mirror of
https://github.com/libretro/scummvm.git
synced 2025-04-04 07:41:58 +00:00
811 lines
25 KiB
C++
811 lines
25 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/scummsys.h"
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#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
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#include "backends/graphics3d/openglsdl/openglsdl-graphics3d.h"
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#include "backends/graphics3d/opengl/surfacerenderer.h"
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#include "backends/graphics3d/opengl/tiledsurface.h"
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#include "backends/graphics3d/opengl/texture.h"
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#include "backends/graphics3d/opengl/framebuffer.h"
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#include "backends/events/sdl/sdl-events.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/translation.h"
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#include "engines/engine.h"
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#include "graphics/conversion.h"
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#include "graphics/opengl/context.h"
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#include "graphics/opengl/system_headers.h"
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#ifdef USE_PNG
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#include "image/png.h"
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#else
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#include "image/bmp.h"
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#endif
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OpenGLSdlGraphics3dManager::OpenGLSdlGraphics3dManager(SdlEventSource *eventSource, SdlWindow *window, bool supportsFrameBuffer)
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: SdlGraphicsManager(eventSource, window),
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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_glContext(nullptr),
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#endif
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_supportsFrameBuffer(supportsFrameBuffer),
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_overlayScreen(nullptr),
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_overlayBackground(nullptr),
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_fullscreen(false),
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_lockAspectRatio(true),
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_stretchMode(STRETCH_FIT),
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_frameBuffer(nullptr),
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_surfaceRenderer(nullptr),
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_engineRequestedWidth(0),
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_engineRequestedHeight(0),
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_transactionMode(kTransactionNone) {
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ConfMan.registerDefault("antialiasing", 0);
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ConfMan.registerDefault("aspect_ratio", true);
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// Don't start at zero so that the value is never the same as the surface graphics manager
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_screenChangeCount = 1 << (sizeof(int) * 5 - 2);
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// Set up proper SDL OpenGL context creation.
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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enum {
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#ifdef USE_OPENGL_SHADERS
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DEFAULT_GL_MAJOR = 2,
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DEFAULT_GL_MINOR = 1,
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#else
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DEFAULT_GL_MAJOR = 1,
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DEFAULT_GL_MINOR = 3,
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#endif
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DEFAULT_GLES2_MAJOR = 2,
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DEFAULT_GLES2_MINOR = 0
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};
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#if USE_FORCED_GLES2
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_glContextType = OpenGL::kContextGLES2;
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_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
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_glContextMajor = DEFAULT_GLES2_MAJOR;
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_glContextMinor = DEFAULT_GLES2_MINOR;
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#else
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bool noDefaults = false;
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// Obtain the default GL(ES) context SDL2 tries to setup.
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//
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// Please note this might not actually be SDL2's defaults when multiple
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// instances of this object have been created. But that is no issue
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// because then we already set up what we want to use.
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//
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// In case no defaults are given we prefer OpenGL over OpenGL ES.
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if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &_glContextProfileMask) != 0) {
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_glContextProfileMask = 0;
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noDefaults = true;
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}
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if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &_glContextMajor) != 0) {
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noDefaults = true;
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}
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if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &_glContextMinor) != 0) {
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noDefaults = true;
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}
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if (noDefaults) {
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if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
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_glContextMajor = DEFAULT_GLES2_MAJOR;
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_glContextMinor = DEFAULT_GLES2_MINOR;
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} else {
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_glContextProfileMask = 0;
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_glContextMajor = DEFAULT_GL_MAJOR;
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_glContextMinor = DEFAULT_GL_MINOR;
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}
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}
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if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
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// TODO: Support GLES1 for games
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_glContextType = OpenGL::kContextGLES2;
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} else if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_CORE) {
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_glContextType = OpenGL::kContextGL;
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// Core profile does not allow legacy functionality, which we use.
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// Thus we request a standard OpenGL context.
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_glContextProfileMask = 0;
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_glContextMajor = DEFAULT_GL_MAJOR;
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_glContextMinor = DEFAULT_GL_MINOR;
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} else {
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_glContextType = OpenGL::kContextGL;
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}
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#endif
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#else
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_glContextType = OpenGL::kContextGL;
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#endif
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}
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OpenGLSdlGraphics3dManager::~OpenGLSdlGraphics3dManager() {
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closeOverlay();
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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deinitializeRenderer();
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#endif
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}
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bool OpenGLSdlGraphics3dManager::hasFeature(OSystem::Feature f) const {
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return
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(f == OSystem::kFeatureFullscreenMode) ||
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(f == OSystem::kFeatureOpenGLForGame) ||
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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(f == OSystem::kFeatureFullscreenToggleKeepsContext) ||
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#endif
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(f == OSystem::kFeatureVSync) ||
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(f == OSystem::kFeatureAspectRatioCorrection) ||
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(f == OSystem::kFeatureStretchMode) ||
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(f == OSystem::kFeatureOverlaySupportsAlpha && _overlayFormat.aBits() > 3);
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}
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bool OpenGLSdlGraphics3dManager::getFeatureState(OSystem::Feature f) const {
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switch (f) {
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case OSystem::kFeatureVSync:
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return isVSyncEnabled();
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case OSystem::kFeatureFullscreenMode:
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return _fullscreen;
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case OSystem::kFeatureAspectRatioCorrection:
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return _lockAspectRatio;
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default:
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return false;
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}
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}
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void OpenGLSdlGraphics3dManager::setFeatureState(OSystem::Feature f, bool enable) {
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switch (f) {
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case OSystem::kFeatureFullscreenMode:
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if (_fullscreen != enable) {
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_fullscreen = enable;
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if (_transactionMode == kTransactionNone)
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createOrUpdateScreen();
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}
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break;
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case OSystem::kFeatureAspectRatioCorrection:
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_lockAspectRatio = enable;
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break;
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default:
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break;
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}
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}
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void OpenGLSdlGraphics3dManager::beginGFXTransaction() {
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assert(_transactionMode == kTransactionNone);
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_transactionMode = kTransactionActive;
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}
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OSystem::TransactionError OpenGLSdlGraphics3dManager::endGFXTransaction() {
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assert(_transactionMode != kTransactionNone);
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setupScreen();
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_transactionMode = kTransactionNone;
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return OSystem::kTransactionSuccess;
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}
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const OSystem::GraphicsMode glGraphicsModes[] = {
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{ "opengl3d", "OpenGL 3D", 0 },
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{ nullptr, nullptr, 0 }
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};
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const OSystem::GraphicsMode *OpenGLSdlGraphics3dManager::getSupportedGraphicsModes() const {
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return glGraphicsModes;
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}
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int OpenGLSdlGraphics3dManager::getDefaultGraphicsMode() const {
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return 0;
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}
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bool OpenGLSdlGraphics3dManager::setGraphicsMode(int mode, uint flags) {
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assert(_transactionMode != kTransactionNone);
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assert(flags & OSystem::kGfxModeRender3d);
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return true;
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}
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int OpenGLSdlGraphics3dManager::getGraphicsMode() const {
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return 0;
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}
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const OSystem::GraphicsMode glStretchModes[] = {
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{"center", _s("Center"), STRETCH_CENTER},
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{"pixel-perfect", _s("Pixel-perfect scaling"), STRETCH_INTEGRAL},
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{"even-pixels", _s("Even pixels scaling"), STRETCH_INTEGRAL_AR},
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{"fit", _s("Fit to window"), STRETCH_FIT},
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{"stretch", _s("Stretch to window"), STRETCH_STRETCH},
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{"fit_force_aspect", _s("Fit to window (4:3)"), STRETCH_FIT_FORCE_ASPECT},
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{nullptr, nullptr, 0}
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};
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const OSystem::GraphicsMode *OpenGLSdlGraphics3dManager::getSupportedStretchModes() const {
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return glStretchModes;
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}
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int OpenGLSdlGraphics3dManager::getDefaultStretchMode() const {
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return STRETCH_FIT;
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}
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bool OpenGLSdlGraphics3dManager::setStretchMode(int mode) {
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assert(_transactionMode != kTransactionNone);
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if (mode == _stretchMode)
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return true;
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// Check this is a valid mode
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const OSystem::GraphicsMode *sm = getSupportedStretchModes();
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bool found = false;
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while (sm->name) {
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if (sm->id == mode) {
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found = true;
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break;
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}
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sm++;
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}
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if (!found) {
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warning("unknown stretch mode %d", mode);
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return false;
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}
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_stretchMode = mode;
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return true;
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}
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int OpenGLSdlGraphics3dManager::getStretchMode() const {
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return _stretchMode;
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}
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void OpenGLSdlGraphics3dManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
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_engineRequestedWidth = w;
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_engineRequestedHeight = h;
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if (_transactionMode == kTransactionNone)
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setupScreen();
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}
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void OpenGLSdlGraphics3dManager::setupScreen() {
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assert(_transactionMode == kTransactionActive);
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closeOverlay();
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_antialiasing = ConfMan.getInt("antialiasing");
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_vsync = ConfMan.getBool("vsync");
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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bool needsWindowReset = false;
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if (_window->getSDLWindow() && SDL_GL_GetCurrentContext()) {
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// The anti-aliasing setting cannot be changed without recreating the window.
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// So check if the window needs to be recreated.
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int currentSamples = 0;
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#if defined(__EMSCRIPTEN__)
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// SDL_GL_MULTISAMPLESAMPLES isn't available on a WebGL 1.0 context
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// (or not bridged in Emscripten?). This forces a windows reset.
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currentSamples = -1;
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#else
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, ¤tSamples);
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#endif
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// When rendering to a framebuffer, MSAA is enabled on that framebuffer, not on the screen
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int targetSamples = shouldRenderToFramebuffer() ? 0 : _antialiasing;
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if (currentSamples != targetSamples) {
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needsWindowReset = true;
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}
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}
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// Clear the GL context when going from / to the launcher
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SDL_GL_DeleteContext(_glContext);
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_glContext = nullptr;
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if (needsWindowReset) {
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_window->destroyWindow();
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}
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#endif
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createOrUpdateScreen();
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int glflag;
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const GLubyte *str;
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str = glGetString(GL_VENDOR);
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debug(2, "INFO: OpenGL Vendor: %s", str);
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str = glGetString(GL_RENDERER);
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debug(2, "INFO: OpenGL Renderer: %s", str);
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str = glGetString(GL_VERSION);
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debug(2, "INFO: OpenGL Version: %s", str);
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &glflag);
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debug(2, "INFO: OpenGL Red bits: %d", glflag);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &glflag);
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debug(2, "INFO: OpenGL Green bits: %d", glflag);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &glflag);
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debug(2, "INFO: OpenGL Blue bits: %d", glflag);
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SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &glflag);
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debug(2, "INFO: OpenGL Alpha bits: %d", glflag);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &glflag);
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debug(2, "INFO: OpenGL Z buffer depth bits: %d", glflag);
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SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &glflag);
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debug(2, "INFO: OpenGL Double Buffer: %d", glflag);
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &glflag);
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debug(2, "INFO: OpenGL Stencil buffer bits: %d", glflag);
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#ifdef USE_OPENGL_SHADERS
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debug(2, "INFO: GLSL version: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
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#endif
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}
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void OpenGLSdlGraphics3dManager::createOrUpdateScreen() {
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closeOverlay();
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// If the game can't adapt to any resolution, render it to a framebuffer
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// so it can be scaled to fill the available space.
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bool engineSupportsArbitraryResolutions = !g_engine || g_engine->hasFeature(Engine::kSupportsArbitraryResolutions);
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bool renderToFrameBuffer = shouldRenderToFramebuffer();
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// Choose the effective window size or fullscreen mode
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uint effectiveWidth;
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uint effectiveHeight;
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if (_fullscreen && (engineSupportsArbitraryResolutions || renderToFrameBuffer)) {
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Common::Rect fullscreenResolution = getPreferredFullscreenResolution();
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effectiveWidth = fullscreenResolution.width();
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effectiveHeight = fullscreenResolution.height();
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} else {
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effectiveWidth = _engineRequestedWidth;
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effectiveHeight = _engineRequestedHeight;
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}
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if (!createOrUpdateGLContext(_engineRequestedWidth, _engineRequestedHeight,
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effectiveWidth, effectiveHeight,
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renderToFrameBuffer, engineSupportsArbitraryResolutions)) {
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warning("SDL Error: %s", SDL_GetError());
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g_system->quit();
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}
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#if SDL_VERSION_ATLEAST(2, 0, 1)
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int obtainedWidth = 0, obtainedHeight = 0;
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SDL_GL_GetDrawableSize(_window->getSDLWindow(), &obtainedWidth, &obtainedHeight);
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#else
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int obtainedWidth = effectiveWidth;
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int obtainedHeight = effectiveHeight;
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#endif
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initializeOpenGLContext();
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_surfaceRenderer = OpenGL::createBestSurfaceRenderer();
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_overlayFormat = OpenGL::TextureGL::getRGBAPixelFormat();
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if (renderToFrameBuffer) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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_frameBuffer = createFramebuffer(_engineRequestedWidth, _engineRequestedHeight);
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_frameBuffer->attach();
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handleResize(_engineRequestedWidth, _engineRequestedHeight);
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} else {
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handleResize(obtainedWidth, obtainedHeight);
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}
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}
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void OpenGLSdlGraphics3dManager::notifyResize(const int width, const int height) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// Get the updated size directly from SDL, in case there are multiple
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// resize events in the message queue.
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int newWidth = 0, newHeight = 0;
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SDL_GL_GetDrawableSize(_window->getSDLWindow(), &newWidth, &newHeight);
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if (newWidth == _overlayScreen->getWidth() && newHeight == _overlayScreen->getHeight()) {
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return; // nothing to do
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}
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handleResize(newWidth, newHeight);
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#else
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handleResize(width, height);
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#endif
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}
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void OpenGLSdlGraphics3dManager::handleResizeImpl(const int width, const int height) {
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// Update the overlay
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delete _overlayScreen;
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_overlayScreen = new OpenGL::TiledSurface(width, height, _overlayFormat);
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// Clear the overlay background so it is not displayed distorted while resizing
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delete _overlayBackground;
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_overlayBackground = nullptr;
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// Re-setup the scaling for the screen
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recalculateDisplayAreas();
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// Something changed, so update the screen change ID.
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_screenChangeCount++;
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}
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bool OpenGLSdlGraphics3dManager::gameNeedsAspectRatioCorrection() const {
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if (_lockAspectRatio) {
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const uint width = getWidth();
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const uint height = getHeight();
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// In case we enable aspect ratio correction we force a 4/3 ratio.
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// But just for 320x200 and 640x400 games, since other games do not need
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// this.
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return (width == 320 && height == 200) || (width == 640 && height == 400);
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}
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return false;
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}
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void OpenGLSdlGraphics3dManager::initializeOpenGLContext() const {
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OpenGLContext.initialize(_glContextType);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (SDL_GL_SetSwapInterval(_vsync ? 1 : 0)) {
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warning("Unable to %s VSync: %s", _vsync ? "enable" : "disable", SDL_GetError());
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}
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#endif
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}
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OpenGLSdlGraphics3dManager::OpenGLPixelFormat::OpenGLPixelFormat(uint screenBytesPerPixel, uint red, uint blue, uint green, uint alpha, int samples) :
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bytesPerPixel(screenBytesPerPixel),
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redSize(red),
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blueSize(blue),
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greenSize(green),
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alphaSize(alpha),
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multisampleSamples(samples) {
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}
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bool OpenGLSdlGraphics3dManager::createOrUpdateGLContext(uint gameWidth, uint gameHeight,
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uint effectiveWidth, uint effectiveHeight,
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bool renderToFramebuffer,
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bool engineSupportsArbitraryResolutions) {
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// Build a list of OpenGL pixel formats usable by ScummVM
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Common::Array<OpenGLPixelFormat> pixelFormats;
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if (_antialiasing > 0 && !renderToFramebuffer) {
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// Don't enable screen level multisampling when rendering to a framebuffer
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pixelFormats.push_back(OpenGLPixelFormat(32, 8, 8, 8, 8, _antialiasing));
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pixelFormats.push_back(OpenGLPixelFormat(16, 5, 5, 5, 1, _antialiasing));
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pixelFormats.push_back(OpenGLPixelFormat(16, 5, 6, 5, 0, _antialiasing));
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}
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pixelFormats.push_back(OpenGLPixelFormat(32, 8, 8, 8, 8, 0));
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pixelFormats.push_back(OpenGLPixelFormat(16, 5, 5, 5, 1, 0));
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pixelFormats.push_back(OpenGLPixelFormat(16, 5, 6, 5, 0, 0));
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// Unfortunately, SDL does not provide a list of valid pixel formats
|
|
// for the current OpenGL implementation and hardware.
|
|
// SDL may not be able to create a screen with the preferred pixel format.
|
|
// Try all the pixel formats in the list until SDL returns a valid screen.
|
|
Common::Array<OpenGLPixelFormat>::const_iterator it = pixelFormats.begin();
|
|
for (; it != pixelFormats.end(); it++) {
|
|
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, it->redSize);
|
|
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, it->greenSize);
|
|
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, it->blueSize);
|
|
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, it->alphaSize);
|
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
|
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, it->multisampleSamples > 0);
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, it->multisampleSamples);
|
|
#if !SDL_VERSION_ATLEAST(2, 0, 0)
|
|
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, _vsync ? 1 : 0);
|
|
#endif
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, _glContextProfileMask);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, _glContextMajor);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, _glContextMinor);
|
|
#endif
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
uint32 sdlflags = SDL_WINDOW_OPENGL;
|
|
|
|
#ifdef NINTENDO_SWITCH
|
|
// Switch quirk: Switch seems to need this flag, otherwise the screen
|
|
// is zoomed when switching from Normal graphics mode to OpenGL
|
|
sdlflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
|
#endif
|
|
|
|
if (renderToFramebuffer || engineSupportsArbitraryResolutions) {
|
|
sdlflags |= SDL_WINDOW_RESIZABLE;
|
|
}
|
|
|
|
if (_fullscreen) {
|
|
// On Linux/X11, when toggling to fullscreen, the window manager saves
|
|
// the window size to be able to restore it when going back to windowed mode.
|
|
// If the user configured ScummVM to start in fullscreen mode, we first
|
|
// create a window and then toggle it to fullscreen to give the window manager
|
|
// a chance to save the window size. That way if the user switches back
|
|
// to windowed mode, the window manager has a window size to apply instead
|
|
// of leaving the window at the fullscreen resolution size.
|
|
if (!_window->getSDLWindow()) {
|
|
_window->createOrUpdateWindow(gameWidth, gameHeight, sdlflags);
|
|
}
|
|
|
|
sdlflags |= SDL_WINDOW_FULLSCREEN;
|
|
}
|
|
|
|
if (_window->createOrUpdateWindow(effectiveWidth, effectiveHeight, sdlflags)) {
|
|
// Get the current GL context from SDL in case the previous one
|
|
// was destroyed because the window was recreated.
|
|
_glContext = SDL_GL_GetCurrentContext();
|
|
if (!_glContext) {
|
|
_glContext = SDL_GL_CreateContext(_window->getSDLWindow());
|
|
if (_glContext) {
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
}
|
|
|
|
if (_glContext) {
|
|
assert(SDL_GL_GetCurrentWindow() == _window->getSDLWindow());
|
|
break;
|
|
}
|
|
}
|
|
|
|
_window->destroyWindow();
|
|
#else
|
|
uint32 sdlflags = SDL_OPENGL;
|
|
if (_fullscreen)
|
|
sdlflags |= SDL_FULLSCREEN;
|
|
|
|
SDL_Surface *screen = SDL_SetVideoMode(effectiveWidth, effectiveHeight, it->bytesPerPixel, sdlflags);
|
|
if (screen) {
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Display a warning if the effective pixel format is not the preferred one
|
|
if (it != pixelFormats.begin() && it != pixelFormats.end()) {
|
|
bool wantsAA = pixelFormats.front().multisampleSamples > 0;
|
|
bool gotAA = it->multisampleSamples > 0;
|
|
|
|
warning("Couldn't create a %d-bit visual%s, using to %d-bit%s instead",
|
|
pixelFormats.front().bytesPerPixel,
|
|
wantsAA && !gotAA ? " with AA" : "",
|
|
it->bytesPerPixel,
|
|
wantsAA && !gotAA ? " without AA" : "");
|
|
}
|
|
|
|
return it != pixelFormats.end();
|
|
}
|
|
|
|
bool OpenGLSdlGraphics3dManager::shouldRenderToFramebuffer() const {
|
|
bool engineSupportsArbitraryResolutions = !g_engine || g_engine->hasFeature(Engine::kSupportsArbitraryResolutions);
|
|
return !engineSupportsArbitraryResolutions && _supportsFrameBuffer;
|
|
}
|
|
|
|
bool OpenGLSdlGraphics3dManager::isVSyncEnabled() const {
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
return SDL_GL_GetSwapInterval() != 0;
|
|
#else
|
|
int swapControl = 0;
|
|
SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &swapControl);
|
|
return swapControl != 0;
|
|
#endif
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::drawOverlay() {
|
|
_surfaceRenderer->prepareState();
|
|
|
|
glViewport(_overlayDrawRect.left, _windowHeight - _overlayDrawRect.top - _overlayDrawRect.height(), _overlayDrawRect.width(), _overlayDrawRect.height());
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
if (_overlayBackground) {
|
|
_overlayBackground->draw(_surfaceRenderer);
|
|
}
|
|
|
|
_surfaceRenderer->enableAlphaBlending(true);
|
|
_surfaceRenderer->setFlipY(true);
|
|
_overlayScreen->draw(_surfaceRenderer);
|
|
|
|
_surfaceRenderer->restorePreviousState();
|
|
}
|
|
|
|
OpenGL::FrameBuffer *OpenGLSdlGraphics3dManager::createFramebuffer(uint width, uint height) {
|
|
#if !USE_FORCED_GLES2
|
|
if (_antialiasing && OpenGLContext.framebufferObjectMultisampleSupported) {
|
|
return new OpenGL::MultiSampleFrameBuffer(width, height, _antialiasing);
|
|
} else
|
|
#endif
|
|
{
|
|
return new OpenGL::FrameBuffer(width, height);
|
|
}
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::updateScreen() {
|
|
if (_frameBuffer) {
|
|
_frameBuffer->detach();
|
|
_surfaceRenderer->prepareState();
|
|
glViewport(_gameDrawRect.left, _windowHeight - _gameDrawRect.top - _gameDrawRect.height(), _gameDrawRect.width(), _gameDrawRect.height());
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
_surfaceRenderer->render(_frameBuffer, Math::Rect2d(Math::Vector2d(0, 0), Math::Vector2d(1, 1)));
|
|
_surfaceRenderer->restorePreviousState();
|
|
}
|
|
|
|
if (_overlayVisible) {
|
|
_overlayScreen->update();
|
|
|
|
if (_overlayBackground) {
|
|
_overlayBackground->update();
|
|
}
|
|
|
|
drawOverlay();
|
|
}
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
SDL_GL_SwapWindow(_window->getSDLWindow());
|
|
#else
|
|
SDL_GL_SwapBuffers();
|
|
#endif
|
|
|
|
if (_frameBuffer) {
|
|
_frameBuffer->attach();
|
|
}
|
|
}
|
|
|
|
int16 OpenGLSdlGraphics3dManager::getHeight() const {
|
|
if (_frameBuffer)
|
|
return _frameBuffer->getHeight();
|
|
else
|
|
return _overlayScreen->getHeight();
|
|
}
|
|
|
|
int16 OpenGLSdlGraphics3dManager::getWidth() const {
|
|
if (_frameBuffer)
|
|
return _frameBuffer->getWidth();
|
|
else
|
|
return _overlayScreen->getWidth();
|
|
}
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Overlays ---
|
|
#pragma mark -
|
|
|
|
void OpenGLSdlGraphics3dManager::showOverlay() {
|
|
if (_overlayVisible) {
|
|
return;
|
|
}
|
|
WindowedGraphicsManager::showOverlay();
|
|
|
|
delete _overlayBackground;
|
|
_overlayBackground = nullptr;
|
|
|
|
if (g_engine) {
|
|
if (_frameBuffer)
|
|
_frameBuffer->detach();
|
|
// If there is a game running capture the screen, so that it can be shown "below" the overlay.
|
|
_overlayBackground = new OpenGL::TiledSurface(_overlayScreen->getWidth(), _overlayScreen->getHeight(), _overlayFormat);
|
|
Graphics::Surface *background = _overlayBackground->getBackingSurface();
|
|
glReadPixels(0, 0, background->w, background->h, GL_RGBA, GL_UNSIGNED_BYTE, background->getPixels());
|
|
if (_frameBuffer)
|
|
_frameBuffer->attach();
|
|
}
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::hideOverlay() {
|
|
if (!_overlayVisible) {
|
|
return;
|
|
}
|
|
WindowedGraphicsManager::hideOverlay();
|
|
|
|
delete _overlayBackground;
|
|
_overlayBackground = nullptr;
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
|
|
_overlayScreen->copyRectToSurface(buf, pitch, x, y, w, h);
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::clearOverlay() {
|
|
_overlayScreen->fill(0);
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::grabOverlay(Graphics::Surface &surface) const {
|
|
const Graphics::Surface *overlayData = _overlayScreen->getBackingSurface();
|
|
|
|
assert(surface.w >= overlayData->w);
|
|
assert(surface.h >= overlayData->h);
|
|
assert(surface.format.bytesPerPixel == overlayData->format.bytesPerPixel);
|
|
|
|
const byte *src = (const byte *)overlayData->getPixels();
|
|
byte *dst = (byte *)surface.getPixels();
|
|
Graphics::copyBlit(dst, src, surface.pitch, overlayData->pitch, overlayData->w, overlayData->h, overlayData->format.bytesPerPixel);
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::closeOverlay() {
|
|
if (_overlayScreen) {
|
|
delete _overlayScreen;
|
|
_overlayScreen = nullptr;
|
|
}
|
|
|
|
delete _surfaceRenderer;
|
|
_surfaceRenderer = nullptr;
|
|
|
|
delete _frameBuffer;
|
|
_frameBuffer = nullptr;
|
|
|
|
OpenGLContext.reset();
|
|
}
|
|
|
|
int16 OpenGLSdlGraphics3dManager::getOverlayHeight() const {
|
|
return _overlayScreen->getHeight();
|
|
}
|
|
|
|
int16 OpenGLSdlGraphics3dManager::getOverlayWidth() const {
|
|
return _overlayScreen->getWidth();
|
|
}
|
|
|
|
bool OpenGLSdlGraphics3dManager::showMouse(bool visible) {
|
|
SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
|
|
return true;
|
|
}
|
|
|
|
void OpenGLSdlGraphics3dManager::showSystemMouseCursor(bool visible) {
|
|
// HACK: SdlGraphicsManager disables the system cursor when the mouse is in the
|
|
// active draw rect, however the 3D graphics manager uses it instead of the
|
|
// standard mouse graphic.
|
|
}
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
void OpenGLSdlGraphics3dManager::deinitializeRenderer() {
|
|
SDL_GL_DeleteContext(_glContext);
|
|
_glContext = nullptr;
|
|
}
|
|
#endif // SDL_VERSION_ATLEAST(2, 0, 0)
|
|
|
|
bool OpenGLSdlGraphics3dManager::saveScreenshot(const Common::String &filename) const {
|
|
// Largely based on the implementation from ScummVM
|
|
uint width = _overlayScreen->getWidth();
|
|
uint height = _overlayScreen->getHeight();
|
|
|
|
uint linePaddingSize = width % 4;
|
|
uint lineSize = width * 3 + linePaddingSize;
|
|
|
|
Common::DumpFile out;
|
|
if (!out.open(filename)) {
|
|
return false;
|
|
}
|
|
|
|
Common::Array<uint8> pixels;
|
|
pixels.resize(lineSize * height);
|
|
|
|
if (_frameBuffer) {
|
|
_frameBuffer->detach();
|
|
}
|
|
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, &pixels.front());
|
|
if (_frameBuffer) {
|
|
_frameBuffer->attach();
|
|
}
|
|
|
|
#ifdef SCUMM_LITTLE_ENDIAN
|
|
const Graphics::PixelFormat format(3, 8, 8, 8, 0, 0, 8, 16, 0);
|
|
#else
|
|
const Graphics::PixelFormat format(3, 8, 8, 8, 0, 16, 8, 0, 0);
|
|
#endif
|
|
Graphics::Surface data;
|
|
data.init(width, height, lineSize, &pixels.front(), format);
|
|
data.flipVertical(Common::Rect(width, height));
|
|
#ifdef USE_PNG
|
|
return Image::writePNG(out, data);
|
|
#else
|
|
return Image::writeBMP(out, data);
|
|
#endif
|
|
}
|
|
|
|
#endif
|