/* 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 #include #include //#include NOTE! Before anybody comments out SDL_opengl.h and enables this again, talk to Fingolfin first! GL/gl.h is NOT portable! #include #include // 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; ypitch/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 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); } } }