Patch 627178: OpenGL updates

svn-id: r5279
This commit is contained in:
James Brown 2002-10-23 08:52:20 +00:00
parent f46346c2aa
commit 134468fd61
2 changed files with 89 additions and 43 deletions

View File

@ -22,7 +22,8 @@
// Andre Souza <asouza@olinux.com.br>
#include <SDL.h>
#include <SDL_opengl.h>
//#include <SDL_opengl.h>
#include <GL/gl.h>
#include <stdlib.h>
#include <string.h>
@ -47,6 +48,9 @@ class FB2GL {
// Framebuffer for RGBA */
unsigned char ogl_fb1[256][256][4];
unsigned char ogl_fb2[256][64][4];
// Framebuffer for the blit function (SDL Blitting)
unsigned char fb1[256*256*4]; // Enough room for RGBA
unsigned char fb2[64*256*4]; // Enough room for RGBA
// Texture(s)
GLuint texture;
GLuint textureb;
@ -69,7 +73,7 @@ class FB2GL {
void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
void palette(int index, int r, int g, int b);
void setPalette(int first, int ncolors);
void update_scummvm_screen(void *fb, int width, int height, int pitch, int x, int y);
void blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rectlist, int xskip, int yskip);
void display();
};
@ -317,45 +321,72 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
}
void FB2GL::update_scummvm_screen(void *fb, int w, int h, int pitch, int xpos, int ypos) {
uint16 *fb1 = (uint16 *)(((SDL_Surface *)fb)->pixels);
int x, y;
unsigned char r, g, b, a;
void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int yskip) {
int x, y, i;
int rx, ry, rw, rh;
int xend=0, yend=0;
int pitch = fb->pitch/2; // 16 bit pointer access (not char *)
int tex1_w = 0, tex2_w = 0, tex2_x = 0;
for (y=0; y<h; y++) {
for (x=0; x<w; x++) {
SDL_GetRGBA(fb1[x],((SDL_Surface *)fb)->format,&r,&g,&b,&a);
if (x<256) {
ogl_fb1[y][x][0] = r;
ogl_fb1[y][x][1] = g;
ogl_fb1[y][x][2] = b;
ogl_fb1[y][x][3] = a; // Alpha
for (i=0; i<num_rect; i++) {
tex1_w = tex2_w = tex2_x = 0;
rx = rect[i].x;
ry = rect[i].y;
rw = rect[i].w;
rh = rect[i].h;
xend = rx + rw;
yend = ry + rh;
if (xend > fb->w) continue;
if (yend > fb->h) continue;
if (rx < 256) { // Begins before the end of the 1st texture
if (xend >= 256) { // Ends after the first texture
tex2_w = xend-256; // For the 2nd texture
tex1_w = rw - tex2_w; // For the 1st texture
}
else {
ogl_fb2[y][x-256][0] = r;
ogl_fb2[y][x-256][1] = g;
ogl_fb2[y][x-256][2] = b;
ogl_fb2[y][x-256][3] = a; // Alpha
else tex1_w = rw;
}
else {
tex2_w = rw;
tex2_x = rx - 256;
}
for (y = ry; y < yend; y++) {
for (x = rx; x < xend; x++) {
if (x < 256 && tex1_w) {
int pos = (x-rx+(y-ry)*tex1_w)*4; // RGBA
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
&fb1[pos],
&fb1[pos+1],
&fb1[pos+2]);
}
else if (x >= 256 && tex2_w) {
int rx2 = rx < 256? 256: rx;
int pos = (x-rx2+(y-ry)*tex2_w)*4; // RGBA
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
&fb2[pos],
&fb2[pos+1],
&fb2[pos+2]);
}
}
}
fb1 += pitch;
if (tex1_w > 0) {
// Update 256x256 texture
glBindTexture(GL_TEXTURE_2D,texture);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D,0,rx+xskip,ry+yskip,tex1_w,rh,GL_RGBA,
GL_UNSIGNED_BYTE,fb1);
}
if (tex2_w > 0) { // What was left for this texture
// Update 64x256 texture
glBindTexture(GL_TEXTURE_2D,textureb);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D,0,tex2_x+xskip,ry+yskip,tex2_w,rh,GL_RGBA,
GL_UNSIGNED_BYTE,fb2);
}
}
// Update 256x256 texture
glBindTexture(GL_TEXTURE_2D,texture);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D,0,xpos,ypos,256-xpos,256-ypos,GL_RGBA,
GL_UNSIGNED_BYTE,ogl_fb1);
// Update 64x256 texture
glBindTexture(GL_TEXTURE_2D,textureb);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D,0,xpos,ypos,64-xpos,256-ypos,GL_RGBA,
GL_UNSIGNED_BYTE,ogl_fb2);
display();
}
void FB2GL::palette(int i, int r, int g, int b) {

View File

@ -31,6 +31,7 @@ int glGetColorTable(int, int, int, void *) { return 0; }
#endif
#include "fb2opengl.h"
int _screenStart = 30;
class OSystem_SDL_Normal : public OSystem_SDL_Common {
public:
@ -211,6 +212,7 @@ void OSystem_SDL_Normal::load_gfx_mode() {
sdl_tmpscreen = NULL;
TMP_SCREEN_WIDTH = (_screenWidth + 3);
// TMP_SCREEN_WIDTH = (_screenWidth);
//
// Create the surface that contains the 8 bit game data
@ -224,9 +226,18 @@ void OSystem_SDL_Normal::load_gfx_mode() {
// Create the surface that contains the scaled graphics in 16 bit mode
//
int gl_flags = FB2GL_320 | FB2GL_PITCH | FB2GL_RGBA | FB2GL_EXPAND;
// SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
// if (fb2gl.screen->format->Rmask == 0x7C00)
// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
// else
// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 6 );
// SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
// SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_EXPAND;
if (_full_screen) gl_flags |= (FB2GL_FS);
fb2gl.init(640,480,0,70,gl_flags); // 640x480 screen resolution
// 640x480 screen resolution
fb2gl.init(640,480,0,_screenStart? 0: 70,gl_flags);
SDL_SetGamma(1.25,1.25,1.25);
@ -278,8 +289,10 @@ void OSystem_SDL_Normal::update_screen() {
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
// SDL_Rect blackrect = {0, 0, _screenWidth*_scaleFactor, _newShakePos*_scaleFactor};
// SDL_FillRect(sdl_hwscreen, &blackrect, 0);
SDL_Rect blackrect = {0, _screenStart, _screenWidth, _newShakePos+_screenStart};
SDL_FillRect(sdl_tmpscreen, &blackrect, 0);
fb2gl.blit16(sdl_tmpscreen,1,&blackrect,0,0);
_currentShakePos = _newShakePos;
@ -328,9 +341,11 @@ void OSystem_SDL_Normal::update_screen() {
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
fb2gl.update_scummvm_screen((void *)sdl_tmpscreen,TMP_SCREEN_WIDTH,_screenHeight,TMP_SCREEN_WIDTH,0,_currentShakePos);
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(sdl_tmpscreen,_num_dirty_rects,_dirty_rect_list,0,
_currentShakePos+_screenStart);
fb2gl.display();
}
_num_dirty_rects = 0;