quakeforge/qw/source/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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifndef WIN32
# include <sys/signal.h>
#endif
#include <SDL.h>
#include "console.h"
#include "glquake.h"
#include "host.h"
#include "qargs.h"
#include "qendian.h"
#include "sys.h"
#include "va.h"
#ifdef WIN32
/* fixme: this is 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
static qboolean vid_initialized = false;
cvar_t *vid_fullscreen;
int VID_options_items = 1;
int modestate;
extern void GL_Init_Common (void);
extern void VID_Init8bitPalette (void);
/*-----------------------------------------------------------------------*/
void
VID_Shutdown (void)
{
if (!vid_initialized)
return;
Con_Printf ("VID_Shutdown\n");
SDL_Quit ();
}
#ifndef WIN32
static void
signal_handler (int sig)
{
printf ("Received signal %d, exiting...\n", sig);
Sys_Quit ();
exit (sig);
}
static void
InitSig (void)
{
signal (SIGHUP, signal_handler);
signal (SIGINT, signal_handler);
signal (SIGQUIT, signal_handler);
signal (SIGILL, signal_handler);
signal (SIGTRAP, signal_handler);
signal (SIGIOT, signal_handler);
signal (SIGBUS, signal_handler);
// signal(SIGFPE, signal_handler);
signal (SIGSEGV, signal_handler);
signal (SIGTERM, signal_handler);
}
#endif
void
GL_Init (void)
{
GL_Init_Common ();
}
void
GL_EndRendering (void)
{
glFlush ();
SDL_GL_SwapBuffers ();
}
void
VID_Init (unsigned char *palette)
{
Uint32 flags = SDL_OPENGL;
int i;
// SDL_SysWMinfo info;
VID_GetWindowSize (640, 480);
vid.maxwarpwidth = WARP_WIDTH;
vid.maxwarpheight = WARP_HEIGHT;
vid.colormap = host_colormap;
vid.fullbright = 256 - LittleLong (*((int *) vid.colormap + 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, but no smaller
// than 200 px
vid.conheight = max (atoi (com_argv[i + 1]), 200);
// Initialize the SDL library
if (SDL_Init (SDL_INIT_VIDEO) < 0)
Sys_Error ("Couldn't initialize SDL: %s\n", SDL_GetError ());
// Check if we want fullscreen
if (vid_fullscreen->value) {
flags |= SDL_FULLSCREEN;
// Don't annoy Mesa/3dfx folks
#ifndef WIN32
// FIXME: Maybe this could be put in a different spot, but I don't
// know where.
// Anyway, it's to work around a 3Dfx Glide bug.
SDL_ShowCursor (0);
SDL_WM_GrabInput (SDL_GRAB_ON);
setenv ("MESA_GLX_FX", "fullscreen", 1);
} else {
setenv ("MESA_GLX_FX", "window", 1);
#endif
}
// Setup GL Attributes
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 1);
SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1);
SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 1);
if (SDL_SetVideoMode (scr_width, scr_height, 8, flags) == NULL) {
Sys_Error ("Couldn't set video mode: %s\n", 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) * (320.0 / 240.0);
vid.numpages = 2;
#ifndef WIN32
InitSig (); // trap evil signals
#endif
GL_Init ();
GL_CheckBrightness (palette);
VID_SetPalette (palette);
// Check for 3DFX Extensions and initialize them.
VID_Init8bitPalette ();
Con_Printf ("Video mode %dx%d initialized.\n", scr_width, scr_height);
vid_initialized = true;
#ifdef WIN32
// fixme: EVIL thing - but needed for win32 until
// SDL_sound works better - without this DirectSound fails.
// SDL_GetWMInfo(&info);
// mainwindow=info.window;
mainwindow=GetActiveWindow();
#endif
vid.recalc_refdef = 1; // force a surface cache flush
}
void
VID_Init_Cvars ()
{
vid_fullscreen = Cvar_Get ("vid_fullscreen", "0", CVAR_ROM, "Toggles fullscreen mode");
}
void
VID_SetCaption (char *text)
{
if (text && *text) {
char *temp = strdup (text);
SDL_WM_SetCaption (va ("%s %s: %s", PROGRAM, VERSION, temp), NULL);
free (temp);
} else {
SDL_WM_SetCaption (va ("%s %s", PROGRAM, VERSION), NULL);
}
}