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/* 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.
*
* $Header$
*
*/
#include "sdl-common.h"
#include "common/scaler.h"
#include "common/util.h"
#include "common/engine.h" // Only #included for error() and warning()
#ifdef WIN32
int glColorTable(int, int, int, int, int, void *) { return 0; }
int glGetColorTable(int, int, int, void *) { return 0; }
#endif
#include "fb2opengl.h"
class OSystem_SDL_OpenGL : public OSystem_SDL_Common {
public:
OSystem_SDL_OpenGL() { _glScreenStart = 0; _glBilinearFilter = true; }
// Set colors of the palette
void set_palette(const byte *colors, uint start, uint num);
// Update the dirty areas of the screen
void update_screen();
// Set a parameter
uint32 property(int param, Property *value);
protected:
FB2GL fb2gl;
int gl_flags;
int _glScreenStart;
bool _glBilinearFilter;
SDL_Surface *tmpSurface; // Used for black rectangles blitting
SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
virtual void load_gfx_mode();
virtual void unload_gfx_mode();
};
OSystem_SDL_Common *OSystem_SDL_Common::create() {
return new OSystem_SDL_OpenGL();
}
void OSystem_SDL_OpenGL::set_palette(const byte *colors, uint start, uint num) {
const byte *b = colors;
uint i;
SDL_Color *base = _currentPalette + start;
for(i = 0; i < num; i++) {
base[i].r = b[0];
base[i].g = b[1];
base[i].b = b[2];
b += 4;
}
if (start < _paletteDirtyStart)
_paletteDirtyStart = start;
if (start + num > _paletteDirtyEnd)
_paletteDirtyEnd = start + num;
}
void OSystem_SDL_OpenGL::load_gfx_mode() {
uint32 Rmask, Gmask, Bmask, Amask;
// I have to force 16 bit color depth with 565 ordering
// SDL_SetVideoMode sometimes doesn't accept your color depth definition
Rmask = 0xF800; // 5
Gmask = 0x07E0; // 6
Bmask = 0x001F; // 5
Amask = 0;
_forceFull = true;
_mode_flags = DF_WANT_RECT_OPTIM | DF_UPDATE_EXPAND_1_PIXEL;
_scaleFactor = 2;
_tmpscreen = NULL;
_tmpScreenWidth = (_screenWidth + 3);
//
// Create the surface that contains the 8 bit game data
//
_screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0);
if (_screen == NULL)
error("_screen failed");
//
// Create the surface that contains the scaled graphics in 16 bit mode
//
gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) {
gl_flags |= (FB2GL_FS);
_glScreenStart = 0;
}
// 640x480 screen resolution
fb2gl.init(640,480,0,_glScreenStart? 15: 70,gl_flags);
SDL_SetGamma(1.25,1.25,1.25);
//
// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
//
// Need some extra bytes around when using 2xSaI
uint16 *tmp_screen = (uint16*)calloc(_tmpScreenWidth*(_screenHeight+3),sizeof(uint16));
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth*2,
Rmask,
Gmask,
Bmask,
Amask);
tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
// 320x256 texture (black end)
256-_screenHeight-_glScreenStart,
16,
Rmask,
Gmask,
Bmask,
Amask);
tmpBlackRect.x = 0;
tmpBlackRect.y = 0;
tmpBlackRect.w = _screenWidth;
tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
if (_tmpscreen == NULL)
error("_tmpscreen failed");
// keyboard cursor control, some other better place for it?
km.x_max = _screenWidth * _scaleFactor - 1;
km.y_max = _screenHeight * _scaleFactor - 1;
km.delay_time = 25;
km.last_time = 0;
}
void OSystem_SDL_OpenGL::unload_gfx_mode() {
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
if (_tmpscreen) {
free((uint16*)_tmpscreen->pixels);
SDL_FreeSurface(_tmpscreen);
_tmpscreen = NULL;
}
}
void OSystem_SDL_OpenGL::update_screen() {
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
SDL_Rect blackrect = {0, _glScreenStart, _screenWidth, _newShakePos+_glScreenStart};
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface,1,&blackrect,0,0);
_currentShakePos = _newShakePos;
_forceFull = true;
}
// Make sure the mouse is drawn, if it should be drawn.
draw_mouse();
// Check whether the palette was changed in the meantime and update the
// screen surface accordingly.
if (_paletteDirtyEnd != 0) {
SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
_paletteDirtyStart,
_paletteDirtyEnd - _paletteDirtyStart);
_paletteDirtyEnd = 0;
_forceFull = true;
}
// Force a full redraw if requested
if (_forceFull) {
_num_dirty_rects = 1;
_dirty_rect_list[0].x = 0;
_dirty_rect_list[0].y = 0;
_dirty_rect_list[0].w = _screenWidth;
_dirty_rect_list[0].h = _screenHeight;
}
// Only draw anything if necessary
if (_num_dirty_rects > 0) {
SDL_Rect *r;
SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
// Convert appropriate parts of the 8bpp image into 16bpp
if (!_overlayVisible) {
SDL_Rect dst;
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(_tmpscreen,_num_dirty_rects,_dirty_rect_list,0,
_currentShakePos+_glScreenStart);
tmpBlackRect.h = 256-_screenHeight-_glScreenStart-_currentShakePos;
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,_screenHeight+_glScreenStart+_currentShakePos);
fb2gl.display();
}
_num_dirty_rects = 0;
_forceFull = false;
}
uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
if (param == PROP_TOGGLE_FULLSCREEN) {
_full_screen ^= true;
SDL_WM_ToggleFullScreen(fb2gl.screen);
return 1;
}
else if (param == PROP_SET_GFX_MODE) {
SDL_Rect full = {0,0,_screenWidth,_screenHeight};
glPopMatrix();
switch(value->gfx_mode) {
case 0: // Bilinear Filtering (on/off)
_glBilinearFilter ^= true;
for (int i=0; i<2; i++) {
glBindTexture(GL_TEXTURE_2D,i);
if (_glBilinearFilter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
}
}
break;
case 1: // Don't fit the whole screen
fb2gl.init(0,0,0,15,gl_flags);
_glScreenStart = 20;
SDL_FillRect(tmpSurface,&tmpBlackRect,0);
fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,0);
break;
case 2: // Fit the whole screen
fb2gl.init(0,0,0,70,gl_flags);
_glScreenStart = 0;
break;
default: // Zooming
glPushMatrix();
/* SDL_FillRect(tmpSurface, &full, 0);
fb2gl.blit16(tmpSurface,1,&full,0,_glScreenStart);
fb2gl.display();
double x = (double)((_mouseCurState.x)
- (_screenWidth/2)) / (_screenWidth/2);
double y = (double)((_mouseCurState.y)
- (_screenHeight/2)) / (_screenHeight/2);
glTranslatef(-x,y,0);
*/
glScalef(1.0+(double)(value->gfx_mode-1)/10,
1.0+(double)(value->gfx_mode-1)/10,
0);
};
fb2gl.blit16(_tmpscreen,1,&full,0,_glScreenStart);
fb2gl.display();
return 1;
}
return OSystem_SDL_Common::property(param, value);
}
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