/* 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 // 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]; // 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); void display(); 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 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); 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; y