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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/system.h"
#include "sword25/gfx/bitmapresource.h"
#include "sword25/gfx/animationresource.h"
#include "sword25/gfx/fontresource.h"
#include "sword25/gfx/panel.h"
#include "sword25/gfx/renderobjectmanager.h"
#include "sword25/gfx/image/vectorimage.h"
#include "sword25/package/packagemanager.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/gfx/opengl/openglgfx.h"
#include "sword25/gfx/opengl/glimage.h"
#include "sword25/gfx/opengl/swimage.h"
namespace Sword25 {
#define BS_LOG_PREFIX "OPENGLGFX"
// -----------------------------------------------------------------------------
// CONSTANTS
// -----------------------------------------------------------------------------
namespace {
const int BIT_DEPTH = 32;
const int BACKBUFFER_COUNT = 1;
const Common::String PNG_EXTENSION(".png");
const Common::String PNG_S_EXTENSION("_s.png");
const Common::String ANI_EXTENSION("_ani.xml");
const Common::String FNT_EXTENSION("_fnt.xml");
const Common::String SWF_EXTENSION(".swf");
const Common::String B25S_EXTENSION(".b25s");
}
// -----------------------------------------------------------------------------
// CONSTRUCTION / DESTRUCTION
// -----------------------------------------------------------------------------
OpenGLGfx::OpenGLGfx(Kernel *pKernel) :
GraphicEngine(pKernel),
m_GLspritesInitialized(false) {
}
// -----------------------------------------------------------------------------
OpenGLGfx::~OpenGLGfx() {
_backSurface.free();
}
// -----------------------------------------------------------------------------
Service *OpenGLGfx_CreateObject(Kernel *pKernel) {
return new OpenGLGfx(pKernel);
}
// -----------------------------------------------------------------------------
// INTERFACE
// -----------------------------------------------------------------------------
bool OpenGLGfx::Init(int Width, int Height, int BitDepth, int BackbufferCount, bool Windowed) {
// Warnung ausgeben, wenn eine nicht unterst�tzte Bittiefe gew�hlt wurde.
if (BitDepth != BIT_DEPTH) {
BS_LOG_WARNINGLN("Can't use a bit depth of %d (not supported). Falling back to %d.", BitDepth, BIT_DEPTH);
m_BitDepth = BIT_DEPTH;
}
// Warnung ausgeben, wenn nicht genau ein Backbuffer gew�hlt wurde.
if (BackbufferCount != BACKBUFFER_COUNT) {
BS_LOG_WARNINGLN("Can't use %d backbuffers (not supported). Falling back to %d.", BackbufferCount, BACKBUFFER_COUNT);
BackbufferCount = BACKBUFFER_COUNT;
}
// Parameter in lokale Variablen kopieren
m_Width = Width;
m_Height = Height;
m_BitDepth = BitDepth;
m_Windowed = Windowed;
m_ScreenRect.left = 0;
m_ScreenRect.top = 0;
m_ScreenRect.right = m_Width;
m_ScreenRect.bottom = m_Height;
_backSurface.create(Width, Height, 4);
// We already iniitalized gfx after the engine creation
m_GLspritesInitialized = true;
// Standardm��ig ist Vsync an.
SetVsync(true);
// Layer-Manager initialisieren.
m_RenderObjectManagerPtr.reset(new RenderObjectManager(Width, Height, BackbufferCount + 1));
// Hauptpanel erstellen
m_MainPanelPtr = m_RenderObjectManagerPtr->GetTreeRoot()->AddPanel(Width, Height, BS_ARGB(0, 0, 0, 0));
if (!m_MainPanelPtr.IsValid()) return false;
m_MainPanelPtr->SetVisible(true);
return true;
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::StartFrame(bool UpdateAll) {
// Berechnen, wie viel Zeit seit dem letzten Frame vergangen ist.
// Dieser Wert kann �ber GetLastFrameDuration() von Modulen abgefragt werden, die zeitabh�ngig arbeiten.
UpdateLastFrameDuration();
// Den Layer-Manager auf den n�chsten Frame vorbereiten
m_RenderObjectManagerPtr->StartFrame();
return true;
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::EndFrame() {
// Scene zeichnen
m_RenderObjectManagerPtr->Render();
g_system->updateScreen();
// Debug-Lines zeichnen
if (!m_DebugLines.empty()) {
#if 0
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
Common::Array<DebugLine>::const_iterator iter = m_DebugLines.begin();
for (; iter != m_DebugLines.end(); ++iter) {
const unsigned int &Color = (*iter).Color;
const BS_Vertex &Start = (*iter).Start;
const BS_Vertex &End = (*iter).End;
glColor4ub((Color >> 16) & 0xff, (Color >> 8) & 0xff, Color & 0xff, Color >> 24);
glVertex2d(Start.X, Start.Y);
glVertex2d(End.X, End.Y);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
#endif
warning("STUB: Drawing debug lines");
m_DebugLines.clear();
}
// Framecounter aktualisieren
m_FPSCounter.Update();
return true;
}
// -----------------------------------------------------------------------------
RenderObjectPtr<Panel> OpenGLGfx::GetMainPanel() {
return m_MainPanelPtr;
}
// -----------------------------------------------------------------------------
void OpenGLGfx::SetVsync(bool Vsync) {
warning("STUB: SetVsync(%d)", Vsync);
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::GetVsync() const {
warning("STUB: GetVsync()");
return true;
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::Fill(const BS_Rect *FillRectPtr, unsigned int Color) {
BS_Rect Rect;
if (!FillRectPtr) {
Rect.left = 0;
Rect.top = 0;
Rect.right = m_Width;
Rect.bottom = m_Height;
FillRectPtr = &Rect;
}
warning("STUB: Fill()");
return true;
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::GetScreenshot(unsigned int &Width, unsigned int &Height, byte **Data) {
if (!ReadFramebufferContents(m_Width, m_Height, Data))
return false;
// Die Gr��e des Framebuffers zur�ckgeben.
Width = m_Width;
Height = m_Height;
// Bilddaten vom OpenGL-Format in unser eigenes Format umwandeln.
ReverseRGBAComponentOrder(*Data, Width * Height);
FlipImagedataVertical(Width, Height, *Data);
return true;
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::ReadFramebufferContents(unsigned int Width, unsigned int Height, byte **Data) {
*Data = (byte *)malloc(Width * Height * 4);
return true;
}
// -----------------------------------------------------------------------------
void OpenGLGfx::ReverseRGBAComponentOrder(byte *Data, uint size) {
uint32 *ptr = (uint32 *)Data;
for (uint i = 0; i < size; i++) {
unsigned int Pixel = *ptr;
*ptr = (Pixel & 0xff00ff00) | ((Pixel >> 16) & 0xff) | ((Pixel & 0xff) << 16);
++ptr;
}
}
// -----------------------------------------------------------------------------
void OpenGLGfx::FlipImagedataVertical(unsigned int Width, unsigned int Height, byte *Data) {
#if 0 // TODO
vector<unsigned int> LineBuffer(Width);
for (unsigned int Y = 0; Y < Height / 2; ++Y) {
vector<unsigned int>::iterator Line1It = Data.begin() + Y * Width;
vector<unsigned int>::iterator Line2It = Data.begin() + (Height - 1 - Y) * Width;
copy(Line1It, Line1It + Width, LineBuffer.begin());
copy(Line2It, Line2It + Width, Line1It);
copy(LineBuffer.begin(), LineBuffer.end(), Line2It);
}
#endif
}
// -----------------------------------------------------------------------------
// RESOURCE MANAGING
// -----------------------------------------------------------------------------
Resource *OpenGLGfx::LoadResource(const Common::String &FileName) {
BS_ASSERT(CanLoadResource(FileName));
// Bild f�r den Softwarebuffer laden
if (FileName.hasSuffix(PNG_S_EXTENSION)) {
bool Result;
SWImage *pImage = new SWImage(FileName, Result);
if (!Result) {
delete pImage;
return 0;
}
BitmapResource *pResource = new BitmapResource(FileName, pImage);
if (!pResource->IsValid()) {
delete pResource;
return 0;
}
return pResource;
}
// Sprite-Bild laden
if (FileName.hasSuffix(PNG_EXTENSION) || FileName.hasSuffix(B25S_EXTENSION)) {
bool Result;
GLImage *pImage = new GLImage(FileName, Result);
if (!Result) {
delete pImage;
return 0;
}
BitmapResource *pResource = new BitmapResource(FileName, pImage);
if (!pResource->IsValid()) {
delete pResource;
return 0;
}
return pResource;
}
// Vectorgraphik laden
if (FileName.hasSuffix(SWF_EXTENSION)) {
// Pointer auf Package-Manager holen
PackageManager *pPackage = Kernel::GetInstance()->GetPackage();
BS_ASSERT(pPackage);
// Datei laden
unsigned char *pFileData;
unsigned int FileSize;
if (!(pFileData = static_cast<unsigned char *>(pPackage->GetFile(FileName, &FileSize)))) {
BS_LOG_ERRORLN("File \"%s\" could not be loaded.", FileName.c_str());
return 0;
}
bool Result;
VectorImage *pImage = new VectorImage(pFileData, FileSize, Result);
if (!Result) {
delete pImage;
delete [] pFileData;
return 0;
}
BitmapResource *pResource = new BitmapResource(FileName, pImage);
if (!pResource->IsValid()) {
delete pResource;
delete [] pFileData;
return 0;
}
delete [] pFileData;
return pResource;
}
// Animation laden
if (FileName.hasSuffix(ANI_EXTENSION)) {
AnimationResource *pResource = new AnimationResource(FileName);
if (pResource->IsValid())
return pResource;
else {
delete pResource;
return 0;
}
}
// Font laden
if (FileName.hasSuffix(FNT_EXTENSION)) {
FontResource *pResource = new FontResource(Kernel::GetInstance(), FileName);
if (pResource->IsValid())
return pResource;
else {
delete pResource;
return 0;
}
}
BS_LOG_ERRORLN("Service cannot load \"%s\".", FileName.c_str());
return 0;
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::CanLoadResource(const Common::String &FileName) {
return FileName.hasSuffix(PNG_EXTENSION) ||
FileName.hasSuffix(ANI_EXTENSION) ||
FileName.hasSuffix(FNT_EXTENSION) ||
FileName.hasSuffix(SWF_EXTENSION) ||
FileName.hasSuffix(B25S_EXTENSION);
}
// -----------------------------------------------------------------------------
// DEBUGGING
// -----------------------------------------------------------------------------
void OpenGLGfx::DrawDebugLine(const Vertex &Start, const Vertex &End, unsigned int Color) {
m_DebugLines.push_back(DebugLine(Start, End, Color));
}
// -----------------------------------------------------------------------------
// PERSISTENZ
// -----------------------------------------------------------------------------
bool OpenGLGfx::Persist(OutputPersistenceBlock &Writer) {
bool result = true;
result &= GraphicEngine::Persist(Writer);
result &= m_RenderObjectManagerPtr->Persist(Writer);
return result;
}
// -----------------------------------------------------------------------------
bool OpenGLGfx::Unpersist(InputPersistenceBlock &Reader) {
bool result = true;
result &= GraphicEngine::Unpersist(Reader);
result &= m_RenderObjectManagerPtr->Unpersist(Reader);
return result && Reader.IsGood();
}
} // End of namespace Sword25
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