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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.
*
* $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/backends/platform/psp/osys_psp.cpp $
* $Id: osys_psp.cpp 46126 2009-11-24 14:18:46Z fingolfin $
*
*/
#ifndef PSP_GRAPHICS_H
#define PSP_GRAPHICS_H
#include "common/singleton.h"
#include "graphics/surface.h"
#include "common/system.h"
#include "backends/platform/psp/memory.h"
#define MAX_TEXTURE_SIZE 512
class DisplayManager;
class GuRenderer;
/**
* Interface to inherit for all display clients
* We deliberately avoid virtual functions for speed.
*/
class DisplayClient { // Abstract class
public:
DisplayClient() {}
bool isVisible() { return true; }
bool isDirty() { return true; }
void setClean() {}
void render() {}
virtual ~DisplayClient() {}
};
/**
* Vertex used for GU rendering
*/
struct Vertex {
float u, v;
float x, y, z;
};
struct Point {
int x;
int y;
Point() : x(0), y(0) {}
};
/**
* Dimensions struct for simplification
*/
struct Dimensions {
uint32 width;
uint32 height;
Dimensions() : width(0), height(0) {}
};
/**
* Universal PSP Palette class
* Use this in any class that wishes to draw to the PSP screen.
* Use together with GuRenderer
*/
class Palette {
public:
Palette() : _values(0), _numOfEntries(0) {}
virtual ~Palette() { deallocate(); }
bool allocate();
void deallocate();
void clear();
void setPixelFormats(PSPPixelFormat::Type paletteType, PSPPixelFormat::Type bufferType, bool swapRedBlue = false);
void setNumOfEntries(uint32 num) { _numOfEntries = num; }
uint32 getNumOfEntries() { return _numOfEntries; }
uint32 getSizeInBytes() { return _pixelFormat.pixelsToBytes(_numOfEntries); }
void set(byte *values) { setPartial(values, 0, _numOfEntries); }
void setPartial(const byte *colors, uint start, uint num, bool supportsAlpha = false);
void getPartial(byte *colors, uint start, uint num);
uint32 getRawColorAt(uint32 position);
uint32 getRGBAColorAt(uint32 position);
void setSingleColorRGBA(uint32 num, byte r, byte g, byte b, byte a);
void setColorPositionAlpha(uint32 position, bool alpha);
byte *getRawValues() { return _values; }
bool isAllocated() { return (_values != 0); }
PSPPixelFormat::Type getPixelFormat() { return _pixelFormat.format; }
void print(uint32 numToPrint = 0); // print to screen
protected:
byte *_values; ///< array of palette data
uint32 _numOfEntries; ///< number of palette entries
PSPPixelFormat _pixelFormat; ///< pixel format of the palette data
};
/**
* Universal PSP buffer/texture object
* Use this in any class that wishes to draw to the PSP screen.
* Use together with GuRenderer
*/
class Buffer {
public:
enum HowToSize {
kSizeByTextureSize, // buffer size is determined by power of 2 roundup for texture
kSizeBySourceSize // buffer size is determined by source size
};
Buffer() : _pixels(0), _width(0), _height(0) {}
virtual ~Buffer() { deallocate(); }
// setters
void setSize(uint32 width, uint32 height, HowToSize textureOrSource = kSizeByTextureSize);
void setBitsPerPixel(uint32 bits) { _pixelFormat.bitsPerPixel = bits; }
void setBytesPerPixel(uint32 bytes) { setBitsPerPixel(bytes << 3); }
void setPixelFormat(PSPPixelFormat::Type type, bool swapRedBlue = false);
// getters
uint32 getWidth() { return _width; }
uint32 getWidthInBytes() { return _pixelFormat.pixelsToBytes(getWidth()); }
uint32 getHeight() { return _height; }
uint32 getSourceWidth() { return _sourceSize.width; }
uint32 getSourceWidthInBytes() { return _pixelFormat.pixelsToBytes(_sourceSize.width); }
uint32 getSourceHeight() { return _sourceSize.height; }
uint32 getTextureWidth() { return _textureSize.width; }
uint32 getTextureHeight() { return _textureSize.height; }
PSPPixelFormat::Type getPixelFormat() { return _pixelFormat.format; }
uint32 getBitsPerPixel() { return _pixelFormat.bitsPerPixel; }
uint32 getBytesPerPixel() { return getBitsPerPixel() >> 3; } /* won't work for 4-bit */
byte *getPixels() { return _pixels; }
uint32 getSizeInBytes() { return _pixelFormat.pixelsToBytes(_width * _height); }
bool hasPalette();
void copyFromArray(const byte *buffer, int pitch);
void copyFromRect(const byte *buf, uint32 pitch, int destX, int destY, uint32 recWidth, uint32 recHeight);
void copyToArray(byte *dst, int pitch);
bool allocate(bool inVram = false);
void deallocate();
bool isAllocated() { return (_pixels != 0) ; }
void clear();
void flipNibbles(); // To handle peculiarities of PSP's 4 bit textures
static uint32 scaleUpToPowerOfTwo(uint32 size);
void print(uint32 mask, uint32 numToPrint = 0);
protected:
friend class GuRenderer;
byte *_pixels;
uint32 _width; ///< True allocated width
uint32 _height; ///< True allocated height
Dimensions _textureSize; ///< Size rounded up to power of 2. Used for drawing
Dimensions _sourceSize; ///< Original size of the buffer
PSPPixelFormat _pixelFormat; ///< Format of the buffer
};
/**
* Universal rendering class for PSP
* Use this if you want to draw to the screen.
* Needs to be supplied with a Buffer and a Palette
*/
class GuRenderer {
public:
// Constructors
GuRenderer() : _useGlobalScaler(false), _buffer(0), _palette(0), _blending(false), _alphaReverse(false), _colorTest(false), _keyColor(0), _fullScreen(false) {}
GuRenderer(Buffer *buffer, Palette *palette) : _useGlobalScaler(false), _buffer(buffer), _palette(palette), _blending(false), _alphaReverse(false), _colorTest(false), _keyColor(0), _fullScreen(false) {}
static void setDisplayManager(DisplayManager *dm) { _displayManager = dm; } // Called by the Display Manager
// Setters
void setDrawSize(uint32 width, uint32 height) { // How big of an area to draw
_drawSize.width = width;
_drawSize.height = height;
}
void setDrawWholeBuffer() { // Draw the full size of the current buffer
assert(_buffer);
_drawSize.width = _buffer->getSourceWidth();
_drawSize.height = _buffer->getSourceHeight();
}
void setBuffer(Buffer *buffer) { _buffer = buffer; }
void setPalette(Palette *palette) { _palette = palette; }
void setMaxTextureOffsetByIndex(uint32 x, uint32 y); // For drawing multiple textures
void setOffsetOnScreen(uint32 x, uint32 y) { _offsetOnScreen.x = x; _offsetOnScreen.y = y; }
void setOffsetInBuffer(uint32 x, uint32 y) { _offsetInBuffer.x = x; _offsetInBuffer.y = y; }
void setColorTest(bool value) { _colorTest = value; }
void setKeyColor(uint32 value) { _keyColor = _buffer->_pixelFormat.convertTo32BitColor(value); }
void setAlphaBlending(bool value) { _blending = value; }
void setAlphaReverse(bool value) { _alphaReverse = value; }
void setFullScreen(bool value) { _fullScreen = value; } // Shortcut for rendering
void setUseGlobalScaler(bool value) { _useGlobalScaler = value; } // Scale to screen
static void cacheInvalidate(void *pointer, uint32 size);
void render(); // Default rendering function. This should be good enough for most purposes
protected:
// Gu functions
void fillVertices(Vertex *vertices); // Fill in vertices with coordinates
void guProgramDrawBehavior();
Vertex *guGetVertices();
void guLoadTexture();
void guLoadPalette();
void guProgramTextureFormat();
void guProgramTextureBitDepth();
void guDrawVertices(Vertex *vertices);
uint32 convertToGuPixelFormat(PSPPixelFormat::Type format);
float scaleSourceToOutputX(float offset);
float scaleSourceToOutputY(float offset);
friend class MasterGuRenderer;
Point _maxTextureOffset; ///> For rendering textures > 512 pixels
Point _offsetOnScreen; ///> Where on screen to draw
Point _offsetInBuffer; ///> Where in the texture to draw
bool _useGlobalScaler; ///> Scale to the output size on screen
Buffer *_buffer;
Palette *_palette;
static DisplayManager *_displayManager;
Dimensions _drawSize; ///> Actual size to draw out of the Buffer
bool _blending;
bool _alphaReverse; ///> 0 counts as full alpha
bool _colorTest;
uint32 _keyColor; ///> Color to test against for color test. in 32 bits.
bool _fullScreen; ///> Speeds up for fullscreen rendering
};
#endif /* PSP_SCREEN_H */
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