354879befc
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3934 fc73d0e0-1445-4013-8a0c-d673dee63da5
224 lines
4.5 KiB
C
224 lines
4.5 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include <SDL.h>
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SDL_Surface *sdlsurf;
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extern cvar_t vid_hardwaregamma;
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extern cvar_t gl_lateswap;
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extern int gammaworks;
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#ifdef _WIN32 //half the rest of the code uses windows apis to focus windows. Should be fixed, but it's not too important.
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HWND mainwindow;
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#endif
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extern qboolean vid_isfullscreen;
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unsigned short intitialgammaramps[3][256];
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qboolean ActiveApp;
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qboolean mouseactive;
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extern qboolean mouseusedforgui;
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qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
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{
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int flags;
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Con_Printf("SDL GLVID_Init\n");
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
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SDL_SetVideoMode( 0, 0, 0, 0 ); //to get around some SDL bugs
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
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if (info->multisample)
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{
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, info->multisample);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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}
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Con_Printf("Getting gamma\n");
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SDL_GetGammaRamp(intitialgammaramps[0], intitialgammaramps[1], intitialgammaramps[2]);
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if (info->fullscreen)
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{
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flags = SDL_FULLSCREEN;
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vid_isfullscreen = true;
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}
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else
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{
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flags = SDL_RESIZABLE;
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vid_isfullscreen = false;
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}
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sdlsurf = SDL_SetVideoMode(vid.pixelwidth=info->width, vid.pixelheight=info->height, info->bpp, flags | SDL_OPENGL);
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if (!sdlsurf)
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{
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Con_Printf("Couldn't set GL mode: %s\n", SDL_GetError());
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return false;
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}
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &gl_stencilbits);
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ActiveApp = true;
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GLVID_SetPalette (palette);
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GL_Init(SDL_GL_GetProcAddress);
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qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
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mouseactive = false;
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if (vid_isfullscreen)
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IN_ActivateMouse();
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return true;
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}
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void GLVID_DeInit (void)
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{
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ActiveApp = false;
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IN_DeactivateMouse();
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Con_Printf("Restoring gamma\n");
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SDL_SetGammaRamp (intitialgammaramps[0], intitialgammaramps[1], intitialgammaramps[2]);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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void GL_BeginRendering (void)
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{
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// if (!wglMakeCurrent( maindc, baseRC ))
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// Sys_Error ("wglMakeCurrent failed");
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// qglViewport (*x, *y, *width, *height);
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}
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qboolean screenflush;
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void GL_DoSwap (void)
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{
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if (!screenflush)
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return;
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screenflush = 0;
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if (!scr_skipupdate)
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SDL_GL_SwapBuffers( );
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if (!vid_isfullscreen)
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{
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if (!_windowed_mouse.value)
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{
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if (mouseactive)
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{
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IN_DeactivateMouse ();
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}
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}
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else
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{
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if ((key_dest == key_game||mouseusedforgui) && ActiveApp)
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IN_ActivateMouse ();
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else if (!(key_dest == key_game || mouseusedforgui) || !ActiveApp)
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IN_DeactivateMouse ();
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}
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}
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}
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void GL_EndRendering (void)
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{
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screenflush = true;
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if (!gl_lateswap.value)
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GL_DoSwap();
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}
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void GLVID_SetPalette (unsigned char *palette)
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{
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qbyte *pal;
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unsigned r,g,b;
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unsigned v;
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unsigned short i;
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unsigned *table;
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extern qbyte gammatable[256];
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//
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// 8 8 8 encoding
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//
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if (vid_hardwaregamma.value)
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{
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// don't built in the gamma table
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = pal[0];
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g = pal[1];
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b = pal[2];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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else
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{
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//computer has no hardware gamma (poor suckers) increase table accordingly
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = gammatable[pal[0]];
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g = gammatable[pal[1]];
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b = gammatable[pal[2]];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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if (LittleLong(1) != 1)
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for (i=0 ; i<256 ; i++)
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d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
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}
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void GLVID_ShiftPalette (unsigned char *palette)
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{
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extern unsigned short ramps[3][256];
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if (vid_hardwaregamma.value) //this is needed because ATI drivers don't work properly (or when task-switched out).
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{
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if (gammaworks)
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{ //we have hardware gamma applied - if we're doing a BF, we don't want to reset to the default gamma (yuck)
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SDL_SetGammaRamp (ramps[0], ramps[1], ramps[2]);
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return;
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}
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gammaworks = !SDL_SetGammaRamp (ramps[0], ramps[1], ramps[2]);
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}
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else
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gammaworks = false;
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}
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void GLVID_SetCaption(char *text)
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{
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SDL_WM_SetCaption( text, NULL );
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}
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