diff options
Diffstat (limited to 'backends/sdl/sdl_gl.cpp')
-rw-r--r-- | backends/sdl/sdl_gl.cpp | 696 |
1 files changed, 0 insertions, 696 deletions
diff --git a/backends/sdl/sdl_gl.cpp b/backends/sdl/sdl_gl.cpp deleted file mode 100644 index a6eed42ea6..0000000000 --- a/backends/sdl/sdl_gl.cpp +++ /dev/null @@ -1,696 +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. - * - * $Header$ - * - */ - -#include "sdl-common.h" -#include "common/scaler.h" -#include "common/util.h" - -#ifdef WIN32 -int glColorTable(int, int, int, int, int, void *) { return 0; } -int glGetColorTable(int, int, int, void *) { return 0; } -#endif - -#include "fb2opengl.h" - -class OSystem_SDL_OpenGL : public OSystem_SDL_Common { -public: - OSystem_SDL_OpenGL(); - - // Update the dirty areas of the screen - void update_screen(); - - // Set a parameter - uint32 property(int param, Property *value); - - // Get the next event. - // Returns true if an event was retrieved. - //bool poll_event(Event *event); - -protected: - FB2GL fb2gl; - int _glFlags; - int _glScreenStart; - bool _glBilinearFilter; - bool _usingOpenGL; - SDL_Surface *tmpSurface; // Used for black rectangles blitting - SDL_Rect tmpBlackRect; // Bottom black border - SDL_Rect _glWindow; // Only uses w and h (for window resizing) - int _glBottomOfTexture; - int _glBorderHeight; // Used if using black borders - - SDL_Surface *_hwscreen; // hardware screen (=> _usingOpenGL == false) - - ScalerProc *_scaler_proc; - - virtual void load_gfx_mode(); - virtual void unload_gfx_mode(); - virtual bool save_screenshot(const char *filename); - void hotswap_gfx_mode(); -}; - -OSystem_SDL_Common *OSystem_SDL_Common::create_intern() { - return new OSystem_SDL_OpenGL(); -} - -OSystem_SDL_OpenGL::OSystem_SDL_OpenGL() - : _hwscreen(0), _scaler_proc(0) -{ - _glScreenStart = 0; - _glBilinearFilter = false; - _usingOpenGL = false; // false => Switch to filters used in the sdl.cpp version - _glBottomOfTexture = 256; // height is always 256 - _glBorderHeight = 0; // Forces _glScreenStart to always be 0 - // 640x480 resolution - _glWindow.w = 640; - _glWindow.h = 480; -} - -void OSystem_SDL_OpenGL::load_gfx_mode() { - uint32 Rmask, Gmask, Bmask, Amask; - // I have to force 16 bit color depth with 565 ordering - // SDL_SetVideoMode sometimes doesn't accept your color depth definition - Rmask = 0xF800; // 5 - Gmask = 0x07E0; // 6 - Bmask = 0x001F; // 5 - Amask = 0; - - _forceFull = true; - _mode_flags |= DF_UPDATE_EXPAND_1_PIXEL; - - _tmpscreen = NULL; - _tmpScreenWidth = (_screenWidth + 3); - - switch(_mode) { - case GFX_BILINEAR: - _usingOpenGL = true; - _mode = GFX_NORMAL; - _scaleFactor = 1; - _scaler_proc = Normal1x; - break; - - case GFX_NORMAL: - _scaleFactor = 1; - _scaler_proc = Normal1x; - break; - case GFX_DOUBLESIZE: - _scaleFactor = 2; - _scaler_proc = Normal2x; - break; - case GFX_TRIPLESIZE: - _scaleFactor = 3; - _scaler_proc = Normal3x; - break; - - case GFX_2XSAI: - _scaleFactor = 2; - _scaler_proc = _2xSaI; - break; - case GFX_SUPER2XSAI: - _scaleFactor = 2; - _scaler_proc = Super2xSaI; - break; - case GFX_SUPEREAGLE: - _scaleFactor = 2; - _scaler_proc = SuperEagle; - break; - case GFX_ADVMAME2X: - _scaleFactor = 2; - _scaler_proc = AdvMame2x; - break; - case GFX_ADVMAME3X: - _scaleFactor = 3; - _scaler_proc = AdvMame3x; - break; - case GFX_HQ2X: - _scaleFactor = 2; - _scaler_proc = HQ2x; - break; - case GFX_HQ3X: - _scaleFactor = 3; - _scaler_proc = HQ3x; - break; - case GFX_TV2X: - _scaleFactor = 2; - _scaler_proc = TV2x; - break; - case GFX_DOTMATRIX: - _scaleFactor = 2; - _scaler_proc = DotMatrix; - break; - - default: - error("unknown gfx mode %d", _mode); - } - - if (_mode != GFX_NORMAL) { - _usingOpenGL = false; - } - - // - // Create the surface that contains the 8 bit game data - // - _screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0); - if (_screen == NULL) - error("_screen failed"); - - // - // Create the surface that contains the scaled graphics in 16 bit mode - // - if (_usingOpenGL) { - - _glFlags = FB2GL_NO_320 | FB2GL_RGBA | FB2GL_16BIT; - if (_full_screen) { - _glFlags |= FB2GL_FS; - _glScreenStart = 0; - } - - // Note: Our GL screen is vertically stretched (yfix = 15). - // That makes visible only 320x240 of the GL screen. - // 320x240 visible in GL screen => yfix = 15 - // 320x200 visible in GL screen => yfix = 72 - int yfix = 15; - _glBorderHeight = 0; - if (_screenHeight == 200) { - // If we are not using borders, we want 320x200 visible - yfix = _glScreenStart? 15: 72; - // 20 (top) + 200 (height) + 20 (bottom) = 240 - _glBorderHeight = 20; - } - // _glWindow defines the resolution - fb2gl.init(_glWindow.w, _glWindow.h, 0, yfix, _glFlags); - - } else { // SDL backend - - _hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, (_adjustAspectRatio ? 240 : _screenHeight) * _scaleFactor, 16, - _full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : SDL_SWSURFACE - ); - if (_hwscreen == NULL) { - warning("SDL_SetVideoMode says we can't switch to that mode"); - quit(); - } - - // Distinguish 555 and 565 mode - if (_hwscreen->format->Rmask == 0x7C00) - InitScalers(555); - else - InitScalers(565); - } - - // - // Create the surface used for the graphics in 16 bit before scaling, and also the overlay - // - - // Need some extra bytes around when using 2xSaI - uint16 *tmp_screen = (uint16 *)calloc(_tmpScreenWidth * (_screenHeight + 3),sizeof(uint16)); - - if (_usingOpenGL) { - _tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen, - _tmpScreenWidth, - _screenHeight + 3, - 16, - _tmpScreenWidth * 2, - Rmask, - Gmask, - Bmask, - Amask); - - tmpBlackRect.x = 0; - tmpBlackRect.y = 0; - tmpBlackRect.w = _screenWidth; - tmpBlackRect.h = 256-_screenHeight-_glScreenStart; - - if (!_adjustAspectRatio) { - // Disable code for now, since it causes crash if OpenGL is used from command line -/* - // Don't use the whole screen (black borders) - fb2gl.init(0, 0, 0, 15, _glFlags); - _glScreenStart = _glBorderHeight; - - // Top black border - SDL_Rect blackrect = { - 0, - 0, // _glScreenStart, - _screenWidth, - _newShakePos + _glScreenStart - }; - - SDL_FillRect(tmpSurface, &blackrect, 0); - fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0); - - // Bottom black border - int _glBottomOfGameScreen = _screenHeight + - _glScreenStart + _currentShakePos; - - tmpBlackRect.h = _glBottomOfTexture - - _glBottomOfGameScreen; - - SDL_FillRect(tmpSurface, &tmpBlackRect, 0); - fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0, - _glBottomOfGameScreen); -*/ - } else { - // Use the whole screen - fb2gl.init(0, 0, 0, 72, _glFlags); - _glScreenStart = 0; - } - } else { // SDL backend - _tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen, - _tmpScreenWidth, - _screenHeight + 3, - 16, - _tmpScreenWidth * 2, - _hwscreen->format->Rmask, - _hwscreen->format->Gmask, - _hwscreen->format->Bmask, - _hwscreen->format->Amask); - } - - tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, - // 320x256 texture (black end) - 256-_screenHeight-_glScreenStart, - 16, - Rmask, - Gmask, - Bmask, - Amask); - - if (_tmpscreen == NULL) - error("_tmpscreen failed"); - - // keyboard cursor control, some other better place for it? - km.x_max = _screenWidth * _scaleFactor - 1; - km.y_max = _screenHeight * _scaleFactor - 1; - km.delay_time = 25; - km.last_time = 0; -} - -void OSystem_SDL_OpenGL::unload_gfx_mode() { - - if (_screen) { - SDL_FreeSurface(_screen); - _screen = NULL; - } - if (_hwscreen) { - SDL_FreeSurface(_hwscreen); - _hwscreen = NULL; - } - if (_tmpscreen) { - free((uint16 *)_tmpscreen->pixels); - SDL_FreeSurface(_tmpscreen); - _tmpscreen = NULL; - } -} - -void OSystem_SDL_OpenGL::hotswap_gfx_mode() { - if (!_screen) - return; - - // Keep around the old _screen & _tmpscreen so we can restore the screen data - // after the mode switch. - SDL_Surface *old_screen = _screen; - SDL_Surface *old_tmpscreen = _tmpscreen; - - // Release the HW screen surface - if (fb2gl.getScreen()) { // _usingOpenGL was true - SDL_FreeSurface(fb2gl.getScreen()); - fb2gl.setScreen(NULL); - } - if (_hwscreen) { - SDL_FreeSurface(_hwscreen); - _hwscreen = NULL; - } - - // Setup the new GFX mode - load_gfx_mode(); - - // reset palette - SDL_SetColors(_screen, _currentPalette, 0, 256); - - // Restore old screen content - SDL_BlitSurface(old_screen, NULL, _screen, NULL); - SDL_BlitSurface(old_tmpscreen, NULL, _tmpscreen, NULL); - - // Free the old surfaces - SDL_FreeSurface(old_screen); - free(old_tmpscreen->pixels); - SDL_FreeSurface(old_tmpscreen); - - // Blit everything to the screen - update_screen(); - - // Make sure that an EVENT_SCREEN_CHANGED gets sent later - _modeChanged = true; -} - -void OSystem_SDL_OpenGL::update_screen() { - - Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends - - // If the shake position changed, fill the dirty area with blackness - if (_currentShakePos != _newShakePos) { - if (_usingOpenGL) { - // Top black border - SDL_Rect blackrect = { - 0, - 0, // _glScreenStart, - _screenWidth, - _newShakePos + _glScreenStart - }; - - SDL_FillRect(tmpSurface, &blackrect, 0); - fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0); - } else { // SDL backend - SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor}; - - if (_adjustAspectRatio) - blackrect.h = real2Aspect(blackrect.h - 1) + 1; - - SDL_FillRect(_hwscreen, &blackrect, 0); - } - - _currentShakePos = _newShakePos; - - _forceFull = true; - } - - // Make sure the mouse is drawn, if it should be drawn. - draw_mouse(); - - // Check whether the palette was changed in the meantime and update the - // screen surface accordingly. - if (_paletteDirtyEnd != 0) { - SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart, - _paletteDirtyStart, - _paletteDirtyEnd - _paletteDirtyStart); - - _paletteDirtyEnd = 0; - - _forceFull = true; - } - - // Force a full redraw if requested - if (_forceFull) { - _num_dirty_rects = 1; - - _dirty_rect_list[0].x = 0; - _dirty_rect_list[0].y = 0; - _dirty_rect_list[0].w = _screenWidth; - _dirty_rect_list[0].h = _screenHeight; - } - - // Only draw anything if necessary - if (_num_dirty_rects > 0) { - - SDL_Rect *r; - SDL_Rect dst; - uint32 srcPitch, dstPitch; - SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects; - - - if (_usingOpenGL) { - - if (!_overlayVisible) { - for (r = _dirty_rect_list; r != last_rect; ++r) { - dst = *r; - dst.x++; // Shift rect by one since 2xSai needs to acces the data around - dst.y++; // any pixel to scale it, and we want to avoid mem access crashes. - if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0) - error("SDL_BlitSurface failed: %s", SDL_GetError()); - } - } - - // Almost the same thing as SDL_UpdateRects - fb2gl.blit16( - _tmpscreen, - _num_dirty_rects, - _dirty_rect_list, - 0, - _currentShakePos + _glScreenStart - ); - - int _glBottomOfGameScreen = _screenHeight + - _glScreenStart + _currentShakePos; - - // Bottom black border height - tmpBlackRect.h = _glBottomOfTexture - _glBottomOfGameScreen; - if (_adjustAspectRatio && tmpBlackRect.h > 0) { - SDL_FillRect(tmpSurface, &tmpBlackRect, 0); - fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0, - _glBottomOfGameScreen); - } - - fb2gl.display(); - } else { // SDL backend - - if (_scaler_proc == Normal1x && !_adjustAspectRatio) { - SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen; - for (r = _dirty_rect_list; r != last_rect; ++r) { - dst = *r; - - if (_overlayVisible) { - // FIXME: I don't understand why this is necessary... - dst.x--; - dst.y--; - } - dst.y += _currentShakePos; - if (SDL_BlitSurface(target, r, _hwscreen, &dst) != 0) - error("SDL_BlitSurface failed: %s", SDL_GetError()); - } - } else { - if (!_overlayVisible) { - for (r = _dirty_rect_list; r != last_rect; ++r) { - dst = *r; - dst.x++; // Shift rect by one since 2xSai needs to acces the data around - dst.y++; // any pixel to scale it, and we want to avoid mem access crashes. - if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0) - error("SDL_BlitSurface failed: %s", SDL_GetError()); - } - } - - SDL_LockSurface(_tmpscreen); - SDL_LockSurface(_hwscreen); - - srcPitch = _tmpscreen->pitch; - dstPitch = _hwscreen->pitch; - - for (r = _dirty_rect_list; r != last_rect; ++r) { - register int dst_y = r->y + _currentShakePos; - register int dst_h = 0; - register int orig_dst_y = 0; - - if (dst_y < _screenHeight) { - dst_h = r->h; - if (dst_h > _screenHeight - dst_y) - dst_h = _screenHeight - dst_y; - - dst_y *= _scaleFactor; - - if (_adjustAspectRatio) { - orig_dst_y = dst_y; - dst_y = real2Aspect(dst_y); - } - - _scaler_proc((byte *)_tmpscreen->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch, - (byte *)_hwscreen->pixels + r->x * 2 * _scaleFactor + dst_y * dstPitch, dstPitch, r->w, dst_h); - } - - r->x *= _scaleFactor; - r->y = dst_y; - r->w *= _scaleFactor; - r->h = dst_h * _scaleFactor; - - if (_adjustAspectRatio && orig_dst_y / _scaleFactor < _screenHeight) - r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y); - } - - SDL_UnlockSurface(_tmpscreen); - SDL_UnlockSurface(_hwscreen); - } - - // Readjust the dirty rect list in case we are doing a full update. - // This is necessary if shaking is active. - if (_forceFull) { - _dirty_rect_list[0].y = 0; - _dirty_rect_list[0].h = (_adjustAspectRatio ? 240 : _screenHeight) * _scaleFactor; - } - - // Finally, blit all our changes to the screen - SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list); - } // END OF "SDL backend" - } // if (num_dirty_rects > 0) ... - - _num_dirty_rects = 0; - _forceFull = false; -} - -/* -bool OSystem_SDL_OpenGL::poll_event(Event *event) { - SDL_Event ev; - ev.type = 0; - - - SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_VIDEORESIZEMASK); - - if (_usingOpenGL && ev.type == SDL_VIDEORESIZE) { - int w = ev.resize.w; - int h = ev.resize.h; - glViewport(0, 0, (GLsizei)w, (GLsizei)h); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(-1.0,1.0,-1.0,1.0,-1.0,1.0); - _glWindow.w = w; - _glWindow.h = h; - } - - return OSystem_SDL_Common::poll_event(event); -} -*/ - -uint32 OSystem_SDL_OpenGL::property(int param, Property *value) { - - Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends - - if (param == PROP_TOGGLE_FULLSCREEN) { - if (!_usingOpenGL) - assert(_hwscreen != 0); - _full_screen ^= true; -#ifdef MACOSX - // On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse, - // it still always returns -1. So we simply don't call it at all and - // use hotswap_gfx_mode() directly to switch to fullscreen mode. - hotswap_gfx_mode(); -#else - SDL_Surface *_tmpScreen; - if (_usingOpenGL) { - _tmpScreen = fb2gl.getScreen(); - } - else { // SDL backend - _tmpScreen = _hwscreen; - } - - if (!SDL_WM_ToggleFullScreen(_tmpScreen)) { - // if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode - hotswap_gfx_mode(); - } -#endif - - return 1; - } else if (param == PROP_TOGGLE_ASPECT_RATIO) { - - if (_usingOpenGL) { - _adjustAspectRatio ^= true; - if (!_adjustAspectRatio) { - // Don't use the whole screen (black borders) - fb2gl.init(0, 0, 0, 15, _glFlags); - _glScreenStart = _glBorderHeight; - - // Top black border - SDL_Rect blackrect = { - 0, - 0, // _glScreenStart, - _screenWidth, - _newShakePos + _glScreenStart - }; - - SDL_FillRect(tmpSurface, &blackrect, 0); - fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0); - - // Bottom black border - int _glBottomOfGameScreen = _screenHeight + - _glScreenStart + _currentShakePos; - - tmpBlackRect.h = _glBottomOfTexture - - _glBottomOfGameScreen; - - SDL_FillRect(tmpSurface, &tmpBlackRect, 0); - fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0, - _glBottomOfGameScreen); - } else { - // Use the whole screen - fb2gl.init(0, 0, 0, 72, _glFlags); - _glScreenStart = 0; - } - - SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight}; - fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart); - fb2gl.display(); - } else { - if (_screenHeight == 200) { - assert(_hwscreen != 0); - _adjustAspectRatio ^= true; - hotswap_gfx_mode(); - } - } - - } else if (param == PROP_SET_GFX_MODE) { - if (value->gfx_mode == GFX_BILINEAR) { // OpenGL mode - if (!_usingOpenGL) { - _usingOpenGL = true; - _mode = GFX_NORMAL; - _scaleFactor = 1; - _scaler_proc = Normal1x; - hotswap_gfx_mode(); - } - } - - switch(value->gfx_mode) { - case GFX_BILINEAR: // Bilinear Filtering (on/off) - _glBilinearFilter ^= true; - fb2gl.setBilinearMode(_glBilinearFilter); - break; - default: // SDL backend - if (value->gfx_mode > 11) // FIXME! HACK, hard coded threshold, not good - return 0; - - _mode = value->gfx_mode; - - if (_usingOpenGL) { - _glBilinearFilter = false; - _usingOpenGL = false; - } - - hotswap_gfx_mode(); - }; - -/* if (_usingOpenGL) { - SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight}; - fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart); - fb2gl.display(); - }*/ - - return 1; - } - - return OSystem_SDL_Common::property(param, value); -} - -bool OSystem_SDL_OpenGL::save_screenshot(const char *filename) { - // FIXME: I don't know how to do this yet. - if (_usingOpenGL) - return false; - - Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends - - assert(_hwscreen != NULL); - SDL_SaveBMP(_hwscreen, filename); - return true; -} |