/* 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 #include //#include #include #include #include // 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]; // Framebuffer for the blit function (SDL Blitting) unsigned char fb1[256*256*4]; // Enough room for RGBA unsigned char fb2[64*256*4]; // Enough room for RGBA // 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); 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 blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rectlist, int xskip, int yskip); void display(); }; 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); /* glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glAlphaFunc(GL_GREATER,0); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);*/ 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; ypitch/2; // 16 bit pointer access (not char *) int tex1_w = 0, tex2_w = 0, tex2_x = 0; for (i=0; i fb->w) continue; if (yend > fb->h) continue; if (rx < 256) { // Begins before the end of the 1st texture if (xend >= 256) { // Ends after the first texture tex2_w = xend-256; // For the 2nd texture tex1_w = rw - tex2_w; // For the 1st texture } else tex1_w = rw; } else { tex2_w = rw; tex2_x = rx - 256; } for (y = ry; y < yend; y++) { for (x = rx; x < xend; x++) { if (x < 256 && tex1_w) { int pos = (x-rx+(y-ry)*tex1_w)*4; // RGBA SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format, &fb1[pos], &fb1[pos+1], &fb1[pos+2]); } else if (x >= 256 && tex2_w) { int rx2 = rx < 256? 256: rx; int pos = (x-rx2+(y-ry)*tex2_w)*4; // RGBA SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format, &fb2[pos], &fb2[pos+1], &fb2[pos+2]); } } } if (tex1_w > 0) { // Update 256x256 texture glBindTexture(GL_TEXTURE_2D,texture); glFlush(); glTexSubImage2D(GL_TEXTURE_2D,0,rx+xskip,ry+yskip,tex1_w,rh,GL_RGBA, GL_UNSIGNED_BYTE,fb1); } if (tex2_w > 0) { // What was left for this texture // Update 64x256 texture glBindTexture(GL_TEXTURE_2D,textureb); glFlush(); glTexSubImage2D(GL_TEXTURE_2D,0,tex2_x+xskip,ry+yskip,tex2_w,rh,GL_RGBA, GL_UNSIGNED_BYTE,fb2); } } } 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