/* 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*/ /* 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 */ /* Use RGBA? */ char fb2gl_RGBA=0; /* If so, expand the 8 bit fb to RGB? */ char fb2gl_expand=0; /* 320x256? */ char fb2gl_t320=0; /* Use pitch? Else, bytes per pixel */ char use_pitch=0; /* Methods */ void fb2gl_maketex(); void fb2gl_makedlist(int xf, int yf); void fb2gl_display(); /* Public */ SDL_Surface *screen; void fb2gl_init(int width, int height, int xfix, int yfix, char flags); void fb2gl_update(void *fb, int width, int height, int pitch, int xskip, int yskip); void fb2gl_palette(int index, int r, int g, int b); void fb2gl_set_palette(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); 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 (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 (fb2gl_t320) { 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); 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 (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; double texend = (double)615/1024; /* End of 256x256 (from -1.0 to 1.0) */ dlist=glGenLists(1); glNewList(dlist,GL_COMPILE); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); if (!fb2gl_t320) { /* 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(); } void fb2gl_init(int width, int height, int xfix, int yfix, char flags) { char fs=0; char audio=0; char gl_ext[4096]; /* Test the flags */ if (flags & FB2GL_FS) fs=1; else fs=0; if (flags & FB2GL_RGBA) fb2gl_RGBA=1; else fb2gl_RGBA=0; if (flags & FB2GL_320) fb2gl_t320=1; else fb2gl_t320=0; if (flags & FB2GL_AUDIO) audio=1; else audio=0; if (flags & FB2GL_PITCH) use_pitch=1; else use_pitch=0; if (flags & FB2GL_EXPAND) fb2gl_expand=1; else fb2gl_expand=0; /* if (audio) SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); else SDL_Init(SDL_INIT_VIDEO); atexit(SDL_Quit); */ if (fs) { screen = SDL_SetVideoMode(width, height, 0, SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_FULLSCREEN); } else { 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); } #ifndef OGL_1_1 if (!fb2gl_RGBA) { /* Paletted Texture Extension */ strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS)); 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"); exit(0); } } #endif fb2gl_maketex(); fb2gl_makedlist(xfix, yfix); } void fb2gl_display() { glCallList(dlist); SDL_GL_SwapBuffers(); } /* Changed the way xskip and yskip work for use with scummvm (shaking) */ 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 (use_pitch) scr_pitch=pitch; else { scr_pitch=w*pitch; byte = pitch; /* Bytes perl pixel (for RGBA mode) */ } if (fb2gl_RGBA) { if (fb2gl_expand) { /* Expand the 8 bit fb into a RGB fb */ for (y=yskip; y