1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
|
/* 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),
_cursorDontScale(false),
_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);
_screenData.free();
_overlayData.free();
_cursorData.free();
_osdSurface.free();
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 void *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 = (const byte *)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(void *buf, int pitch) {
const byte *src = (byte *)_overlayData.pixels;
byte *dst = (byte *)buf;
for (int i = 0; i < _overlayData.h; i++) {
// Copy overlay data to buffer
memcpy(dst, src, _overlayData.pitch);
dst += pitch;
src += _overlayData.pitch;
}
}
void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
assert(_transactionMode == kTransactionNone);
if (_overlayTexture == NULL)
return;
const byte *src = (const byte *)buf;
// Clip the coordinates
if (x < 0) {
w += x;
src -= x * 2;
x = 0;
}
if (y < 0) {
h += y;
src -= 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;
// Copy buffer data to internal overlay surface
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;
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;
}
setMousePosition(scaledX, scaledY);
setInternalMousePosition(scaledX, scaledY);
}
void OpenGLGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, 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;
_cursorDontScale = dontScale;
_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() {
// Calculate the scale factors of the screen.
// We also totally ignore the aspect of the overlay cursor, since aspect
// ratio correction only applies to the game screen.
// TODO: It might make sense to always ignore scaling of the mouse cursor
// when the overlay is visible.
uint screenScaleFactorX = _videoMode.hardwareWidth * 10000 / _videoMode.screenWidth;
uint screenScaleFactorY = _videoMode.hardwareHeight * 10000 / _videoMode.screenHeight;
// Ignore scaling when the cursor should not be scaled.
if (_cursorDontScale) {
screenScaleFactorX = 10000;
screenScaleFactorY = 10000;
}
// Apply them (without any possible) aspect ratio correction to the
// overlay.
_cursorState.rW = (int16)(_cursorState.w * screenScaleFactorX / 10000);
_cursorState.rH = (int16)(_cursorState.h * screenScaleFactorY / 10000);
_cursorState.rHotX = (int16)(_cursorState.hotX * screenScaleFactorX / 10000);
_cursorState.rHotY = (int16)(_cursorState.hotY * screenScaleFactorY / 10000);
// Only apply scaling when it's desired.
if (_cursorDontScale) {
screenScaleFactorX = 10000;
screenScaleFactorY = 10000;
} else {
// Make sure we properly scale the cursor according to the desired aspect.
int width, height;
calculateDisplaySize(width, height);
screenScaleFactorX = (width * 10000 / _videoMode.screenWidth);
screenScaleFactorY = (height * 10000 / _videoMode.screenHeight);
}
// Apply the scale cursor scaling for the game screen.
_cursorState.vW = (int16)(_cursorState.w * screenScaleFactorX / 10000);
_cursorState.vH = (int16)(_cursorState.h * screenScaleFactorY / 10000);
_cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactorX / 10000);
_cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactorY / 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_INT_8_8_8_8;
} 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, 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(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
// GL_BGRA does not exist in every GLES implementation so should not be configured if
// USE_GLES is set.
bpp = 2;
intFormat = GL_RGB;
glFormat = GL_BGRA;
gltype = GL_UNSIGNED_SHORT_1_5_5_5_REV;
} 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
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
_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.
// It is noteworthy this assumes the OSD uses the same BPP as the overlay
// and that the cursor works with any alignment setting.
int newAlignment = Common::gcd(_gameTexture->getBytesPerPixel(), _overlayTexture->getBytesPerPixel());
assert(newAlignment == 1 || newAlignment == 2 || newAlignment == 4);
glPixelStorei(GL_UNPACK_ALIGNMENT, newAlignment);
// 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() const {
// In case we enable aspect ratio correction we force a 4/3 ratio.
// But just for 320x200 and 640x400 games, since other games do not need
// this.
// 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
&& ((_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200)
|| (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400)))
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;
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
const Graphics::Font *OpenGLGraphicsManager::getFontOSD() {
return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
}
void OpenGLGraphicsManager::updateOSD() {
// The font we are going to use:
const Graphics::Font *font = getFontOSD();
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
|