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