scummvm/fb2opengl.h

356 lines
9.9 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
// This extension isn't defined in OpenGL 1.1
#ifndef GL_EXT_paletted_texture
#define GL_EXT_paletted_texture 1
#endif
class FB2GL {
private:
// 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
char flags;
void maketex();
void makedlist(int xf, int yf);
void display();
public:
SDL_Surface *screen;
FB2GL() {
flags=0;
screen=NULL;
}
int init(int width, int height, int xfix, int yfix, char _flags);
void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
void palette(int index, int r, int g, int b);
void setPalette(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);
// Bilinear filtering
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 (flags & 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 (flags & FB2GL_320) {
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);
// Bilinear filtering
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 (flags & 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;
// End of 256x256 (from -1.0 to 1.0)
double texend = (double)96/160; // 160=320/2 (== 0.0), 256-160=96.
dlist=glGenLists(1);
glNewList(dlist,GL_COMPILE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
if (!(flags & FB2GL_320)) { // 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();
}
int FB2GL::init(int width, int height, int xfix, int yfix, char _flags)
{
char gl_ext[4096];
gl_ext[0]='\0';
flags = _flags;
// Fullscreen?
if ((flags & FB2GL_FS) && !screen) {
screen = SDL_SetVideoMode(width, height, 0, SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_FULLSCREEN);
}
else if (!screen) {
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);
return 0;
}
if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
fprintf(stderr,"gl_ext= %s\n",gl_ext);
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");
return 0;
}
}
maketex();
makedlist(xfix, yfix);
return 1;
}
void FB2GL::display()
{
glCallList(dlist);
SDL_GL_SwapBuffers();
}
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 (flags & FB2GL_PITCH) scr_pitch=pitch;
else {
scr_pitch=w*pitch;
byte = pitch; // Bytes perl pixel (for RGBA mode)
}
if (flags & FB2GL_RGBA) {
if (flags & 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];
}
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];
}
}
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);
}
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);
}
}
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 (flags & FB2GL_320) {
// 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 (paletted)
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 (flags & FB2GL_320) {
// 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);
}
}
display();
}
void FB2GL::palette(int i, int r, int g, int b) {
if (flags & FB2GL_EXPAND) {
ogl_temp_ctable[i][0]=r;
ogl_temp_ctable[i][1]=g;
ogl_temp_ctable[i][2]=b;
}
else { // Paletted texture
ogl_ctable[i][0]=r;
ogl_ctable[i][1]=g;
ogl_ctable[i][2]=b;
}
}
void FB2GL::setPalette(int f, int n) {
char temp[256][3];
int i;
if (flags & FB2GL_EXPAND) {
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 { // Paletted texture
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 (flags & FB2GL_320) {
glBindTexture(GL_TEXTURE_2D,textureb);
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
}
}
}