quakeforge/libs/video/targets/vid_sdl.c

358 lines
7.8 KiB
C

/*
vid_sdl.c
Video driver for Sam Lantinga's Simple DirectMedia Layer
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
*/
#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"
#include "QF/cvar.h"
#include "QF/qendian.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "context_sdl.h"
#include "d_iface.h"
#include "vid_internal.h"
#ifdef _WIN32 // FIXME: evil hack to get full DirectSound support with SDL
#include <windows.h>
#include <SDL_syswm.h>
HWND mainwindow;
#endif
// The original defaults
#define BASEWIDTH 320
#define BASEHEIGHT 200
byte *VGA_pagebase;
int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
SDL_Surface *screen = NULL;
// Define GLAPIENTRY to a useful value
#ifndef GLAPIENTRY
# ifdef _WIN32
# include <windows.h>
# define GLAPIENTRY WINAPI
# undef LoadImage
# else
# ifdef APIENTRY
# define GLAPIENTRY APIENTRY
# else
# define GLAPIENTRY
# endif
# endif
#endif
static void (*set_vid_mode) (Uint32 flags);
static void (GLAPIENTRY *qfglFinish) (void);
static int use_gl_procaddress = 0;
static cvar_t *gl_driver;
static void *
QFGL_ProcAddress (const char *name, qboolean crit)
{
void *glfunc = NULL;
Sys_MaskPrintf (SYS_VID, "DEBUG: Finding symbol %s ... ", name);
glfunc = SDL_GL_GetProcAddress (name);
if (glfunc) {
Sys_MaskPrintf (SYS_VID, "found [%p]\n", glfunc);
return glfunc;
}
Sys_MaskPrintf (SYS_VID, "not found\n");
if (crit) {
if (strncmp ("fxMesa", name, 6) == 0) {
Sys_Printf ("This target requires a special version of Mesa with "
"support for Glide and SVGAlib.\n");
Sys_Printf ("If you are in X, try using a GLX or SGL target.\n");
}
Sys_Error ("Couldn't load critical OpenGL function %s, exiting...",
name);
}
return NULL;
}
static void
sdlgl_set_vid_mode (Uint32 flags)
{
int i, j;
flags |= SDL_OPENGL;
// Setup GL Attributes
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
// SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 0); // Try for 0, 8
// SDL_GL_SetAttribute (SDL_GL_STEREO, 1); // Someday...
for (i = 0; i < 5; i++) {
int k;
int color[5] = {32, 24, 16, 15, 0};
int rgba[5][4] = {
{8, 8, 8, 0},
{8, 8, 8, 8},
{5, 6, 5, 0},
{5, 5, 5, 0},
{5, 5, 5, 1},
};
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgba[i][0]);
SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgba[i][1]);
SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgba[i][2]);
SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, rgba[i][3]);
for (j = 0; j < 5; j++) {
for (k = 32; k >= 16; k -= 8) {
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, k);
if ((screen = SDL_SetVideoMode (viddef.width, viddef.height,
color[j], flags)))
goto success;
}
}
}
Sys_Error ("Couldn't set video mode: %s", SDL_GetError ());
SDL_Quit ();
success:
viddef.numpages = 2;
viddef.init_gl ();
}
static void
sdlgl_end_rendering (void)
{
qfglFinish ();
SDL_GL_SwapBuffers ();
}
static void
sdl_load_gl (void)
{
viddef.get_proc_address = QFGL_ProcAddress;
viddef.end_rendering = sdlgl_end_rendering;
set_vid_mode = sdlgl_set_vid_mode;
if (SDL_GL_LoadLibrary (gl_driver->string) != 0)
Sys_Error ("Couldn't load OpenGL library %s!", gl_driver->string);
use_gl_procaddress = 1;
qfglFinish = QFGL_ProcAddress ("glFinish", true);
}
static void
VID_SetPalette (const byte *palette)
{
SDL_Color colors[256];
int i;
for (i = 0; i < 256; ++i) {
colors[i].r = *palette++;
colors[i].g = *palette++;
colors[i].b = *palette++;
}
SDL_SetColors (screen, colors, 0, 256);
}
static void
do_screen_buffer (void)
{
}
static void
sdl_set_vid_mode (Uint32 flags)
{
// Initialize display
if (!(screen = SDL_SetVideoMode (viddef.width, viddef.height, 8, flags)))
Sys_Error ("VID: Couldn't set video mode: %s", SDL_GetError ());
// now know everything we need to know about the buffer
VGA_width = viddef.width;
VGA_height = viddef.height;
viddef.do_screen_buffer = do_screen_buffer;
VGA_pagebase = viddef.buffer = screen->pixels;
VGA_rowbytes = viddef.rowbytes = screen->pitch;
viddef.conbuffer = viddef.buffer;
viddef.conrowbytes = viddef.rowbytes;
viddef.direct = 0;
VID_InitBuffers (); // allocate z buffer and surface cache
}
void
VID_Init (byte *palette, byte *colormap)
{
Uint32 flags;
viddef.load_gl = sdl_load_gl;
viddef.set_palette = VID_SetPalette;
set_vid_mode = sdl_set_vid_mode;
// Load the SDL library
if (SDL_Init (SDL_INIT_VIDEO) < 0)
Sys_Error ("VID: Couldn't load SDL: %s", SDL_GetError ());
R_LoadModule ();
viddef.numpages = 1;
viddef.colormap8 = colormap;
viddef.fullbright = 256 - viddef.colormap8[256 * VID_GRADES];
// Set up display mode (width and height)
VID_GetWindowSize (BASEWIDTH, BASEHEIGHT);
// Set video width, height and flags
flags = (SDL_SWSURFACE | SDL_HWPALETTE);
if (vid_fullscreen->int_val) {
flags |= SDL_FULLSCREEN;
#ifndef _WIN32 // Don't annoy Mesa/3dfx folks
// doesn't hurt if not using a gl renderer
// 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.
// Cvar_SetValue (in_grab, 1); // Needs #include "QF/input.h"
putenv ((char *)"MESA_GLX_FX=fullscreen");
} else {
putenv ((char *)"MESA_GLX_FX=window");
#endif
}
set_vid_mode (flags);
VID_SDL_GammaCheck ();
VID_InitGamma (palette);
viddef.set_palette (viddef.palette);
viddef.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.
// SDL_GetWMInfo(&info);
// mainwindow=info.window;
mainwindow=GetActiveWindow();
#endif
viddef.recalc_refdef = 1; // force a surface cache flush
}
void
VID_Init_Cvars ()
{
SDL_Init_Cvars ();
gl_driver = Cvar_Get ("gl_driver", GL_DRIVER, CVAR_ROM, NULL,
"The OpenGL library to use. (path optional)");
}
void
VID_Update (vrect_t *rects)
{
static SDL_Rect *sdlrects;
static int num_sdlrects;
int i, n;
vrect_t *rect;
// Two-pass system, since Quake doesn't do it the SDL way...
// First, count the number of rectangles
n = 0;
for (rect = rects; rect; rect = rect->next)
++n;
if (n > num_sdlrects) {
num_sdlrects = n;
sdlrects = realloc (sdlrects, n * sizeof (SDL_Rect));
if (!sdlrects)
Sys_Error ("Out of memory!");
}
// Second, copy them to SDL rectangles and update
i = 0;
for (rect = rects; rect; rect = rect->next) {
sdlrects[i].x = rect->x;
sdlrects[i].y = rect->y;
sdlrects[i].w = rect->width;
sdlrects[i].h = rect->height;
++i;
}
SDL_UpdateRects (screen, n, sdlrects);
}
void
D_BeginDirectRect (int x, int y, byte *pbitmap, int width, int height)
{
Uint8 *offset;
if (!screen)
return;
if (x < 0)
x = screen->w + x - 1;
offset = (Uint8 *) screen->pixels + y * screen->pitch + x;
while (height--) {
memcpy (offset, pbitmap, width);
offset += screen->pitch;
pbitmap += width;
}
}
void
D_EndDirectRect (int x, int y, int width, int height)
{
if (!screen)
return;
if (x < 0)
x = screen->w + x - 1;
SDL_UpdateRect (screen, x, y, width, height);
}
void
VID_LockBuffer (void)
{
}
void
VID_UnlockBuffer (void)
{
}