mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 14:14:43 +00:00
028d2e2604
svn-id: r4633
356 lines
9.9 KiB
C++
356 lines
9.9 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001/2002 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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*/
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// FrameBuffer renderer in an OpenGL texture
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// Andre Souza <asouza@olinux.com.br>
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#include <SDL.h>
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#include <SDL_opengl.h>
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#include <stdlib.h>
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#include <string.h>
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// FLAGS
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#define FB2GL_FS 1 // FULLSCREEN
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#define FB2GL_RGBA 2 // Use RGBA (else use palette)
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#define FB2GL_320 4 // 320x256 texture (else use 256x256)
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#define FB2GL_AUDIO 8 // Activate SDL Audio
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#define FB2GL_PITCH 16 // On fb2l_update, use pitch (else bytes per pixel)
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#define FB2GL_EXPAND 32 // Create a RGB fb with the color lookup table
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// This extension isn't defined in OpenGL 1.1
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#ifndef GL_EXT_paletted_texture
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#define GL_EXT_paletted_texture 1
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#endif
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class FB2GL {
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private:
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// Framebuffer for 8 bpp
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unsigned char ogl_fb[256][256];
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unsigned char ogl_fbb[256][64];
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// Framebuffer for RGBA */
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unsigned char ogl_fb1[256][256][4];
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unsigned char ogl_fb2[256][64][4];
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// Texture(s)
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GLuint texture;
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GLuint textureb;
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// Display list
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GLuint dlist;
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// Color Table (256 colors, RGB)
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char ogl_ctable[256][3];
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char ogl_temp_ctable[256][3]; // Support for OpenGL 1.1
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char flags;
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void maketex();
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void makedlist(int xf, int yf);
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void display();
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public:
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SDL_Surface *screen;
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FB2GL() {
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flags=0;
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screen=NULL;
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}
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int init(int width, int height, int xfix, int yfix, char _flags);
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void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
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void palette(int index, int r, int g, int b);
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void setPalette(int first, int ncolors);
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};
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void FB2GL::maketex()
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{
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glGenTextures(0,&texture);
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glBindTexture(GL_TEXTURE_2D,texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,256,256,0,GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
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}
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if (flags & FB2GL_320) {
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glGenTextures(1,&textureb);
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glBindTexture(GL_TEXTURE_2D,textureb);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,256,0,GL_RGBA,
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GL_UNSIGNED_BYTE, ogl_fb2);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,64,256,0,GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, ogl_fbb);
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}
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}
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}
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void FB2GL::makedlist(int xf, int yf)
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{
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double xfix=(double)xf/128; // 128 = 256/2 (half texture => 0.0 to 1.0)
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double yfix=(double)yf/128;
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// End of 256x256 (from -1.0 to 1.0)
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double texend = (double)96/160; // 160=320/2 (== 0.0), 256-160=96.
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dlist=glGenLists(1);
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glNewList(dlist,GL_COMPILE);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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if (!(flags & FB2GL_320)) { // Normal 256x256
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glBegin(GL_QUADS);
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glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left
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glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left
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glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right
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glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right
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glEnd();
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}
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else { // 320x256
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// First, the 256x256 texture
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glBegin(GL_QUADS);
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glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left
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glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left
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glTexCoord2f(1.0,0.0); glVertex2f(texend+xfix,1.0); // lower right
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glTexCoord2f(1.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper right
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glEnd();
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// 64x256
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glBindTexture(GL_TEXTURE_2D, textureb);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper left
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glTexCoord2f(0.0,0.0); glVertex2f(texend+xfix,1.0); // lower left
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glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right
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glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right
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glEnd();
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}
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glDisable(GL_TEXTURE_2D);
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glEndList();
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}
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int FB2GL::init(int width, int height, int xfix, int yfix, char _flags)
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{
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char gl_ext[4096];
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gl_ext[0]='\0';
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flags = _flags;
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// Fullscreen?
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if ((flags & FB2GL_FS) && !screen) {
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screen = SDL_SetVideoMode(width, height, 0, SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_FULLSCREEN);
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}
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else if (!screen) {
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screen = SDL_SetVideoMode(width, height, 0, SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER);
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}
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if (!screen) {
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fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
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return 0;
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}
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if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
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strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
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fprintf(stderr,"gl_ext= %s\n",gl_ext);
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if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
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glEnable(GL_EXT_paletted_texture);
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else {
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fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n");
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return 0;
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}
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}
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maketex();
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makedlist(xfix, yfix);
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return 1;
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}
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void FB2GL::display()
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{
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glCallList(dlist);
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SDL_GL_SwapBuffers();
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}
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void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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unsigned char *fb1=(unsigned char *)fb;
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int x,y,scr_pitch,byte=0;
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if (flags & FB2GL_PITCH) scr_pitch=pitch;
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else {
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scr_pitch=w*pitch;
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byte = pitch; // Bytes perl pixel (for RGBA mode)
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}
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if (flags & FB2GL_RGBA) {
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if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb
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for (y=yskip; y<h; y++) {
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for (x=xskip; x<w; x++) {
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if (x<256) {
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ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
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ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
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}
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else {
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ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
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ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
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}
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}
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fb1 += scr_pitch;
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}
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}
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else { // No expansion
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for (y=yskip; y<h; y++) {
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for (x=xskip; x<w; x++) {
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if (x<256) {
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ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
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ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
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ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
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}
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else {
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ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
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ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
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ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
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}
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}
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fb1 += scr_pitch;
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}
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}
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D,texture);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA,
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GL_UNSIGNED_BYTE,ogl_fb1);
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if (flags & FB2GL_320) {
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D,textureb);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA,
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GL_UNSIGNED_BYTE,ogl_fb2);
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}
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}
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else { // non RGBA (paletted)
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for (y=0; y<h; y++)
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for (x=0; x<w; x++) {
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if (x<256) {
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ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
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}
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else {
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ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
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}
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}
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D,texture);
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,
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GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb);
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if (flags & FB2GL_320) {
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D,textureb);
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,
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GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
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}
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}
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display();
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}
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void FB2GL::palette(int i, int r, int g, int b) {
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if (flags & FB2GL_EXPAND) {
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ogl_temp_ctable[i][0]=r;
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ogl_temp_ctable[i][1]=g;
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ogl_temp_ctable[i][2]=b;
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}
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else { // Paletted texture
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ogl_ctable[i][0]=r;
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ogl_ctable[i][1]=g;
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ogl_ctable[i][2]=b;
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}
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}
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void FB2GL::setPalette(int f, int n) {
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char temp[256][3];
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int i;
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if (flags & FB2GL_EXPAND) {
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for (i=f; i<n; i++) {
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ogl_ctable[i][0] = ogl_temp_ctable[i][0];
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ogl_ctable[i][1] = ogl_temp_ctable[i][1];
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ogl_ctable[i][2] = ogl_temp_ctable[i][2];
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}
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}
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else { // Paletted texture
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glBindTexture(GL_TEXTURE_2D,texture);
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glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp);
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for (i=f; i<n; i++) {
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temp[i][0] = ogl_ctable[i][0];
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temp[i][1] = ogl_ctable[i][1];
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temp[i][2] = ogl_ctable[i][2];
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}
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glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
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if (flags & FB2GL_320) {
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glBindTexture(GL_TEXTURE_2D,textureb);
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glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
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}
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}
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}
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