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-rw-r--r--backends/sdl/sdl_gl.cpp696
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;
-}