D, texture2); - - 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); - - glTexImage2D(GL_TEXTURE_2D, 0, mode, 64, 256, 0, mode, GL_UNSIGNED_BYTE, buffer2); - } else { - glTexImage2D(GL_TEXTURE_2D, 0, mode, 320, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1); - } -} - - -void FB2GL::makeDisplayList(int xf, int yf) { - GLfloat xfix = xf / 128.0f; // 128 = 256/2 (half texture => 0.0 to 1.0) - GLfloat yfix = yf / 128.0f; - GLfloat texture1_end; // End of 256x256 texture (from -1.0 to 1.0) - - if (flags & FB2GL_NO_320) { - // Game screen width = 320 - // GL coordinates (-1.0 <= x <= 1.0, -1.0 <= y <= 1.0) - // X axis center: GL => 0.0, Game => 320/2 = 160 - // GL texture1 width = 256 (texture2 width = 64. 256 + 64 = 320) - // 160 = 320/2 (half width). 256 - 160 = 96 - texture1_end = 96.0f / 160.0f; // between 0.0 (center) and 1.0 - // Note: wrong value may cause black vertical line (gap - // between texture1 and texture2 in the X axis) - } - else { - texture1_end = 1.0f; - } - - if (glIsList(displayList)) - glDeleteLists(displayList, 1); - - displayList = glGenLists(1); - glNewList(displayList, GL_COMPILE); - - glEnable(GL_TEXTURE_2D); - - glBindTexture(GL_TEXTURE_2D, texture1); - - glBegin(GL_QUADS); - // lower left - glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, -1.0f - yfix); - // upper left - glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f); - // upper right - glTexCoord2f(1.0f, 0.0f); glVertex2f(texture1_end + xfix, 1.0f); - // lower right - glTexCoord2f(1.0f, 1.0f); glVertex2f(texture1_end + xfix, -1.0f - yfix); - glEnd(); - - if (flags & FB2GL_NO_320) { - // 64x256 (texture2) - glBindTexture(GL_TEXTURE_2D, texture2); - - glBegin(GL_QUADS); - // lower left - glTexCoord2f(0.0f, 1.0f); glVertex2f(texture1_end + xfix, -1.0f - yfix); - // upper left - glTexCoord2f(0.0f, 0.0f); glVertex2f(texture1_end + xfix, 1.0f); - // upper right - glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f + xfix, 1.0f); - // lower right - glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f + xfix, -1.0f - yfix); - 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 (!screen) { - screen = SDL_SetVideoMode(width, height, (flags & FB2GL_16BIT ? 16: 0), - SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | - (flags & FB2GL_FS? SDL_FULLSCREEN: 0)); - } - -// warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel); - - if (!screen) { - warning("Couldn't start video res %dx%d", 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; - } - } -*/ - - if (width>0 && height>0) - makeTextures(); - makeDisplayList(xfix, yfix); - - return 1; -} - -void FB2GL::display() -{ - glCallList(displayList); - SDL_GL_SwapBuffers(); -} - -void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) { - unsigned char *tempFrameBuffer = (unsigned char *)fb; - int x, y, scr_pitch, _byte; - - if (flags & FB2GL_PITCH) { - scr_pitch = pitch; - _byte = 0; - } 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 (!(flags & FB2GL_NO_320)) { - RGBAFrameBuffer1[y*320*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0]; - RGBAFrameBuffer1[y*320*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1]; - RGBAFrameBuffer1[y*320*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2]; - RGBAFrameBuffer1[y*320*4 + x*4 + 3] = 255; - } else if (x < 256) { - RGBAFrameBuffer1[y*256*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0]; - RGBAFrameBuffer1[y*256*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1]; - RGBAFrameBuffer1[y*256*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2]; - RGBAFrameBuffer1[y*256*4 + x*4 + 3] = 255; - } else { - RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 0] = colorTable[*(tempFrameBuffer+x)][0]; - RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 1] = colorTable[*(tempFrameBuffer+x)][1]; - RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 2] = colorTable[*(tempFrameBuffer+x)][2]; - RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 3] = 255; - } - } - tempFrameBuffer += scr_pitch; // Next row (like y++) - } - } else { // No expansion - for (y = yskip; y < h; y++) { - for (x = xskip; x < w; x++) { - if (!(flags & FB2GL_NO_320)) { - RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*_byte)); - RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*_byte)+1); - RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*_byte)+2); - } else if (x < 256) { - RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*_byte)); - RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*_byte)+1); - RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*_byte)+2); - } else { - RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 0] = *(tempFrameBuffer+(x*_byte)); - RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 1] = *(tempFrameBuffer+(x*_byte)+1); - RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 2] = *(tempFrameBuffer+(x*_byte)+2); - } - } - tempFrameBuffer += scr_pitch; // Next row (like y++) - } - } - - if (flags & FB2GL_NO_320) { - // Update 256x256 texture - glBindTexture(GL_TEXTURE_2D, texture1); - glFlush(); - glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip, - 256-xskip, 256-yskip, GL_RGBA, - GL_UNSIGNED_BYTE, RGBAFrameBuffer1); - - // Update 64x256 texture - glBindTexture(GL_TEXTURE_2D, texture2); - glFlush(); - glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip, - 64-xskip, 256-yskip, GL_RGBA, - GL_UNSIGNED_BYTE, RGBAFrameBuffer2); - } else { - // Update 320x256 texture - glBindTexture(GL_TEXTURE_2D, texture1); - glFlush(); - glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip, - 320-xskip, 256-yskip, GL_RGBA, - GL_UNSIGNED_BYTE, RGBAFrameBuffer1); - } - - } else { // non RGBA (paletted) - - for (y=0; y<h; y++) - for (x=0; x<w; x++) { - if (!(flags & FB2GL_NO_320)) { - palettedFrameBuffer1[y * 320 + x] = *(tempFrameBuffer + y*scr_pitch + x); - } else if (x<256) { - palettedFrameBuffer1[y * 256 + x] = *(tempFrameBuffer + y*scr_pitch + x); - } else { - palettedFrameBuffer2[y * 64 + (x - 256)] = *(tempFrameBuffer + y*scr_pitch + x); - } - } - - if (flags & FB2GL_NO_320) { - // Update 256x256 texture - glBindTexture(GL_TEXTURE_2D, texture1); - glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip, - 256-xskip, 256-yskip, GL_COLOR_INDEX, - GL_UNSIGNED_BYTE, palettedFrameBuffer1); - - // Update 64x256 texture - glBindTexture(GL_TEXTURE_2D, texture2); - glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip, - 64-xskip, 256-yskip, GL_COLOR_INDEX, - GL_UNSIGNED_BYTE, palettedFrameBuffer2); - } else { - // Update 320x256 texture - glBindTexture(GL_TEXTURE_2D, texture1); - glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip, - 320-xskip, 256-yskip, GL_COLOR_INDEX, - GL_UNSIGNED_BYTE, palettedFrameBuffer1); - } - - } - - display(); -} - -void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int yskip) { - int x, y, i; - int rx, ry, rw, rh; // rect[i].x, .y, .w, .h - // (0 <= rx <= 320) and (0 <= ry <= 240). - // Note: rx may be larger than texture1 width (256). - int xend=0, yend=0; // (x + width) and (y + height) - int pitch = fb->pitch/2; // 16 bit pointer access (not char *) - - // Width of the rectangle draw in texture1. (256 - rx) > 0 - unsigned int tex1_w = 0; - // Width of the rectangle draw in texture2. (xend - 256) > 0 - unsigned int tex2_w = 0; - // Rectangle's x coordinate in texture2. (rx - 256) > 0 - unsigned int tex2_x = 0; - - for (i=0; i<num_rect; i++) { - tex1_w = tex2_w = tex2_x = 0; - rx = rect[i].x; - ry = rect[i].y; - rw = rect[i].w; - rh = rect[i].h; - xend = rx + rw; - yend = ry + rh; - if (xend > fb->w) continue; - if (yend > fb->h) continue; - - if (rx < 256) { // Begins before the end of texture1 - if (xend >= 256) { // Ends after texture1 - tex2_w = xend - 256; //Rectangle width on texture2 - tex1_w = rw - tex2_w; // Width left for texture1 - } else - tex1_w = rw; // This rectangle is inside texture1 - } else { - tex2_w = rw; // This rectangle is inside texture2 - tex2_x = rx - 256; // Relative x coordinate on texture2 - } - - // Note: if (tex1_w == 0) then there is no rectangle to draw - // in texture1. The same is true for tex2_w. - - for (y = ry; y < yend; y++) { - for (x = rx; x < xend; x++) { - - if (tex1_w && x < 256) { - int pos = (x-rx+(y-ry)*tex1_w)*4; // (x + (y*pitch)) * RGBAsize - SDL_GetRGB( - ((Uint16 *)fb->pixels)[x+y*(pitch)], - fb->format, - &RGBAFrameBuffer1[pos], - &RGBAFrameBuffer1[pos+1], - &RGBAFrameBuffer1[pos+2] - ); - } else if (tex2_w && x >= 256) { - int rx2 = rx < 256? 256: rx; - int pos = (x-rx2+(y-ry)*tex2_w)*4; // (x + (y*pitch)) * RGBAsize - SDL_GetRGB( - ((Uint16 *)fb->pixels)[x+y*(pitch)], - fb->format, - &RGBAFrameBuffer2[pos], - &RGBAFrameBuffer2[pos+1], - &RGBAFrameBuffer2[pos+2] - ); - } - } - } - - if (tex1_w > 0) { - // Update 256x256 texture - glBindTexture(GL_TEXTURE_2D, texture1); - glFlush(); - glTexSubImage2D(GL_TEXTURE_2D, 0, - rx + xskip, - ry + yskip, - tex1_w, rh, GL_RGBA, - GL_UNSIGNED_BYTE, RGBAFrameBuffer1); - } - if (tex2_w > 0) { // What was left for this texture - // Update 64x256 texture - glBindTexture(GL_TEXTURE_2D, texture2); - glFlush(); - glTexSubImage2D(GL_TEXTURE_2D, 0, - tex2_x + xskip, - ry + yskip, - tex2_w, rh, GL_RGBA, - GL_UNSIGNED_BYTE, RGBAFrameBuffer2); - } - } -} - -void FB2GL::palette(int i, int r, int g, int b) { - if (flags & FB2GL_EXPAND) { - tempColorTable[i][0] = r; - tempColorTable[i][1] = g; - tempColorTable[i][2] = b; - } else { // Paletted texture - colorTable[i][0] = r; - colorTable[i][1] = g; - colorTable[i][2] = b; - } -} - -void FB2GL::setPalette(int first, int n) { - char temp[256][3]; - int i; - - if (flags & FB2GL_EXPAND) { - for (i = first; i < n; i++) { - colorTable[i][0] = tempColorTable[i][0]; - colorTable[i][1] = tempColorTable[i][1]; - colorTable[i][2] = tempColorTable[i][2]; - } - } else { // Paletted texture - glBindTexture(GL_TEXTURE_2D, texture1); - glGetColorTable(GL_TEXTURE_2D, GL_RGB, GL_UNSIGNED_BYTE, &temp); - - for (i = first; i < n; i++) { - temp[i][0] = colorTable[i][0]; - temp[i][1] = colorTable[i][1]; - temp[i][2] = colorTable[i][2]; - } - - glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB, - GL_UNSIGNED_BYTE, &temp); - - if (flags & FB2GL_NO_320) { - glBindTexture(GL_TEXTURE_2D, texture2); - glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB, - GL_UNSIGNED_BYTE, &temp); - } - - } -} |