mirror of https://github.com/stella-emu/stella.git
First pass at fixing OpenGL mode. There are still several issues with
the UI stuff, but at least emulation mode is now working. But for some strange reason, starting a ROM from the commandline gives a blank screen, while it works fine from the ROM launcher. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1549 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
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commit
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGL.cxx,v 1.105 2008-08-04 11:56:11 stephena Exp $
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// $Id: FrameBufferGL.cxx,v 1.106 2008-08-05 12:54:47 stephena Exp $
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//============================================================================
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#ifdef DISPLAY_OPENGL
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@ -72,7 +72,7 @@ static void (APIENTRY* p_glTexParameteri)( GLenum, GLenum, GLint );
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FrameBufferGL::FrameBufferGL(OSystem* osystem)
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: FrameBuffer(osystem),
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myTexture(NULL),
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myTiaSurface(NULL),
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myHaveTexRectEXT(false),
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myFilterParamName("GL_NEAREST"),
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myWidthScaleFactor(1.0),
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@ -84,10 +84,6 @@ FrameBufferGL::FrameBufferGL(OSystem* osystem)
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FrameBufferGL::~FrameBufferGL()
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{
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if(myTexture)
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SDL_FreeSurface(myTexture);
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p_glDeleteTextures(1, &myBuffer.texture);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -236,24 +232,18 @@ string FrameBufferGL::about() const
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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bool FrameBufferGL::setVidMode(VideoMode& mode)
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{
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return false;
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#if 0
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bool inUIMode =
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myOSystem->eventHandler().state() == EventHandler::S_LAUNCHER ||
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myOSystem->eventHandler().state() == EventHandler::S_DEBUGGER;
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myScreenDim.x = myScreenDim.y = 0;
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myScreenDim.w = mode.screen_w;
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myScreenDim.h = mode.screen_h;
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myImageDim.x = mode.image_x;
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myImageDim.y = mode.image_y;
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myImageDim.w = mode.image_w;
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myImageDim.h = mode.image_h;
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// Grab the initial width and height before it's updated below
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uInt32 baseWidth = mode.image_w / mode.gfxmode.zoom;
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uInt32 baseHeight = mode.image_h / mode.gfxmode.zoom;
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// FIXME - look at actual videomode type
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// Normally, we just scale to the given zoom level
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myWidthScaleFactor = (float) mode.zoom;
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myHeightScaleFactor = (float) mode.zoom;
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myWidthScaleFactor = (float) mode.gfxmode.zoom;
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myHeightScaleFactor = (float) mode.gfxmode.zoom;
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// Activate aspect ratio correction in TIA mode
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int iaspect = myOSystem->settings().getInt("gl_aspect");
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@ -261,13 +251,13 @@ return false;
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{
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float aspectFactor = float(iaspect) / 100.0;
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myWidthScaleFactor *= aspectFactor;
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myImageDim.w = (uInt16)(float(myImageDim.w) * aspectFactor);
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mode.image_w = (uInt16)(float(mode.image_w) * aspectFactor);
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}
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// Activate stretching if its been requested in fullscreen mode
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float stretchFactor = 1.0;
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if(fullScreen() && (myImageDim.w < myScreenDim.w) &&
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(myImageDim.h < myScreenDim.h))
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if(fullScreen() && (mode.image_w < mode.screen_w) &&
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(mode.image_h < mode.screen_h))
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{
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const string& gl_fsmax = myOSystem->settings().getString("gl_fsmax");
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@ -276,24 +266,24 @@ return false;
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(inUIMode && gl_fsmax == "ui") ||
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(!inUIMode && gl_fsmax == "tia"))
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{
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float scaleX = float(myImageDim.w) / myScreenDim.w;
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float scaleY = float(myImageDim.h) / myScreenDim.h;
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float scaleX = float(mode.image_w) / mode.screen_w;
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float scaleY = float(mode.image_h) / mode.screen_h;
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if(scaleX > scaleY)
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stretchFactor = float(myScreenDim.w) / myImageDim.w;
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stretchFactor = float(mode.screen_w) / mode.image_w;
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else
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stretchFactor = float(myScreenDim.h) / myImageDim.h;
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stretchFactor = float(mode.screen_h) / mode.image_h;
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}
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}
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myWidthScaleFactor *= stretchFactor;
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myHeightScaleFactor *= stretchFactor;
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// Now re-calculate the dimensions
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myImageDim.w = (Uint16) (stretchFactor * myImageDim.w);
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myImageDim.h = (Uint16) (stretchFactor * myImageDim.h);
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if(!fullScreen()) myScreenDim.w = myImageDim.w;
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myImageDim.x = (myScreenDim.w - myImageDim.w) / 2;
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myImageDim.y = (myScreenDim.h - myImageDim.h) / 2;
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mode.image_w = (Uint16) (stretchFactor * mode.image_w);
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mode.image_h = (Uint16) (stretchFactor * mode.image_h);
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if(!fullScreen()) mode.screen_w = mode.image_w;
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mode.image_x = (mode.screen_w - mode.image_w) / 2;
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mode.image_y = (mode.screen_h - mode.image_h) / 2;
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, myRGB[0] );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, myRGB[1] );
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@ -308,7 +298,7 @@ return false;
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SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, vsync );
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// Create screen containing GL context
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myScreen = SDL_SetVideoMode(myScreenDim.w, myScreenDim.h, 0, mySDLFlags);
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myScreen = SDL_SetVideoMode(mode.screen_w, mode.screen_h, 0, mySDLFlags);
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if(myScreen == NULL)
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{
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cerr << "ERROR: Unable to open SDL window: " << SDL_GetError() << endl;
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@ -331,7 +321,7 @@ return false;
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myHaveTexRectEXT = false;
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// Initialize GL display
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p_glViewport(myImageDim.x, myImageDim.y, myImageDim.w, myImageDim.h);
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p_glViewport(mode.image_x, mode.image_y, mode.image_w, mode.image_h);
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p_glShadeModel(GL_FLAT);
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p_glDisable(GL_CULL_FACE);
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p_glDisable(GL_DEPTH_TEST);
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@ -341,14 +331,21 @@ return false;
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p_glMatrixMode(GL_PROJECTION);
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p_glLoadIdentity();
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p_glOrtho(0.0, myImageDim.w, myImageDim.h, 0.0, 0.0, 1.0);
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p_glOrtho(0.0, mode.image_w, mode.image_h, 0.0, 0.0, 1.0);
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p_glMatrixMode(GL_MODELVIEW);
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p_glLoadIdentity();
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// Allocate GL textures
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createTextures();
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cerr << "dimensions: " << endl
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<< " basew = " << baseWidth << endl
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<< " baseh = " << baseHeight << endl
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<< " imagew = " << mode.image_w << endl
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<< " imageh = " << mode.image_h << endl
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<< endl;
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p_glEnable(myBuffer.target);
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delete myTiaSurface;
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myTiaSurface = new FBSurfaceGL(*this, baseWidth, baseHeight,
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mode.image_w, mode.image_h);
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// Make sure any old parts of the screen are erased
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p_glClear(GL_COLOR_BUFFER_BIT);
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p_glClear(GL_COLOR_BUFFER_BIT);
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return true;
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#endif
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -369,7 +365,8 @@ void FrameBufferGL::drawMediaSource()
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uInt8* previousFrame = mediasrc.previousFrameBuffer();
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uInt32 width = mediasrc.width();
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uInt32 height = mediasrc.height();
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uInt16* buffer = (uInt16*) myTexture->pixels;
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uInt32 pitch = myTiaSurface->pitch();
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uInt16* buffer = (uInt16*) myTiaSurface->pixels();
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// TODO - is this fast enough?
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if(!myUsePhosphor)
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@ -397,7 +394,7 @@ void FrameBufferGL::drawMediaSource()
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pos += 2;
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}
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bufofsY += width;
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screenofsY += myBuffer.pitch;
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screenofsY += pitch;
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}
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}
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else
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@ -421,9 +418,13 @@ void FrameBufferGL::drawMediaSource()
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buffer[pos++] = (uInt16) myAvgPalette[v][w];
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}
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bufofsY += width;
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screenofsY += myBuffer.pitch;
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screenofsY += pitch;
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}
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}
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// And blit the surface
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myTiaSurface->addDirtyRect(0, 0, 0, 0);
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myTiaSurface->update();
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -431,27 +432,8 @@ void FrameBufferGL::postFrameUpdate()
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{
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if(myDirtyFlag)
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{
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// Texturemap complete texture to surface so we have free scaling
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// and antialiasing
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// FIXME uInt32 w = myImageDim.w, h = myImageDim.h;
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uInt32 w = 0, h = 0;
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p_glTexSubImage2D(myBuffer.target, 0, 0, 0,
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myBuffer.texture_width, myBuffer.texture_height,
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myBuffer.format, myBuffer.type, myBuffer.pixels);
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p_glBegin(GL_QUADS);
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p_glTexCoord2f(myBuffer.tex_coord[0], myBuffer.tex_coord[1]); p_glVertex2i(0, 0);
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p_glTexCoord2f(myBuffer.tex_coord[2], myBuffer.tex_coord[1]); p_glVertex2i(w, 0);
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p_glTexCoord2f(myBuffer.tex_coord[2], myBuffer.tex_coord[3]); p_glVertex2i(w, h);
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p_glTexCoord2f(myBuffer.tex_coord[0], myBuffer.tex_coord[3]); p_glVertex2i(0, h);
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p_glEnd();
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// Overlay UI dialog boxes
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// Now show all changes made to the texture
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SDL_GL_SwapBuffers();
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myDirtyFlag = false;
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}
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}
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@ -465,9 +447,16 @@ void FrameBufferGL::enablePhosphor(bool enable, int blend)
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myRedrawEntireFrame = true;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Uint32 FrameBufferGL::mapRGB(Uint8 r, Uint8 g, Uint8 b) const
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{
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return myTiaSurface->mapRGB(r, g, b);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FrameBufferGL::toggleFilter()
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{
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/*
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if(myBuffer.filter == GL_NEAREST)
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{
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myBuffer.filter = GL_LINEAR;
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// The filtering has changed, so redraw the entire screen
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myRedrawEntireFrame = true;
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*/
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FBSurface* FrameBufferGL::createSurface(int w, int h, bool isBase) const
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{
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return 0;
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#if 0
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SDL_PixelFormat* fmt = myTexture->format;
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SDL_Surface* data =
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SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16,
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fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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return data ? new GUI::Surface(width, height, data) : NULL;
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/*
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SDL_Surface* surface = isBase ? myScreen :
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SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, myFormat->BitsPerPixel,
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myFormat->Rmask, myFormat->Gmask, myFormat->Bmask,
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myFormat->Amask);
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return new FBSurfaceSoft(*this, surface, w, h, isBase);
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*/
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#endif
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// Ignore 'isBase' argument; all GL surfaces are separate
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// Also, since this method will only be called for use in external
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// dialogs which cannot be scaled, the base and scaled parameters
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// are equal
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return new FBSurfaceGL((FrameBufferGL&)*this, w, h, w, h);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -532,59 +509,148 @@ void FrameBufferGL::scanline(uInt32 row, uInt8* data) const
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FBSurfaceGL::FBSurfaceGL(const FrameBufferGL& buffer, SDL_Surface* surface,
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uInt32 w, uInt32 h, bool isBase)
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: myFB(buffer)
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FBSurfaceGL::FBSurfaceGL(FrameBufferGL& buffer,
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uInt32 baseWidth, uInt32 baseHeight,
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uInt32 scaleWidth, uInt32 scaleHeight)
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: myFB(buffer),
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myWidth(scaleWidth),
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myHeight(scaleHeight)
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{
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// Fill buffer struct with valid data
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// This changes depending on the texturing used
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myTexCoord[0] = 0.0f;
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myTexCoord[1] = 0.0f;
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if(1)// FIXME myHaveTexRectEXT)
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{
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myTexWidth = baseWidth;
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myTexHeight = baseHeight;
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myTexTarget = GL_TEXTURE_RECTANGLE_ARB;
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myTexCoord[2] = (GLfloat) myTexWidth;
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myTexCoord[3] = (GLfloat) myTexHeight;
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}
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else
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{
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myTexWidth = power_of_two(baseWidth);
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myTexHeight = power_of_two(baseHeight);
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myTexTarget = GL_TEXTURE_2D;
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myTexCoord[2] = (GLfloat) baseWidth / myTexWidth;
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myTexCoord[3] = (GLfloat) baseHeight / myTexHeight;
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}
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// Create a texture that best suits the current display depth and system
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// This code needs to be Apple-specific, otherwise performance is
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// terrible on a Mac Mini
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#if defined(MAC_OSX)
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
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myTexWidth, myTexHeight, 16,
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0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
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#else
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
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myTexWidth, myTexHeight, 16,
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0x0000f800, 0x000007e0, 0x0000001f, 0x00000000);
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#endif
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switch(myTexture->format->BytesPerPixel)
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{
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case 2: // 16-bit
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myPitch = myTexture->pitch/2;
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break;
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case 3: // 24-bit
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myPitch = myTexture->pitch;
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break;
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case 4: // 32-bit
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myPitch = myTexture->pitch/4;
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break;
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default:
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break;
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}
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/*
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// Create an OpenGL texture from the SDL texture
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const string& filter = myOSystem->settings().getString("gl_filter");
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if(filter == "linear")
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{
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myBuffer.filter = GL_LINEAR;
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myFilterParamName = "GL_LINEAR";
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}
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else if(filter == "nearest")
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{
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myBuffer.filter = GL_NEAREST;
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myFilterParamName = "GL_NEAREST";
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}
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*/
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p_glGenTextures(1, &myTexID);
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p_glBindTexture(myTexTarget, myTexID);
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p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, myBuffer.filter);
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// p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, myBuffer.filter);
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p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Finally, create the texture in the most optimal format
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GLenum tex_intformat;
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#if defined (MAC_OSX)
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tex_intformat = GL_RGB5;
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myTexFormat = GL_BGRA;
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myTexType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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#else
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tex_intformat = GL_RGB;
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myTexFormat = GL_RGB;
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myTexType = GL_UNSIGNED_SHORT_5_6_5;
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#endif
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p_glTexImage2D(myTexTarget, 0, tex_intformat,
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myTexWidth, myTexHeight, 0,
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myTexFormat, myTexType, myTexture->pixels);
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p_glEnable(myTexTarget);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FBSurfaceGL::~FBSurfaceGL()
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{
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if(myTexture)
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SDL_FreeSurface(myTexture);
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p_glDeleteTextures(1, &myTexID);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FBSurfaceGL::hLine(uInt32 x, uInt32 y, uInt32 x2, int color)
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{
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/*
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uInt16* buffer = (uInt16*) myTexture->pixels + y * myBuffer.pitch + x;
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uInt16* buffer = (uInt16*) myTexture->pixels + y * myPitch + x;
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while(x++ <= x2)
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*buffer++ = (uInt16) myDefPalette[color];
|
||||
*/
|
||||
*buffer++ = (uInt16) myFB.myDefPalette[color];
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::vLine(uInt32 x, uInt32 y, uInt32 y2, int color)
|
||||
{
|
||||
/*
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + y * myBuffer.pitch + x;
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + y * myPitch + x;
|
||||
while(y++ <= y2)
|
||||
{
|
||||
*buffer = (uInt16) myDefPalette[color];
|
||||
buffer += myBuffer.pitch;
|
||||
*buffer = (uInt16) myFB.myDefPalette[color];
|
||||
buffer += myPitch;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::fillRect(uInt32 x, uInt32 y, uInt32 w, uInt32 h, int color)
|
||||
{
|
||||
/*
|
||||
// Fill the rectangle
|
||||
SDL_Rect tmp;
|
||||
tmp.x = x;
|
||||
tmp.y = y;
|
||||
tmp.w = w;
|
||||
tmp.h = h;
|
||||
SDL_FillRect(myTexture, &tmp, myDefPalette[color]);
|
||||
*/
|
||||
SDL_FillRect(myTexture, &tmp, myFB.myDefPalette[color]);
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::drawChar(const GUI::Font* font, uInt8 chr,
|
||||
uInt32 tx, uInt32 ty, int color)
|
||||
{
|
||||
/*
|
||||
const FontDesc& desc = font->desc();
|
||||
|
||||
// If this character is not included in the font, use the default char.
|
||||
|
@ -599,7 +665,7 @@ void FBSurfaceGL::drawChar(const GUI::Font* font, uInt8 chr,
|
|||
chr -= desc.firstchar;
|
||||
const uInt32* tmp = desc.bits + (desc.offset ? desc.offset[chr] : (chr * h));
|
||||
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + ty * myBuffer.pitch + tx;
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + ty * myPitch + tx;
|
||||
for(int y = 0; y < h; ++y)
|
||||
{
|
||||
const uInt32 ptr = *tmp++;
|
||||
|
@ -608,36 +674,33 @@ void FBSurfaceGL::drawChar(const GUI::Font* font, uInt8 chr,
|
|||
uInt32 mask = 0x80000000;
|
||||
for(int x = 0; x < w; ++x, mask >>= 1)
|
||||
if(ptr & mask)
|
||||
buffer[x] = (uInt16) myDefPalette[color];
|
||||
buffer[x] = (uInt16) myFB.myDefPalette[color];
|
||||
}
|
||||
buffer += myBuffer.pitch;
|
||||
buffer += myPitch;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::drawBitmap(uInt32* bitmap, Int32 tx, Int32 ty,
|
||||
int color, Int32 h)
|
||||
{
|
||||
/*
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + ty * myBuffer.pitch + tx;
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + ty * myPitch + tx;
|
||||
|
||||
for(int y = 0; y < h; ++y)
|
||||
{
|
||||
uInt32 mask = 0xF0000000;
|
||||
for(int x = 0; x < 8; ++x, mask >>= 4)
|
||||
if(bitmap[y] & mask)
|
||||
buffer[x] = (uInt16) myDefPalette[color];
|
||||
buffer[x] = (uInt16) myFB.myDefPalette[color];
|
||||
|
||||
buffer += myBuffer.pitch;
|
||||
buffer += myPitch;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::addDirtyRect(uInt32 x, uInt32 y, uInt32 w, uInt32 h)
|
||||
{
|
||||
// myDirtyFlag = true;
|
||||
mySurfaceIsDirty = true;
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
|
@ -689,112 +752,24 @@ void FBSurfaceGL::translateCoords(Int32& x, Int32& y) const
|
|||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::update()
|
||||
{
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
bool FrameBufferGL::createTextures()
|
||||
{
|
||||
if(myTexture)
|
||||
if(mySurfaceIsDirty)
|
||||
{
|
||||
p_glClear(GL_COLOR_BUFFER_BIT);
|
||||
SDL_GL_SwapBuffers();
|
||||
p_glClear(GL_COLOR_BUFFER_BIT);
|
||||
SDL_FreeSurface(myTexture);
|
||||
// Texturemap complete texture to surface so we have free scaling
|
||||
// and antialiasing
|
||||
p_glTexSubImage2D(myTexTarget, 0, 0, 0, myTexWidth, myTexHeight,
|
||||
myTexFormat, myTexType, myTexture->pixels);
|
||||
p_glBegin(GL_QUADS);
|
||||
p_glTexCoord2f(myTexCoord[0], myTexCoord[1]); p_glVertex2i(0, 0);
|
||||
p_glTexCoord2f(myTexCoord[2], myTexCoord[1]); p_glVertex2i(myWidth, 0);
|
||||
p_glTexCoord2f(myTexCoord[2], myTexCoord[3]); p_glVertex2i(myWidth, myHeight);
|
||||
p_glTexCoord2f(myTexCoord[0], myTexCoord[3]); p_glVertex2i(0, myHeight);
|
||||
p_glEnd();
|
||||
|
||||
mySurfaceIsDirty = false;
|
||||
|
||||
// Let postFrameUpdate() know that a change has been made
|
||||
myFB.myDirtyFlag = true;
|
||||
}
|
||||
if(myBuffer.texture) p_glDeleteTextures(1, &myBuffer.texture);
|
||||
memset(&myBuffer, 0, sizeof(glBufferType));
|
||||
myBuffer.filter = GL_NEAREST;
|
||||
|
||||
// Fill buffer struct with valid data
|
||||
// This changes depending on the texturing used
|
||||
myBuffer.width = 0;//FIXME myBaseDim.w;
|
||||
myBuffer.height = 0;//FIXME myBaseDim.h;
|
||||
myBuffer.tex_coord[0] = 0.0f;
|
||||
myBuffer.tex_coord[1] = 0.0f;
|
||||
if(myHaveTexRectEXT)
|
||||
{
|
||||
myBuffer.texture_width = myBuffer.width;
|
||||
myBuffer.texture_height = myBuffer.height;
|
||||
myBuffer.target = GL_TEXTURE_RECTANGLE_ARB;
|
||||
myBuffer.tex_coord[2] = (GLfloat) myBuffer.texture_width;
|
||||
myBuffer.tex_coord[3] = (GLfloat) myBuffer.texture_height;
|
||||
}
|
||||
else
|
||||
{
|
||||
myBuffer.texture_width = power_of_two(myBuffer.width);
|
||||
myBuffer.texture_height = power_of_two(myBuffer.height);
|
||||
myBuffer.target = GL_TEXTURE_2D;
|
||||
myBuffer.tex_coord[2] = (GLfloat) myBuffer.width / myBuffer.texture_width;
|
||||
myBuffer.tex_coord[3] = (GLfloat) myBuffer.height / myBuffer.texture_height;
|
||||
}
|
||||
|
||||
// Create a texture that best suits the current display depth and system
|
||||
// This code needs to be Apple-specific, otherwise performance is
|
||||
// terrible on a Mac Mini
|
||||
#if defined(MAC_OSX)
|
||||
myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
|
||||
myBuffer.texture_width, myBuffer.texture_height, 16,
|
||||
0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
|
||||
#else
|
||||
myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
|
||||
myBuffer.texture_width, myBuffer.texture_height, 16,
|
||||
0x0000f800, 0x000007e0, 0x0000001f, 0x00000000);
|
||||
#endif
|
||||
if(myTexture == NULL)
|
||||
return false;
|
||||
|
||||
myBuffer.pixels = myTexture->pixels;
|
||||
switch(myTexture->format->BytesPerPixel)
|
||||
{
|
||||
case 2: // 16-bit
|
||||
myBuffer.pitch = myTexture->pitch/2;
|
||||
break;
|
||||
case 3: // 24-bit
|
||||
myBuffer.pitch = myTexture->pitch;
|
||||
break;
|
||||
case 4: // 32-bit
|
||||
myBuffer.pitch = myTexture->pitch/4;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Create an OpenGL texture from the SDL texture
|
||||
const string& filter = myOSystem->settings().getString("gl_filter");
|
||||
if(filter == "linear")
|
||||
{
|
||||
myBuffer.filter = GL_LINEAR;
|
||||
myFilterParamName = "GL_LINEAR";
|
||||
}
|
||||
else if(filter == "nearest")
|
||||
{
|
||||
myBuffer.filter = GL_NEAREST;
|
||||
myFilterParamName = "GL_NEAREST";
|
||||
}
|
||||
|
||||
p_glGenTextures(1, &myBuffer.texture);
|
||||
p_glBindTexture(myBuffer.target, myBuffer.texture);
|
||||
p_glTexParameteri(myBuffer.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
p_glTexParameteri(myBuffer.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
p_glTexParameteri(myBuffer.target, GL_TEXTURE_MIN_FILTER, myBuffer.filter);
|
||||
p_glTexParameteri(myBuffer.target, GL_TEXTURE_MAG_FILTER, myBuffer.filter);
|
||||
|
||||
// Finally, create the texture in the most optimal format
|
||||
GLenum tex_intformat;
|
||||
#if defined (MAC_OSX)
|
||||
tex_intformat = GL_RGB5;
|
||||
myBuffer.format = GL_BGRA;
|
||||
myBuffer.type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
|
||||
#else
|
||||
tex_intformat = GL_RGB;
|
||||
myBuffer.format = GL_RGB;
|
||||
myBuffer.type = GL_UNSIGNED_SHORT_5_6_5;
|
||||
#endif
|
||||
p_glTexImage2D(myBuffer.target, 0, tex_intformat,
|
||||
myBuffer.texture_width, myBuffer.texture_height, 0,
|
||||
myBuffer.format, myBuffer.type, myBuffer.pixels);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#if 0
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
// See the file "license" for information on usage and redistribution of
|
||||
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
|
||||
//
|
||||
// $Id: FrameBufferGL.hxx,v 1.55 2008-08-01 12:15:57 stephena Exp $
|
||||
// $Id: FrameBufferGL.hxx,v 1.56 2008-08-05 12:54:47 stephena Exp $
|
||||
//============================================================================
|
||||
|
||||
#ifndef FRAMEBUFFER_GL_HXX
|
||||
|
@ -27,6 +27,7 @@
|
|||
|
||||
class OSystem;
|
||||
class GUI::Font;
|
||||
class FBSurfaceGL;
|
||||
|
||||
#include "bspf.hxx"
|
||||
#include "FrameBuffer.hxx"
|
||||
|
@ -35,7 +36,7 @@ class GUI::Font;
|
|||
This class implements an SDL OpenGL framebuffer.
|
||||
|
||||
@author Stephen Anthony
|
||||
@version $Id: FrameBufferGL.hxx,v 1.55 2008-08-01 12:15:57 stephena Exp $
|
||||
@version $Id: FrameBufferGL.hxx,v 1.56 2008-08-05 12:54:47 stephena Exp $
|
||||
*/
|
||||
class FrameBufferGL : public FrameBuffer
|
||||
{
|
||||
|
@ -76,8 +77,7 @@ class FrameBufferGL : public FrameBuffer
|
|||
@param g The green component of the color.
|
||||
@param b The blue component of the color.
|
||||
*/
|
||||
Uint32 mapRGB(Uint8 r, Uint8 g, Uint8 b) const
|
||||
{ return SDL_MapRGB(myTexture->format, r, g, b); }
|
||||
Uint32 mapRGB(Uint8 r, Uint8 g, Uint8 b) const;
|
||||
|
||||
/**
|
||||
This method is called to query the type of the FrameBuffer.
|
||||
|
@ -151,20 +151,11 @@ class FrameBufferGL : public FrameBuffer
|
|||
private:
|
||||
bool loadFuncs();
|
||||
|
||||
bool createTextures();
|
||||
|
||||
static uInt32 power_of_two(uInt32 input)
|
||||
{
|
||||
uInt32 value = 1;
|
||||
while( value < input )
|
||||
value <<= 1;
|
||||
return value;
|
||||
}
|
||||
|
||||
private:
|
||||
// Points to the current texture data
|
||||
SDL_Surface* myTexture;
|
||||
// The TIA surface (wraps an SDL surface)
|
||||
FBSurfaceGL* myTiaSurface;
|
||||
|
||||
/*
|
||||
// Holds all items specifically needed by GL commands
|
||||
struct glBufferType
|
||||
{
|
||||
|
@ -183,6 +174,7 @@ class FrameBufferGL : public FrameBuffer
|
|||
int pitch;
|
||||
};
|
||||
glBufferType myBuffer;
|
||||
*/
|
||||
|
||||
// Optional GL extensions that may increase performance
|
||||
bool myHaveTexRectEXT;
|
||||
|
@ -207,16 +199,19 @@ class FrameBufferGL : public FrameBuffer
|
|||
};
|
||||
|
||||
/**
|
||||
A surface suitable for software rendering mode.
|
||||
A surface suitable for OpenGL rendering mode.
|
||||
|
||||
@author Stephen Anthony
|
||||
@version $Id: FrameBufferGL.hxx,v 1.55 2008-08-01 12:15:57 stephena Exp $
|
||||
@version $Id: FrameBufferGL.hxx,v 1.56 2008-08-05 12:54:47 stephena Exp $
|
||||
*/
|
||||
class FBSurfaceGL : public FBSurface
|
||||
{
|
||||
friend class FrameBufferGL;
|
||||
|
||||
public:
|
||||
FBSurfaceGL(const FrameBufferGL& buffer, SDL_Surface* surface,
|
||||
uInt32 w, uInt32 h, bool isBase);
|
||||
FBSurfaceGL(FrameBufferGL& buffer,
|
||||
uInt32 baseWidth, uInt32 baseHeight,
|
||||
uInt32 scaleWidth, uInt32 scaleHeight);
|
||||
virtual ~FBSurfaceGL();
|
||||
|
||||
void hLine(uInt32 x, uInt32 y, uInt32 x2, int color);
|
||||
|
@ -235,16 +230,38 @@ class FBSurfaceGL : public FBSurface
|
|||
void update();
|
||||
|
||||
private:
|
||||
inline void* pixels() const { return myTexture->pixels; }
|
||||
inline uInt32 pitch() const { return myPitch; }
|
||||
inline uInt32 mapRGB(Uint8 r, Uint8 g, Uint8 b) const
|
||||
{ return SDL_MapRGB(myTexture->format, r, g, b); }
|
||||
void recalc();
|
||||
|
||||
static uInt32 power_of_two(uInt32 input)
|
||||
{
|
||||
uInt32 value = 1;
|
||||
while( value < input )
|
||||
value <<= 1;
|
||||
return value;
|
||||
}
|
||||
|
||||
private:
|
||||
const FrameBufferGL& myFB;
|
||||
FrameBufferGL& myFB;
|
||||
SDL_Surface* myTexture;
|
||||
|
||||
GLuint myTexID;
|
||||
GLsizei myTexWidth;
|
||||
GLsizei myTexHeight;
|
||||
GLfloat myTexCoord[4];
|
||||
|
||||
GLenum myTexTarget;
|
||||
GLenum myTexFormat;
|
||||
GLenum myTexType;
|
||||
GLint myTexFilter;
|
||||
|
||||
uInt32 myWidth, myHeight;
|
||||
bool myIsBaseSurface;
|
||||
bool mySurfaceIsDirty;
|
||||
int myBaseOffset;
|
||||
int myPitch;
|
||||
// int myBaseOffset;
|
||||
uInt32 myPitch;
|
||||
|
||||
uInt32 myXOrig, myYOrig;
|
||||
uInt32 myXOffset, myYOffset;
|
||||
|
|
Loading…
Reference in New Issue