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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#include "backends/graphics3d/openglsdl/openglsdl-graphics3d.h"
#include "backends/graphics3d/opengl/surfacerenderer.h"
#include "backends/graphics3d/opengl/tiledsurface.h"
#include "backends/graphics3d/opengl/texture.h"
#include "backends/graphics3d/opengl/framebuffer.h"
#include "backends/events/sdl/sdl-events.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/translation.h"
#include "engines/engine.h"
#include "graphics/blit.h"
#include "graphics/opengl/context.h"
#include "graphics/opengl/system_headers.h"
#ifdef USE_PNG
#include "image/png.h"
#else
#include "image/bmp.h"
#endif
OpenGLSdlGraphics3dManager::OpenGLSdlGraphics3dManager(SdlEventSource *eventSource, SdlWindow *window, bool supportsFrameBuffer)
: SdlGraphicsManager(eventSource, window),
#if SDL_VERSION_ATLEAST(2, 0, 0)
_glContext(nullptr),
#endif
_supportsFrameBuffer(supportsFrameBuffer),
_overlayScreen(nullptr),
_overlayBackground(nullptr),
_fullscreen(false),
_lockAspectRatio(true),
_stretchMode(STRETCH_FIT),
_frameBuffer(nullptr),
_surfaceRenderer(nullptr),
_engineRequestedWidth(0),
_engineRequestedHeight(0),
_transactionMode(kTransactionNone) {
ConfMan.registerDefault("antialiasing", 0);
ConfMan.registerDefault("aspect_ratio", true);
// Don't start at zero so that the value is never the same as the surface graphics manager
_screenChangeCount = 1 << (sizeof(int) * 5 - 2);
// Set up proper SDL OpenGL context creation.
#if SDL_VERSION_ATLEAST(2, 0, 0)
enum {
#ifdef USE_OPENGL_SHADERS
DEFAULT_GL_MAJOR = 2,
DEFAULT_GL_MINOR = 1,
#else
DEFAULT_GL_MAJOR = 1,
DEFAULT_GL_MINOR = 3,
#endif
DEFAULT_GLES2_MAJOR = 2,
DEFAULT_GLES2_MINOR = 0
};
#if USE_FORCED_GLES2
_glContextType = OpenGL::kContextGLES2;
_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
_glContextMajor = DEFAULT_GLES2_MAJOR;
_glContextMinor = DEFAULT_GLES2_MINOR;
#else
bool noDefaults = false;
// Obtain the default GL(ES) context SDL2 tries to setup.
//
// Please note this might not actually be SDL2's defaults when multiple
// instances of this object have been created. But that is no issue
// because then we already set up what we want to use.
//
// In case no defaults are given we prefer OpenGL over OpenGL ES.
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &_glContextProfileMask) != 0) {
_glContextProfileMask = 0;
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &_glContextMajor) != 0) {
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &_glContextMinor) != 0) {
noDefaults = true;
}
if (noDefaults) {
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
_glContextMajor = DEFAULT_GLES2_MAJOR;
_glContextMinor = DEFAULT_GLES2_MINOR;
} else {
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
}
}
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
// TODO: Support GLES1 for games
_glContextType = OpenGL::kContextGLES2;
} else if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_CORE) {
_glContextType = OpenGL::kContextGL;
// Core profile does not allow legacy functionality, which we use.
// Thus we request a standard OpenGL context.
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
} else {
_glContextType = OpenGL::kContextGL;
}
#endif
#else
_glContextType = OpenGL::kContextGL;
#endif
_vsync = ConfMan.getBool("vsync");
}
OpenGLSdlGraphics3dManager::~OpenGLSdlGraphics3dManager() {
closeOverlay();
#if SDL_VERSION_ATLEAST(2, 0, 0)
deinitializeRenderer();
#endif
}
bool OpenGLSdlGraphics3dManager::hasFeature(OSystem::Feature f) const {
return
(f == OSystem::kFeatureFullscreenMode) ||
(f == OSystem::kFeatureOpenGLForGame) ||
#if SDL_VERSION_ATLEAST(2, 0, 0)
(f == OSystem::kFeatureFullscreenToggleKeepsContext) ||
#endif
(f == OSystem::kFeatureVSync) ||
(f == OSystem::kFeatureAspectRatioCorrection) ||
(f == OSystem::kFeatureStretchMode) ||
(f == OSystem::kFeatureOverlaySupportsAlpha && _overlayFormat.aBits() > 3);
}
bool OpenGLSdlGraphics3dManager::getFeatureState(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureVSync:
return _vsync;
case OSystem::kFeatureFullscreenMode:
return _fullscreen;
case OSystem::kFeatureAspectRatioCorrection:
return _lockAspectRatio;
default:
return false;
}
}
void OpenGLSdlGraphics3dManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
if (_fullscreen != enable) {
_fullscreen = enable;
if (_transactionMode == kTransactionNone)
createOrUpdateScreen();
}
break;
case OSystem::kFeatureVSync:
assert(_transactionMode != kTransactionNone);
_vsync = enable;
break;
case OSystem::kFeatureAspectRatioCorrection:
_lockAspectRatio = enable;
break;
default:
break;
}
}
void OpenGLSdlGraphics3dManager::beginGFXTransaction() {
assert(_transactionMode == kTransactionNone);
_transactionMode = kTransactionActive;
}
OSystem::TransactionError OpenGLSdlGraphics3dManager::endGFXTransaction() {
assert(_transactionMode != kTransactionNone);
setupScreen();
_transactionMode = kTransactionNone;
return OSystem::kTransactionSuccess;
}
const OSystem::GraphicsMode glGraphicsModes[] = {
{ "opengl3d", "OpenGL 3D", 0 },
{ nullptr, nullptr, 0 }
};
const OSystem::GraphicsMode *OpenGLSdlGraphics3dManager::getSupportedGraphicsModes() const {
return glGraphicsModes;
}
int OpenGLSdlGraphics3dManager::getDefaultGraphicsMode() const {
return 0;
}
bool OpenGLSdlGraphics3dManager::setGraphicsMode(int mode, uint flags) {
assert(_transactionMode != kTransactionNone);
assert(flags & OSystem::kGfxModeRender3d);
return true;
}
int OpenGLSdlGraphics3dManager::getGraphicsMode() const {
return 0;
}
const OSystem::GraphicsMode glStretchModes[] = {
{"center", _s("Center"), STRETCH_CENTER},
{"pixel-perfect", _s("Pixel-perfect scaling"), STRETCH_INTEGRAL},
{"even-pixels", _s("Even pixels scaling"), STRETCH_INTEGRAL_AR},
{"fit", _s("Fit to window"), STRETCH_FIT},
{"stretch", _s("Stretch to window"), STRETCH_STRETCH},
{"fit_force_aspect", _s("Fit to window (4:3)"), STRETCH_FIT_FORCE_ASPECT},
{nullptr, nullptr, 0}
};
const OSystem::GraphicsMode *OpenGLSdlGraphics3dManager::getSupportedStretchModes() const {
return glStretchModes;
}
int OpenGLSdlGraphics3dManager::getDefaultStretchMode() const {
return STRETCH_FIT;
}
bool OpenGLSdlGraphics3dManager::setStretchMode(int mode) {
assert(_transactionMode != kTransactionNone);
if (mode == _stretchMode)
return true;
// Check this is a valid mode
const OSystem::GraphicsMode *sm = getSupportedStretchModes();
bool found = false;
while (sm->name) {
if (sm->id == mode) {
found = true;
break;
}
sm++;
}
if (!found) {
warning("unknown stretch mode %d", mode);
return false;
}
_stretchMode = mode;
return true;
}
int OpenGLSdlGraphics3dManager::getStretchMode() const {
return _stretchMode;
}
void OpenGLSdlGraphics3dManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
_engineRequestedWidth = w;
_engineRequestedHeight = h;
if (_transactionMode == kTransactionNone)
setupScreen();
}
void OpenGLSdlGraphics3dManager::setupScreen() {
assert(_transactionMode == kTransactionActive);
closeOverlay();
_antialiasing = ConfMan.getInt("antialiasing");
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool needsWindowReset = false;
if (_window->getSDLWindow() && SDL_GL_GetCurrentContext()) {
// The anti-aliasing setting cannot be changed without recreating the window.
// So check if the window needs to be recreated.
int currentSamples = 0;
#if defined(__EMSCRIPTEN__)
// SDL_GL_MULTISAMPLESAMPLES isn't available on a WebGL 1.0 context
// (or not bridged in Emscripten?). This forces a windows reset.
currentSamples = -1;
#else
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, ¤tSamples);
#endif
// When rendering to a framebuffer, MSAA is enabled on that framebuffer, not on the screen
int targetSamples = shouldRenderToFramebuffer() ? 0 : _antialiasing;
if (currentSamples != targetSamples) {
needsWindowReset = true;
}
}
deinitializeRenderer();
if (needsWindowReset) {
_window->destroyWindow();
}
#endif
createOrUpdateScreen();
int glflag;
const GLubyte *str;
str = glGetString(GL_VENDOR);
debug(2, "INFO: OpenGL Vendor: %s", str);
str = glGetString(GL_RENDERER);
debug(2, "INFO: OpenGL Renderer: %s", str);
str = glGetString(GL_VERSION);
debug(2, "INFO: OpenGL Version: %s", str);
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &glflag);
debug(2, "INFO: OpenGL Red bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &glflag);
debug(2, "INFO: OpenGL Green bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &glflag);
debug(2, "INFO: OpenGL Blue bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &glflag);
debug(2, "INFO: OpenGL Alpha bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &glflag);
debug(2, "INFO: OpenGL Z buffer depth bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &glflag);
debug(2, "INFO: OpenGL Double Buffer: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &glflag);
debug(2, "INFO: OpenGL Stencil buffer bits: %d", glflag);
#ifdef USE_OPENGL_SHADERS
debug(2, "INFO: GLSL version: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
#endif
}
void OpenGLSdlGraphics3dManager::createOrUpdateScreen() {
closeOverlay();
// If the game can't adapt to any resolution, render it to a framebuffer
// so it can be scaled to fill the available space.
bool engineSupportsArbitraryResolutions = !g_engine || g_engine->hasFeature(Engine::kSupportsArbitraryResolutions);
bool renderToFrameBuffer = shouldRenderToFramebuffer();
// Choose the effective window size or fullscreen mode
uint effectiveWidth;
uint effectiveHeight;
if (_fullscreen && (engineSupportsArbitraryResolutions || renderToFrameBuffer)) {
Common::Rect fullscreenResolution = getPreferredFullscreenResolution();
effectiveWidth = fullscreenResolution.width();
effectiveHeight = fullscreenResolution.height();
} else {
effectiveWidth = _engineRequestedWidth;
effectiveHeight = _engineRequestedHeight;
}
if (!createOrUpdateGLContext(_engineRequestedWidth, _engineRequestedHeight,
effectiveWidth, effectiveHeight,
renderToFrameBuffer, engineSupportsArbitraryResolutions)) {
warning("SDL Error: %s", SDL_GetError());
g_system->quit();
}
#if SDL_VERSION_ATLEAST(2, 0, 1)
int obtainedWidth = 0, obtainedHeight = 0;
SDL_GL_GetDrawableSize(_window->getSDLWindow(), &obtainedWidth, &obtainedHeight);
#else
int obtainedWidth = effectiveWidth;
int obtainedHeight = effectiveHeight;
#endif
_surfaceRenderer = OpenGL::createBestSurfaceRenderer();
_overlayFormat = OpenGL::TextureGL::getRGBAPixelFormat();
if (renderToFrameBuffer) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_frameBuffer = createFramebuffer(_engineRequestedWidth, _engineRequestedHeight);
_frameBuffer->attach();
handleResize(_engineRequestedWidth, _engineRequestedHeight);
} else {
handleResize(obtainedWidth, obtainedHeight);
}
}
void OpenGLSdlGraphics3dManager::notifyResize(const int width, const int height) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
// Get the updated size directly from SDL, in case there are multiple
// resize events in the message queue.
int newWidth = 0, newHeight = 0;
SDL_GL_GetDrawableSize(_window->getSDLWindow(), &newWidth, &newHeight);
if (newWidth == _overlayScreen->getWidth() && newHeight == _overlayScreen->getHeight()) {
return; // nothing to do
}
handleResize(newWidth, newHeight);
#else
handleResize(width, height);
#endif
}
void OpenGLSdlGraphics3dManager::handleResizeImpl(const int width, const int height) {
// Update the overlay
delete _overlayScreen;
_overlayScreen = new OpenGL::TiledSurface(width, height, _overlayFormat);
// Clear the overlay background so it is not displayed distorted while resizing
delete _overlayBackground;
_overlayBackground = nullptr;
// Re-setup the scaling for the screen
recalculateDisplayAreas();
// Something changed, so update the screen change ID.
_screenChangeCount++;
}
bool OpenGLSdlGraphics3dManager::gameNeedsAspectRatioCorrection() const {
if (_lockAspectRatio) {
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 OpenGLSdlGraphics3dManager::initializeOpenGLContext() const {
OpenGLContext.initialize(_glContextType);
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (SDL_GL_SetSwapInterval(_vsync ? 1 : 0)) {
warning("Unable to %s VSync: %s", _vsync ? "enable" : "disable", SDL_GetError());
}
#endif
}
OpenGLSdlGraphics3dManager::OpenGLPixelFormat::OpenGLPixelFormat(uint screenBytesPerPixel, uint red, uint blue, uint green, uint alpha, int samples) :
bytesPerPixel(screenBytesPerPixel),
redSize(red),
blueSize(blue),
greenSize(green),
alphaSize(alpha),
multisampleSamples(samples) {
}
bool OpenGLSdlGraphics3dManager::createOrUpdateGLContext(uint gameWidth, uint gameHeight,
uint effectiveWidth, uint effectiveHeight,
bool renderToFramebuffer,
bool engineSupportsArbitraryResolutions) {
// Build a list of OpenGL pixel formats usable by ScummVM
Common::Array<OpenGLPixelFormat> pixelFormats;
if (_antialiasing > 0 && !renderToFramebuffer) {
// Don't enable screen level multisampling when rendering to a framebuffer
pixelFormats.push_back(OpenGLPixelFormat(32, 8, 8, 8, 8, _antialiasing));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 5, 5, 1, _antialiasing));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 6, 5, 0, _antialiasing));
}
pixelFormats.push_back(OpenGLPixelFormat(32, 8, 8, 8, 8, 0));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 5, 5, 1, 0));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 6, 5, 0, 0));
bool clear = false;
// Unfortunately, SDL does not provide a list of valid pixel formats
// for the current OpenGL implementation and hardware.
// SDL may not be able to create a screen with the preferred pixel format.
// Try all the pixel formats in the list until SDL returns a valid screen.
Common::Array<OpenGLPixelFormat>::const_iterator it = pixelFormats.begin();
for (; it != pixelFormats.end(); it++) {
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, it->redSize);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, it->greenSize);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, it->blueSize);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, it->alphaSize);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, it->multisampleSamples > 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, it->multisampleSamples);
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, _vsync ? 1 : 0);
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, _glContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, _glContextMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, _glContextMinor);
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
uint32 sdlflags = SDL_WINDOW_OPENGL;
#ifdef NINTENDO_SWITCH
// Switch quirk: Switch seems to need this flag, otherwise the screen
// is zoomed when switching from Normal graphics mode to OpenGL
sdlflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#endif
if (renderToFramebuffer || engineSupportsArbitraryResolutions) {
sdlflags |= SDL_WINDOW_RESIZABLE;
}
if (_fullscreen) {
// On Linux/X11, when toggling to fullscreen, the window manager saves
// the window size to be able to restore it when going back to windowed mode.
// If the user configured ScummVM to start in fullscreen mode, we first
// create a window and then toggle it to fullscreen to give the window manager
// a chance to save the window size. That way if the user switches back
// to windowed mode, the window manager has a window size to apply instead
// of leaving the window at the fullscreen resolution size.
if (!_window->getSDLWindow()) {
_window->createOrUpdateWindow(gameWidth, gameHeight, sdlflags);
}
sdlflags |= SDL_WINDOW_FULLSCREEN;
}
if (_window->createOrUpdateWindow(effectiveWidth, effectiveHeight, sdlflags)) {
// Get the current GL context from SDL in case the previous one
// was destroyed because the window was recreated.
_glContext = SDL_GL_GetCurrentContext();
if (!_glContext) {
_glContext = SDL_GL_CreateContext(_window->getSDLWindow());
if (_glContext) {
clear = true;
#ifdef USE_IMGUI
// Setup Dear ImGui
initImGui(nullptr, _glContext);
#endif
}
}
if (_glContext) {
assert(SDL_GL_GetCurrentWindow() == _window->getSDLWindow());
break;
}
}
_window->destroyWindow();
#else
uint32 sdlflags = SDL_OPENGL;
if (_fullscreen)
sdlflags |= SDL_FULLSCREEN;
SDL_Surface *screen = SDL_SetVideoMode(effectiveWidth, effectiveHeight, it->bytesPerPixel, sdlflags);
if (screen) {
break;
}
#endif
}
// Display a warning if the effective pixel format is not the preferred one
if (it != pixelFormats.begin() && it != pixelFormats.end()) {
bool wantsAA = pixelFormats.front().multisampleSamples > 0;
bool gotAA = it->multisampleSamples > 0;
warning("Couldn't create a %d-bit visual%s, using to %d-bit%s instead",
pixelFormats.front().bytesPerPixel,
wantsAA && !gotAA ? " with AA" : "",
it->bytesPerPixel,
wantsAA && !gotAA ? " without AA" : "");
}
if (it == pixelFormats.end())
return false;
initializeOpenGLContext();
if (clear)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
return true;
}
bool OpenGLSdlGraphics3dManager::shouldRenderToFramebuffer() const {
bool engineSupportsArbitraryResolutions = !g_engine || g_engine->hasFeature(Engine::kSupportsArbitraryResolutions);
return !engineSupportsArbitraryResolutions && _supportsFrameBuffer;
}
void OpenGLSdlGraphics3dManager::drawOverlay() {
_surfaceRenderer->prepareState();
glViewport(_overlayDrawRect.left, _windowHeight - _overlayDrawRect.top - _overlayDrawRect.height(), _overlayDrawRect.width(), _overlayDrawRect.height());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (_overlayBackground) {
_overlayBackground->draw(_surfaceRenderer);
}
_surfaceRenderer->enableAlphaBlending(true);
_surfaceRenderer->setFlipY(true);
_overlayScreen->draw(_surfaceRenderer);
_surfaceRenderer->restorePreviousState();
}
OpenGL::FrameBuffer *OpenGLSdlGraphics3dManager::createFramebuffer(uint width, uint height) {
#if !USE_FORCED_GLES2
if (_antialiasing && OpenGLContext.framebufferObjectMultisampleSupported) {
return new OpenGL::MultiSampleFrameBuffer(width, height, _antialiasing);
} else
#endif
{
return new OpenGL::FrameBuffer(width, height);
}
}
void OpenGLSdlGraphics3dManager::updateScreen() {
GLint prevStateViewport[4];
glGetIntegerv(GL_VIEWPORT, prevStateViewport);
if (_frameBuffer) {
_frameBuffer->detach();
_surfaceRenderer->prepareState();
glViewport(_gameDrawRect.left, _windowHeight - _gameDrawRect.top - _gameDrawRect.height(), _gameDrawRect.width(), _gameDrawRect.height());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_surfaceRenderer->render(_frameBuffer, Math::Rect2d(Math::Vector2d(0, 0), Math::Vector2d(1, 1)));
_surfaceRenderer->restorePreviousState();
}
if (_overlayVisible) {
_overlayScreen->update();
// If the overlay is in game we expect the game to continue calling OpenGL
if (_overlayBackground && _overlayInGUI) {
_overlayBackground->update();
}
drawOverlay();
}
#ifdef EMSCRIPTEN
if (_queuedScreenshot) {
SdlGraphicsManager::saveScreenshot();
_queuedScreenshot = false;
}
#endif
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
renderImGui();
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(_window->getSDLWindow());
#else
SDL_GL_SwapBuffers();
#endif
if (_frameBuffer) {
_frameBuffer->attach();
}
glViewport(prevStateViewport[0], prevStateViewport[1], prevStateViewport[2], prevStateViewport[3]);
}
int16 OpenGLSdlGraphics3dManager::getHeight() const {
if (_frameBuffer)
return _frameBuffer->getHeight();
else
return _overlayScreen->getHeight();
}
int16 OpenGLSdlGraphics3dManager::getWidth() const {
if (_frameBuffer)
return _frameBuffer->getWidth();
else
return _overlayScreen->getWidth();
}
#pragma mark -
#pragma mark --- Overlays ---
#pragma mark -
void OpenGLSdlGraphics3dManager::showOverlay(bool inGUI) {
if (_overlayVisible && _overlayInGUI == inGUI) {
return;
}
WindowedGraphicsManager::showOverlay(inGUI);
delete _overlayBackground;
_overlayBackground = nullptr;
if (g_engine) {
if (_frameBuffer)
_frameBuffer->detach();
// If there is a game running capture the screen, so that it can be shown "below" the overlay.
_overlayBackground = new OpenGL::TiledSurface(_overlayScreen->getWidth(), _overlayScreen->getHeight(), _overlayFormat);
Graphics::Surface *background = _overlayBackground->getBackingSurface();
glReadPixels(0, 0, background->w, background->h, GL_RGBA, GL_UNSIGNED_BYTE, background->getPixels());
if (_frameBuffer)
_frameBuffer->attach();
}
}
void OpenGLSdlGraphics3dManager::hideOverlay() {
if (!_overlayVisible) {
return;
}
WindowedGraphicsManager::hideOverlay();
delete _overlayBackground;
_overlayBackground = nullptr;
if (_surfaceRenderer) {
// If there is double buffering we need to redraw twice
_surfaceRenderer->prepareState();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_surfaceRenderer->restorePreviousState();
updateScreen();
_surfaceRenderer->prepareState();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_surfaceRenderer->restorePreviousState();
updateScreen();
}
}
void OpenGLSdlGraphics3dManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
_overlayScreen->copyRectToSurface(buf, pitch, x, y, w, h);
}
void OpenGLSdlGraphics3dManager::clearOverlay() {
_overlayScreen->fill(0);
}
void OpenGLSdlGraphics3dManager::grabOverlay(Graphics::Surface &surface) const {
const Graphics::Surface *overlayData = _overlayScreen->getBackingSurface();
assert(surface.w >= overlayData->w);
assert(surface.h >= overlayData->h);
assert(surface.format.bytesPerPixel == overlayData->format.bytesPerPixel);
const byte *src = (const byte *)overlayData->getPixels();
byte *dst = (byte *)surface.getPixels();
Graphics::copyBlit(dst, src, surface.pitch, overlayData->pitch, overlayData->w, overlayData->h, overlayData->format.bytesPerPixel);
}
void OpenGLSdlGraphics3dManager::closeOverlay() {
if (_overlayScreen) {
delete _overlayScreen;
_overlayScreen = nullptr;
}
delete _surfaceRenderer;
_surfaceRenderer = nullptr;
delete _frameBuffer;
_frameBuffer = nullptr;
OpenGLContext.reset();
}
int16 OpenGLSdlGraphics3dManager::getOverlayHeight() const {
return _overlayScreen->getHeight();
}
int16 OpenGLSdlGraphics3dManager::getOverlayWidth() const {
return _overlayScreen->getWidth();
}
bool OpenGLSdlGraphics3dManager::showMouse(bool visible) {
SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
return true;
}
void OpenGLSdlGraphics3dManager::showSystemMouseCursor(bool visible) {
// HACK: SdlGraphicsManager disables the system cursor when the mouse is in the
// active draw rect, however the 3D graphics manager uses it instead of the
// standard mouse graphic.
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
void OpenGLSdlGraphics3dManager::deinitializeRenderer() {
#ifdef USE_IMGUI
destroyImGui();
#endif
SDL_GL_DeleteContext(_glContext);
_glContext = nullptr;
}
#endif // SDL_VERSION_ATLEAST(2, 0, 0)
#ifdef EMSCRIPTEN
void OpenGLSdlGraphics3dManager::saveScreenshot() {
_queuedScreenshot = true;
}
#endif
bool OpenGLSdlGraphics3dManager::saveScreenshot(const Common::Path &filename) const {
// Largely based on the implementation from ScummVM
uint width = _overlayScreen->getWidth();
uint height = _overlayScreen->getHeight();
#ifdef EMSCRIPTEN
const uint lineSize = width * 4; // RGBA (see comment below)
#else
uint linePaddingSize = width % 4;
uint lineSize = width * 3 + linePaddingSize;
#endif
Common::DumpFile out;
if (!out.open(filename)) {
return false;
}
Common::Array<uint8> pixels;
pixels.resize(lineSize * height);
#ifdef EMSCRIPTEN
// WebGL doesn't support GL_RGB, see https://registry.khronos.org/webgl/specs/latest/1.0/#5.14.12:
// "Only two combinations of format and type are accepted. The first is format RGBA and type UNSIGNED_BYTE.
// The second is an implementation-chosen format. " and the implementation-chosen formats are buggy:
// https://github.com/KhronosGroup/WebGL/issues/2747
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &pixels.front());
const Graphics::PixelFormat format(4, 8, 8, 8, 8, 0, 8, 16, 24);
#else
if (_frameBuffer) {
_frameBuffer->detach();
}
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, &pixels.front());
if (_frameBuffer) {
_frameBuffer->attach();
}
#ifdef SCUMM_LITTLE_ENDIAN
const Graphics::PixelFormat format(3, 8, 8, 8, 0, 0, 8, 16, 0);
#else
const Graphics::PixelFormat format(3, 8, 8, 8, 0, 16, 8, 0, 0);
#endif
#endif
Graphics::Surface data;
data.init(width, height, lineSize, &pixels.front(), format);
data.flipVertical(Common::Rect(width, height));
#ifdef USE_PNG
return Image::writePNG(out, data);
#else
return Image::writeBMP(out, data);
#endif
}
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
void *OpenGLSdlGraphics3dManager::getImGuiTexture(const Graphics::Surface &image, const byte *palette, int palCount) {
// Create a OpenGL texture identifier
GLuint image_texture;
glGenTextures(1, &image_texture);
glBindTexture(GL_TEXTURE_2D, image_texture);
// Setup filtering parameters for display
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is required on WebGL for non power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same
// Upload pixels into texture
Graphics::Surface *s = image.convertTo(Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0));
glPixelStorei(GL_UNPACK_ALIGNMENT, s->format.bytesPerPixel);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, s->w, s->h, 0, GL_RGB, GL_UNSIGNED_BYTE, s->getPixels());
s->free();
delete s;
return (void *)(intptr_t)image_texture;
}
void OpenGLSdlGraphics3dManager::freeImGuiTexture(void *texture) {
GLuint textureID = (intptr_t)texture;
glDeleteTextures(1, &textureID);
}
#endif
#endif
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