OPENGL: Add basic game screen drawing. Changed Overlay PixelFormat to RGBA5551.

svn-id: r51193
This commit is contained in:
Alejandro Marzini 2010-07-23 06:57:23 +00:00
parent ef880dd5da
commit bbdb87a831
4 changed files with 62 additions and 18 deletions

View File

@ -104,6 +104,10 @@ void GLTexture::refresh() {
_refresh = true;
}
void GLTexture::refreshBuffer() {
updateBuffer(_surface.pixels, _surface.pitch, 0, 0, _surface.w, _surface.h);
}
void GLTexture::allocBuffer(GLuint w, GLuint h) {
_realWidth = w;
_realHeight = h;
@ -133,7 +137,7 @@ void GLTexture::allocBuffer(GLuint w, GLuint h) {
if (_surface.w != _textureWidth || _surface.h != _textureHeight)
_surface.create(_textureWidth, _textureHeight, _bytesPerPixel);
else if (_refresh)
updateBuffer(_surface.pixels, _surface.pitch, 0, 0, _surface.w, _surface.h);
refreshBuffer();
_refresh = false;
}
@ -147,7 +151,7 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu
if (buf != _surface.pixels)
memcpy(_surface.getBasePtr(x, y), buf, h * pitch);
} else {
const byte* src = static_cast<const byte*>(buf);
const byte *src = static_cast<const byte *>(buf);
do {
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
w, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
@ -159,8 +163,15 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu
}
}
void GLTexture::fillBuffer(byte x) {
memset(_surface.pixels, x, _surface.h * _surface.pitch);
void GLTexture::fillBuffer(uint32 x) {
if (_bytesPerPixel == 1)
memset(_surface.pixels, x, _surface.w * _surface.h);
else {
for (int i = 0; i < _surface.w * _surface.h; i++) {
memcpy(_surface.pixels, &x, _bytesPerPixel);
}
}
glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _surface.w, _surface.h,
_glFormat, _glType, _surface.pixels); CHECK_GL_ERROR();

View File

@ -59,9 +59,10 @@ public:
virtual ~GLTexture();
virtual void refresh();
virtual void refreshBuffer();
virtual void allocBuffer(GLuint width, GLuint height);
virtual void fillBuffer(byte x);
virtual void fillBuffer(uint32 x);
virtual void updateBuffer(const void *buf, int pitch, GLuint x, GLuint y,
GLuint w, GLuint h);

View File

@ -168,8 +168,7 @@ void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::Pi
// Avoid redundant format changes
Graphics::PixelFormat newFormat;
if (!format)
newFormat = Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0);
//newFormat = Graphics::PixelFormat::createFormatCLUT8();
newFormat = Graphics::PixelFormat::createFormatCLUT8();
else
newFormat = *format;
@ -327,7 +326,30 @@ void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
}
void OpenGLGraphicsManager::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) {
_gameTexture->updateBuffer(buf, pitch, x, y, w, h);
if (_screenFormat == Graphics::PixelFormat::createFormatCLUT8()) {
// Create a temporary RGBA888 surface
byte *surface = new byte[w * h * 3];
// Convert the paletted buffer to RGBA888
const byte *src = buf;
byte *dst = surface;
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
dst[0] = _gamePalette[src[j] * 4];
dst[1] = _gamePalette[src[j] * 4 + 1];
dst[2] = _gamePalette[src[j] * 4 + 2];
dst += 3;
}
src += pitch;
}
// Update the texture
_gameTexture->updateBuffer(surface, w * 3, x, y, w, h);
// Free the temp surface
delete[] surface;
} else
_gameTexture->updateBuffer(buf, pitch, x, y, w, h);
}
Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
@ -335,7 +357,7 @@ Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
}
void OpenGLGraphicsManager::unlockScreen() {
_gameTexture->refresh();
_gameTexture->refreshBuffer();
}
void OpenGLGraphicsManager::fillScreen(uint32 col) {
@ -545,17 +567,18 @@ void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat,
bpp = 2;
glFormat = GL_RGB;
gltype = GL_UNSIGNED_SHORT_5_6_5;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGB5551
bpp = 2;
glFormat = GL_RGB;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
bpp = 2;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
} else if (pixelFormat == Graphics::PixelFormat::createFormatCLUT8()) { // CLUT8
bpp = 1;
glFormat = GL_COLOR_INDEX;
// If uses a palette, create as RGBA888, then convert
bpp = 3;
glFormat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
} else {
error("Not supported format");
@ -621,14 +644,23 @@ void OpenGLGraphicsManager::loadTextures() {
byte bpp;
GLenum format;
GLenum type;
#ifdef USE_RGB_COLOR
getGLPixelFormat(_screenFormat, bpp, format, type);
#else
getGLPixelFormat(Graphics::PixelFormat::createFormatCLUT8(), bpp, format, type);
#endif
_gameTexture = new GLTexture(bpp, format, type);
}
_overlayFormat = Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0);
_overlayFormat = Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0);
if (!_overlayTexture)
_overlayTexture = new GLTexture(2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
if (!_overlayTexture) {
byte bpp;
GLenum format;
GLenum type;
getGLPixelFormat(_overlayFormat, bpp, format, type);
_overlayTexture = new GLTexture(bpp, format, type);
}
if (!_cursorTexture)
_cursorTexture = new GLTexture(4, GL_RGBA, GL_UNSIGNED_BYTE);

View File

@ -127,8 +127,8 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() {
_videoMode.overlayWidth = _videoMode.screenWidth * _videoMode.scaleFactor;
_videoMode.overlayHeight = _videoMode.screenHeight * _videoMode.scaleFactor;
if (!_screenResized) {
_videoMode.hardwareWidth = _videoMode.screenWidth * _videoMode.scaleFactor;
_videoMode.hardwareHeight = _videoMode.screenHeight * _videoMode.scaleFactor;
_videoMode.hardwareWidth = _videoMode.overlayWidth;
_videoMode.hardwareHeight = _videoMode.overlayHeight;
}
_screenResized = false;