some changes for the 320x256 code - the new code *might* work (can't test since it's not supported here), while the old code for it simply was bogus :-)

svn-id: r8569
This commit is contained in:
Max Horn 2003-06-20 10:59:22 +00:00
parent f301d1fa47
commit 3014adf175
2 changed files with 96 additions and 74 deletions

View File

@ -30,7 +30,7 @@
// FLAGS
#define FB2GL_FS 1 // FULLSCREEN
#define FB2GL_RGBA 2 // Use RGBA (else use palette)
#define FB2GL_320 4 // 320x256 texture (else use 256x256)
#define FB2GL_NO_320 4 // Don't use 320x256 texture, rather emulate with a 256x256 plus a 64x256 texture
#define FB2GL_AUDIO 8 // Activate SDL Audio
#define FB2GL_PITCH 16 // On fb2l_update, use pitch (else bytes per pixel)
#define FB2GL_EXPAND 32 // Create a RGB fb with the color lookup table
@ -45,14 +45,15 @@ class FB2GL {
private:
SDL_Surface *screen;
// Framebuffer for 8 bpp
unsigned char palettedFrameBuffer1[256][256];
unsigned char palettedFrameBuffer2[256][64];
unsigned char palettedFrameBuffer1[256*320];
unsigned char *palettedFrameBuffer2;
// unsigned char palettedFrameBuffer1[256][256];
// unsigned char palettedFrameBuffer2[256][64];
// Framebuffer for RGBA
unsigned char RGBAFrameBuffer1[256][256][4];
unsigned char RGBAFrameBuffer2[256][64][4];
// Framebuffer for the blit function (SDL Blitting)
unsigned char *blitFrameBuffer1;
unsigned char *blitFrameBuffer2;
unsigned char RGBAFrameBuffer1[256*320*4];
unsigned char *RGBAFrameBuffer2;
// unsigned char RGBAFrameBuffer1[256][256][4];
// unsigned char RGBAFrameBuffer2[256][64][4];
// Texture(s)
GLuint texture1;
GLuint texture2;
@ -70,8 +71,9 @@ class FB2GL {
FB2GL() {
flags = 0;
screen = NULL;
blitFrameBuffer1 = (unsigned char *)RGBAFrameBuffer1;
blitFrameBuffer2 = (unsigned char *)RGBAFrameBuffer2;
palettedFrameBuffer2 = palettedFrameBuffer1 + 256*256;
RGBAFrameBuffer2 = RGBAFrameBuffer1 + 256*256*4;
}
SDL_Surface *getScreen() {
@ -97,7 +99,7 @@ void FB2GL::setBilinearMode(bool bilinear) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
if (flags & FB2GL_320) {
if (flags & FB2GL_NO_320) {
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
@ -114,10 +116,6 @@ void FB2GL::makeTextures() {
// Bilinear filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
*/
GLuint mode;
const GLvoid *buffer1, *buffer2;
@ -132,9 +130,9 @@ void FB2GL::makeTextures() {
buffer2 = palettedFrameBuffer2;
}
glTexImage2D(GL_TEXTURE_2D, 0, mode, 256, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
if (flags & FB2GL_NO_320) {
glTexImage2D(GL_TEXTURE_2D, 0, mode, 256, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
if (flags & FB2GL_320) {
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
@ -144,22 +142,21 @@ void FB2GL::makeTextures() {
// Bilinear filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
*/
glTexImage2D(GL_TEXTURE_2D, 0, mode, 64, 256, 0, mode, GL_UNSIGNED_BYTE, buffer2);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, mode, 320, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
}
}
void FB2GL::makeDisplayList(int xf, int yf) {
double xfix = (double)xf / 128; // 128 = 256/2 (half texture => 0.0 to 1.0)
double yfix = (double)yf / 128;
// End of 256x256 (from -1.0 to 1.0)
double texend;
if (flags & FB2GL_320)
if (flags & FB2GL_NO_320)
texend = 96.0 / 160.0; // 160=320/2 (== 0.0), 256-160=96.
else
texend = 1.0;
@ -185,7 +182,7 @@ void FB2GL::makeDisplayList(int xf, int yf) {
glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
glEnd();
if (flags & FB2GL_320) {
if (flags & FB2GL_NO_320) {
// 64x256
glBindTexture(GL_TEXTURE_2D, texture2);
@ -256,11 +253,12 @@ void FB2GL::display()
void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
unsigned char *tempFrameBuffer = (unsigned char *)fb;
int x, y, scr_pitch, byte = 0;
int x, y, scr_pitch, byte;
if (flags & FB2GL_PITCH)
if (flags & FB2GL_PITCH) {
scr_pitch = pitch;
else {
byte = 0;
} else {
scr_pitch = w * pitch;
byte = pitch; // Bytes perl pixel (for RGBA mode)
}
@ -271,16 +269,21 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
for (y = yskip; y < h; y++) {
for (x = xskip; x < w; x++) {
if (x < 256) {
RGBAFrameBuffer1[y][x][0] = colorTable[*(tempFrameBuffer+x)][0];
RGBAFrameBuffer1[y][x][1] = colorTable[*(tempFrameBuffer+x)][1];
RGBAFrameBuffer1[y][x][2] = colorTable[*(tempFrameBuffer+x)][2];
RGBAFrameBuffer1[y][x][3] = 255;
if (!(flags & FB2GL_NO_320)) {
RGBAFrameBuffer1[y*320*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
RGBAFrameBuffer1[y*320*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
RGBAFrameBuffer1[y*320*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
RGBAFrameBuffer1[y*320*4 + x*4 + 3] = 255;
} else if (x < 256) {
RGBAFrameBuffer1[y*256*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
RGBAFrameBuffer1[y*256*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
RGBAFrameBuffer1[y*256*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
RGBAFrameBuffer1[y*256*4 + x*4 + 3] = 255;
} else {
RGBAFrameBuffer2[y][x-256][0] = colorTable[*(tempFrameBuffer+x)][0];
RGBAFrameBuffer2[y][x-256][1] = colorTable[*(tempFrameBuffer+x)][1];
RGBAFrameBuffer2[y][x-256][2] = colorTable[*(tempFrameBuffer+x)][2];
RGBAFrameBuffer2[y][x-256][3] = 255;
RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 3] = 255;
}
}
tempFrameBuffer += scr_pitch; // Next row (like y++)
@ -288,59 +291,78 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
} else { // No expansion
for (y = yskip; y < h; y++) {
for (x = xskip; x < w; x++) {
if (x < 256) {
RGBAFrameBuffer1[y-yskip][x-xskip][0] = *(tempFrameBuffer+(x*byte));
RGBAFrameBuffer1[y-yskip][x-xskip][1] = *(tempFrameBuffer+(x*byte)+1);
RGBAFrameBuffer1[y-yskip][x-xskip][2] = *(tempFrameBuffer+(x*byte)+2);
if (!(flags & FB2GL_NO_320)) {
RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*byte));
RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*byte)+1);
RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*byte)+2);
} else if (x < 256) {
RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*byte));
RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*byte)+1);
RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*byte)+2);
} else {
RGBAFrameBuffer2[y-yskip][x-256][0] = *(tempFrameBuffer+(x*byte));
RGBAFrameBuffer2[y-yskip][x-256][1] = *(tempFrameBuffer+(x*byte)+1);
RGBAFrameBuffer2[y-yskip][x-256][2] = *(tempFrameBuffer+(x*byte)+2);
RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 0] = *(tempFrameBuffer+(x*byte));
RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 1] = *(tempFrameBuffer+(x*byte)+1);
RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 2] = *(tempFrameBuffer+(x*byte)+2);
}
}
tempFrameBuffer += scr_pitch; // Next row (like y++)
}
}
// Update 256x256 texture
glBindTexture(GL_TEXTURE_2D, texture1);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
256-xskip, 256-yskip, GL_RGBA,
GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
if (flags & FB2GL_NO_320) {
// Update 256x256 texture
glBindTexture(GL_TEXTURE_2D, texture1);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
256-xskip, 256-yskip, GL_RGBA,
GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
if (flags & FB2GL_320) {
// Update 64x256 texture
glBindTexture(GL_TEXTURE_2D, texture2);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
64-xskip, 256-yskip, GL_RGBA,
GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
} else {
// Update 320x256 texture
glBindTexture(GL_TEXTURE_2D, texture1);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
320-xskip, 256-yskip, GL_RGBA,
GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
}
} else { // non RGBA (paletted)
for (y=0; y<h; y++)
for (x=0; x<w; x++) {
if (x<256) {
palettedFrameBuffer1[ y ][ x ] = *(tempFrameBuffer + (y)*scr_pitch + x);
if (!(flags & FB2GL_NO_320)) {
palettedFrameBuffer1[y * 320 + x] = *(tempFrameBuffer + y*scr_pitch + x);
} else if (x<256) {
palettedFrameBuffer1[y * 256 + x] = *(tempFrameBuffer + y*scr_pitch + x);
} else {
palettedFrameBuffer2[ y ][ x - 256 ] = *(tempFrameBuffer + y*scr_pitch + x);
palettedFrameBuffer2[y * 64 + (x - 256)] = *(tempFrameBuffer + y*scr_pitch + x);
}
}
// Update 256x256 texture
glBindTexture(GL_TEXTURE_2D, texture1);
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
256-xskip, 256-yskip, GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, palettedFrameBuffer1);
if (flags & FB2GL_320) {
if (flags & FB2GL_NO_320) {
// Update 256x256 texture
glBindTexture(GL_TEXTURE_2D, texture1);
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
256-xskip, 256-yskip, GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, palettedFrameBuffer1);
// Update 64x256 texture
glBindTexture(GL_TEXTURE_2D, texture2);
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
64-xskip, 256-yskip, GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, palettedFrameBuffer2);
} else {
// Update 320x256 texture
glBindTexture(GL_TEXTURE_2D, texture1);
glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
329-xskip, 256-yskip, GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, palettedFrameBuffer1);
}
}
@ -396,9 +418,9 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
SDL_GetRGB(
((Uint16 *)fb->pixels)[x+y*(pitch)],
fb->format,
&blitFrameBuffer1[pos],
&blitFrameBuffer1[pos+1],
&blitFrameBuffer1[pos+2]
&RGBAFrameBuffer1[pos],
&RGBAFrameBuffer1[pos+1],
&RGBAFrameBuffer1[pos+2]
);
} else if (x >= 256 && tex2_w) {
int rx2 = rx < 256? 256: rx;
@ -406,9 +428,9 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
SDL_GetRGB(
((Uint16 *)fb->pixels)[x+y*(pitch)],
fb->format,
&blitFrameBuffer2[pos],
&blitFrameBuffer2[pos+1],
&blitFrameBuffer2[pos+2]
&RGBAFrameBuffer2[pos],
&RGBAFrameBuffer2[pos+1],
&RGBAFrameBuffer2[pos+2]
);
}
}
@ -422,7 +444,7 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
rx + xskip,
ry + yskip,
tex1_w, rh, GL_RGBA,
GL_UNSIGNED_BYTE, blitFrameBuffer1);
GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
}
if (tex2_w > 0) { // What was left for this texture
// Update 64x256 texture
@ -432,7 +454,7 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
tex2_x + xskip,
ry + yskip,
tex2_w, rh, GL_RGBA,
GL_UNSIGNED_BYTE,blitFrameBuffer2);
GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
}
}
}
@ -472,7 +494,7 @@ void FB2GL::setPalette(int first, int n) {
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
GL_UNSIGNED_BYTE, &temp);
if (flags & FB2GL_320) {
if (flags & FB2GL_NO_320) {
glBindTexture(GL_TEXTURE_2D, texture2);
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
GL_UNSIGNED_BYTE, &temp);

View File

@ -190,9 +190,9 @@ normal_mode:;
//
if (_usingOpenGL) {
_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
_glFlags = FB2GL_NO_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) {
_glFlags |= (FB2GL_FS);
_glFlags |= FB2GL_FS;
_glScreenStart = 0;
}
// _glWindow defines the resolution
@ -303,12 +303,12 @@ void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
// Release the HW screen surface
if (fb2gl.getScreen()) { // _usingOpenGL was true
SDL_FreeSurface(fb2gl.getScreen());
fb2gl.setScreen(NULL);
SDL_FreeSurface(fb2gl.getScreen());
fb2gl.setScreen(NULL);
}
if (_hwscreen) {
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
}
// Setup the new GFX mode