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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | /* |
| 2 | * src/sysvid.c |
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| 3 | * |
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| 4 | * Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved. |
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| 5 | * |
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| 6 | * The use and distribution terms for this software are contained in the file |
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| 7 | * named README, which can be found in the root of this distribution. By |
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| 8 | * using this software in any fashion, you are agreeing to be bound by the |
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| 9 | * terms of this license. |
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| 10 | * |
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| 11 | * You must not remove this notice, or any other, from this software. |
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| 12 | */ |
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| 13 | |||
| 2 | pmbaty | 14 | #include <stdlib.h> // malloc |
| 15 | #include <string.h> // memset |
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| 7 | pmbaty | 16 | #include <stdbool.h> // bool |
| 1 | pmbaty | 17 | |
| 18 | #include <SDL.h> |
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| 19 | |||
| 20 | #include "system.h" |
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| 21 | #include "game.h" |
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| 22 | #include "img.h" |
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| 23 | |||
| 7 | pmbaty | 24 | #define SCALE_FACTOR 4 |
| 1 | pmbaty | 25 | |
| 7 | pmbaty | 26 | U8 sysvid_fb[320 * 200]; // the framebuffer for this game is really 320x200 |
| 2 | pmbaty | 27 | U8 want_fullscreen = FALSE;// TRUE; |
| 1 | pmbaty | 28 | U8 want_filter = TRUE; |
| 7 | pmbaty | 29 | U8 recreate_screen = FALSE; |
| 1 | pmbaty | 30 | |
| 7 | pmbaty | 31 | static SDL_Window *window; |
| 32 | static SDL_Renderer *renderer; |
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| 33 | static SDL_Texture *screen_texture; |
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| 1 | pmbaty | 34 | |
| 35 | |||
| 7 | pmbaty | 36 | // XBRZ scaler |
| 37 | void xbrz_scale (size_t factor, const uint32_t *src, uint32_t *trg, int srcWidth, int srcHeight, bool has_alpha_channel); |
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| 38 | void nearest_neighbor_scale (const uint32_t *src, int srcWidth, int srcHeight, uint32_t *trg, int trgWidth, int trgHeight); |
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| 39 | |||
| 40 | |||
| 1 | pmbaty | 41 | // Initialise video |
| 42 | void sysvid_init (void) |
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| 43 | { |
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| 44 | // SDL init |
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| 45 | if (SDL_Init (SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0) |
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| 46 | sys_panic ("Fatal error: could not initialize SDL.\n"); |
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| 47 | |||
| 7 | pmbaty | 48 | // create game window |
| 49 | window = SDL_CreateWindow ("Rick Dangerous", |
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| 50 | SDL_WINDOWPOS_UNDEFINED, // x |
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| 51 | SDL_WINDOWPOS_UNDEFINED, // y |
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| 52 | (want_fullscreen ? 0 : 1024), // let system assign width in fullscreen mode |
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| 53 | (want_fullscreen ? 0 : 768), // let system assign height in fullscreen mode |
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| 54 | (want_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); |
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| 55 | if (window == NULL) |
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| 56 | sys_panic ("Fatal error: SDL can not create game window.\n"); |
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| 1 | pmbaty | 57 | |
| 7 | pmbaty | 58 | // create renderer |
| 59 | renderer = SDL_CreateRenderer (window, -1, 0); |
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| 60 | if (renderer == NULL) |
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| 61 | sys_panic ("Fatal error: SDL can not create renderer\n"); |
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| 1 | pmbaty | 62 | |
| 7 | pmbaty | 63 | // amke the scaled rendering look smoother |
| 64 | SDL_RenderSetLogicalSize (renderer, 320 * SCALE_FACTOR, 200 * SCALE_FACTOR); |
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| 65 | |||
| 66 | // create a texture that will cover the whole window |
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| 67 | screen_texture = SDL_CreateTexture (renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 320 * SCALE_FACTOR, 200 * SCALE_FACTOR); |
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| 68 | if (screen_texture == NULL) |
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| 69 | sys_panic ("Fatal error: SDL can not create rendering surface\n"); |
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| 70 | |||
| 71 | // clear the screen to black |
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| 72 | sysvid_clear (); |
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| 1 | pmbaty | 73 | } |
| 74 | |||
| 75 | |||
| 76 | // Shutdown video |
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| 77 | void sysvid_shutdown (void) |
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| 78 | { |
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| 79 | // SDL quit |
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| 80 | SDL_Quit (); |
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| 81 | } |
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| 82 | |||
| 83 | |||
| 84 | // Clear screen |
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| 85 | void sysvid_clear (void) |
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| 86 | { |
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| 7 | pmbaty | 87 | SDL_SetRenderDrawColor (renderer, 0, 0, 0, 255); |
| 88 | SDL_RenderClear (renderer); |
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| 89 | SDL_RenderPresent (renderer); |
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| 90 | |||
| 91 | memset (sysvid_fb, 0, sizeof (sysvid_fb)); |
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| 1 | pmbaty | 92 | } |
| 93 | |||
| 94 | |||
| 95 | // Update screen |
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| 96 | void sysvid_paint (rect_t *rects) |
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| 97 | { |
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| 7 | pmbaty | 98 | static uint8_t screen_pixels[320 * 200 * 4]; |
| 99 | static uint8_t upscaled_pixels[320 * SCALE_FACTOR * 200 * SCALE_FACTOR * 4]; |
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| 100 | static rect_t rect_whole = {0, 0, 320, 200, NULL}; // framebuffer coordinates. The framebuffer is 320x200. |
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| 1 | pmbaty | 101 | static U8 palette[16][3] = |
| 102 | { |
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| 103 | {0x00, 0x00, 0x00}, |
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| 104 | {0xd8, 0x00, 0x00}, |
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| 105 | {0xb0, 0x6c, 0x68}, |
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| 106 | {0xf8, 0x90, 0x68}, |
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| 107 | {0x20, 0x24, 0x20}, |
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| 108 | {0x00, 0x48, 0xb0}, |
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| 109 | {0x00, 0x6c, 0xd8}, |
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| 110 | {0x20, 0x48, 0x00}, |
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| 111 | {0x48, 0x6c, 0x20}, |
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| 112 | {0x48, 0x24, 0x00}, |
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| 113 | {0x90, 0x48, 0x00}, |
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| 114 | {0xd8, 0x6c, 0x00}, |
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| 115 | {0x48, 0x48, 0x48}, |
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| 116 | {0x68, 0x6c, 0x68}, |
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| 117 | {0x90, 0x90, 0x90}, |
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| 118 | {0xb0, 0xb4, 0xb0} |
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| 119 | }; |
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| 7 | pmbaty | 120 | U16 x, y; |
| 1 | pmbaty | 121 | U8 *p, *q, *p0, *q0; |
| 122 | |||
| 123 | if (rects == NULL) |
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| 124 | return; |
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| 125 | |||
| 7 | pmbaty | 126 | if (recreate_screen) |
| 1 | pmbaty | 127 | { |
| 7 | pmbaty | 128 | recreate_screen = FALSE; |
| 129 | SDL_SetWindowFullscreen (window, (want_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); |
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| 130 | sysvid_paint (&rect_whole); |
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| 1 | pmbaty | 131 | } |
| 132 | |||
| 7 | pmbaty | 133 | // expand what's in the 320x200x1 frame buffer to the 320x200x4 SDL texture buffer |
| 1 | pmbaty | 134 | while (rects) |
| 135 | { |
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| 7 | pmbaty | 136 | p0 = &sysvid_fb[rects->y * 320 + rects->x]; |
| 137 | q0 = &screen_pixels[(rects->y * 320 + rects->x) * 4]; |
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| 1 | pmbaty | 138 | |
| 7 | pmbaty | 139 | for (y = rects->y; y < rects->y + rects->height; y++) |
| 1 | pmbaty | 140 | { |
| 7 | pmbaty | 141 | p = p0; |
| 142 | q = q0; |
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| 143 | |||
| 144 | for (x = rects->x; x < rects->x + rects->width; x++) |
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| 1 | pmbaty | 145 | { |
| 7 | pmbaty | 146 | *(q + 0) = palette[*p][2]; // blue |
| 147 | *(q + 1) = palette[*p][1]; // green |
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| 148 | *(q + 2) = palette[*p][0]; // red |
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| 149 | *(q + 3) = 0; // alpha |
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| 1 | pmbaty | 150 | |
| 7 | pmbaty | 151 | q += 4; |
| 152 | p++; |
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| 1 | pmbaty | 153 | } |
| 154 | |||
| 7 | pmbaty | 155 | q0 += 320 * 4; |
| 1 | pmbaty | 156 | p0 += 320; |
| 157 | } |
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| 158 | |||
| 159 | rects = rects->next; |
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| 160 | } |
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| 7 | pmbaty | 161 | |
| 162 | // now upscale with a little bit of magic |
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| 163 | if (want_filter) |
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| 164 | xbrz_scale (SCALE_FACTOR, (uint32_t *) screen_pixels, (uint32_t *) upscaled_pixels, 320, 200, false); |
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| 165 | else |
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| 166 | nearest_neighbor_scale ((uint32_t *) screen_pixels, 320, 200, (uint32_t *) upscaled_pixels, 320 * SCALE_FACTOR, 200 * SCALE_FACTOR); |
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| 167 | |||
| 168 | SDL_UpdateTexture (screen_texture, NULL, upscaled_pixels, 320 * SCALE_FACTOR * 4); |
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| 169 | SDL_RenderClear (renderer); |
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| 170 | SDL_RenderCopy (renderer, screen_texture, NULL, NULL); |
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| 171 | SDL_RenderPresent (renderer); |
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| 1 | pmbaty | 172 | } |