scummvm/backends/graphics/opengl/opengl-graphics.cpp
Colin Snover 5d8cf6ba42 BACKENDS: Fix GraphicsManager handling of empty cursors
The SDL graphics manager was just ignoring calls from CursorMan to
set the cursor to a blank cursor, which meant engines that did not
immediately send a cursor to CursorMan at startup would still show
the launcher's cursor (usually with a broken palette).

The OpenGL graphics manager would try to generate and draw an
invalid cursor surface when receiving an empty cursor.
2017-10-15 13:24:20 -05:00

1233 lines
37 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "backends/graphics/opengl/opengl-graphics.h"
#include "backends/graphics/opengl/texture.h"
#include "backends/graphics/opengl/pipelines/pipeline.h"
#include "backends/graphics/opengl/pipelines/fixed.h"
#include "backends/graphics/opengl/pipelines/shader.h"
#include "backends/graphics/opengl/shader.h"
#include "common/array.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "common/algorithm.h"
#include "common/file.h"
#ifdef USE_OSD
#include "common/tokenizer.h"
#include "common/rect.h"
#endif
#include "graphics/conversion.h"
#ifdef USE_OSD
#include "graphics/fontman.h"
#include "graphics/font.h"
#endif
#ifdef USE_PNG
#include "image/png.h"
#endif
namespace OpenGL {
OpenGLGraphicsManager::OpenGLGraphicsManager()
: _currentState(), _oldState(), _transactionMode(kTransactionNone), _screenChangeID(1 << (sizeof(int) * 8 - 2)),
_pipeline(nullptr),
_defaultFormat(), _defaultFormatAlpha(),
_gameScreen(nullptr), _gameScreenShakeOffset(0), _overlay(nullptr),
_cursor(nullptr),
_cursorHotspotX(0), _cursorHotspotY(0),
_cursorHotspotXScaled(0), _cursorHotspotYScaled(0), _cursorWidthScaled(0), _cursorHeightScaled(0),
_cursorKeyColor(0), _cursorDontScale(false), _cursorPaletteEnabled(false)
#ifdef USE_OSD
, _osdMessageChangeRequest(false), _osdMessageAlpha(0), _osdMessageFadeStartTime(0), _osdMessageSurface(nullptr),
_osdIconSurface(nullptr)
#endif
{
memset(_gamePalette, 0, sizeof(_gamePalette));
g_context.reset();
}
OpenGLGraphicsManager::~OpenGLGraphicsManager() {
delete _gameScreen;
delete _overlay;
delete _cursor;
#ifdef USE_OSD
delete _osdMessageSurface;
delete _osdIconSurface;
#endif
#if !USE_FORCED_GLES
ShaderManager::destroy();
#endif
}
bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
case OSystem::kFeatureCursorPalette:
case OSystem::kFeatureFilteringMode:
return true;
case OSystem::kFeatureOverlaySupportsAlpha:
return _defaultFormatAlpha.aBits() > 3;
default:
return false;
}
}
void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
assert(_transactionMode != kTransactionNone);
_currentState.aspectRatioCorrection = enable;
break;
case OSystem::kFeatureFilteringMode:
assert(_transactionMode != kTransactionNone);
_currentState.filtering = enable;
if (_gameScreen) {
_gameScreen->enableLinearFiltering(enable);
}
if (_cursor) {
_cursor->enableLinearFiltering(enable);
}
break;
case OSystem::kFeatureCursorPalette:
_cursorPaletteEnabled = enable;
updateCursorPalette();
break;
default:
break;
}
}
bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
return _currentState.aspectRatioCorrection;
case OSystem::kFeatureFilteringMode:
return _currentState.filtering;
case OSystem::kFeatureCursorPalette:
return _cursorPaletteEnabled;
default:
return false;
}
}
namespace {
const OSystem::GraphicsMode glGraphicsModes[] = {
{ "opengl", _s("OpenGL"), GFX_OPENGL },
{ nullptr, nullptr, 0 }
};
} // End of anonymous namespace
const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
return glGraphicsModes;
}
int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
return GFX_OPENGL;
}
bool OpenGLGraphicsManager::setGraphicsMode(int mode) {
assert(_transactionMode != kTransactionNone);
switch (mode) {
case GFX_OPENGL:
_currentState.graphicsMode = mode;
return true;
default:
warning("OpenGLGraphicsManager::setGraphicsMode(%d): Unknown graphics mode", mode);
return false;
}
}
int OpenGLGraphicsManager::getGraphicsMode() const {
return _currentState.graphicsMode;
}
#ifdef USE_RGB_COLOR
Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const {
return _currentState.gameFormat;
}
#endif
void OpenGLGraphicsManager::beginGFXTransaction() {
assert(_transactionMode == kTransactionNone);
// Start a transaction.
_oldState = _currentState;
_transactionMode = kTransactionActive;
}
OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
assert(_transactionMode == kTransactionActive);
uint transactionError = OSystem::kTransactionSuccess;
bool setupNewGameScreen = false;
if ( _oldState.gameWidth != _currentState.gameWidth
|| _oldState.gameHeight != _currentState.gameHeight) {
setupNewGameScreen = true;
}
#ifdef USE_RGB_COLOR
if (_oldState.gameFormat != _currentState.gameFormat) {
setupNewGameScreen = true;
}
// Check whether the requested format can actually be used.
Common::List<Graphics::PixelFormat> supportedFormats = getSupportedFormats();
// In case the requested format is not usable we will fall back to CLUT8.
if (Common::find(supportedFormats.begin(), supportedFormats.end(), _currentState.gameFormat) == supportedFormats.end()) {
_currentState.gameFormat = Graphics::PixelFormat::createFormatCLUT8();
transactionError |= OSystem::kTransactionFormatNotSupported;
}
#endif
do {
const uint desiredAspect = getDesiredGameAspectRatio();
const uint requestedWidth = _currentState.gameWidth;
const uint requestedHeight = intToFrac(requestedWidth) / desiredAspect;
if (!loadVideoMode(requestedWidth, requestedHeight,
#ifdef USE_RGB_COLOR
_currentState.gameFormat
#else
Graphics::PixelFormat::createFormatCLUT8()
#endif
)
// HACK: This is really nasty but we don't have any guarantees of
// a context existing before, which means we don't know the maximum
// supported texture size before this. Thus, we check whether the
// requested game resolution is supported over here.
|| ( _currentState.gameWidth > (uint)g_context.maxTextureSize
|| _currentState.gameHeight > (uint)g_context.maxTextureSize)) {
if (_transactionMode == kTransactionActive) {
// Try to setup the old state in case its valid and is
// actually different from the new one.
if (_oldState.valid && _oldState != _currentState) {
// Give some hints on what failed to set up.
if ( _oldState.gameWidth != _currentState.gameWidth
|| _oldState.gameHeight != _currentState.gameHeight) {
transactionError |= OSystem::kTransactionSizeChangeFailed;
}
#ifdef USE_RGB_COLOR
if (_oldState.gameFormat != _currentState.gameFormat) {
transactionError |= OSystem::kTransactionFormatNotSupported;
}
#endif
if (_oldState.aspectRatioCorrection != _currentState.aspectRatioCorrection) {
transactionError |= OSystem::kTransactionAspectRatioFailed;
}
if (_oldState.graphicsMode != _currentState.graphicsMode) {
transactionError |= OSystem::kTransactionModeSwitchFailed;
}
if (_oldState.filtering != _currentState.filtering) {
transactionError |= OSystem::kTransactionFilteringFailed;
}
// Roll back to the old state.
_currentState = _oldState;
_transactionMode = kTransactionRollback;
// Try to set up the old state.
continue;
}
}
// DON'T use error(), as this tries to bring up the debug
// console, which WON'T WORK now that we might no have a
// proper screen.
warning("OpenGLGraphicsManager::endGFXTransaction: Could not load any graphics mode!");
g_system->quit();
}
// In case we reach this we have a valid state, yay.
_transactionMode = kTransactionNone;
_currentState.valid = true;
} while (_transactionMode == kTransactionRollback);
if (setupNewGameScreen) {
delete _gameScreen;
_gameScreen = nullptr;
#ifdef USE_RGB_COLOR
_gameScreen = createSurface(_currentState.gameFormat);
#else
_gameScreen = createSurface(Graphics::PixelFormat::createFormatCLUT8());
#endif
assert(_gameScreen);
if (_gameScreen->hasPalette()) {
_gameScreen->setPalette(0, 256, _gamePalette);
}
_gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight);
_gameScreen->enableLinearFiltering(_currentState.filtering);
// We fill the screen to all black or index 0 for CLUT8.
#ifdef USE_RGB_COLOR
if (_currentState.gameFormat.bytesPerPixel == 1) {
_gameScreen->fill(0);
} else {
_gameScreen->fill(_gameScreen->getSurface()->format.RGBToColor(0, 0, 0));
}
#else
_gameScreen->fill(0);
#endif
}
// Update our display area and cursor scaling. This makes sure we pick up
// aspect ratio correction and game screen changes correctly.
recalculateDisplayAreas();
recalculateCursorScaling();
// Something changed, so update the screen change ID.
++_screenChangeID;
// Since transactionError is a ORd list of TransactionErrors this is
// clearly wrong. But our API is simply broken.
return (OSystem::TransactionError)transactionError;
}
int OpenGLGraphicsManager::getScreenChangeID() const {
return _screenChangeID;
}
void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
Graphics::PixelFormat requestedFormat;
#ifdef USE_RGB_COLOR
if (!format) {
requestedFormat = Graphics::PixelFormat::createFormatCLUT8();
} else {
requestedFormat = *format;
}
_currentState.gameFormat = requestedFormat;
#endif
_currentState.gameWidth = width;
_currentState.gameHeight = height;
}
int16 OpenGLGraphicsManager::getWidth() const {
return _currentState.gameWidth;
}
int16 OpenGLGraphicsManager::getHeight() const {
return _currentState.gameHeight;
}
void OpenGLGraphicsManager::copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) {
_gameScreen->copyRectToTexture(x, y, w, h, buf, pitch);
}
void OpenGLGraphicsManager::fillScreen(uint32 col) {
// FIXME: This does not conform to the OSystem specs because fillScreen
// is always taking CLUT8 color values and use color indexed mode. This is,
// however, plain odd and probably was a forgotten when we introduced
// RGB support. Thus, we simply do the "sane" thing here and hope OSystem
// gets fixed one day.
_gameScreen->fill(col);
}
void OpenGLGraphicsManager::setShakePos(int shakeOffset) {
if (_gameScreenShakeOffset != shakeOffset) {
_gameScreenShakeOffset = shakeOffset;
_forceRedraw = true;
}
}
void OpenGLGraphicsManager::updateScreen() {
if (!_gameScreen) {
return;
}
#ifdef USE_OSD
if (_osdMessageChangeRequest) {
osdMessageUpdateSurface();
}
if (_osdIconSurface) {
_osdIconSurface->updateGLTexture();
}
#endif
// We only update the screen when there actually have been any changes.
if ( !_forceRedraw
&& !_cursorNeedsRedraw
&& !_gameScreen->isDirty()
&& !(_overlayVisible && _overlay->isDirty())
&& !(_cursorVisible && _cursor && _cursor->isDirty())
#ifdef USE_OSD
&& !_osdMessageSurface && !_osdIconSurface
#endif
) {
return;
}
// Update changes to textures.
_gameScreen->updateGLTexture();
if (_cursorVisible && _cursor) {
_cursor->updateGLTexture();
}
_overlay->updateGLTexture();
// Clear the screen buffer.
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
if (!_overlayVisible) {
// The scissor test is enabled to:
// - Clip the cursor to the game screen
// - Clip the game screen when the shake offset is non-zero
_backBuffer.enableScissorTest(true);
}
const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_gameDrawRect.height() / _gameScreen->getHeight();
// First step: Draw the (virtual) game screen.
g_context.getActivePipeline()->drawTexture(_gameScreen->getGLTexture(), _gameDrawRect.left, _gameDrawRect.top + shakeOffset, _gameDrawRect.width(), _gameDrawRect.height());
// Second step: Draw the overlay if visible.
if (_overlayVisible) {
g_context.getActivePipeline()->drawTexture(_overlay->getGLTexture(), 0, 0, _overlayDrawRect.width(), _overlayDrawRect.height());
}
// Third step: Draw the cursor if visible.
if (_cursorVisible && _cursor) {
// Adjust game screen shake position, but only when the overlay is not
// visible.
const GLfloat cursorOffset = _overlayVisible ? 0 : shakeOffset;
g_context.getActivePipeline()->drawTexture(_cursor->getGLTexture(),
_cursorX - _cursorHotspotXScaled,
_cursorY - _cursorHotspotYScaled + cursorOffset,
_cursorWidthScaled, _cursorHeightScaled);
}
if (!_overlayVisible) {
_backBuffer.enableScissorTest(false);
}
#ifdef USE_OSD
// Fourth step: Draw the OSD.
if (_osdMessageSurface) {
// Update alpha value.
const int diff = g_system->getMillis(false) - _osdMessageFadeStartTime;
if (diff > 0) {
if (diff >= kOSDMessageFadeOutDuration) {
// Back to full transparency.
_osdMessageAlpha = 0;
} else {
// Do a fade out.
_osdMessageAlpha = kOSDMessageInitialAlpha - diff * kOSDMessageInitialAlpha / kOSDMessageFadeOutDuration;
}
}
// Set the OSD transparency.
g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, _osdMessageAlpha / 100.0f);
int dstX = (_windowWidth - _osdMessageSurface->getWidth()) / 2;
int dstY = (_windowHeight - _osdMessageSurface->getHeight()) / 2;
// Draw the OSD texture.
g_context.getActivePipeline()->drawTexture(_osdMessageSurface->getGLTexture(),
dstX, dstY, _osdMessageSurface->getWidth(), _osdMessageSurface->getHeight());
// Reset color.
g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, 1.0f);
if (_osdMessageAlpha <= 0) {
delete _osdMessageSurface;
_osdMessageSurface = nullptr;
}
}
if (_osdIconSurface) {
int dstX = _windowWidth - _osdIconSurface->getWidth() - kOSDIconRightMargin;
int dstY = kOSDIconTopMargin;
// Draw the OSD icon texture.
g_context.getActivePipeline()->drawTexture(_osdIconSurface->getGLTexture(),
dstX, dstY, _osdIconSurface->getWidth(), _osdIconSurface->getHeight());
}
#endif
_cursorNeedsRedraw = false;
_forceRedraw = false;
refreshScreen();
}
Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
return _gameScreen->getSurface();
}
void OpenGLGraphicsManager::unlockScreen() {
_gameScreen->flagDirty();
}
void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) {
}
void OpenGLGraphicsManager::clearFocusRectangle() {
}
int16 OpenGLGraphicsManager::getOverlayWidth() const {
if (_overlay) {
return _overlay->getWidth();
} else {
return 0;
}
}
int16 OpenGLGraphicsManager::getOverlayHeight() const {
if (_overlay) {
return _overlay->getHeight();
} else {
return 0;
}
}
Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
return _overlay->getFormat();
}
void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
_overlay->copyRectToTexture(x, y, w, h, buf, pitch);
}
void OpenGLGraphicsManager::clearOverlay() {
_overlay->fill(0);
}
void OpenGLGraphicsManager::grabOverlay(void *buf, int pitch) const {
const Graphics::Surface *overlayData = _overlay->getSurface();
const byte *src = (const byte *)overlayData->getPixels();
byte *dst = (byte *)buf;
for (uint h = overlayData->h; h > 0; --h) {
memcpy(dst, src, overlayData->w * overlayData->format.bytesPerPixel);
dst += pitch;
src += overlayData->pitch;
}
}
namespace {
template<typename DstPixel, typename SrcPixel>
void applyColorKey(DstPixel *dst, const SrcPixel *src, uint w, uint h, uint dstPitch, uint srcPitch, SrcPixel keyColor, DstPixel alphaMask) {
const uint srcAdd = srcPitch - w * sizeof(SrcPixel);
const uint dstAdd = dstPitch - w * sizeof(DstPixel);
while (h-- > 0) {
for (uint x = w; x > 0; --x, ++dst, ++src) {
if (*src == keyColor) {
*dst &= ~alphaMask;
}
}
dst = (DstPixel *)((byte *)dst + dstAdd);
src = (const SrcPixel *)((const byte *)src + srcAdd);
}
}
} // End of anonymous namespace
void OpenGLGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format) {
_cursorKeyColor = keycolor;
_cursorHotspotX = hotspotX;
_cursorHotspotY = hotspotY;
_cursorDontScale = dontScale;
if (!w || !h) {
delete _cursor;
_cursor = nullptr;
return;
}
Graphics::PixelFormat inputFormat;
#ifdef USE_RGB_COLOR
if (format) {
inputFormat = *format;
} else {
inputFormat = Graphics::PixelFormat::createFormatCLUT8();
}
#else
inputFormat = Graphics::PixelFormat::createFormatCLUT8();
#endif
// In case the color format has changed we will need to create the texture.
if (!_cursor || _cursor->getFormat() != inputFormat) {
delete _cursor;
_cursor = nullptr;
GLenum glIntFormat, glFormat, glType;
Graphics::PixelFormat textureFormat;
if (inputFormat.bytesPerPixel == 1 || (inputFormat.aBits() && getGLPixelFormat(inputFormat, glIntFormat, glFormat, glType))) {
// There is two cases when we can use the cursor format directly.
// The first is when it's CLUT8, here color key handling can
// always be applied because we use the alpha channel of
// _defaultFormatAlpha for that.
// The other is when the input format has alpha bits and
// furthermore is directly supported.
textureFormat = inputFormat;
} else {
textureFormat = _defaultFormatAlpha;
}
_cursor = createSurface(textureFormat, true);
assert(_cursor);
_cursor->enableLinearFiltering(_currentState.filtering);
}
_cursor->allocate(w, h);
if (inputFormat.bytesPerPixel == 1) {
// For CLUT8 cursors we can simply copy the input data into the
// texture.
_cursor->copyRectToTexture(0, 0, w, h, buf, w * inputFormat.bytesPerPixel);
} else {
// Otherwise it is a bit more ugly because we have to handle a key
// color properly.
Graphics::Surface *dst = _cursor->getSurface();
const uint srcPitch = w * inputFormat.bytesPerPixel;
// Copy the cursor data to the actual texture surface. This will make
// sure that the data is also converted to the expected format.
Graphics::crossBlit((byte *)dst->getPixels(), (const byte *)buf, dst->pitch, srcPitch,
w, h, dst->format, inputFormat);
// We apply the color key by setting the alpha bits of the pixels to
// fully transparent.
const uint32 aMask = (0xFF >> dst->format.aLoss) << dst->format.aShift;
if (dst->format.bytesPerPixel == 2) {
if (inputFormat.bytesPerPixel == 2) {
applyColorKey<uint16, uint16>((uint16 *)dst->getPixels(), (const uint16 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
} else if (inputFormat.bytesPerPixel == 4) {
applyColorKey<uint16, uint32>((uint16 *)dst->getPixels(), (const uint32 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
}
} else {
if (inputFormat.bytesPerPixel == 2) {
applyColorKey<uint32, uint16>((uint32 *)dst->getPixels(), (const uint16 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
} else if (inputFormat.bytesPerPixel == 4) {
applyColorKey<uint32, uint32>((uint32 *)dst->getPixels(), (const uint32 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
}
}
// Flag the texture as dirty.
_cursor->flagDirty();
}
// In case we actually use a palette set that up properly.
if (inputFormat.bytesPerPixel == 1) {
updateCursorPalette();
}
recalculateCursorScaling();
}
void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
// FIXME: For some reason client code assumes that usage of this function
// automatically enables the cursor palette.
_cursorPaletteEnabled = true;
memcpy(_cursorPalette + start * 3, colors, num * 3);
updateCursorPalette();
}
void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
#ifdef USE_OSD
_osdMessageChangeRequest = true;
_osdMessageNextData = msg;
#endif
}
#ifdef USE_OSD
void OpenGLGraphicsManager::osdMessageUpdateSurface() {
// Split up the lines.
Common::Array<Common::String> osdLines;
Common::StringTokenizer tokenizer(_osdMessageNextData, "\n");
while (!tokenizer.empty()) {
osdLines.push_back(tokenizer.nextToken());
}
// Do the actual drawing like the SDL backend.
const Graphics::Font *font = getFontOSD();
// Determine a rect which would contain the message string (clipped to the
// screen dimensions).
const int vOffset = 6;
const int lineSpacing = 1;
const int lineHeight = font->getFontHeight() + 2 * lineSpacing;
uint width = 0;
uint height = lineHeight * osdLines.size() + 2 * vOffset;
for (uint i = 0; i < osdLines.size(); i++) {
width = MAX<uint>(width, font->getStringWidth(osdLines[i]) + 14);
}
// Clip the rect
width = MIN<uint>(width, _gameDrawRect.width());
height = MIN<uint>(height, _gameDrawRect.height());
delete _osdMessageSurface;
_osdMessageSurface = nullptr;
_osdMessageSurface = createSurface(_defaultFormatAlpha);
assert(_osdMessageSurface);
// We always filter the osd with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_osdMessageSurface->enableLinearFiltering(true);
_osdMessageSurface->allocate(width, height);
Graphics::Surface *dst = _osdMessageSurface->getSurface();
// Draw a dark gray rect.
const uint32 color = dst->format.RGBToColor(40, 40, 40);
dst->fillRect(Common::Rect(0, 0, width, height), color);
// Render the message in white
const uint32 white = dst->format.RGBToColor(255, 255, 255);
for (uint i = 0; i < osdLines.size(); ++i) {
font->drawString(dst, osdLines[i],
0, i * lineHeight + vOffset + lineSpacing, width,
white, Graphics::kTextAlignCenter);
}
_osdMessageSurface->updateGLTexture();
// Init the OSD display parameters.
_osdMessageAlpha = kOSDMessageInitialAlpha;
_osdMessageFadeStartTime = g_system->getMillis() + kOSDMessageFadeOutDelay;
// Clear the text update request
_osdMessageNextData.clear();
_osdMessageChangeRequest = false;
}
#endif
void OpenGLGraphicsManager::displayActivityIconOnOSD(const Graphics::Surface *icon) {
#ifdef USE_OSD
if (_osdIconSurface) {
delete _osdIconSurface;
_osdIconSurface = nullptr;
// Make sure the icon is cleared on the next update
_forceRedraw = true;
}
if (icon) {
Graphics::Surface *converted = icon->convertTo(_defaultFormatAlpha);
_osdIconSurface = createSurface(_defaultFormatAlpha);
assert(_osdIconSurface);
// We always filter the osd with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_osdIconSurface->enableLinearFiltering(true);
_osdIconSurface->allocate(converted->w, converted->h);
Graphics::Surface *dst = _osdIconSurface->getSurface();
// Copy the icon to the texture
dst->copyRectToSurface(*converted, 0, 0, Common::Rect(0, 0, converted->w, converted->h));
converted->free();
delete converted;
}
#endif
}
void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
assert(_gameScreen->hasPalette());
memcpy(_gamePalette + start * 3, colors, num * 3);
_gameScreen->setPalette(start, num, colors);
// We might need to update the cursor palette here.
updateCursorPalette();
}
void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) const {
assert(_gameScreen->hasPalette());
memcpy(colors, _gamePalette + start * 3, num * 3);
}
void OpenGLGraphicsManager::handleResizeImpl(const int width, const int height) {
// Setup backbuffer size.
_backBuffer.setDimensions(width, height);
uint overlayWidth = width;
uint overlayHeight = height;
// WORKAROUND: We can only support surfaces up to the maximum supported
// texture size. Thus, in case we encounter a physical size bigger than
// this maximum texture size we will simply use an overlay as big as
// possible and then scale it to the physical display size. This sounds
// bad but actually all recent chips should support full HD resolution
// anyway. Thus, it should not be a real issue for modern hardware.
if ( overlayWidth > (uint)g_context.maxTextureSize
|| overlayHeight > (uint)g_context.maxTextureSize) {
const frac_t outputAspect = intToFrac(_windowWidth) / _windowHeight;
if (outputAspect > (frac_t)FRAC_ONE) {
overlayWidth = g_context.maxTextureSize;
overlayHeight = intToFrac(overlayWidth) / outputAspect;
} else {
overlayHeight = g_context.maxTextureSize;
overlayWidth = fracToInt(overlayHeight * outputAspect);
}
}
// HACK: We limit the minimal overlay size to 256x200, which is the
// minimum of the dimensions of the two resolutions 256x240 (NES) and
// 320x200 (many DOS games use this). This hopefully assure that our
// GUI has working layouts.
overlayWidth = MAX<uint>(overlayWidth, 256);
overlayHeight = MAX<uint>(overlayHeight, 200);
if (!_overlay || _overlay->getFormat() != _defaultFormatAlpha) {
delete _overlay;
_overlay = nullptr;
_overlay = createSurface(_defaultFormatAlpha);
assert(_overlay);
// We always filter the overlay with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_overlay->enableLinearFiltering(true);
}
_overlay->allocate(overlayWidth, overlayHeight);
_overlay->fill(0);
// Re-setup the scaling for the screen and cursor
recalculateDisplayAreas();
recalculateCursorScaling();
// Something changed, so update the screen change ID.
++_screenChangeID;
}
void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha) {
// Initialize context for use.
initializeGLContext();
// Initialize pipeline.
delete _pipeline;
_pipeline = nullptr;
#if !USE_FORCED_GLES
if (g_context.shadersSupported) {
ShaderMan.notifyCreate();
_pipeline = new ShaderPipeline(ShaderMan.query(ShaderManager::kDefault));
}
#endif
#if !USE_FORCED_GLES2
if (_pipeline == nullptr) {
_pipeline = new FixedPipeline();
}
#endif
g_context.setPipeline(_pipeline);
// Disable 3D properties.
GL_CALL(glDisable(GL_CULL_FACE));
GL_CALL(glDisable(GL_DEPTH_TEST));
GL_CALL(glDisable(GL_DITHER));
g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, 1.0f);
GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// Setup backbuffer state.
// Default to black as clear color.
_backBuffer.setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Setup alpha blend (for overlay and cursor).
_backBuffer.enableBlend(true);
g_context.getActivePipeline()->setFramebuffer(&_backBuffer);
// We use a "pack" alignment (when reading from textures) to 4 here,
// since the only place where we really use it is the BMP screenshot
// code and that requires the same alignment too.
GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
// Refresh the output screen dimensions if some are set up.
if (_windowWidth != 0 && _windowHeight != 0) {
handleResize(_windowWidth, _windowHeight);
}
// TODO: Should we try to convert textures into one of those formats if
// possible? For example, when _gameScreen is CLUT8 we might want to use
// defaultFormat now.
_defaultFormat = defaultFormat;
_defaultFormatAlpha = defaultFormatAlpha;
if (_gameScreen) {
_gameScreen->recreate();
}
if (_overlay) {
_overlay->recreate();
}
if (_cursor) {
_cursor->recreate();
}
#ifdef USE_OSD
if (_osdMessageSurface) {
_osdMessageSurface->recreate();
}
if (_osdIconSurface) {
_osdIconSurface->recreate();
}
#endif
}
void OpenGLGraphicsManager::notifyContextDestroy() {
if (_gameScreen) {
_gameScreen->destroy();
}
if (_overlay) {
_overlay->destroy();
}
if (_cursor) {
_cursor->destroy();
}
#ifdef USE_OSD
if (_osdMessageSurface) {
_osdMessageSurface->destroy();
}
if (_osdIconSurface) {
_osdIconSurface->destroy();
}
#endif
#if !USE_FORCED_GLES
if (g_context.shadersSupported) {
ShaderMan.notifyDestroy();
}
#endif
// Destroy rendering pipeline.
g_context.setPipeline(nullptr);
delete _pipeline;
_pipeline = nullptr;
// Rest our context description since the context is gone soon.
g_context.reset();
}
Surface *OpenGLGraphicsManager::createSurface(const Graphics::PixelFormat &format, bool wantAlpha) {
GLenum glIntFormat, glFormat, glType;
if (format.bytesPerPixel == 1) {
#if !USE_FORCED_GLES
if (TextureCLUT8GPU::isSupportedByContext()) {
return new TextureCLUT8GPU();
}
#endif
const Graphics::PixelFormat &virtFormat = wantAlpha ? _defaultFormatAlpha : _defaultFormat;
const bool supported = getGLPixelFormat(virtFormat, glIntFormat, glFormat, glType);
if (!supported) {
return nullptr;
} else {
return new TextureCLUT8(glIntFormat, glFormat, glType, virtFormat);
}
#if !USE_FORCED_GL
} else if (isGLESContext() && format == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) {
// OpenGL ES does not support a texture format usable for RGB555.
// Since SCUMM uses this pixel format for some games (and there is no
// hope for this to change anytime soon) we use pixel format
// conversion to a supported texture format. However, this is a one
// time exception.
return new TextureRGB555();
#endif // !USE_FORCED_GL
} else {
const bool supported = getGLPixelFormat(format, glIntFormat, glFormat, glType);
if (!supported) {
return nullptr;
} else {
return new Texture(glIntFormat, glFormat, glType, format);
}
}
}
bool OpenGLGraphicsManager::getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const {
#ifdef SCUMM_LITTLE_ENDIAN
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
#else
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
#endif
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_BYTE;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565
glIntFormat = GL_RGB;
glFormat = GL_RGB;
glType = GL_UNSIGNED_SHORT_5_6_5;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGBA5551
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_5_5_5_1;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_4_4_4_4;
return true;
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
// The formats below are not supported by every GLES implementation.
// Thus, we do not mark them as supported when a GLES context is setup.
} else if (isGLESContext()) {
return false;
#ifdef SCUMM_LITTLE_ENDIAN
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_INT_8_8_8_8;
return true;
#endif
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
glIntFormat = GL_RGB;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12)) { // ARGB4444
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
return true;
#ifdef SCUMM_BIG_ENDIAN
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_INT_8_8_8_8_REV;
return true;
#endif
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) { // BGRA8888
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_INT_8_8_8_8;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0)) { // BGR565
glIntFormat = GL_RGB;
glFormat = GL_RGB;
glType = GL_UNSIGNED_SHORT_5_6_5_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_5_5_5_1;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12)) { // ABGR4444
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0)) { // BGRA4444
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_4_4_4_4;
return true;
#endif // !USE_FORCED_GLES && !USE_FORCED_GLES2
} else {
return false;
}
}
bool OpenGLGraphicsManager::gameNeedsAspectRatioCorrection() const {
if (_currentState.aspectRatioCorrection) {
const uint width = getWidth();
const uint height = getHeight();
// In case we enable aspect ratio correction we force a 4/3 ratio.
// But just for 320x200 and 640x400 games, since other games do not need
// this.
return (width == 320 && height == 200) || (width == 640 && height == 400);
}
return false;
}
void OpenGLGraphicsManager::recalculateDisplayAreas() {
if (!_gameScreen) {
return;
}
WindowedGraphicsManager::recalculateDisplayAreas();
// Setup drawing limitation for game graphics.
// This involves some trickery because OpenGL's viewport coordinate system
// is upside down compared to ours.
_backBuffer.setScissorBox(_gameDrawRect.left,
_windowHeight - _gameDrawRect.height() - _gameDrawRect.top,
_gameDrawRect.width(),
_gameDrawRect.height());
// Update the cursor position to adjust for new display area.
setMousePosition(_cursorX, _cursorY);
// Force a redraw to assure screen is properly redrawn.
_forceRedraw = true;
}
void OpenGLGraphicsManager::updateCursorPalette() {
if (!_cursor || !_cursor->hasPalette()) {
return;
}
if (_cursorPaletteEnabled) {
_cursor->setPalette(0, 256, _cursorPalette);
} else {
_cursor->setPalette(0, 256, _gamePalette);
}
_cursor->setColorKey(_cursorKeyColor);
}
void OpenGLGraphicsManager::recalculateCursorScaling() {
if (!_cursor || !_gameScreen) {
return;
}
// By default we use the unscaled versions.
_cursorHotspotXScaled = _cursorHotspotX;
_cursorHotspotYScaled = _cursorHotspotY;
_cursorWidthScaled = _cursor->getWidth();
_cursorHeightScaled = _cursor->getHeight();
// In case scaling is actually enabled we will scale the cursor according
// to the game screen.
if (!_cursorDontScale) {
const frac_t screenScaleFactorX = intToFrac(_gameDrawRect.width()) / _gameScreen->getWidth();
const frac_t screenScaleFactorY = intToFrac(_gameDrawRect.height()) / _gameScreen->getHeight();
_cursorHotspotXScaled = fracToInt(_cursorHotspotXScaled * screenScaleFactorX);
_cursorWidthScaled = fracToInt(_cursorWidthScaled * screenScaleFactorX);
_cursorHotspotYScaled = fracToInt(_cursorHotspotYScaled * screenScaleFactorY);
_cursorHeightScaled = fracToInt(_cursorHeightScaled * screenScaleFactorY);
}
}
#ifdef USE_OSD
const Graphics::Font *OpenGLGraphicsManager::getFontOSD() const {
return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
}
#endif
bool OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const {
const uint width = _windowWidth;
const uint height = _windowHeight;
// A line of a BMP image must have a size divisible by 4.
// We calculate the padding bytes needed here.
// Since we use a 3 byte per pixel mode, we can use width % 4 here, since
// it is equal to 4 - (width * 3) % 4. (4 - (width * Bpp) % 4, is the
// usual way of computing the padding bytes required).
// GL_PACK_ALIGNMENT is 4, so this line padding is required for PNG too
const uint linePaddingSize = width % 4;
const uint lineSize = width * 3 + linePaddingSize;
Common::DumpFile out;
if (!out.open(filename)) {
return false;
}
Common::Array<uint8> pixels;
pixels.resize(lineSize * height);
GL_CALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, &pixels.front()));
#ifdef USE_PNG
const Graphics::PixelFormat format(3, 8, 8, 8, 0, 16, 8, 0, 0);
Graphics::Surface data;
data.init(width, height, lineSize, &pixels.front(), format);
return Image::writePNG(out, data, true);
#else
// BMP stores as BGR. Since we can't assume that GL_BGR is supported we
// will swap the components from the RGB we read to BGR on our own.
for (uint y = height; y-- > 0;) {
uint8 *line = &pixels.front() + y * lineSize;
for (uint x = width; x > 0; --x, line += 3) {
SWAP(line[0], line[2]);
}
}
out.writeByte('B');
out.writeByte('M');
out.writeUint32LE(height * lineSize + 54);
out.writeUint32LE(0);
out.writeUint32LE(54);
out.writeUint32LE(40);
out.writeUint32LE(width);
out.writeUint32LE(height);
out.writeUint16LE(1);
out.writeUint16LE(24);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.write(&pixels.front(), pixels.size());
return true;
#endif
}
} // End of namespace OpenGL