scummvm/backends/sdl/sdl_gl.cpp

564 lines
14 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001/2002 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.
*
* $Header$
*
*/
#include "sdl-common.h"
#include "common/scaler.h"
#include "common/util.h"
#include "common/engine.h" // Only #included for error() and warning()
#ifdef WIN32
int glColorTable(int, int, int, int, int, void *) { return 0; }
int glGetColorTable(int, int, int, void *) { return 0; }
#endif
#include "fb2opengl.h"
class OSystem_SDL_Normal : public OSystem_SDL_Common {
public:
OSystem_SDL_Normal() : _tmpscreen(0), _overlay_visible(false) { _glScreenStart = 0; _glBilinearFilter = true; }
// Set colors of the palette
void set_palette(const byte *colors, uint start, uint num);
// Update the dirty areas of the screen
void update_screen();
// Set a parameter
uint32 property(int param, Property *value);
// Overlay
virtual void show_overlay();
virtual void hide_overlay();
virtual void clear_overlay();
virtual void grab_overlay(int16 *buf, int pitch);
virtual void copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h);
protected:
FB2GL fb2gl;
int gl_flags;
int _glScreenStart;
bool _glBilinearFilter;
SDL_Surface *tmpSurface; // Used for black rectangles blitting
SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
typedef void ScalerProc(uint8 *srcPtr, uint32 srcPitch, uint8 *deltaPtr,
uint8 *dstPtr, uint32 dstPitch, int width, int height);
SDL_Surface *_tmpscreen; // temporary screen (for scalers/overlay)
bool _overlay_visible;
virtual void draw_mouse();
virtual void undraw_mouse();
virtual void load_gfx_mode();
virtual void unload_gfx_mode();
void hotswap_gfx_mode();
int TMP_SCREEN_WIDTH;
};
OSystem_SDL_Common *OSystem_SDL_Common::create() {
return new OSystem_SDL_Normal();
}
void OSystem_SDL_Normal::set_palette(const byte *colors, uint start, uint num) {
const byte *b = colors;
uint i;
SDL_Color *base = _currentPalette + start;
for(i = 0; i < num; i++) {
base[i].r = b[0];
base[i].g = b[1];
base[i].b = b[2];
b += 4;
}
if (start < _paletteDirtyStart)
_paletteDirtyStart = start;
if (start + num > _paletteDirtyEnd)
_paletteDirtyEnd = start + num;
}
void OSystem_SDL_Normal::draw_mouse() {
if (!_overlay_visible) {
OSystem_SDL_Common::draw_mouse();
}
if (_mouseDrawn || !_mouseVisible)
return;
int x = _mouseCurState.x - _mouseHotspotX;
int y = _mouseCurState.y - _mouseHotspotY;
int w = _mouseCurState.w;
int h = _mouseCurState.h;
byte color;
byte *src = _mouseData; // Image representing the mouse
uint16 *bak = (uint16*)_mouseBackup; // Surface used to backup the area obscured by the mouse
uint16 *dst; // Surface we are drawing into
// clip the mouse rect, and addjust the src pointer accordingly
if (x < 0) {
w += x;
src -= x;
x = 0;
}
if (y < 0) {
h += y;
src -= y * _mouseCurState.w;
y = 0;
}
// Quick check to see if anything has to be drawn at all
if (w <= 0 || h <= 0)
return;
if (w > _screenWidth - x)
w = _screenWidth - x;
if (h > _screenHeight - y)
h = _screenHeight - y;
// Store the bounding box so that undraw mouse can restore the area the
// mouse currently covers to its original content.
_mouseOldState.x = x;
_mouseOldState.y = y;
_mouseOldState.w = w;
_mouseOldState.h = h;
// Draw the mouse cursor; backup the covered area in "bak"
if (SDL_LockSurface(_tmpscreen) == -1)
error("SDL_LockSurface failed: %s.\n", SDL_GetError());
// Mark as dirty
add_dirty_rect(x, y, w, h);
dst = (uint16 *)_tmpscreen->pixels + (y+1) * TMP_SCREEN_WIDTH + (x+1);
while (h > 0) {
int width = w;
while (width > 0) {
*bak++ = *dst;
color = *src++;
if (color != 0xFF) // 0xFF = transparent, don't draw
*dst = RBGToColor(_currentPalette[color].r, _currentPalette[color].g, _currentPalette[color].b);
dst++;
width--;
}
src += _mouseCurState.w - w;
bak += MAX_MOUSE_W - w;
dst += TMP_SCREEN_WIDTH - w;
h--;
}
SDL_UnlockSurface(_tmpscreen);
// Finally, set the flag to indicate the mouse has been drawn
_mouseDrawn = true;
}
void OSystem_SDL_Normal::undraw_mouse() {
if (!_overlay_visible) {
OSystem_SDL_Common::undraw_mouse();
}
if (!_mouseDrawn)
return;
_mouseDrawn = false;
if (SDL_LockSurface(_tmpscreen) == -1)
error("SDL_LockSurface failed: %s.\n", SDL_GetError());
uint16 *dst, *bak = (uint16 *)_mouseBackup;
const int old_mouse_x = _mouseOldState.x;
const int old_mouse_y = _mouseOldState.y;
const int old_mouse_w = _mouseOldState.w;
const int old_mouse_h = _mouseOldState.h;
int x, y;
// No need to do clipping here, since draw_mouse() did that already
dst = (uint16 *)_tmpscreen->pixels + (old_mouse_y+1) * TMP_SCREEN_WIDTH + (old_mouse_x+1);
for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += TMP_SCREEN_WIDTH) {
for (x = 0; x < old_mouse_w; ++x) {
dst[x] = bak[x];
}
}
add_dirty_rect(old_mouse_x, old_mouse_y, old_mouse_w, old_mouse_h);
SDL_UnlockSurface(_tmpscreen);
}
void OSystem_SDL_Normal::load_gfx_mode() {
uint32 Rmask, Gmask, Bmask, Amask;
// I have to force 16 bit color depth with 565 ordering
// SDL_SetVideoMode sometimes doesn't accept your color depth definition
Rmask = 0xF800; // 5
Gmask = 0x07E0; // 6
Bmask = 0x001F; // 5
Amask = 0;
_forceFull = true;
_mode_flags = DF_WANT_RECT_OPTIM | DF_UPDATE_EXPAND_1_PIXEL;
_scaleFactor = 2;
_tmpscreen = NULL;
TMP_SCREEN_WIDTH = (_screenWidth + 3);
//
// Create the surface that contains the 8 bit game data
//
_screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0);
if (_screen == NULL)
error("_screen failed");
//
// Create the surface that contains the scaled graphics in 16 bit mode
//
gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) {
gl_flags |= (FB2GL_FS);
_glScreenStart = 0;
}
// 640x480 screen resolution
fb2gl.init(640,480,0,_glScreenStart? 15: 70,gl_flags);
SDL_SetGamma(1.25,1.25,1.25);
//
// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
//
// Need some extra bytes around when using 2xSaI
uint16 *tmp_screen = (uint16*)calloc(TMP_SCREEN_WIDTH*(_screenHeight+3),sizeof(uint16));
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
TMP_SCREEN_WIDTH, _screenHeight + 3, 16, TMP_SCREEN_WIDTH*2,
Rmask,
Gmask,
Bmask,
Amask);
tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
// 320x256 texture (black end)
256-_screenHeight-_glScreenStart,
16,
Rmask,
Gmask,
Bmask,
Amask);
tmpBlackRect.x = 0;
tmpBlackRect.y = 0;
tmpBlackRect.w = _screenWidth;
tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
if (_tmpscreen == NULL)
error("_tmpscreen failed");
// keyboard cursor control, some other better place for it?
km.x_max = _screenWidth * _scaleFactor - 1;
km.y_max = _screenHeight * _scaleFactor - 1;
km.delay_time = 25;
km.last_time = 0;
}
void OSystem_SDL_Normal::unload_gfx_mode() {
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
if (_tmpscreen) {
free((uint16*)_tmpscreen->pixels);
SDL_FreeSurface(_tmpscreen);
_tmpscreen = NULL;
}
}
void OSystem_SDL_Normal::update_screen() {
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
SDL_Rect blackrect = {0, _glScreenStart, _screenWidth, _newShakePos+_glScreenStart};
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface,1,&blackrect,0,0);
_currentShakePos = _newShakePos;
_forceFull = true;
}
// Make sure the mouse is drawn, if it should be drawn.
draw_mouse();
// Check whether the palette was changed in the meantime and update the
// screen surface accordingly.
if (_paletteDirtyEnd != 0) {
SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
_paletteDirtyStart,
_paletteDirtyEnd - _paletteDirtyStart);
_paletteDirtyEnd = 0;
_forceFull = true;
}
// Force a full redraw if requested
if (_forceFull) {
_num_dirty_rects = 1;
_dirty_rect_list[0].x = 0;
_dirty_rect_list[0].y = 0;
_dirty_rect_list[0].w = _screenWidth;
_dirty_rect_list[0].h = _screenHeight;
}
// Only draw anything if necessary
if (_num_dirty_rects > 0) {
SDL_Rect *r;
SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
// Convert appropriate parts of the 8bpp image into 16bpp
if (!_overlay_visible) {
SDL_Rect dst;
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(_tmpscreen,_num_dirty_rects,_dirty_rect_list,0,
_currentShakePos+_glScreenStart);
tmpBlackRect.h = 256-_screenHeight-_glScreenStart-_currentShakePos;
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,_screenHeight+_glScreenStart+_currentShakePos);
fb2gl.display();
}
_num_dirty_rects = 0;
_forceFull = false;
}
void OSystem_SDL_Normal::hotswap_gfx_mode() {
/* We allocate a screen sized bitmap which contains a "backup"
* of the screen data during the change. Then we draw that to
* the new screen right after it's setup.
*/
byte *bak_mem = (byte*)malloc(_screenWidth*_screenHeight);
get_screen_image(bak_mem);
unload_gfx_mode();
load_gfx_mode();
// reset palette
SDL_SetColors(_screen, _currentPalette, 0, 256);
// blit image
copy_rect(bak_mem, _screenWidth, 0, 0, _screenWidth, _screenHeight);
free(bak_mem);
update_screen();
}
uint32 OSystem_SDL_Normal::property(int param, Property *value) {
if (param == PROP_TOGGLE_FULLSCREEN) {
_full_screen ^= true;
SDL_WM_ToggleFullScreen(fb2gl.screen);
return 1;
}
else if (param == PROP_SET_GFX_MODE) {
SDL_Rect full = {0,0,_screenWidth,_screenHeight};
glPopMatrix();
switch(value->gfx_mode) {
case 0: // Bilinear Filtering (on/off)
_glBilinearFilter ^= true;
for (int i=0; i<2; i++) {
glBindTexture(GL_TEXTURE_2D,i);
if (_glBilinearFilter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
}
}
break;
case 1: // Don't fit the whole screen
fb2gl.init(0,0,0,15,gl_flags);
_glScreenStart = 20;
SDL_FillRect(tmpSurface,&tmpBlackRect,0);
fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,0);
break;
case 2: // Fit the whole screen
fb2gl.init(0,0,0,70,gl_flags);
_glScreenStart = 0;
break;
default: // Zooming
glPushMatrix();
/* SDL_FillRect(tmpSurface, &full, 0);
fb2gl.blit16(tmpSurface,1,&full,0,_glScreenStart);
fb2gl.display();
double x = (double)((_mouseCurState.x)
- (_screenWidth/2)) / (_screenWidth/2);
double y = (double)((_mouseCurState.y)
- (_screenHeight/2)) / (_screenHeight/2);
glTranslatef(-x,y,0);
*/
glScalef(1.0+(double)(value->gfx_mode-1)/10,
1.0+(double)(value->gfx_mode-1)/10,
0);
};
fb2gl.blit16(_tmpscreen,1,&full,0,_glScreenStart);
fb2gl.display();
return 1;
}
return OSystem_SDL_Common::property(param, value);
}
void OSystem_SDL_Normal::show_overlay()
{
// hide the mouse
undraw_mouse();
_overlay_visible = true;
clear_overlay();
}
void OSystem_SDL_Normal::hide_overlay()
{
// hide the mouse
undraw_mouse();
_overlay_visible = false;
_forceFull = true;
}
void OSystem_SDL_Normal::clear_overlay()
{
if (!_overlay_visible)
return;
// hide the mouse
undraw_mouse();
// Clear the overlay by making the game screen "look through" everywhere.
SDL_Rect src, dst;
src.x = src.y = 0;
// dst.x = dst.y = 1;
dst.x = dst.y = 0;
src.w = dst.w = _screenWidth;
src.h = dst.h = _screenHeight;
if (SDL_BlitSurface(_screen, &src, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
_forceFull = true;
}
void OSystem_SDL_Normal::grab_overlay(int16 *buf, int pitch)
{
if (!_overlay_visible)
return;
if (_tmpscreen == NULL)
return;
// hide the mouse
undraw_mouse();
if (SDL_LockSurface(_tmpscreen) == -1)
error("SDL_LockSurface failed: %s.\n", SDL_GetError());
int16 *src = (int16 *)_tmpscreen->pixels + TMP_SCREEN_WIDTH + 1;
int h = _screenHeight;
do {
memcpy(buf, src, _screenWidth*2);
src += TMP_SCREEN_WIDTH;
buf += pitch;
} while (--h);
SDL_UnlockSurface(_tmpscreen);
}
void OSystem_SDL_Normal::copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h)
{
if (!_overlay_visible)
return;
if (_tmpscreen == NULL)
return;
// Clip the coordinates
if (x < 0) { w+=x; buf-=x; x = 0; }
if (y < 0) { h+=y; buf-=y*pitch; y = 0; }
if (w > _screenWidth-x) { w = _screenWidth - x; }
if (h > _screenHeight-y) { h = _screenHeight - y; }
if (w <= 0 || h <= 0)
return;
// Mark the modified region as dirty
cksum_valid = false;
add_dirty_rect(x, y, w, h);
/* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */
undraw_mouse();
if (SDL_LockSurface(_tmpscreen) == -1)
error("SDL_LockSurface failed: %s.\n", SDL_GetError());
int16 *dst = (int16 *)_tmpscreen->pixels + (y+1) * TMP_SCREEN_WIDTH + (x+1);
do {
memcpy(dst, buf, w*2);
dst += TMP_SCREEN_WIDTH;
buf += pitch;
} while (--h);
SDL_UnlockSurface(_tmpscreen);
}