* Made dialog box background look better by making it 32 bit with alpha, no more "cracks" at some resolutions. Custom dialogs may still get line cracks at non 640X480 but whatever * Default resolution is now 1024X768 fullscreen instead of 640X480 * dmod listing is packed tighter and now sorted alphabetically by dmod name, not directory name git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1509 353e56fe-9613-0410-8469-b96ad8e6f29c
420 lines
No EOL
10 KiB
C++
420 lines
No EOL
10 KiB
C++
#include "PlatformPrecomp.h"
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#include "video_gl.h"
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#include "dink/misc_util.h"
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#include <cassert>
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#include "Renderer/SoftSurface.h"
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#include "App.h"
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LPDIRECTDRAWSURFACE lpDDSBack = NULL; // DirectDraw back surface
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SoftSurface g_palette;
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extern LPDIRECTDRAWSURFACE lpDDSBackGround;
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bool InitializeVideoSystem()
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{
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assert(!lpDDSBack);
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lpDDSBack = InitOffscreenSurface(C_DINK_SCREENSIZE_X, C_DINK_SCREENSIZE_Y, IDirectDrawSurface::MODE_PRIMARY_GL);
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g_palette.Init(8,8, SoftSurface::SURFACE_PALETTE_8BIT);
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g_palette.SetPaletteFromBMP("dink/tiles/palette.bmp", SoftSurface::COLOR_KEY_NONE);
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return true;
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}
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void KillVideoEngine()
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{
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SAFE_DELETE(lpDDSBack);
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}
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void dderror(int hErr){};
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IDirectDrawSurface * LoadBitmapIntoSurface(const char *pName, eTransparencyType trans, IDirectDrawSurface::eMode mode, byte *pMem, bool bUseCheckerboardFix)
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{
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IDirectDrawSurface * pSurf;
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pSurf = new IDirectDrawSurface;
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pSurf->m_mode = mode;
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pSurf->m_pSurf = new SoftSurface;
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//bUseCheckerboardFix = true;
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if (pMem)
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{
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#ifdef _DEBUG
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//LogMsg("loading DDRAW bmp from mem");
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#endif
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//if this is set, ignore the filename
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pSurf->m_pSurf->LoadFileFromMemory(pMem, SoftSurface::eColorKeyType(trans), 0, false, bUseCheckerboardFix);
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} else
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{
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#ifdef _DEBUG
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//LogMsg("loading DDRAW bmp from file");
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#endif
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pSurf->m_pSurf->LoadFile(pName, SoftSurface::eColorKeyType(trans), false, bUseCheckerboardFix);
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}
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//LogMsg("loaded bitmap");
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switch( mode)
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{
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case IDirectDrawSurface::MODE_SHADOW_GL:
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break;
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}
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return pSurf;
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}
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void GetSizeOfSurface(IDirectDrawSurface *pdds, int *pX, int *pY)
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{
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if (pdds->m_pSurf)
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{
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*pX = pdds->m_pSurf->GetWidth();
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*pY = pdds->m_pSurf->GetHeight();
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return;
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} else
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{
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assert(!"Bad surface");
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return;
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}
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}
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IDirectDrawSurface * InitOffscreenSurface(int x, int y, IDirectDrawSurface::eMode mode, bool bHiColor, SoftSurface *pSurfaceToCopyFrom)
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{
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IDirectDrawSurface *pdds;
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pdds = new IDirectDrawSurface;
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pdds->m_mode = mode;
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switch (mode)
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{
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case IDirectDrawSurface::MODE_NORMAL:
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case IDirectDrawSurface::MODE_SHADOW_GL:
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pdds->m_pSurf = new SoftSurface;
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if (bHiColor)
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{
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pdds->m_pSurf->Init(x,y, SoftSurface::SURFACE_RGBA);
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pdds->m_pSurf->SetHasPremultipliedAlpha(true);
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pdds->m_pSurf->SetUsesAlpha(true);
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} else
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{
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pdds->m_pSurf->Init(x,y, SoftSurface::SURFACE_PALETTE_8BIT);
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pdds->m_pSurf->SetPaletteFromBMP("dink/tiles/palette.bmp", SoftSurface::COLOR_KEY_NONE);
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}
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if (pSurfaceToCopyFrom)
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{
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pdds->m_pSurf->Blit(0,0,pSurfaceToCopyFrom);
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}
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if (mode == IDirectDrawSurface::MODE_SHADOW_GL)
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{
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pdds->m_pGLSurf = new Surface;
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pdds->m_pGLSurf->SetSmoothing(GetApp()->GetVar("smoothing")->GetUINT32() != 0);
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if (GetApp()->GetVar("smoothing")->GetUINT32())
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{
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pdds->m_pGLSurf->SetTextureType(Surface::TYPE_GUI);
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} else
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{
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pdds->m_pGLSurf->SetTextureType(Surface::TYPE_NO_SMOOTHING);
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}
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pdds->m_pGLSurf->InitBlankSurface(x,y);
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}
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break;
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case IDirectDrawSurface::MODE_PRIMARY_GL:
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break;
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}
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return pdds;
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}
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IDirectDrawSurface::IDirectDrawSurface()
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{
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m_pSurf = NULL;
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m_mode = MODE_NORMAL;
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m_pGLSurf = NULL;
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m_gameTickOfLastUse = 0;
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}
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IDirectDrawSurface::~IDirectDrawSurface()
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{
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SAFE_DELETE(m_pSurf);
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SAFE_DELETE(m_pGLSurf);
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}
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glColorBytes RGBA_TO_GLCOLOR(const unsigned int color)
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{
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return glColorBytes(GET_RED(color), GET_GREEN(color), GET_BLUE(color), GET_ALPHA(color));
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}
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unsigned int GLCOLOR_TO_RGBA(const glColorBytes glColor)
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{
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return MAKE_RGBA(glColor.r, glColor.g, glColor.b, glColor.a);
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}
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Surface * IDirectDrawSurface::GetGLSuface()
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{
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assert(m_mode == MODE_SHADOW_GL && "We're only using this for item icons, and they always would be gl shadowed!");
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UpdateShadowSurface();
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return m_pGLSurf;
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}
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int IDirectDrawSurface::Blt( rtRect32 *pDestRect, IDirectDrawSurface * pSrcSurf, rtRect32 *pSrcRect, uint32 flags, DDBLTFX *pFX )
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{
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if (pSrcSurf)
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{
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pSrcSurf->UpdateLastUsedTime();
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}
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switch (m_mode)
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{
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case MODE_SHADOW_GL:
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case MODE_NORMAL:
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if (flags & DDBLT_COLORFILL)
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{
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assert(pFX);
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assert(pDestRect == NULL && "Well, we only support modifying the entire screen");
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//don't ask me why, but the original directx had these backwards. Palette is correct
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if (pFX->dwFillColor == 0)
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{
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pFX->dwFillColor = 255;
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}
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else if (pFX->dwFillColor == 255)
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{
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pFX->dwFillColor = 0;
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}
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if (m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_RGB || m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_RGBA)
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{
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m_pSurf->FillColor(g_palette.GetPalette()[pFX->dwFillColor]);
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}
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else
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{
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//sort of a hack for 8 bit index passing
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glColorBytes palIndex(pFX->dwFillColor, 0, 0, 255);
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m_pSurf->FillColor(palIndex);
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}
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return DD_OK;
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}
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if (pSrcSurf && pSrcSurf->m_pSurf && pSrcSurf->m_pSurf->GetSurfaceType() != SoftSurface::SURFACE_NONE)
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{
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//assert(!"Dumbass alert");
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m_pSurf->Blit(pDestRect->left, pDestRect->top, pSrcSurf->m_pSurf, pSrcRect->left, pSrcRect->top, pSrcRect->right-pSrcRect->left, pSrcRect->bottom-pSrcRect->top);
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}
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break;
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case MODE_PRIMARY_GL:
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{
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if (flags & DDBLT_COLORFILL)
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{
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assert(pFX);
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DrawRect(*pDestRect, GLCOLOR_TO_RGBA(g_palette.GetPalette()[pFX->dwFillColor]));
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return DD_OK;
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}
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if (!pSrcSurf)
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{
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assert(!"huh?!");
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return DD_OK;
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}
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if (pSrcSurf->m_mode == MODE_SHADOW_GL)
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{
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//blit from a GL surface instead
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pSrcSurf->UpdateShadowSurface();
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pSrcSurf->m_pGLSurf->BlitEx(rtRectf(*pDestRect) + rtRectf(0,0, 0.5f, 0.5f), rtRectf(*pSrcRect));
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break;
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}
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SoftSurface s;
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s.Init(pSrcRect->GetWidth(), pSrcRect->GetHeight(), SoftSurface::SURFACE_RGBA);
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//s.FillColor(glColorBytes(0,0,0,0));
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s.Blit(0,0, pSrcSurf->m_pSurf, pSrcRect->left,pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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if (pSrcSurf->m_pSurf->GetUsesAlpha())
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{
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s.SetUsesAlpha(true);
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}
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g_globalBatcher.BlitRawImage(pDestRect->left,pDestRect->top, s);
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}
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break;
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}
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return DD_OK;
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}
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void IDirectDrawSurface::UpdateShadowSurface()
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{
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assert(m_mode == MODE_SHADOW_GL && "Don't call this on other modes!");
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assert(m_pSurf);
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if (m_pSurf->GetModified())
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{
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//init the surface if needed
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if (!m_pGLSurf)
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{
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m_pGLSurf = new Surface;
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m_pGLSurf->SetSmoothing(GetApp()->GetVar("smoothing")->GetUINT32() != 0);
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if (GetApp()->GetVar("smoothing")->GetUINT32())
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{
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m_pGLSurf->SetTextureType(Surface::TYPE_GUI);
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} else
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{
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m_pGLSurf->SetTextureType(Surface::TYPE_NO_SMOOTHING);
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}
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m_pGLSurf->InitBlankSurface(m_pSurf->GetWidth(),m_pSurf->GetHeight());
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}
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if (m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_PALETTE_8BIT)
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{
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SoftSurface s;
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s.Init(m_pSurf->GetWidth(), m_pSurf->GetHeight(), SoftSurface::SURFACE_RGBA);
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s.FillColor(glColorBytes(0,0,0,0));
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s.Blit(0,0, m_pSurf);
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s.FlipY();
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//put it on the GL surface
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m_pGLSurf->UpdateSurfaceRect(rtRect(0,0, s.GetWidth(), s.GetHeight()), s.GetPixelData());
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m_pGLSurf->SetUsesAlpha(m_pSurf->GetUsesAlpha());
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if (s.GetHasPremultipliedAlpha())
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{
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m_pGLSurf->SetBlendingMode(Surface::BLENDING_PREMULTIPLIED_ALPHA);
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}
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// if (m_pSurf) m_pSurf->SetModified(false); //WARNING: Seth changed on 8/21/2017, seems like this fixes issue with constantly re-initting surfaces
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// SAFE_FREE(m_pSurf);
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}
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else
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{
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assert(m_pSurf);
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assert(m_pGLSurf);
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assert(m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_RGBA);
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//m_pSurf->FillColor(glColorBytes(0,0,0,0));
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if (m_pSurf->GetPixelData())
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{
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m_pSurf->FlipY();
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m_pGLSurf->UpdateSurfaceRect(rtRect(0,0, m_pSurf->GetWidth(), m_pSurf->GetHeight()), m_pSurf->GetPixelData(), true);
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m_pSurf->FlipY();
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m_pGLSurf->SetUsesAlpha(m_pSurf->GetUsesAlpha());
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if (m_pSurf->GetHasPremultipliedAlpha())
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{
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m_pGLSurf->SetBlendingMode(Surface::BLENDING_PREMULTIPLIED_ALPHA);
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}
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}
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}
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if (m_pSurf) m_pSurf->SetModified(false);
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//assert(m_pGLSurf->GetBlendingMode() == Surface::BLENDING_PREMULTIPLIED_ALPHA);
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}
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}
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int IDirectDrawSurface::BltFast( int x, int y, IDirectDrawSurface *pSrcSurf, rtRect32 *pSrcRect, uint32 dwTrans )
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{
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if (pSrcSurf)
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{
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pSrcSurf->UpdateLastUsedTime();
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}
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switch (m_mode)
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{
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case MODE_SHADOW_GL:
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case MODE_NORMAL:
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if (pSrcSurf->m_mode == MODE_PRIMARY_GL)
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{
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//we need to copy from what is already on the screen
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m_pSurf->BlitFromScreen(x, y, pSrcRect->left, pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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//m_pSurf->Blit(x, y, lpDDSBackGround->m_pSurf, pSrcRect->left, pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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//m_pSurf->SetUsesAlpha(false);
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} else
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{
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m_pSurf->Blit(x, y, pSrcSurf->m_pSurf, pSrcRect->left, pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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}
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break;
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case MODE_PRIMARY_GL:
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if (!pSrcSurf)
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{
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assert(!"Shit!");
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return DD_OK;
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}
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if (pSrcSurf->m_mode == MODE_SHADOW_GL)
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{
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//blit from a GL surface instead
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pSrcSurf->UpdateShadowSurface();
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//skip if too big for surface
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if (
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(pSrcRect->GetHeight()+y > C_DINK_SCREENSIZE_Y) ||
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(pSrcRect->GetWidth()+x > C_DINK_SCREENSIZE_X)
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)
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{
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#ifdef _DEBUG
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//LogMsg("Skipping blit, original Dink 1.08 would have rejected it for not fitting");
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#endif
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break;
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}
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//pSrcSurf->m_pGLSurf->SetBlendingMode(Surface::BLENDING_NORMAL);
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pSrcSurf->m_pGLSurf->BlitEx(rtRectf(x, y, x+pSrcRect->GetWidth(), y +pSrcRect->GetHeight())+ rtRectf(0,0, 0.5f, 0.5f), rtRectf(*pSrcRect));
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break;
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}
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SoftSurface s;
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s.Init(pSrcRect->GetWidth(), pSrcRect->GetHeight(), SoftSurface::SURFACE_RGBA);
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s.Blit(0,0, pSrcSurf->m_pSurf, pSrcRect->left,pSrcRect->top, pSrcRect->GetWidth(), pSrcRect->GetHeight());
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if (pSrcSurf->m_pSurf->GetUsesAlpha())
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{
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s.SetUsesAlpha(true);
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}
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g_globalBatcher.BlitRawImage(x,y, s);
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break;
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}
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return DD_OK;
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}
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void IDirectDrawSurface::UpdateLastUsedTime()
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{
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m_gameTickOfLastUse = GetBaseApp()->GetGameTick();
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} |