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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#if defined(USE_OPENGL)
#include "backends/graphics/opengl/opengl-graphics.h"
#include "backends/graphics/opengl/glerrorcheck.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/mutex.h"
#include "common/textconsole.h"
#include "common/translation.h"
#ifdef USE_OSD
#include "common/tokenizer.h"
#endif
#include "graphics/font.h"
#include "graphics/fontman.h"
OpenGLGraphicsManager::OpenGLGraphicsManager()
:
#ifdef USE_OSD
_osdTexture(0), _osdAlpha(0), _osdFadeStartTime(0), _requireOSDUpdate(false),
#endif
_gameTexture(0), _overlayTexture(0), _cursorTexture(0),
_screenChangeCount(1 << (sizeof(int) * 8 - 2)), _screenNeedsRedraw(false),
_shakePos(0),
_overlayVisible(false), _overlayNeedsRedraw(false),
_transactionMode(kTransactionNone),
_cursorNeedsRedraw(false), _cursorPaletteDisabled(true),
_cursorVisible(false), _cursorKeyColor(0),
_cursorTargetScale(1),
_formatBGR(false),
_displayX(0), _displayY(0), _displayWidth(0), _displayHeight(0) {
memset(&_oldVideoMode, 0, sizeof(_oldVideoMode));
memset(&_videoMode, 0, sizeof(_videoMode));
memset(&_transactionDetails, 0, sizeof(_transactionDetails));
_videoMode.mode = OpenGL::GFX_NORMAL;
_videoMode.scaleFactor = 2;
_videoMode.fullscreen = ConfMan.getBool("fullscreen");
_videoMode.antialiasing = false;
_gamePalette = (byte *)calloc(sizeof(byte) * 3, 256);
_cursorPalette = (byte *)calloc(sizeof(byte) * 3, 256);
}
OpenGLGraphicsManager::~OpenGLGraphicsManager() {
free(_gamePalette);
free(_cursorPalette);
delete _gameTexture;
delete _overlayTexture;
delete _cursorTexture;
}
//
// Feature
//
bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) {
return
(f == OSystem::kFeatureAspectRatioCorrection) ||
(f == OSystem::kFeatureCursorPalette);
}
void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
setFullscreenMode(enable);
break;
case OSystem::kFeatureAspectRatioCorrection:
_videoMode.aspectRatioCorrection = enable;
_transactionDetails.needRefresh = true;
break;
case OSystem::kFeatureCursorPalette:
_cursorPaletteDisabled = !enable;
_cursorNeedsRedraw = true;
break;
default:
break;
}
}
bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
return _videoMode.fullscreen;
case OSystem::kFeatureAspectRatioCorrection:
return _videoMode.aspectRatioCorrection;
case OSystem::kFeatureCursorPalette:
return !_cursorPaletteDisabled;
default:
return false;
}
}
//
// Screen format and modes
//
static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
{"gl1", _s("OpenGL Normal"), OpenGL::GFX_NORMAL},
{"gl2", _s("OpenGL Conserve"), OpenGL::GFX_CONSERVE},
{"gl4", _s("OpenGL Original"), OpenGL::GFX_ORIGINAL},
{0, 0, 0}
};
const OSystem::GraphicsMode *OpenGLGraphicsManager::supportedGraphicsModes() {
return s_supportedGraphicsModes;
}
const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
return s_supportedGraphicsModes;
}
int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
return OpenGL::GFX_NORMAL;
}
bool OpenGLGraphicsManager::setGraphicsMode(int mode) {
assert(_transactionMode == kTransactionActive);
setScale(2);
if (_oldVideoMode.setup && _oldVideoMode.mode == mode)
return true;
switch (mode) {
case OpenGL::GFX_NORMAL:
case OpenGL::GFX_CONSERVE:
case OpenGL::GFX_ORIGINAL:
break;
default:
warning("Unknown gfx mode %d", mode);
return false;
}
_videoMode.mode = mode;
_transactionDetails.needRefresh = true;
return true;
}
int OpenGLGraphicsManager::getGraphicsMode() const {
assert(_transactionMode == kTransactionNone);
return _videoMode.mode;
}
void OpenGLGraphicsManager::resetGraphicsScale() {
setScale(1);
}
#ifdef USE_RGB_COLOR
Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const {
return _screenFormat;
}
#endif
void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
#ifdef USE_RGB_COLOR
Graphics::PixelFormat newFormat;
if (!format)
newFormat = Graphics::PixelFormat::createFormatCLUT8();
else
newFormat = *format;
assert(newFormat.bytesPerPixel > 0);
// Avoid redundant format changes
if (newFormat != _videoMode.format) {
_videoMode.format = newFormat;
_transactionDetails.formatChanged = true;
_screenFormat = newFormat;
}
#endif
// Avoid redundant res changes
if ((int)width == _videoMode.screenWidth && (int)height == _videoMode.screenHeight)
return;
_videoMode.screenWidth = width;
_videoMode.screenHeight = height;
_transactionDetails.sizeChanged = true;
}
int OpenGLGraphicsManager::getScreenChangeID() const {
return _screenChangeCount;
}
//
// GFX
//
void OpenGLGraphicsManager::beginGFXTransaction() {
assert(_transactionMode == kTransactionNone);
_transactionMode = kTransactionActive;
_transactionDetails.sizeChanged = false;
_transactionDetails.needRefresh = false;
_transactionDetails.needUpdatescreen = false;
_transactionDetails.filterChanged = false;
#ifdef USE_RGB_COLOR
_transactionDetails.formatChanged = false;
#endif
_oldVideoMode = _videoMode;
}
OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
int errors = OSystem::kTransactionSuccess;
assert(_transactionMode != kTransactionNone);
if (_transactionMode == kTransactionRollback) {
if (_videoMode.fullscreen != _oldVideoMode.fullscreen) {
errors |= OSystem::kTransactionFullscreenFailed;
_videoMode.fullscreen = _oldVideoMode.fullscreen;
} else if (_videoMode.mode != _oldVideoMode.mode) {
errors |= OSystem::kTransactionModeSwitchFailed;
_videoMode.mode = _oldVideoMode.mode;
_videoMode.scaleFactor = _oldVideoMode.scaleFactor;
#ifdef USE_RGB_COLOR
} else if (_videoMode.format != _oldVideoMode.format) {
errors |= OSystem::kTransactionFormatNotSupported;
_videoMode.format = _oldVideoMode.format;
_screenFormat = _videoMode.format;
#endif
} else if (_videoMode.screenWidth != _oldVideoMode.screenWidth || _videoMode.screenHeight != _oldVideoMode.screenHeight) {
errors |= OSystem::kTransactionSizeChangeFailed;
_videoMode.screenWidth = _oldVideoMode.screenWidth;
_videoMode.screenHeight = _oldVideoMode.screenHeight;
_videoMode.overlayWidth = _oldVideoMode.overlayWidth;
_videoMode.overlayHeight = _oldVideoMode.overlayHeight;
}
if (_videoMode.fullscreen == _oldVideoMode.fullscreen &&
_videoMode.mode == _oldVideoMode.mode &&
_videoMode.screenWidth == _oldVideoMode.screenWidth &&
_videoMode.screenHeight == _oldVideoMode.screenHeight) {
_oldVideoMode.setup = false;
}
}
if (_transactionDetails.sizeChanged || _transactionDetails.needRefresh) {
unloadGFXMode();
if (!loadGFXMode()) {
if (_oldVideoMode.setup) {
_transactionMode = kTransactionRollback;
errors |= endGFXTransaction();
}
} else {
clearOverlay();
_videoMode.setup = true;
_screenChangeCount++;
}
#ifdef USE_RGB_COLOR
} else if (_transactionDetails.filterChanged || _transactionDetails.formatChanged) {
#else
} else if (_transactionDetails.filterChanged) {
#endif
loadTextures();
internUpdateScreen();
} else if (_transactionDetails.needUpdatescreen) {
internUpdateScreen();
}
_transactionMode = kTransactionNone;
return (OSystem::TransactionError)errors;
}
//
// Screen
//
int16 OpenGLGraphicsManager::getHeight() {
return _videoMode.screenHeight;
}
int16 OpenGLGraphicsManager::getWidth() {
return _videoMode.screenWidth;
}
void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
assert(colors);
#ifdef USE_RGB_COLOR
assert(_screenFormat.bytesPerPixel == 1);
#endif
// Save the screen palette
memcpy(_gamePalette + start * 3, colors, num * 3);
_screenNeedsRedraw = true;
if (_cursorPaletteDisabled)
_cursorNeedsRedraw = true;
}
void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
assert(colors);
#ifdef USE_RGB_COLOR
assert(_screenFormat.bytesPerPixel == 1);
#endif
// Copies current palette to buffer
memcpy(colors, _gamePalette + start * 3, num * 3);
}
void OpenGLGraphicsManager::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) {
assert(x >= 0 && x < _screenData.w);
assert(y >= 0 && y < _screenData.h);
assert(h > 0 && y + h <= _screenData.h);
assert(w > 0 && x + w <= _screenData.w);
// Copy buffer data to game screen internal buffer
const byte *src = buf;
byte *dst = (byte *)_screenData.pixels + y * _screenData.pitch + x * _screenData.format.bytesPerPixel;
for (int i = 0; i < h; i++) {
memcpy(dst, src, w * _screenData.format.bytesPerPixel);
src += pitch;
dst += _screenData.pitch;
}
// Extend dirty area if not full screen redraw is flagged
if (!_screenNeedsRedraw) {
const Common::Rect dirtyRect(x, y, x + w, y + h);
_screenDirtyRect.extend(dirtyRect);
}
}
Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
return &_screenData;
}
void OpenGLGraphicsManager::unlockScreen() {
_screenNeedsRedraw = true;
}
void OpenGLGraphicsManager::fillScreen(uint32 col) {
if (_gameTexture == NULL)
return;
#ifdef USE_RGB_COLOR
if (_screenFormat.bytesPerPixel == 1) {
memset(_screenData.pixels, col, _screenData.h * _screenData.pitch);
} else if (_screenFormat.bytesPerPixel == 2) {
uint16 *pixels = (uint16 *)_screenData.pixels;
uint16 col16 = (uint16)col;
for (int i = 0; i < _screenData.w * _screenData.h; i++) {
pixels[i] = col16;
}
} else if (_screenFormat.bytesPerPixel == 3) {
uint8 *pixels = (uint8 *)_screenData.pixels;
byte r = (col >> 16) & 0xFF;
byte g = (col >> 8) & 0xFF;
byte b = col & 0xFF;
for (int i = 0; i < _screenData.w * _screenData.h; i++) {
pixels[0] = r;
pixels[1] = g;
pixels[2] = b;
pixels += 3;
}
} else if (_screenFormat.bytesPerPixel == 4) {
uint32 *pixels = (uint32 *)_screenData.pixels;
for (int i = 0; i < _screenData.w * _screenData.h; i++) {
pixels[i] = col;
}
}
#else
memset(_screenData.pixels, col, _screenData.h * _screenData.pitch);
#endif
_screenNeedsRedraw = true;
}
void OpenGLGraphicsManager::updateScreen() {
assert(_transactionMode == kTransactionNone);
internUpdateScreen();
}
void OpenGLGraphicsManager::setShakePos(int shakeOffset) {
assert(_transactionMode == kTransactionNone);
_shakePos = shakeOffset;
}
void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) {
}
void OpenGLGraphicsManager::clearFocusRectangle() {
}
//
// Overlay
//
void OpenGLGraphicsManager::showOverlay() {
assert(_transactionMode == kTransactionNone);
if (_overlayVisible)
return;
_overlayVisible = true;
clearOverlay();
}
void OpenGLGraphicsManager::hideOverlay() {
assert(_transactionMode == kTransactionNone);
if (!_overlayVisible)
return;
_overlayVisible = false;
clearOverlay();
}
Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
return _overlayFormat;
}
void OpenGLGraphicsManager::clearOverlay() {
// Set all pixels to 0
memset(_overlayData.pixels, 0, _overlayData.h * _overlayData.pitch);
_overlayNeedsRedraw = true;
}
void OpenGLGraphicsManager::grabOverlay(OverlayColor *buf, int pitch) {
assert(_overlayData.format.bytesPerPixel == sizeof(buf[0]));
const byte *src = (byte *)_overlayData.pixels;
for (int i = 0; i < _overlayData.h; i++) {
// Copy overlay data to buffer
memcpy(buf, src, _overlayData.pitch);
buf += pitch;
src += _overlayData.pitch;
}
}
void OpenGLGraphicsManager::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) {
assert(_transactionMode == kTransactionNone);
if (_overlayTexture == NULL)
return;
// Clip the coordinates
if (x < 0) {
w += x;
buf -= x;
x = 0;
}
if (y < 0) {
h += y; buf -= y * pitch;
y = 0;
}
if (w > _overlayData.w - x)
w = _overlayData.w - x;
if (h > _overlayData.h - y)
h = _overlayData.h - y;
if (w <= 0 || h <= 0)
return;
if (_overlayFormat.aBits() == 1) {
// Copy buffer with the alpha bit on for all pixels for correct
// overlay drawing.
const uint16 *src = (const uint16 *)buf;
uint16 *dst = (uint16 *)_overlayData.pixels + y * _overlayData.w + x;
for (int i = 0; i < h; i++) {
for (int e = 0; e < w; e++)
dst[e] = src[e] | 0x1;
src += pitch;
dst += _overlayData.w;
}
} else {
// Copy buffer data to internal overlay surface
const byte *src = (const byte *)buf;
byte *dst = (byte *)_overlayData.pixels + y * _overlayData.pitch;
for (int i = 0; i < h; i++) {
memcpy(dst + x * _overlayData.format.bytesPerPixel, src, w * _overlayData.format.bytesPerPixel);
src += pitch * sizeof(buf[0]);
dst += _overlayData.pitch;
}
}
// Extend dirty area if not full screen redraw is flagged
if (!_overlayNeedsRedraw) {
const Common::Rect dirtyRect(x, y, x + w, y + h);
_overlayDirtyRect.extend(dirtyRect);
}
}
int16 OpenGLGraphicsManager::getOverlayHeight() {
return _videoMode.overlayHeight;
}
int16 OpenGLGraphicsManager::getOverlayWidth() {
return _videoMode.overlayWidth;
}
//
// Cursor
//
bool OpenGLGraphicsManager::showMouse(bool visible) {
if (_cursorVisible == visible)
return visible;
bool last = _cursorVisible;
_cursorVisible = visible;
return last;
}
void OpenGLGraphicsManager::warpMouse(int x, int y) {
int scaledX = x;
int scaledY = y;
int16 currentX = _cursorState.x;
int16 currentY = _cursorState.y;
adjustMousePosition(currentX, currentY);
// Do not adjust the real screen position, when the current game / overlay
// coordinates match the requested coordinates. This avoids a slight
// movement which might occur otherwise when the mouse is at a subpixel
// position.
if (x == currentX && y == currentY)
return;
if (_videoMode.mode == OpenGL::GFX_NORMAL) {
if (_videoMode.hardwareWidth != _videoMode.overlayWidth)
scaledX = scaledX * _videoMode.hardwareWidth / _videoMode.overlayWidth;
if (_videoMode.hardwareHeight != _videoMode.overlayHeight)
scaledY = scaledY * _videoMode.hardwareHeight / _videoMode.overlayHeight;
if (!_overlayVisible) {
scaledX *= _videoMode.scaleFactor;
scaledY *= _videoMode.scaleFactor;
}
} else {
if (_overlayVisible) {
if (_displayWidth != _videoMode.overlayWidth)
scaledX = scaledX * _displayWidth / _videoMode.overlayWidth;
if (_displayHeight != _videoMode.overlayHeight)
scaledY = scaledY * _displayHeight / _videoMode.overlayHeight;
} else {
if (_displayWidth != _videoMode.screenWidth)
scaledX = scaledX * _displayWidth / _videoMode.screenWidth;
if (_displayHeight != _videoMode.screenHeight)
scaledY = scaledY * _displayHeight / _videoMode.screenHeight;
}
scaledX += _displayX;
scaledY += _displayY;
}
setInternalMousePosition(scaledX, scaledY);
_cursorState.x = scaledX;
_cursorState.y = scaledY;
}
void OpenGLGraphicsManager::setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, int cursorTargetScale, const Graphics::PixelFormat *format) {
#ifdef USE_RGB_COLOR
if (format)
_cursorFormat = *format;
else
_cursorFormat = Graphics::PixelFormat::createFormatCLUT8();
#else
assert(keycolor <= 255);
_cursorFormat = Graphics::PixelFormat::createFormatCLUT8();
#endif
// Allocate space for cursor data
if (_cursorData.w != w || _cursorData.h != h ||
_cursorData.format.bytesPerPixel != _cursorFormat.bytesPerPixel)
_cursorData.create(w, h, _cursorFormat);
// Save cursor data
memcpy(_cursorData.pixels, buf, h * _cursorData.pitch);
// Set cursor info
_cursorState.w = w;
_cursorState.h = h;
_cursorState.hotX = hotspotX;
_cursorState.hotY = hotspotY;
_cursorKeyColor = keycolor;
_cursorTargetScale = cursorTargetScale;
_cursorNeedsRedraw = true;
refreshCursorScale();
}
void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
assert(colors);
// Save the cursor palette
memcpy(_cursorPalette + start * 3, colors, num * 3);
_cursorPaletteDisabled = false;
_cursorNeedsRedraw = true;
}
//
// Misc
//
void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
assert(_transactionMode == kTransactionNone);
assert(msg);
#ifdef USE_OSD
// Split the message into separate lines.
_osdLines.clear();
Common::StringTokenizer tokenizer(msg, "\n");
while (!tokenizer.empty())
_osdLines.push_back(tokenizer.nextToken());
// Request update of the texture
_requireOSDUpdate = true;
// Init the OSD display parameters, and the fade out
_osdAlpha = kOSDInitialAlpha;
_osdFadeStartTime = g_system->getMillis() + kOSDFadeOutDelay;
#endif
}
//
// Intern
//
void OpenGLGraphicsManager::setFullscreenMode(bool enable) {
assert(_transactionMode == kTransactionActive);
if (_oldVideoMode.setup && _oldVideoMode.fullscreen == enable)
return;
if (_transactionMode == kTransactionActive) {
_videoMode.fullscreen = enable;
_transactionDetails.needRefresh = true;
}
}
void OpenGLGraphicsManager::refreshGameScreen() {
if (_screenNeedsRedraw)
_screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h);
int x = _screenDirtyRect.left;
int y = _screenDirtyRect.top;
int w = _screenDirtyRect.width();
int h = _screenDirtyRect.height();
if (_screenData.format.bytesPerPixel == 1) {
// Create a temporary RGB888 surface
byte *surface = new byte[w * h * 3];
// Convert the paletted buffer to RGB888
const byte *src = (byte *)_screenData.pixels + y * _screenData.pitch;
src += x * _screenData.format.bytesPerPixel;
byte *dst = surface;
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
dst[0] = _gamePalette[src[j] * 3];
dst[1] = _gamePalette[src[j] * 3 + 1];
dst[2] = _gamePalette[src[j] * 3 + 2];
dst += 3;
}
src += _screenData.pitch;
}
// Update the texture
_gameTexture->updateBuffer(surface, w * 3, x, y, w, h);
// Free the temp surface
delete[] surface;
} else {
// Update the texture
_gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch +
x * _screenData.format.bytesPerPixel, _screenData.pitch, x, y, w, h);
}
_screenNeedsRedraw = false;
_screenDirtyRect = Common::Rect();
}
void OpenGLGraphicsManager::refreshOverlay() {
if (_overlayNeedsRedraw)
_overlayDirtyRect = Common::Rect(0, 0, _overlayData.w, _overlayData.h);
int x = _overlayDirtyRect.left;
int y = _overlayDirtyRect.top;
int w = _overlayDirtyRect.width();
int h = _overlayDirtyRect.height();
if (_overlayData.format.bytesPerPixel == 1) {
// Create a temporary RGB888 surface
byte *surface = new byte[w * h * 3];
// Convert the paletted buffer to RGB888
const byte *src = (byte *)_overlayData.pixels + y * _overlayData.pitch;
src += x * _overlayData.format.bytesPerPixel;
byte *dst = surface;
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
dst[0] = _gamePalette[src[j] * 3];
dst[1] = _gamePalette[src[j] * 3 + 1];
dst[2] = _gamePalette[src[j] * 3 + 2];
dst += 3;
}
src += _screenData.pitch;
}
// Update the texture
_overlayTexture->updateBuffer(surface, w * 3, x, y, w, h);
// Free the temp surface
delete[] surface;
} else {
// Update the texture
_overlayTexture->updateBuffer((byte *)_overlayData.pixels + y * _overlayData.pitch +
x * _overlayData.format.bytesPerPixel, _overlayData.pitch, x, y, w, h);
}
_overlayNeedsRedraw = false;
_overlayDirtyRect = Common::Rect();
}
void OpenGLGraphicsManager::refreshCursor() {
_cursorNeedsRedraw = false;
// Allocate a texture big enough for cursor
_cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
// Create a temporary RGBA8888 surface
byte *surface = new byte[_cursorState.w * _cursorState.h * 4];
memset(surface, 0, _cursorState.w * _cursorState.h * 4);
byte *dst = surface;
// Convert the paletted cursor to RGBA8888
if (_cursorFormat.bytesPerPixel == 1) {
// Select palette
byte *palette;
if (_cursorPaletteDisabled)
palette = _gamePalette;
else
palette = _cursorPalette;
// Convert the paletted cursor to RGBA8888
const byte *src = (byte *)_cursorData.pixels;
for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
// Check for keycolor
if (src[i] != _cursorKeyColor) {
dst[0] = palette[src[i] * 3];
dst[1] = palette[src[i] * 3 + 1];
dst[2] = palette[src[i] * 3 + 2];
dst[3] = 255;
}
dst += 4;
}
} else {
const bool gotNoAlpha = (_cursorFormat.aLoss == 8);
// Convert the RGB cursor to RGBA8888
if (_cursorFormat.bytesPerPixel == 2) {
const uint16 *src = (uint16 *)_cursorData.pixels;
for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
// Check for keycolor
if (src[i] != _cursorKeyColor) {
_cursorFormat.colorToARGB(src[i], dst[3], dst[0], dst[1], dst[2]);
if (gotNoAlpha)
dst[3] = 255;
}
dst += 4;
}
} else if (_cursorFormat.bytesPerPixel == 4) {
const uint32 *src = (uint32 *)_cursorData.pixels;
for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
// Check for keycolor
if (src[i] != _cursorKeyColor) {
_cursorFormat.colorToARGB(src[i], dst[3], dst[0], dst[1], dst[2]);
if (gotNoAlpha)
dst[3] = 255;
}
dst += 4;
}
}
}
// Update the texture with new cursor
_cursorTexture->updateBuffer(surface, _cursorState.w * 4, 0, 0, _cursorState.w, _cursorState.h);
// Free the temp surface
delete[] surface;
}
void OpenGLGraphicsManager::refreshCursorScale() {
// Get the window minimum scale factor. The cursor will mantain its original aspect
// ratio, and we do not want it to get too big if only one dimension is resized
uint screenScaleFactor = MIN(_videoMode.hardwareWidth * 10000 / _videoMode.screenWidth,
_videoMode.hardwareHeight * 10000 / _videoMode.screenHeight);
// Do not scale cursor if original size is used
if (_videoMode.mode == OpenGL::GFX_ORIGINAL)
screenScaleFactor = _videoMode.scaleFactor * 10000;
if ((uint)_cursorTargetScale * 10000 >= screenScaleFactor && (uint)_videoMode.scaleFactor * 10000 >= screenScaleFactor) {
// If the cursor target scale and the video mode scale factor are bigger than
// the current window scale, do not scale the cursor for the overlay
_cursorState.rW = _cursorState.w;
_cursorState.rH = _cursorState.h;
_cursorState.rHotX = _cursorState.hotX;
_cursorState.rHotY = _cursorState.hotY;
} else {
// Otherwise, scale the cursor for the overlay
int targetScaleFactor = MIN(_cursorTargetScale, _videoMode.scaleFactor);
// We limit the maximum scale to 3 here to avoid too big cursors, for large overlay resolutions
int actualFactor = MIN<uint>(3, screenScaleFactor - (targetScaleFactor - 1)) * 10000;
_cursorState.rW = (int16)(_cursorState.w * actualFactor / 10000);
_cursorState.rH = (int16)(_cursorState.h * actualFactor / 10000);
_cursorState.rHotX = (int16)(_cursorState.hotX * actualFactor / 10000);
_cursorState.rHotY = (int16)(_cursorState.hotY * actualFactor / 10000);
}
// Always scale the cursor for the game
_cursorState.vW = (int16)(_cursorState.w * screenScaleFactor / 10000);
_cursorState.vH = (int16)(_cursorState.h * screenScaleFactor / 10000);
_cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor / 10000);
_cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor / 10000);
}
void OpenGLGraphicsManager::calculateDisplaySize(int &width, int &height) {
if (_videoMode.mode == OpenGL::GFX_ORIGINAL) {
width = _videoMode.screenWidth;
height = _videoMode.screenHeight;
} else {
width = _videoMode.hardwareWidth;
height = _videoMode.hardwareHeight;
uint aspectRatio = (_videoMode.hardwareWidth * 10000 + 5000) / _videoMode.hardwareHeight;
uint desiredAspectRatio = getAspectRatio();
// Adjust one screen dimension for mantaining the aspect ratio
if (aspectRatio < desiredAspectRatio)
height = (width * 10000 + 5000) / desiredAspectRatio;
else if (aspectRatio > desiredAspectRatio)
width = (height * desiredAspectRatio + 5000) / 10000;
}
}
void OpenGLGraphicsManager::refreshDisplaySize() {
calculateDisplaySize(_displayWidth, _displayHeight);
// Adjust x and y for centering the screen
_displayX = (_videoMode.hardwareWidth - _displayWidth) / 2;
_displayY = (_videoMode.hardwareHeight - _displayHeight) / 2;
}
void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &gltype) {
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
bpp = 4;
intFormat = GL_RGBA;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_BYTE;
} else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0)) { // RGB888
bpp = 3;
intFormat = GL_RGB;
glFormat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565
bpp = 2;
intFormat = GL_RGB;
glFormat = GL_RGB;
gltype = GL_UNSIGNED_SHORT_5_6_5;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGB5551
bpp = 2;
intFormat = GL_RGBA;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
bpp = 2;
intFormat = GL_RGB;
glFormat = GL_BGRA;
gltype = GL_UNSIGNED_SHORT_1_5_5_5_REV;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
bpp = 2;
intFormat = GL_RGBA;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
} else if (pixelFormat.bytesPerPixel == 1) { // CLUT8
// If uses a palette, create texture as RGB888. The pixel data will be converted
// later.
bpp = 3;
intFormat = GL_RGB;
glFormat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
#ifndef USE_GLES
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24)) { // ARGB8888
bpp = 4;
intFormat = GL_RGBA;
glFormat = GL_BGRA;
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12)) { // ARGB4444
bpp = 2;
intFormat = GL_RGBA;
glFormat = GL_BGRA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV;
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
bpp = 4;
intFormat = GL_RGBA;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) { // BGRA8888
bpp = 4;
intFormat = GL_RGBA;
glFormat = GL_BGRA;
gltype = GL_UNSIGNED_BYTE;
} else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0)) { // BGR888
bpp = 3;
intFormat = GL_RGB;
glFormat = GL_BGR;
gltype = GL_UNSIGNED_BYTE;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0)) { // BGR565
bpp = 2;
intFormat = GL_RGB;
glFormat = GL_BGR;
gltype = GL_UNSIGNED_SHORT_5_6_5;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551
bpp = 2;
intFormat = GL_RGBA;
glFormat = GL_BGRA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12)) { // ABGR4444
bpp = 2;
intFormat = GL_RGBA;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0)) { // BGRA4444
bpp = 2;
intFormat = GL_RGBA;
glFormat = GL_BGRA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
#endif
} else {
error("OpenGLGraphicsManager: Pixel format not supported");
}
}
void OpenGLGraphicsManager::internUpdateScreen() {
// Clear the screen buffer
glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR();
if (_screenNeedsRedraw || !_screenDirtyRect.isEmpty())
// Refresh texture if dirty
refreshGameScreen();
int scaleFactor = _videoMode.hardwareHeight / _videoMode.screenHeight;
glPushMatrix();
// Adjust game screen shake position
glTranslatef(0, _shakePos * scaleFactor, 0); CHECK_GL_ERROR();
// Draw the game screen
_gameTexture->drawTexture(_displayX, _displayY, _displayWidth, _displayHeight);
glPopMatrix();
if (_overlayVisible) {
if (_overlayNeedsRedraw || !_overlayDirtyRect.isEmpty())
// Refresh texture if dirty
refreshOverlay();
// Draw the overlay
_overlayTexture->drawTexture(0, 0, _videoMode.overlayWidth, _videoMode.overlayHeight);
}
if (_cursorVisible) {
if (_cursorNeedsRedraw)
// Refresh texture if dirty
refreshCursor();
glPushMatrix();
// Adjust mouse shake position, unless the overlay is visible
glTranslatef(0, _overlayVisible ? 0 : _shakePos * scaleFactor, 0); CHECK_GL_ERROR();
// Draw the cursor
if (_overlayVisible)
_cursorTexture->drawTexture(_cursorState.x - _cursorState.rHotX,
_cursorState.y - _cursorState.rHotY, _cursorState.rW, _cursorState.rH);
else
_cursorTexture->drawTexture(_cursorState.x - _cursorState.vHotX,
_cursorState.y - _cursorState.vHotY, _cursorState.vW, _cursorState.vH);
glPopMatrix();
}
#ifdef USE_OSD
if (_osdAlpha > 0) {
if (_requireOSDUpdate) {
updateOSD();
_requireOSDUpdate = false;
}
// Update alpha value
const int diff = g_system->getMillis() - _osdFadeStartTime;
if (diff > 0) {
if (diff >= kOSDFadeOutDuration) {
// Back to full transparency
_osdAlpha = 0;
} else {
// Do a fade out
_osdAlpha = kOSDInitialAlpha - diff * kOSDInitialAlpha / kOSDFadeOutDuration;
}
}
// Set the osd transparency
glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f); CHECK_GL_ERROR();
// Draw the osd texture
_osdTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
// Reset color
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); CHECK_GL_ERROR();
}
#endif
}
void OpenGLGraphicsManager::initGL() {
// Check available GL Extensions
GLTexture::initGLExtensions();
// Disable 3D properties
glDisable(GL_CULL_FACE); CHECK_GL_ERROR();
glDisable(GL_DEPTH_TEST); CHECK_GL_ERROR();
glDisable(GL_LIGHTING); CHECK_GL_ERROR();
glDisable(GL_FOG); CHECK_GL_ERROR();
glDisable(GL_DITHER); CHECK_GL_ERROR();
glShadeModel(GL_FLAT); CHECK_GL_ERROR();
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); CHECK_GL_ERROR();
// Setup alpha blend (For overlay and cursor)
glEnable(GL_BLEND); CHECK_GL_ERROR();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CHECK_GL_ERROR();
// Enable rendering with vertex and coord arrays
glEnableClientState(GL_VERTEX_ARRAY); CHECK_GL_ERROR();
glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECK_GL_ERROR();
glEnable(GL_TEXTURE_2D); CHECK_GL_ERROR();
// Setup the GL viewport
glViewport(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight); CHECK_GL_ERROR();
// Setup coordinates system
glMatrixMode(GL_PROJECTION); CHECK_GL_ERROR();
glLoadIdentity(); CHECK_GL_ERROR();
#ifdef USE_GLES
glOrthof(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
#else
glOrtho(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
#endif
glMatrixMode(GL_MODELVIEW); CHECK_GL_ERROR();
glLoadIdentity(); CHECK_GL_ERROR();
}
void OpenGLGraphicsManager::loadTextures() {
#ifdef USE_RGB_COLOR
if (_transactionDetails.formatChanged && _gameTexture) {
delete _gameTexture;
_gameTexture = 0;
}
#endif
uint gameScreenBPP = 0;
if (!_gameTexture) {
byte bpp;
GLenum intformat;
GLenum format;
GLenum type;
#ifdef USE_RGB_COLOR
getGLPixelFormat(_screenFormat, bpp, intformat, format, type);
#else
getGLPixelFormat(Graphics::PixelFormat::createFormatCLUT8(), bpp, intformat, format, type);
#endif
gameScreenBPP = bpp;
_gameTexture = new GLTexture(bpp, intformat, format, type);
} else
_gameTexture->refresh();
_overlayFormat = Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0);
if (!_overlayTexture) {
byte bpp;
GLenum intformat;
GLenum format;
GLenum type;
getGLPixelFormat(_overlayFormat, bpp, intformat, format, type);
_overlayTexture = new GLTexture(bpp, intformat, format, type);
} else
_overlayTexture->refresh();
if (!_cursorTexture)
_cursorTexture = new GLTexture(4, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
else
_cursorTexture->refresh();
GLint filter = _videoMode.antialiasing ? GL_LINEAR : GL_NEAREST;
_gameTexture->setFilter(filter);
_overlayTexture->setFilter(filter);
_cursorTexture->setFilter(filter);
// Allocate texture memory and finish refreshing
_gameTexture->allocBuffer(_videoMode.screenWidth, _videoMode.screenHeight);
_overlayTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
_cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
if (
#ifdef USE_RGB_COLOR
_transactionDetails.formatChanged ||
#endif
_oldVideoMode.screenWidth != _videoMode.screenWidth ||
_oldVideoMode.screenHeight != _videoMode.screenHeight)
_screenData.create(_videoMode.screenWidth, _videoMode.screenHeight,
#ifdef USE_RGB_COLOR
_screenFormat
#else
Graphics::PixelFormat::createFormatCLUT8()
#endif
);
if (_oldVideoMode.overlayWidth != _videoMode.overlayWidth ||
_oldVideoMode.overlayHeight != _videoMode.overlayHeight)
_overlayData.create(_videoMode.overlayWidth, _videoMode.overlayHeight,
_overlayFormat);
_screenNeedsRedraw = true;
_overlayNeedsRedraw = true;
_cursorNeedsRedraw = true;
// We need to setup a proper unpack alignment value here, else we will
// get problems with the texture updates, in case the surface data is
// not properly aligned.
// For now we use the gcd of the game screen format and 2, since 2 is
// the BPP value for the overlay and the OSD.
if (gameScreenBPP)
glPixelStorei(GL_UNPACK_ALIGNMENT, Common::gcd<uint>(gameScreenBPP, 2));
// We use a "pack" alignment (when reading from textures) to 4 here,
// since the only place where we really use it is the BMP screenshot
// code and that requires the same alignment too.
glPixelStorei(GL_PACK_ALIGNMENT, 4);
#ifdef USE_OSD
if (!_osdTexture)
_osdTexture = new GLTexture(2, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
else
_osdTexture->refresh();
_osdTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
// Update the OSD in case it is used right now
_requireOSDUpdate = true;
#endif
}
bool OpenGLGraphicsManager::loadGFXMode() {
// Initialize OpenGL settings
initGL();
loadTextures();
refreshCursorScale();
refreshDisplaySize();
internUpdateScreen();
return true;
}
void OpenGLGraphicsManager::unloadGFXMode() {
}
void OpenGLGraphicsManager::setScale(int newScale) {
assert(_transactionMode == kTransactionActive);
if (newScale == _videoMode.scaleFactor)
return;
_videoMode.scaleFactor = newScale;
_transactionDetails.sizeChanged = true;
}
void OpenGLGraphicsManager::toggleAntialiasing() {
assert(_transactionMode == kTransactionActive);
_videoMode.antialiasing = !_videoMode.antialiasing;
_transactionDetails.filterChanged = true;
}
uint OpenGLGraphicsManager::getAspectRatio() {
// In case we enable aspect ratio correction we force a 4/3 ratio.
// TODO: This makes OpenGL Normal behave like OpenGL Conserve, when aspect
// ratio correction is enabled, but it's better than the previous 4/3 mode
// mess at least...
if (_videoMode.aspectRatioCorrection)
return 13333;
else if (_videoMode.mode == OpenGL::GFX_NORMAL)
return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
else
return _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
}
void OpenGLGraphicsManager::adjustMousePosition(int16 &x, int16 &y) {
if (_overlayVisible)
return;
if (!_overlayVisible) {
x -= _displayX;
y -= _displayY;
if (_displayWidth != _videoMode.screenWidth)
x = x * _videoMode.screenWidth / _displayWidth;
if (_displayHeight != _videoMode.screenHeight)
y = y * _videoMode.screenHeight / _displayHeight;
}
}
bool OpenGLGraphicsManager::saveScreenshot(const char *filename) {
int width = _videoMode.hardwareWidth;
int height = _videoMode.hardwareHeight;
// A line of a BMP image must have a size divisible by 4.
// We calculate the padding bytes needed here.
// Since we use a 3 byte per pixel mode, we can use width % 4 here, since
// it is equal to 4 - (width * 3) % 4. (4 - (width * Bpp) % 4, is the
// usual way of computing the padding bytes required).
const int linePaddingSize = width % 4;
const int lineSize = width * 3 + linePaddingSize;
// Allocate memory for screenshot
uint8 *pixels = new uint8[lineSize * height];
// Get pixel data from OpenGL buffer
#ifdef USE_GLES
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
#else
if (_formatBGR) {
glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
} else {
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
}
#endif
// Open file
Common::DumpFile out;
out.open(filename);
// Write BMP header
out.writeByte('B');
out.writeByte('M');
out.writeUint32LE(height * lineSize + 54);
out.writeUint32LE(0);
out.writeUint32LE(54);
out.writeUint32LE(40);
out.writeUint32LE(width);
out.writeUint32LE(height);
out.writeUint16LE(1);
out.writeUint16LE(24);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
// Write pixel data to BMP
out.write(pixels, lineSize * height);
// Free allocated memory
delete[] pixels;
return true;
}
const char *OpenGLGraphicsManager::getCurrentModeName() {
const char *modeName = 0;
const OSystem::GraphicsMode *g = getSupportedGraphicsModes();
while (g->name) {
if (g->id == _videoMode.mode) {
modeName = g->description;
break;
}
g++;
}
return modeName;
}
#ifdef USE_OSD
void OpenGLGraphicsManager::updateOSD() {
// The font we are going to use:
const Graphics::Font *font = FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
if (_osdSurface.w != _osdTexture->getWidth() || _osdSurface.h != _osdTexture->getHeight())
_osdSurface.create(_osdTexture->getWidth(), _osdTexture->getHeight(), _overlayFormat);
else
// Clear everything
memset(_osdSurface.pixels, 0, _osdSurface.h * _osdSurface.pitch);
// Determine a rect which would contain the message string (clipped to the
// screen dimensions).
const int vOffset = 6;
const int lineSpacing = 1;
const int lineHeight = font->getFontHeight() + 2 * lineSpacing;
int width = 0;
int height = lineHeight * _osdLines.size() + 2 * vOffset;
for (uint i = 0; i < _osdLines.size(); i++) {
width = MAX(width, font->getStringWidth(_osdLines[i]) + 14);
}
// Clip the rect
if (width > _osdSurface.w)
width = _osdSurface.w;
if (height > _osdSurface.h)
height = _osdSurface.h;
int dstX = (_osdSurface.w - width) / 2;
int dstY = (_osdSurface.h - height) / 2;
// Draw a dark gray rect (R = 40, G = 40, B = 40)
const uint16 color = 0x294B;
_osdSurface.fillRect(Common::Rect(dstX, dstY, dstX + width, dstY + height), color);
// Render the message, centered, and in white
for (uint i = 0; i < _osdLines.size(); i++) {
font->drawString(&_osdSurface, _osdLines[i],
dstX, dstY + i * lineHeight + vOffset + lineSpacing, width,
0xFFFF, Graphics::kTextAlignCenter);
}
// Update the texture
_osdTexture->updateBuffer(_osdSurface.pixels, _osdSurface.pitch, 0, 0,
_osdSurface.w, _osdSurface.h);
}
#endif
#endif
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