scummvm/backends/sdl/fb2opengl.h
Travis Howell 7c8565fa65 Add OpenGL fixes, patch #762815
svn-id: r8672
2003-06-30 02:38:56 +00:00

522 lines
16 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 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.
*
*/
// FrameBuffer renderer in an OpenGL texture
// Andre Souza <asouza_luke@yahoo.com.br>
#include <SDL.h>
#include <SDL_opengl.h>
//#include <GL/gl.h> NOTE! Before anybody comments out SDL_opengl.h and enables this again, talk to Fingolfin first! GL/gl.h is NOT portable!
#include <stdlib.h>
#include <string.h>
// FLAGS
#define FB2GL_FS 1 // FULLSCREEN
#define FB2GL_RGBA 2 // Use RGBA (else use palette)
#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
#define FB2GL_16BIT 64 // 16 BIT Color Depth
// This extension isn't defined in OpenGL 1.1
#ifndef GL_EXT_paletted_texture
#define GL_EXT_paletted_texture 1
#endif
class FB2GL {
private:
SDL_Surface *screen;
// Framebuffer for 8 bpp
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*320*4];
unsigned char *RGBAFrameBuffer2;
// unsigned char RGBAFrameBuffer1[256][256][4];
// unsigned char RGBAFrameBuffer2[256][64][4];
// Texture(s)
GLuint texture1;
GLuint texture2;
// Display list
GLuint displayList;
// Color Table (256 colors, RGB)
char colorTable[256][3];
char tempColorTable[256][3]; // Support for OpenGL 1.1
char flags;
void makeTextures();
void makeDisplayList(int xf, int yf);
public:
FB2GL() {
flags = 0;
screen = NULL;
palettedFrameBuffer2 = palettedFrameBuffer1 + 256*256;
RGBAFrameBuffer2 = RGBAFrameBuffer1 + 256*256*4;
}
SDL_Surface *getScreen() {
return screen;
};
void setScreen(SDL_Surface *s) {
screen = s;
};
int init(int width, int height, int xfix, int yfix, char _flags);
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 blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rectlist, int xskip, int yskip);
void display();
void setBilinearMode(bool bilinear);
};
void FB2GL::setBilinearMode(bool bilinear) {
const GLuint mode = bilinear ? GL_LINEAR : GL_NEAREST;
glBindTexture(GL_TEXTURE_2D, texture1);
// No borders
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// Bilinear filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
if (flags & FB2GL_NO_320) {
glBindTexture(GL_TEXTURE_2D, texture2);
// No borders
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// Bilinear filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
}
}
void FB2GL::makeTextures() {
glGenTextures(0,&texture1);
glBindTexture(GL_TEXTURE_2D,texture1);
// No borders
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// Bilinear filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GLuint mode;
const GLvoid *buffer1, *buffer2;
if (flags & FB2GL_RGBA) {
mode = GL_RGBA;
buffer1 = RGBAFrameBuffer1;
buffer2 = RGBAFrameBuffer2;
} else {
mode = GL_COLOR_INDEX;
buffer1 = palettedFrameBuffer1;
buffer2 = palettedFrameBuffer2;
}
if (flags & FB2GL_NO_320) {
glTexImage2D(GL_TEXTURE_2D, 0, mode, 256, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// Bilinear filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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) {
GLfloat xfix = xf / 128.0f; // 128 = 256/2 (half texture => 0.0 to 1.0)
GLfloat yfix = yf / 128.0f;
GLfloat texture1_end; // End of 256x256 texture (from -1.0 to 1.0)
if (flags & FB2GL_NO_320) {
// Game screen width = 320
// GL coordinates (-1.0 <= x <= 1.0, -1.0 <= y <= 1.0)
// X axis center: GL => 0.0, Game => 320/2 = 160
// GL texture1 width = 256 (texture2 width = 64. 256 + 64 = 320)
// 160 = 320/2 (half width). 256 - 160 = 96
texture1_end = 96.0f / 160.0f; // between 0.0 (center) and 1.0
// Note: wrong value may cause black vertical line (gap
// between texture1 and texture2 in the X axis)
}
else {
texture1_end = 1.0f;
}
if (glIsList(displayList))
glDeleteLists(displayList, 1);
displayList = glGenLists(1);
glNewList(displayList, GL_COMPILE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture1);
glBegin(GL_QUADS);
// lower left
glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, -1.0f - yfix);
// upper left
glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f);
// upper right
glTexCoord2f(1.0f, 0.0f); glVertex2f(texture1_end + xfix, 1.0f);
// lower right
glTexCoord2f(1.0f, 1.0f); glVertex2f(texture1_end + xfix, -1.0f - yfix);
glEnd();
if (flags & FB2GL_NO_320) {
// 64x256 (texture2)
glBindTexture(GL_TEXTURE_2D, texture2);
glBegin(GL_QUADS);
// lower left
glTexCoord2f(0.0f, 1.0f); glVertex2f(texture1_end + xfix, -1.0f - yfix);
// upper left
glTexCoord2f(0.0f, 0.0f); glVertex2f(texture1_end + xfix, 1.0f);
// upper right
glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f + xfix, 1.0f);
// lower right
glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f + xfix, -1.0f - yfix);
glEnd();
}
glDisable(GL_TEXTURE_2D);
glEndList();
}
int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) {
char gl_ext[4096];
gl_ext[0]='\0';
flags = _flags;
// Fullscreen?
if (!screen) {
screen = SDL_SetVideoMode(width, height, (flags & FB2GL_16BIT ? 16: 0),
SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER |
(flags & FB2GL_FS? SDL_FULLSCREEN: 0));
}
// warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
if (!screen) {
warning("Couldn't start video res %dx%d\n", width, height);
return 0;
}
/*
if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
fprintf(stderr,"gl_ext= %s\n",gl_ext);
if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
glEnable(GL_EXT_paletted_texture);
else {
fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n");
return 0;
}
}
*/
if (width>0 && height>0)
makeTextures();
makeDisplayList(xfix, yfix);
return 1;
}
void FB2GL::display()
{
glCallList(displayList);
SDL_GL_SwapBuffers();
}
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;
if (flags & FB2GL_PITCH) {
scr_pitch = pitch;
_byte = 0;
} else {
scr_pitch = w * pitch;
_byte = pitch; // Bytes perl pixel (for RGBA mode)
}
if (flags & FB2GL_RGBA) {
if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb
for (y = yskip; y < h; y++) {
for (x = xskip; x < w; x++) {
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*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++)
}
} else { // No expansion
for (y = yskip; y < h; y++) {
for (x = xskip; x < w; x++) {
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)*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++)
}
}
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);
// 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 (!(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 * 64 + (x - 256)] = *(tempFrameBuffer + y*scr_pitch + x);
}
}
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,
320-xskip, 256-yskip, GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, palettedFrameBuffer1);
}
}
display();
}
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; // rect[i].x, .y, .w, .h
// (0 <= rx <= 320) and (0 <= ry <= 240).
// Note: rx may be larger than texture1 width (256).
int xend=0, yend=0; // (x + width) and (y + height)
int pitch = fb->pitch/2; // 16 bit pointer access (not char *)
// Width of the rectangle draw in texture1. (256 - rx) > 0
unsigned int tex1_w = 0;
// Width of the rectangle draw in texture2. (xend - 256) > 0
unsigned int tex2_w = 0;
// Rectangle's x coordinate in texture2. (rx - 256) > 0
unsigned int tex2_x = 0;
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 texture1
if (xend >= 256) { // Ends after texture1
tex2_w = xend - 256; //Rectangle width on texture2
tex1_w = rw - tex2_w; // Width left for texture1
} else
tex1_w = rw; // This rectangle is inside texture1
} else {
tex2_w = rw; // This rectangle is inside texture2
tex2_x = rx - 256; // Relative x coordinate on texture2
}
// Note: if (tex1_w == 0) then there is no rectangle to draw
// in texture1. The same is true for tex2_w.
for (y = ry; y < yend; y++) {
for (x = rx; x < xend; x++) {
if (tex1_w && x < 256) {
int pos = (x-rx+(y-ry)*tex1_w)*4; // (x + (y*pitch)) * RGBAsize
SDL_GetRGB(
((Uint16 *)fb->pixels)[x+y*(pitch)],
fb->format,
&RGBAFrameBuffer1[pos],
&RGBAFrameBuffer1[pos+1],
&RGBAFrameBuffer1[pos+2]
);
} else if (tex2_w && x >= 256) {
int rx2 = rx < 256? 256: rx;
int pos = (x-rx2+(y-ry)*tex2_w)*4; // (x + (y*pitch)) * RGBAsize
SDL_GetRGB(
((Uint16 *)fb->pixels)[x+y*(pitch)],
fb->format,
&RGBAFrameBuffer2[pos],
&RGBAFrameBuffer2[pos+1],
&RGBAFrameBuffer2[pos+2]
);
}
}
}
if (tex1_w > 0) {
// Update 256x256 texture
glBindTexture(GL_TEXTURE_2D, texture1);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D, 0,
rx + xskip,
ry + yskip,
tex1_w, rh, GL_RGBA,
GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
}
if (tex2_w > 0) { // What was left for this texture
// Update 64x256 texture
glBindTexture(GL_TEXTURE_2D, texture2);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex2_x + xskip,
ry + yskip,
tex2_w, rh, GL_RGBA,
GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
}
}
}
void FB2GL::palette(int i, int r, int g, int b) {
if (flags & FB2GL_EXPAND) {
tempColorTable[i][0] = r;
tempColorTable[i][1] = g;
tempColorTable[i][2] = b;
} else { // Paletted texture
colorTable[i][0] = r;
colorTable[i][1] = g;
colorTable[i][2] = b;
}
}
void FB2GL::setPalette(int first, int n) {
char temp[256][3];
int i;
if (flags & FB2GL_EXPAND) {
for (i = first; i < n; i++) {
colorTable[i][0] = tempColorTable[i][0];
colorTable[i][1] = tempColorTable[i][1];
colorTable[i][2] = tempColorTable[i][2];
}
} else { // Paletted texture
glBindTexture(GL_TEXTURE_2D, texture1);
glGetColorTable(GL_TEXTURE_2D, GL_RGB, GL_UNSIGNED_BYTE, &temp);
for (i = first; i < n; i++) {
temp[i][0] = colorTable[i][0];
temp[i][1] = colorTable[i][1];
temp[i][2] = colorTable[i][2];
}
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
GL_UNSIGNED_BYTE, &temp);
if (flags & FB2GL_NO_320) {
glBindTexture(GL_TEXTURE_2D, texture2);
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
GL_UNSIGNED_BYTE, &temp);
}
}
}