mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
184 lines
4 KiB
C
184 lines
4 KiB
C
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/*
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vid_sdl.c
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Video driver for Sam Lantinga's Simple DirectMedia Layer
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include <SDL.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/qendian.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "context_sdl.h"
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#include "d_iface.h"
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#include "vid_internal.h"
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#include "vid_sw.h"
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#ifdef _WIN32 // FIXME: evil hack to get full DirectSound support with SDL
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#include <windows.h>
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#include <SDL_syswm.h>
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HWND mainwindow;
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#endif
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// The original defaults
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#define BASEWIDTH 320
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#define BASEHEIGHT 200
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byte *VGA_pagebase;
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int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
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// Define GLAPIENTRY to a useful value
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#ifndef GLAPIENTRY
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# ifdef _WIN32
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# include <windows.h>
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# define GLAPIENTRY WINAPI
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# undef LoadImage
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# else
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# ifdef APIENTRY
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# define GLAPIENTRY APIENTRY
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# else
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# define GLAPIENTRY
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# endif
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# endif
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#endif
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static byte cached_palette[256 * 3];
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static int update_palette;
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static void
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sdl_update_palette (const byte *palette)
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{
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SDL_Color colors[256];
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int i;
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for (i = 0; i < 256; ++i) {
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colors[i].r = *palette++;
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colors[i].g = *palette++;
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colors[i].b = *palette++;
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}
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SDL_SetColors (sdl_screen, colors, 0, 256);
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}
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static void
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VID_SetPalette (const byte *palette)
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{
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if (memcmp (cached_palette, palette, sizeof (cached_palette))) {
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memcpy (cached_palette, palette, sizeof (cached_palette));
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update_palette = 1;
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}
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}
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static void
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do_screen_buffer (void)
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{
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}
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static void
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sdl_set_vid_mode (sw_ctx_t *ctx)
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{
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// Initialize display
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if (!(sdl_screen = SDL_SetVideoMode (viddef.width, viddef.height, 8,
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sdl_flags)))
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Sys_Error ("VID: Couldn't set video mode: %s", SDL_GetError ());
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// now know everything we need to know about the buffer
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VGA_width = viddef.width;
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VGA_height = viddef.height;
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viddef.vid_internal->do_screen_buffer = do_screen_buffer;
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VGA_pagebase = viddef.buffer = sdl_screen->pixels;
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VGA_rowbytes = viddef.rowbytes = sdl_screen->pitch;
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viddef.conbuffer = viddef.buffer;
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viddef.conrowbytes = viddef.rowbytes;
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viddef.direct = 0;
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VID_InitBuffers (); // allocate z buffer and surface cache
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}
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static void
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sdl_sw_update (vrect_t *rects)
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{
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static SDL_Rect *sdlrects;
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static int num_sdlrects;
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int i, n;
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vrect_t *rect;
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if (update_palette) {
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update_palette = 0;
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sdl_update_palette (cached_palette);
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}
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// Two-pass system, since Quake doesn't do it the SDL way...
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// First, count the number of rectangles
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n = 0;
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for (rect = rects; rect; rect = rect->next)
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++n;
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if (n > num_sdlrects) {
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num_sdlrects = n;
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sdlrects = realloc (sdlrects, n * sizeof (SDL_Rect));
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if (!sdlrects)
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Sys_Error ("Out of memory!");
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}
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// Second, copy them to SDL rectangles and update
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i = 0;
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for (rect = rects; rect; rect = rect->next) {
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sdlrects[i].x = rect->x;
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sdlrects[i].y = rect->y;
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sdlrects[i].w = rect->width;
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sdlrects[i].h = rect->height;
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++i;
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}
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SDL_UpdateRects (sdl_screen, n, sdlrects);
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}
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sw_ctx_t *
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SDL_SW_Context (void)
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{
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sw_ctx_t *ctx = calloc (1, sizeof (sw_ctx_t));
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ctx->set_palette = VID_SetPalette;
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ctx->create_context = sdl_set_vid_mode;
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ctx->update = sdl_sw_update;
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return ctx;
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}
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void
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SDL_SW_Init_Cvars ()
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{
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}
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