mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
8ee06d75a9
This paves the way for clean initialization of the Vulkan renderer, and very much cleans up the older renderer initialization code as gl and sw are no longer intertwined.
164 lines
3.6 KiB
C
164 lines
3.6 KiB
C
/*
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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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#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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SDL_Surface *sdl_screen = NULL;
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static vid_internal_t vid_internal;
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uint32_t sdl_flags;
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void
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VID_Init (byte *palette, byte *colormap)
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{
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vid_internal.gl_context = SDL_GL_Context;
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vid_internal.sw_context = SDL_SW_Context;
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// Load the SDL library
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if (SDL_Init (SDL_INIT_VIDEO) < 0)
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Sys_Error ("VID: Couldn't load SDL: %s", SDL_GetError ());
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R_LoadModule (&vid_internal);
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viddef.numpages = 1;
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viddef.colormap8 = colormap;
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viddef.fullbright = 256 - viddef.colormap8[256 * VID_GRADES];
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// Set up display mode (width and height)
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VID_GetWindowSize (BASEWIDTH, BASEHEIGHT);
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// Set video width, height and flags
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sdl_flags = (SDL_SWSURFACE | SDL_HWPALETTE);
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if (vid_fullscreen->int_val) {
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sdl_flags |= SDL_FULLSCREEN;
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#ifndef _WIN32 // Don't annoy Mesa/3dfx folks
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// doesn't hurt if not using a gl renderer
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// 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.
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// Cvar_SetValue (in_grab, 1); // Needs #include "QF/input.h"
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putenv ((char *)"MESA_GLX_FX=fullscreen");
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} else {
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putenv ((char *)"MESA_GLX_FX=window");
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#endif
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}
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vid_internal.create_context ();
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VID_SDL_GammaCheck ();
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VID_InitGamma (palette);
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viddef.initialized = true;
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SDL_ShowCursor (0); // hide the mouse pointer
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#ifdef _WIN32
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// FIXME: EVIL thing - but needed for win32 until
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// SDL_sound works better - without this DirectSound fails.
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// SDL_GetWMInfo(&info);
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// mainwindow=info.window;
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mainwindow=GetActiveWindow();
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#endif
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viddef.recalc_refdef = 1; // force a surface cache flush
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}
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void
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VID_Init_Cvars ()
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{
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SDL_Init_Cvars ();
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SDL_GL_Init_Cvars ();
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SDL_SW_Init_Cvars ();
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}
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void
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D_BeginDirectRect (int x, int y, byte *pbitmap, int width, int height)
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{
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Uint8 *offset;
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if (!sdl_screen)
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return;
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if (x < 0)
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x = sdl_screen->w + x - 1;
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offset = (Uint8 *) sdl_screen->pixels + y * sdl_screen->pitch + x;
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while (height--) {
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memcpy (offset, pbitmap, width);
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offset += sdl_screen->pitch;
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pbitmap += width;
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}
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}
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void
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D_EndDirectRect (int x, int y, int width, int height)
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{
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if (!sdl_screen)
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return;
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if (x < 0)
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x = sdl_screen->w + x - 1;
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SDL_UpdateRect (sdl_screen, x, y, width, height);
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}
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void
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VID_LockBuffer (void)
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{
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}
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void
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VID_UnlockBuffer (void)
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{
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}
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