scummvm/engines/freescape/gfx_tinygl.cpp
2025-03-06 01:10:09 +02:00

624 lines
19 KiB
C++

/* 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/>.
*
*/
// Based on Phantasma code by Thomas Harte (2013),
// available at https://github.com/TomHarte/Phantasma/ (MIT)
#include "common/config-manager.h"
#include "common/system.h"
#include "graphics/tinygl/tinygl.h"
#include "math/glmath.h"
#include "freescape/objects/object.h"
#include "freescape/gfx_tinygl.h"
#include "freescape/gfx_tinygl_texture.h"
namespace Freescape {
Renderer *CreateGfxTinyGL(int screenW, int screenH, Common::RenderMode renderMode) {
return new TinyGLRenderer(screenW, screenH, renderMode);
}
TinyGLRenderer::TinyGLRenderer(int screenW, int screenH, Common::RenderMode renderMode) : Renderer(screenW, screenH, renderMode, true) {
_verts = (Vertex *)malloc(sizeof(Vertex) * kVertexArraySize);
_texCoord = (Coord *)malloc(sizeof(Coord) * kVertexArraySize);
_texturePixelFormat = getRGBAPixelFormat();
_variableStippleArray = nullptr;
}
TinyGLRenderer::~TinyGLRenderer() {
for (auto &it : _stippleTextureCache) {
delete (TinyGL3DTexture *)it._value;
}
TinyGL::destroyContext();
free(_verts);
free(_texCoord);
}
Texture *TinyGLRenderer::createTexture(const Graphics::Surface *surface, bool is3D) {
if (is3D)
return new TinyGL3DTexture(surface);
else
return new TinyGL2DTexture(surface);
}
void TinyGLRenderer::freeTexture(Texture *texture) {
//TinyGLTexture *glTexture = static_cast<TinyGLTexture *>(texture);
delete texture;
}
void TinyGLRenderer::init() {
// debug("Initializing Software 3D Renderer");
computeScreenViewport();
TinyGL::createContext(_screenW, _screenH, g_system->getScreenFormat(), 512, true, ConfMan.getBool("dirtyrects"));
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
tglDisable(TGL_LIGHTING);
tglDisable(TGL_TEXTURE_2D);
tglEnable(TGL_DEPTH_TEST);
_stippleEnabled = false;
_lastColorSet0 = 0;
_lastColorSet1 = 0;
_stippleTexture = nullptr;
}
void TinyGLRenderer::setViewport(const Common::Rect &rect) {
_viewport = rect;
tglViewport(rect.left, g_system->getHeight() - rect.bottom, rect.width(), rect.height());
}
void TinyGLRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect, Texture *texture) {
const float sLeft = screenRect.left;
const float sTop = screenRect.top;
const float sWidth = screenRect.width();
const float sHeight = screenRect.height();
// HACK: tglBlit is not affected by the viewport, so we offset the draw coordinates here
int viewPort[4];
tglGetIntegerv(TGL_VIEWPORT, viewPort);
TinyGL::BlitTransform transform(sLeft + viewPort[0], sTop + viewPort[1]);
transform.sourceRectangle(textureRect.left, textureRect.top, sWidth, sHeight);
tglBlit(((TinyGL2DTexture *)texture)->getBlitTexture(), transform);
}
void TinyGLRenderer::drawSkybox(Texture *texture, Math::Vector3d camera) {
TinyGL3DTexture *glTexture = static_cast<TinyGL3DTexture *>(texture);
tglDisable(TGL_DEPTH_TEST);
tglEnable(TGL_TEXTURE_2D);
tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_REPEAT);
tglBindTexture(TGL_TEXTURE_2D, glTexture->_id);
tglColor4f(1.f, 1.f, 1.f, 1.f);
tglVertexPointer(3, TGL_FLOAT, 0, _skyVertices);
tglNormalPointer(TGL_FLOAT, 0, _skyNormals);
if (texture->_width == 1008)
tglTexCoordPointer(2, TGL_FLOAT, 0, _skyUvs1008);
else if (texture->_width == 128)
tglTexCoordPointer(2, TGL_FLOAT, 0, _skyUvs128);
else
error("Unsupported skybox texture width %d", glTexture->_width);
tglEnableClientState(TGL_VERTEX_ARRAY);
tglEnableClientState(TGL_TEXTURE_COORD_ARRAY);
tglEnableClientState(TGL_NORMAL_ARRAY);
tglPolygonMode(TGL_BACK, TGL_FILL);
tglPushMatrix();
{
tglTranslatef(camera.x(), camera.y(), camera.z());
tglDrawArrays(TGL_QUADS, 0, 16);
}
tglPopMatrix();
tglDisableClientState(TGL_NORMAL_ARRAY);
tglDisableClientState(TGL_TEXTURE_COORD_ARRAY);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglBindTexture(TGL_TEXTURE_2D, 0);
tglDisable(TGL_TEXTURE_2D);
tglEnable(TGL_DEPTH_TEST);
tglFlush();
}
void TinyGLRenderer::updateProjectionMatrix(float fov, float aspectRatio, float nearClipPlane, float farClipPlane) {
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
float xmaxValue = nearClipPlane * tan(Math::deg2rad(fov) / 2);
float ymaxValue = xmaxValue / aspectRatio;
// Corrected glFrustum call
tglFrustum(-xmaxValue, xmaxValue, -ymaxValue, ymaxValue, nearClipPlane, farClipPlane);
tglScalef(-1.0f, 1.0f, 1.0f);
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
}
void TinyGLRenderer::positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest) {
Math::Vector3d up_vec(0, 1, 0);
Math::Matrix4 lookMatrix = Math::makeLookAtMatrix(pos, interest, up_vec);
tglMultMatrixf(lookMatrix.getData());
tglTranslatef(-pos.x(), -pos.y(), -pos.z());
}
void TinyGLRenderer::renderSensorShoot(byte color, const Math::Vector3d sensor, const Math::Vector3d player, const Common::Rect viewArea) {
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_ONE_MINUS_DST_COLOR, TGL_ZERO);
tglColor3ub(255, 255, 255);
polygonOffset(true);
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, player);
copyToVertexArray(1, sensor);
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_LINES, 0, 2);
tglDisableClientState(TGL_VERTEX_ARRAY);
polygonOffset(false);
tglDisable(TGL_BLEND);
}
void TinyGLRenderer::renderPlayerShootBall(byte color, const Common::Point position, int frame, const Common::Rect viewArea) {
/*uint8 r, g, b;
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglOrtho(0, _screenW, _screenH, 0, 0, 1);
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
r = g = b = 255;
} else {
r = g = b = 255;
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_ONE_MINUS_DST_COLOR, TGL_ZERO);
}
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
tglColor3ub(r, g, b);
int triangleAmount = 20;
float twicePi = (float)(2.0 * M_PI);
float coef = (9 - frame) / 9.0;
float radius = (1 - coef) * 4.0;
Common::Point initial_position(viewArea.left + viewArea.width() / 2 + 2, viewArea.height() + viewArea.top);
Common::Point ball_position = coef * position + (1 - coef) * initial_position;
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(ball_position.x, ball_position.y, 0));
for(int i = 0; i <= triangleAmount; i++) {
float x = ball_position.x + (radius * cos(i * twicePi / triangleAmount));
float y = ball_position.y + (radius * sin(i * twicePi / triangleAmount));
copyToVertexArray(i + 1, Math::Vector3d(x, y, 0));
}
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_TRIANGLE_FAN, 0, triangleAmount + 2);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglDisable(TGL_BLEND);
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);*/
}
void TinyGLRenderer::renderPlayerShootRay(byte color, const Common::Point position, const Common::Rect viewArea) {
uint8 r, g, b;
readFromPalette(color, r, g, b); // TODO: should use opposite color
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglOrthof(0, _screenW, _screenH, 0, 0, 1);
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
if (_renderMode == Common::kRenderCGA || _renderMode == Common::kRenderZX) {
r = g = b = 255;
} else {
r = g = b = 255;
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_ONE_MINUS_DST_COLOR, TGL_ZERO);
}
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
tglColor3ub(r, g, b);
int viewPort[4];
tglGetIntegerv(TGL_VIEWPORT, viewPort);
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top, 0));
copyToVertexArray(1, Math::Vector3d(position.x, position.y, 0));
copyToVertexArray(2, Math::Vector3d(viewArea.left, viewArea.height() + viewArea.top + 3, 0));
copyToVertexArray(3, Math::Vector3d(position.x, position.y, 0));
copyToVertexArray(4, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top, 0));
copyToVertexArray(5, Math::Vector3d(position.x, position.y, 0));
copyToVertexArray(6, Math::Vector3d(viewArea.right, viewArea.height() + viewArea.top + 3, 0));
copyToVertexArray(7, Math::Vector3d(position.x, position.y, 0));
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_LINES, 0, 8);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglDisable(TGL_BLEND);
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::renderCrossair(const Common::Point crossairPosition) {
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglOrtho(0, _screenW, _screenH, 0, 0, 1);
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
tglEnable(TGL_BLEND);
tglBlendFunc(TGL_ONE_MINUS_DST_COLOR, TGL_ZERO);
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
useColor(255, 255, 255);
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(crossairPosition.x - 3, crossairPosition.y, 0));
copyToVertexArray(1, Math::Vector3d(crossairPosition.x - 1, crossairPosition.y, 0));
copyToVertexArray(2, Math::Vector3d(crossairPosition.x + 2, crossairPosition.y, 0));
copyToVertexArray(3, Math::Vector3d(crossairPosition.x + 4, crossairPosition.y, 0));
copyToVertexArray(4, Math::Vector3d(crossairPosition.x, crossairPosition.y - 3, 0));
copyToVertexArray(5, Math::Vector3d(crossairPosition.x, crossairPosition.y - 1, 0));
copyToVertexArray(6, Math::Vector3d(crossairPosition.x, crossairPosition.y + 2, 0));
copyToVertexArray(7, Math::Vector3d(crossairPosition.x, crossairPosition.y + 4, 0));
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_LINES, 0, 8);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglDisable(TGL_BLEND);
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);
}
void TinyGLRenderer::setStippleData(byte *data) {
if (!data) {
_stippleTexture = nullptr;
assert(_stippleEnabled == false);
_variableStippleArray = nullptr;
return;
}
if (_stippleTextureCache.contains(uint64(data))) {
}
assert(_stippleTextureCache.size() <= 16);
_variableStippleArray = data;
}
void TinyGLRenderer::useStipple(bool enabled) {
_stippleEnabled = enabled;
if (enabled) {
assert(_variableStippleArray);
} else {
_stippleTexture = nullptr;
}
}
void TinyGLRenderer::renderFace(const Common::Array<Math::Vector3d> &vertices) {
assert(vertices.size() >= 2);
const Math::Vector3d &v0 = vertices[0];
if (vertices.size() == 2) {
const Math::Vector3d &v1 = vertices[1];
if (v0 == v1)
return;
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, v0);
copyToVertexArray(1, v1);
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_LINES, 0, 2);
tglDisableClientState(TGL_VERTEX_ARRAY);
return;
}
if (_stippleEnabled) {
if (_stippleTextureCache.contains(uint64(_variableStippleArray))) {
_stippleTexture = _stippleTextureCache[uint64(_variableStippleArray)];
} else {
_stippleTexture = new TinyGL3DTexture(_variableStippleArray, _lastColorSet0, _lastColorSet1);
_stippleTextureCache[uint64(_variableStippleArray)] = _stippleTexture;
}
} else if (_variableStippleArray)
return; // We are in the middle of a stipple rendering operation, so we should skip this face
tglEnableClientState(TGL_VERTEX_ARRAY);
uint vi = 0;
for (uint i = 1; i < vertices.size() - 1; i++) { // no underflow since vertices.size() > 2
const Math::Vector3d &v1 = vertices[i];
const Math::Vector3d &v2 = vertices[i + 1];
vi = 3 * (i - 1); // no underflow since i >= 1
copyToVertexArray(vi + 0, v0);
copyToVertexArray(vi + 1, v1);
copyToVertexArray(vi + 2, v2);
}
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
if (_stippleEnabled) {
tglClear(TGL_STENCIL_BUFFER_BIT);
tglEnable(TGL_STENCIL_TEST);
tglStencilFunc(TGL_ALWAYS, 1, 0xFF); // Always pass stencil test
tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_REPLACE); // Replace stencil buffer where drawn
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);
tglColorMask(TGL_FALSE, TGL_FALSE, TGL_FALSE, TGL_FALSE);
}
tglDrawArrays(TGL_TRIANGLES, 0, vi + 3);
tglDisableClientState(TGL_VERTEX_ARRAY);
if (_stippleEnabled) {
tglColorMask(TGL_TRUE, TGL_TRUE, TGL_TRUE, TGL_TRUE);
tglStencilFunc(TGL_EQUAL, 1, 0xFF); // Only render where stencil value is 1
tglStencilOp(TGL_KEEP, TGL_KEEP, TGL_KEEP); // Don't change stencil buffer
tglMatrixMode(TGL_PROJECTION);
tglPushMatrix();
tglLoadIdentity();
tglOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); // Orthographic projection
tglScalef(1, 1, 1);
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
tglLoadIdentity();
tglEnable(TGL_TEXTURE_2D);
tglBindTexture(TGL_TEXTURE_2D, _stippleTexture->_id);
tglColor4f(1.f, 1.f, 1.f, 1.f);
tglDepthMask(TGL_FALSE);
tglBegin(TGL_QUADS);
tglTexCoord2f(0.0f, 0.0f);
tglVertex2f(0.0f, 0.0f);
tglTexCoord2f(1.0, 0.0f);
tglVertex2f(1.0, 0.0f);
tglTexCoord2f(1.0, 1.0);
tglVertex2f(1.0, 1.0);
tglTexCoord2f(0.0f, 1.0);
tglVertex2f(0.0f, 1.0);
tglEnd();
tglDepthMask(TGL_TRUE);
tglDisable(TGL_STENCIL_TEST);
tglDisable(TGL_TEXTURE_2D);
tglDisable(TGL_TEXTURE);
tglFlush();
tglBindTexture(TGL_TEXTURE_2D, 0);
tglMatrixMode(TGL_PROJECTION);
tglPopMatrix();
tglMatrixMode(TGL_MODELVIEW);
tglPopMatrix();
}
}
void TinyGLRenderer::drawCelestialBody(Math::Vector3d position, float radius, byte color) {
uint8 r1, g1, b1, r2, g2, b2;
byte *stipple = nullptr;
getRGBAt(color, 0, r1, g1, b1, r2, g2, b2, stipple);
int triangleAmount = 20;
float twicePi = (float)(2.0 * M_PI);
// Quick billboard effect inspired from this code:
// http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat
/*glMatrixMode(GL_MODELVIEW);
glPushMatrix();
GLfloat m[16];
glGetFloatv(GL_MODELVIEW_MATRIX, m);
for(int i = 1; i < 4; i++)
for(int j = 0; j < 4; j++ ) {
if (i == 2)
continue;
if (i == j)
m[i*4 + j] = 1.0;
else
m[i*4 + j] = 0.0;
}
glLoadMatrixf(m);*/
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
setStippleData(stipple);
useColor(r1, g1, b1);
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, position);
float adj = 1.25; // Perspective correction
for (int i = 0; i <= triangleAmount; i++) {
copyToVertexArray(i + 1,
Math::Vector3d(position.x(), position.y() + (radius * cos(i * twicePi / triangleAmount)),
position.z() + (adj * radius * sin(i * twicePi / triangleAmount)))
);
}
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_TRIANGLE_FAN, 0, triangleAmount + 2);
tglDisableClientState(TGL_VERTEX_ARRAY);
if (r1 != r2 || g1 != g2 || b1 != b2) {
useStipple(true);
useColor(r2, g2, b2);
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, position);
for (int i = 0; i <= triangleAmount; i++) {
copyToVertexArray(i + 1,
Math::Vector3d(position.x(), position.y() + (radius * cos(i * twicePi / triangleAmount)),
position.z() + (adj * radius * sin(i * twicePi / triangleAmount)))
);
}
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_TRIANGLE_FAN, 0, triangleAmount + 2);
tglDisableClientState(TGL_VERTEX_ARRAY);
useStipple(false);
}
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);
//tglPopMatrix();
}
void TinyGLRenderer::depthTesting(bool enabled) {
if (enabled) {
tglClear(TGL_DEPTH_BUFFER_BIT);
tglEnable(TGL_DEPTH_TEST);
} else {
tglDisable(TGL_DEPTH_TEST);
}
}
void TinyGLRenderer::polygonOffset(bool enabled) {
if (enabled) {
tglEnable(TGL_POLYGON_OFFSET_FILL);
tglPolygonOffset(-1.0f, 1.0f);
} else {
tglPolygonOffset(0, 0);
tglDisable(TGL_POLYGON_OFFSET_FILL);
}
}
void TinyGLRenderer::useColor(uint8 r, uint8 g, uint8 b) {
_lastColorSet1 = _lastColorSet0;
_lastColorSet0 = _texturePixelFormat.RGBToColor(r, g, b);
tglColor3ub(r, g, b);
}
void TinyGLRenderer::clear(uint8 r, uint8 g, uint8 b, bool ignoreViewport) {
tglClear(TGL_DEPTH_BUFFER_BIT | TGL_STENCIL_BITS);
if (ignoreViewport) {
tglClearColor(r / 255., g / 255., b / 255., 1.0);
tglClear(TGL_COLOR_BUFFER_BIT);
} else {
// Create a viewport sized quad and color it
useColor(r, g, b);
tglMatrixMode(TGL_PROJECTION);
tglPushMatrix();
tglLoadIdentity();
tglOrtho(0, _viewport.width(), _viewport.height(), 0, 0, 1);
tglMatrixMode(TGL_MODELVIEW);
tglPushMatrix();
tglLoadIdentity();
tglDisable(TGL_DEPTH_TEST);
tglDepthMask(TGL_FALSE);
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(0, 0, 0));
copyToVertexArray(1, Math::Vector3d(0, _viewport.height(), 0));
copyToVertexArray(2, Math::Vector3d(_viewport.width(), _viewport.height(), 0));
copyToVertexArray(3, Math::Vector3d(0, 0, 0));
copyToVertexArray(4, Math::Vector3d(_viewport.width(), 0, 0));
copyToVertexArray(5, Math::Vector3d(_viewport.width(), _viewport.height(), 0));
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_TRIANGLES, 0, 6);
tglDisableClientState(TGL_VERTEX_ARRAY);
tglEnable(TGL_DEPTH_TEST);
tglDepthMask(TGL_TRUE);
tglPopMatrix();
tglMatrixMode(TGL_PROJECTION);
tglPopMatrix();
}
}
void TinyGLRenderer::drawFloor(uint8 color) {
uint8 r1, g1, b1, r2, g2, b2;
byte *stipple = nullptr;
assert(getRGBAt(color, 0, r1, g1, b1, r2, g2, b2, stipple)); // TODO: move check inside this function
tglColor3ub(r1, g1, b1);
tglEnableClientState(TGL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(-100000.0, 0.0, -100000.0));
copyToVertexArray(1, Math::Vector3d(100000.0, 0.0, -100000.0));
copyToVertexArray(2, Math::Vector3d(100000.0, 0.0, 100000.0));
copyToVertexArray(3, Math::Vector3d(-100000.0, 0.0, 100000.0));
tglVertexPointer(3, TGL_FLOAT, 0, _verts);
tglDrawArrays(TGL_QUADS, 0, 4);
tglDisableClientState(TGL_VERTEX_ARRAY);
}
void TinyGLRenderer::flipBuffer() {
Common::List<Common::Rect> dirtyAreas;
TinyGL::presentBuffer(dirtyAreas);
Graphics::Surface glBuffer;
TinyGL::getSurfaceRef(glBuffer);
if (!dirtyAreas.empty()) {
for (auto &it : dirtyAreas) {
g_system->copyRectToScreen(glBuffer.getBasePtr(it.left, it.top), glBuffer.pitch,
it.left, it.top, it.width(), it.height());
}
}
}
Graphics::Surface *TinyGLRenderer::getScreenshot() {
Graphics::Surface glBuffer;
TinyGL::getSurfaceRef(glBuffer);
Graphics::Surface *s = new Graphics::Surface();
s->create(_screenW, _screenH, getRGBAPixelFormat());
s->copyFrom(glBuffer);
return s;
}
} // End of namespace Freescape