mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
d6766a07c5
320x200 is way too small these days.
367 lines
8.1 KiB
C
367 lines
8.1 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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byte *VGA_pagebase;
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int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
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SDL_Surface *screen = NULL;
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// Define GLAPIENTRY to a useful value
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#ifndef GLAPIENTRY
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# ifdef _WIN32
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# include <windows.h>
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# define GLAPIENTRY WINAPI
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# undef LoadImage
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# else
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# ifdef APIENTRY
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# define GLAPIENTRY APIENTRY
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# else
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# define GLAPIENTRY
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# endif
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# endif
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#endif
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static void (*set_vid_mode) (Uint32 flags);
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static void (GLAPIENTRY *qfglFinish) (void);
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static int use_gl_procaddress = 0;
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static cvar_t *gl_driver;
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static byte cached_palette[256 * 3];
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static int update_palette;
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static void *
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QFGL_ProcAddress (const char *name, qboolean crit)
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{
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void *glfunc = NULL;
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Sys_MaskPrintf (SYS_VID, "DEBUG: Finding symbol %s ... ", name);
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glfunc = SDL_GL_GetProcAddress (name);
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if (glfunc) {
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Sys_MaskPrintf (SYS_VID, "found [%p]\n", glfunc);
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return glfunc;
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}
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Sys_MaskPrintf (SYS_VID, "not found\n");
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if (crit) {
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if (strncmp ("fxMesa", name, 6) == 0) {
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Sys_Printf ("This target requires a special version of Mesa with "
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"support for Glide and SVGAlib.\n");
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Sys_Printf ("If you are in X, try using a GLX or SGL target.\n");
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}
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Sys_Error ("Couldn't load critical OpenGL function %s, exiting...",
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name);
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}
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return NULL;
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}
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static void
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sdlgl_set_vid_mode (Uint32 flags)
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{
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int i, j;
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flags |= SDL_OPENGL;
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// Setup GL Attributes
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
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// SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 0); // Try for 0, 8
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// SDL_GL_SetAttribute (SDL_GL_STEREO, 1); // Someday...
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for (i = 0; i < 5; i++) {
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int k;
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int color[5] = {32, 24, 16, 15, 0};
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int rgba[5][4] = {
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{8, 8, 8, 0},
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{8, 8, 8, 8},
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{5, 6, 5, 0},
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{5, 5, 5, 0},
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{5, 5, 5, 1},
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};
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SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgba[i][0]);
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SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgba[i][1]);
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SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgba[i][2]);
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SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, rgba[i][3]);
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for (j = 0; j < 5; j++) {
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for (k = 32; k >= 16; k -= 8) {
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SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, k);
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if ((screen = SDL_SetVideoMode (viddef.width, viddef.height,
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color[j], flags)))
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goto success;
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}
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}
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}
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Sys_Error ("Couldn't set video mode: %s", SDL_GetError ());
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SDL_Quit ();
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success:
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viddef.numpages = 2;
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viddef.init_gl ();
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}
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static void
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sdlgl_end_rendering (void)
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{
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qfglFinish ();
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SDL_GL_SwapBuffers ();
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}
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static void
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sdl_load_gl (void)
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{
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viddef.get_proc_address = QFGL_ProcAddress;
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viddef.end_rendering = sdlgl_end_rendering;
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set_vid_mode = sdlgl_set_vid_mode;
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if (SDL_GL_LoadLibrary (gl_driver->string) != 0)
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Sys_Error ("Couldn't load OpenGL library %s!", gl_driver->string);
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use_gl_procaddress = 1;
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qfglFinish = QFGL_ProcAddress ("glFinish", true);
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}
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static void
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sdl_update_palette (const byte *palette)
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{
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SDL_Color colors[256];
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int i;
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for (i = 0; i < 256; ++i) {
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colors[i].r = *palette++;
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colors[i].g = *palette++;
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colors[i].b = *palette++;
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}
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SDL_SetColors (screen, colors, 0, 256);
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}
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static void
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VID_SetPalette (const byte *palette)
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{
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if (memcmp (cached_palette, palette, sizeof (cached_palette))) {
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memcpy (cached_palette, palette, sizeof (cached_palette));
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update_palette = 1;
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}
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}
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static void
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do_screen_buffer (void)
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{
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}
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static void
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sdl_set_vid_mode (Uint32 flags)
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{
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// Initialize display
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if (!(screen = SDL_SetVideoMode (viddef.width, viddef.height, 8, flags)))
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Sys_Error ("VID: Couldn't set video mode: %s", SDL_GetError ());
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// now know everything we need to know about the buffer
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VGA_width = viddef.width;
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VGA_height = viddef.height;
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viddef.do_screen_buffer = do_screen_buffer;
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VGA_pagebase = viddef.buffer = screen->pixels;
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VGA_rowbytes = viddef.rowbytes = screen->pitch;
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viddef.conbuffer = viddef.buffer;
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viddef.conrowbytes = viddef.rowbytes;
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viddef.direct = 0;
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VID_InitBuffers (); // allocate z buffer and surface cache
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}
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void
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VID_Init (byte *palette, byte *colormap)
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{
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Uint32 flags;
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set_vid_mode = sdl_set_vid_mode;
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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 (sdl_load_gl, VID_SetPalette);
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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 (640, 480);
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// Set video width, height and flags
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flags = (SDL_SWSURFACE | SDL_HWPALETTE);
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if (vid_fullscreen->int_val) {
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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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set_vid_mode (flags);
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VID_SDL_GammaCheck ();
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VID_InitGamma (palette);
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viddef.set_palette (viddef.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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gl_driver = Cvar_Get ("gl_driver", GL_DRIVER, CVAR_ROM, NULL,
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"The OpenGL library to use. (path optional)");
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}
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void
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VID_Update (vrect_t *rects)
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{
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static SDL_Rect *sdlrects;
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static int num_sdlrects;
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int i, n;
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vrect_t *rect;
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if (update_palette) {
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update_palette = 0;
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sdl_update_palette (cached_palette);
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}
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// Two-pass system, since Quake doesn't do it the SDL way...
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// First, count the number of rectangles
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n = 0;
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for (rect = rects; rect; rect = rect->next)
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++n;
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if (n > num_sdlrects) {
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num_sdlrects = n;
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sdlrects = realloc (sdlrects, n * sizeof (SDL_Rect));
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if (!sdlrects)
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Sys_Error ("Out of memory!");
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}
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// Second, copy them to SDL rectangles and update
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i = 0;
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for (rect = rects; rect; rect = rect->next) {
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sdlrects[i].x = rect->x;
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sdlrects[i].y = rect->y;
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sdlrects[i].w = rect->width;
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sdlrects[i].h = rect->height;
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++i;
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}
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SDL_UpdateRects (screen, n, sdlrects);
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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 (!screen)
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return;
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if (x < 0)
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x = screen->w + x - 1;
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offset = (Uint8 *) screen->pixels + y * screen->pitch + x;
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while (height--) {
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memcpy (offset, pbitmap, width);
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offset += 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 (!screen)
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return;
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if (x < 0)
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x = screen->w + x - 1;
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SDL_UpdateRect (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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