scummvm/fb2opengl.h
2002-07-04 10:17:56 +00:00

366 lines
10 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.
*
*/
/* FrameBuffer renderer in an OpenGL texture
Andre Souza <asouza@olinux.com.br> */
#include <SDL.h>
#include <SDL_opengl.h>
#include <stdlib.h>
#include <string.h>
/* FLAGS */
#define FB2GL_FS 1 /* FULLSCREEN */
#define FB2GL_RGBA 2 /* Use RGBA (else use palette) */
#define FB2GL_320 4 /* 320x256 texture (else use 256x256) */
#define FB2GL_AUDIO 8 /* Activate SDL Audio */
#define FB2GL_PITCH 16 /* On fb2l_update, use pitch (else bytes per pixel) */
#define FB2GL_EXPAND 32 /* Create a RGB fb with the color lookup table*/
/* Framebuffer for 8 bpp */
unsigned char ogl_fb[256][256];
unsigned char ogl_fbb[256][64];
/* Framebuffer for RGBA */
unsigned char ogl_fb1[256][256][4];
unsigned char ogl_fb2[256][64][4];
/* Texture(s) */
GLuint texture;
GLuint textureb;
/* Display list */
GLuint dlist;
/* Color Table (256 colors, RGB) */
char ogl_ctable[256][3];
char ogl_temp_ctable[256][3]; /* Support for OpenGL 1.1 */
/* Use RGBA? */
char fb2gl_RGBA=0;
/* If so, expand the 8 bit fb to RGB? */
char fb2gl_expand=0;
/* 320x256? */
char fb2gl_t320=0;
/* Use pitch? Else, bytes per pixel */
char use_pitch=0;
/* Methods */
void fb2gl_maketex();
void fb2gl_makedlist(int xf, int yf);
void fb2gl_display();
/* Public */
SDL_Surface *screen;
void fb2gl_init(int width, int height, int xfix, int yfix, char flags);
void fb2gl_update(void *fb, int width, int height, int pitch, int xskip, int yskip);
void fb2gl_palette(int index, int r, int g, int b);
void fb2gl_set_palette(int first, int ncolors);
void fb2gl_maketex()
{
glGenTextures(0,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
*/
if (fb2gl_RGBA) {
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
}
else {
glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,256,256,0,GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
}
if (fb2gl_t320) {
glGenTextures(1,&textureb);
glBindTexture(GL_TEXTURE_2D,textureb);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
*/
if (fb2gl_RGBA) {
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,256,0,GL_RGBA,
GL_UNSIGNED_BYTE, ogl_fb2);
}
else {
glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,64,256,0,GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, ogl_fbb);
}
}
}
void fb2gl_makedlist(int xf, int yf)
{
double xfix=(double)xf/128; /* 128 = 256/2 (half texture => 0.0 to 1.0) */
double yfix=(double)yf/128;
double texend = (double)615/1024; /* End of 256x256 (from -1.0 to 1.0) */
dlist=glGenLists(1);
glNewList(dlist,GL_COMPILE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
if (!fb2gl_t320) { /* Normal 256x256 */
glBegin(GL_QUADS);
glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); /* upper left */
glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); /* lower left */
glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); /* lower right */
glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); /* upper right */
glEnd();
}
else { /* 320x256 */
/* First, the 256x256 texture */
glBegin(GL_QUADS);
glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); /* upper left */
glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); /* lower left */
glTexCoord2f(1.0,0.0); glVertex2f(texend+xfix,1.0); /* lower right */
glTexCoord2f(1.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); /* upper right*/
glEnd();
/* 64x256 */
glBindTexture(GL_TEXTURE_2D, textureb);
glBegin(GL_QUADS);
glTexCoord2f(0.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); /* upper left */
glTexCoord2f(0.0,0.0); glVertex2f(texend+xfix,1.0); /* lower left */
glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); /* lower right */
glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); /* upper right */
glEnd();
}
glDisable(GL_TEXTURE_2D);
glEndList();
}
void fb2gl_init(int width, int height, int xfix, int yfix, char flags)
{
char fs=0;
char audio=0;
char gl_ext[4096];
/* Test the flags */
if (flags & FB2GL_FS) fs=1; else fs=0;
if (flags & FB2GL_RGBA) fb2gl_RGBA=1; else fb2gl_RGBA=0;
if (flags & FB2GL_320) fb2gl_t320=1; else fb2gl_t320=0;
if (flags & FB2GL_AUDIO) audio=1; else audio=0;
if (flags & FB2GL_PITCH) use_pitch=1; else use_pitch=0;
if (flags & FB2GL_EXPAND) fb2gl_expand=1; else fb2gl_expand=0;
/*
if (audio) SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
else SDL_Init(SDL_INIT_VIDEO);
atexit(SDL_Quit);
*/
if (fs) {
screen = SDL_SetVideoMode(width, height, 0, SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_FULLSCREEN);
}
else {
screen = SDL_SetVideoMode(width, height, 0, SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER);
}
if (!screen) {
fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
}
#ifndef OGL_1_1
if (!fb2gl_RGBA) {
/* Paletted Texture Extension */
strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
glEnable(GL_EXT_paletted_texture);
else {
fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n");
exit(0);
}
}
#endif
fb2gl_maketex();
fb2gl_makedlist(xfix, yfix);
}
void fb2gl_display()
{
glCallList(dlist);
SDL_GL_SwapBuffers();
}
/* Changed the way xskip and yskip work for use with scummvm (shaking) */
void fb2gl_update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
unsigned char *fb1=(unsigned char *)fb;
int x,y,scr_pitch,byte=0;
if (use_pitch) scr_pitch=pitch;
else {
scr_pitch=w*pitch;
byte = pitch; /* Bytes perl pixel (for RGBA mode) */
}
if (fb2gl_RGBA) {
if (fb2gl_expand) { /* Expand the 8 bit fb into a RGB fb */
for (y=yskip; y<h; y++) {
for (x=xskip; x<w; x++) {
if (x<256) {
ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
/* ogl_fb1[y-yskip][x-xskip][3]=255; */
}
else {
ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
/* ogl_fb2[y-yskip][x-256][3]=255; */
}
}
fb1 += scr_pitch;
}
}
else { /* No expansion */
for (y=yskip; y<h; y++) {
for (x=xskip; x<w; x++) {
if (x<256) {
ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
/* ogl_fb1[y-yskip][x-xskip][3]=255; */
}
else {
ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
/* ogl_fb2[y-yskip][x-256][3]=255; */
}
}
fb1 += scr_pitch;
}
}
/* Update 256x256 texture */
glBindTexture(GL_TEXTURE_2D,texture);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA,
GL_UNSIGNED_BYTE,ogl_fb1);
if (fb2gl_t320) {
/* Update 64x256 texture */
glBindTexture(GL_TEXTURE_2D,textureb);
glFlush();
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA,
GL_UNSIGNED_BYTE,ogl_fb2);
}
}
else { /* non RGBA */
for (y=0; y<h; y++)
for (x=0; x<w; x++) {
if (x<256) {
ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
}
else {
ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
}
}
/* Update 256x256 texture */
glBindTexture(GL_TEXTURE_2D,texture);
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,
GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb);
if (fb2gl_t320) {
/* Update 64x256 texture */
glBindTexture(GL_TEXTURE_2D,textureb);
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,
GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
}
}
fb2gl_display();
}
void fb2gl_palette(int i, int r, int g, int b) {
#ifdef OGL_1_1
ogl_temp_ctable[i][0]=r;
ogl_temp_ctable[i][1]=g;
ogl_temp_ctable[i][2]=b;
#else
ogl_ctable[i][0]=r;
ogl_ctable[i][1]=g;
ogl_ctable[i][2]=b;
#endif
}
void fb2gl_set_palette(int f, int n) {
char temp[256][3];
int i;
#ifdef OGL_1_1
/* No ColorTable Extension. Expand option MUST be set. */
for (i=f; i<n; i++) {
ogl_ctable[i][0] = ogl_temp_ctable[i][0];
ogl_ctable[i][1] = ogl_temp_ctable[i][1];
ogl_ctable[i][2] = ogl_temp_ctable[i][2];
}
#else
if (!fb2gl_expand)
{
glBindTexture(GL_TEXTURE_2D,texture);
glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp);
for (i=f; i<n; i++) {
temp[i][0] = ogl_ctable[i][0];
temp[i][1] = ogl_ctable[i][1];
temp[i][2] = ogl_ctable[i][2];
}
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
if (fb2gl_t320) {
glBindTexture(GL_TEXTURE_2D,textureb);
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
}
}
#endif
}