quakeforge/libs/video/targets/vid_sgl.c

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/*
vid_sgl.c
Video driver for OpenGL-using versions of SDL
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
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static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include <SDL.h>
#include "QF/console.h"
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#include "QF/cvar.h"
#include "QF/qargs.h"
#include "QF/qendian.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GL/funcs.h"
#include "compat.h"
#include "r_cvar.h"
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#include "sbar.h"
#ifdef WIN32 // FIXME: evil hack to get full DirectSound support with SDL
# include <windows.h>
# include <SDL_syswm.h>
HWND mainwindow;
#endif
#define WARP_WIDTH 320
#define WARP_HEIGHT 200
int VID_options_items = 1;
SDL_Surface *screen = NULL;
extern void VID_SDL_GammaCheck (void);
void *
QFGL_GetProcAddress (void *handle, const char *name)
{
return SDL_GL_GetProcAddress (name);
}
void *
QFGL_LoadLibrary (void)
{
if (SDL_GL_LoadLibrary (gl_driver->string) != 0)
Sys_Error ("Couldn't load OpenGL library %s!", gl_driver->string);
return NULL;
}
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void
GL_Init (void)
{
GL_Init_Common ();
}
void
GL_EndRendering (void)
{
qfglFinish ();
SDL_GL_SwapBuffers ();
Sbar_Changed ();
}
void
VID_Init (unsigned char *palette)
{
Uint32 flags = SDL_OPENGL;
int i;
// Initialize the SDL library
if (SDL_Init (SDL_INIT_VIDEO) < 0)
Sys_Error ("Couldn't initialize SDL: %s", SDL_GetError ());
GL_Pre_Init ();
VID_GetWindowSize (640, 480);
vid.maxwarpwidth = WARP_WIDTH;
vid.maxwarpheight = WARP_HEIGHT;
vid.colormap8 = vid_colormap;
vid.fullbright = 256 - LittleLong (*((int *) vid.colormap8 + 2048));
// Interpret command-line params
// Set vid parameters
if ((i = COM_CheckParm ("-conwidth")) != 0)
vid.conwidth = atoi (com_argv[i + 1]);
else
vid.conwidth = scr_width;
vid.conwidth &= 0xfff8; // make it a multiple of eight
if (vid.conwidth < 320)
vid.conwidth = 320;
// pick a conheight that matches with correct aspect
vid.conheight = vid.conwidth * 3 / 4;
i = COM_CheckParm ("-conheight");
if (i != 0) // Set console height, no smaller than 200
vid.conheight = max (atoi (com_argv[i + 1]), 200);
// Check if we want fullscreen
if (vid_fullscreen->value) {
flags |= SDL_FULLSCREEN;
#ifndef WIN32 // Don't annoy Mesa/3dfx folks
// FIXME: Maybe this could be put in a different spot, but I don't
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// know where. Anyway, it's to work around a 3Dfx Glide bug.
SDL_WM_GrabInput (SDL_GRAB_ON);
putenv ("MESA_GLX_FX=fullscreen");
} else {
putenv ("MESA_GLX_FX=window");
#endif
}
// Setup GL Attributes
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 4);
SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 4);
SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 4);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 1);
if (!(screen = SDL_SetVideoMode (scr_width, scr_height, 8, flags))) {
Sys_Error ("Couldn't set video mode: %s", SDL_GetError ());
SDL_Quit ();
}
vid.height = vid.conheight = min (vid.conheight, scr_height);
vid.width = vid.conwidth = min (vid.conwidth, scr_width);
Con_CheckResize (); // Now that we have a window size, fix console
vid.aspect = ((float) vid.height / (float) vid.width) * (4.0 / 3.0);
vid.numpages = 2;
GL_Init ();
VID_SDL_GammaCheck ();
VID_InitGamma (palette);
VID_SetPalette (palette);
VID_Init8bitPalette (); // Check for 3DFX Extensions and initialize them.
Con_Printf ("Video mode %dx%d initialized.\n", scr_width, scr_height);
vid.initialized = true;
SDL_ShowCursor (0); // hide the mouse pointer
#ifdef WIN32
// FIXME: EVIL thing - but needed for win32 until
// SDL_sound works better - without this DirectSound fails.
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// SDL_GetWMInfo(&info);
// mainwindow=info.window;
mainwindow=GetActiveWindow();
#endif
vid.recalc_refdef = 1; // force a surface cache flush
}