quakeforge/libs/video/targets/vid_sdl_sw.c
Bill Currie 8ee06d75a9 Separate render and presentation initialization
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.
2019-07-09 01:00:47 +09:00

183 lines
4 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"
#include "vid_sw.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;
// 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 byte cached_palette[256 * 3];
static int update_palette;
static void
sdl_update_palette (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 (sdl_screen, colors, 0, 256);
}
static void
VID_SetPalette (const byte *palette)
{
if (memcmp (cached_palette, palette, sizeof (cached_palette))) {
memcpy (cached_palette, palette, sizeof (cached_palette));
update_palette = 1;
}
}
static void
do_screen_buffer (void)
{
}
static void
sdl_set_vid_mode (sw_ctx_t *ctx)
{
// Initialize display
if (!(sdl_screen = SDL_SetVideoMode (viddef.width, viddef.height, 8,
sdl_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.vid_internal->do_screen_buffer = do_screen_buffer;
VGA_pagebase = viddef.buffer = sdl_screen->pixels;
VGA_rowbytes = viddef.rowbytes = sdl_screen->pitch;
viddef.conbuffer = viddef.buffer;
viddef.conrowbytes = viddef.rowbytes;
viddef.direct = 0;
VID_InitBuffers (); // allocate z buffer and surface cache
}
static void
sdl_sw_update (vrect_t *rects)
{
static SDL_Rect *sdlrects;
static int num_sdlrects;
int i, n;
vrect_t *rect;
if (update_palette) {
update_palette = 0;
sdl_update_palette (cached_palette);
}
// 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 (sdl_screen, n, sdlrects);
}
sw_ctx_t *
SDL_SW_Context (void)
{
sw_ctx_t *ctx = calloc (1, sizeof (sw_ctx_t));
ctx->set_palette = VID_SetPalette;
ctx->create_context = sdl_set_vid_mode;
ctx->update = sdl_sw_update;
return ctx;
}
void
SDL_SW_Init_Cvars ()
{
}