mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 22:11:09 +00:00
448 lines
9.5 KiB
C++
448 lines
9.5 KiB
C++
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// HEADER FILES ------------------------------------------------------------
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#include <iostream>
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#include "doomtype.h"
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#include "templates.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_pfx.h"
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#include "stats.h"
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#include "version.h"
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#include "c_console.h"
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#include "sdlglvideo.h"
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#include "gl/system/gl_system.h"
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#include "r_defs.h"
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#include "gl/gl_functions.h"
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//#include "gl/gl_intern.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/textures/gl_material.h"
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#include "gl/system/gl_cvars.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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IMPLEMENT_ABSTRACT_CLASS(SDLGLFB)
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struct MiniModeInfo
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{
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WORD Width, Height;
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};
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern IVideo *Video;
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// extern int vid_renderer;
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Int, vid_displaybits)
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EXTERN_CVAR (Int, vid_renderer)
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL )
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// Dummy screen sizes to pass when windowed
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static MiniModeInfo WinModes[] =
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{
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{ 320, 200 },
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{ 320, 240 },
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{ 400, 225 }, // 16:9
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{ 400, 300 },
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{ 480, 270 }, // 16:9
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{ 480, 360 },
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{ 512, 288 }, // 16:9
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{ 512, 384 },
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{ 640, 360 }, // 16:9
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{ 640, 400 },
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{ 640, 480 },
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{ 720, 480 }, // 16:10
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{ 720, 540 },
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{ 800, 450 }, // 16:9
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{ 800, 500 }, // 16:10
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{ 800, 600 },
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{ 848, 480 }, // 16:9
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{ 960, 600 }, // 16:10
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{ 960, 720 },
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{ 1024, 576 }, // 16:9
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{ 1024, 600 }, // 17:10
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{ 1024, 640 }, // 16:10
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{ 1024, 768 },
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{ 1088, 612 }, // 16:9
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{ 1152, 648 }, // 16:9
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{ 1152, 720 }, // 16:10
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{ 1152, 864 },
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{ 1280, 720 }, // 16:9
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{ 1280, 800 }, // 16:10
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{ 1280, 960 },
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{ 1344, 756 }, // 16:9
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{ 1360, 768 }, // 16:9
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{ 1400, 787 }, // 16:9
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{ 1400, 875 }, // 16:10
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{ 1440, 900 },
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{ 1400, 1050 },
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{ 1600, 900 }, // 16:9
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{ 1600, 1000 }, // 16:10
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{ 1600, 1200 },
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{ 1680, 1050 }, // 16:10
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{ 1920, 1080 }, // 16:9
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{ 1920, 1200 }, // 16:10
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{ 2054, 1536 },
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{ 2560, 1440 }, // 16:9
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{ 2880, 1800 } // 16:10
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};
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// CODE --------------------------------------------------------------------
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SDLGLVideo::SDLGLVideo (int parm)
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{
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IteratorBits = 0;
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IteratorFS = false;
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if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
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fprintf( stderr, "Video initialization failed: %s\n",
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SDL_GetError( ) );
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}
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#ifndef _WIN32
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// mouse cursor is visible by default on linux systems, we disable it by default
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SDL_ShowCursor (0);
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#endif
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}
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SDLGLVideo::~SDLGLVideo ()
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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void SDLGLVideo::StartModeIterator (int bits, bool fs)
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{
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IteratorMode = 0;
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IteratorBits = bits;
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IteratorFS = fs;
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}
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bool SDLGLVideo::NextMode (int *width, int *height, bool *letterbox)
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{
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if (IteratorBits != 8)
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return false;
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if (!IteratorFS)
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{
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if ((unsigned)IteratorMode < sizeof(WinModes)/sizeof(WinModes[0]))
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{
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*width = WinModes[IteratorMode].Width;
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*height = WinModes[IteratorMode].Height;
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++IteratorMode;
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return true;
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}
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}
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else
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{
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SDL_Rect **modes = SDL_ListModes (NULL, SDL_FULLSCREEN|SDL_HWSURFACE);
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if (modes != NULL && modes[IteratorMode] != NULL)
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{
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*width = modes[IteratorMode]->w;
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*height = modes[IteratorMode]->h;
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++IteratorMode;
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return true;
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}
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}
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return false;
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}
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DFrameBuffer *SDLGLVideo::CreateFrameBuffer (int width, int height, bool fullscreen, DFrameBuffer *old)
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{
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static int retry = 0;
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static int owidth, oheight;
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PalEntry flashColor;
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// int flashAmount;
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if (old != NULL)
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{ // Reuse the old framebuffer if its attributes are the same
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SDLGLFB *fb = static_cast<SDLGLFB *> (old);
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if (fb->Width == width &&
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fb->Height == height)
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{
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bool fsnow = (fb->Screen->flags & SDL_FULLSCREEN) != 0;
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if (fsnow != fullscreen)
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{
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SDL_WM_ToggleFullScreen (fb->Screen);
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}
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return old;
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}
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// old->GetFlash (flashColor, flashAmount);
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delete old;
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}
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else
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{
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flashColor = 0;
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// flashAmount = 0;
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}
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SDLGLFB *fb = new OpenGLFrameBuffer (0, width, height, 32, 60, fullscreen);
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retry = 0;
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// If we could not create the framebuffer, try again with slightly
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// different parameters in this order:
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// 1. Try with the closest size
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// 2. Try in the opposite screen mode with the original size
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// 3. Try in the opposite screen mode with the closest size
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// This is a somewhat confusing mass of recursion here.
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while (fb == NULL || !fb->IsValid ())
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{
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if (fb != NULL)
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{
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delete fb;
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}
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switch (retry)
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{
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case 0:
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owidth = width;
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oheight = height;
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case 2:
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// Try a different resolution. Hopefully that will work.
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I_ClosestResolution (&width, &height, 8);
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break;
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case 1:
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// Try changing fullscreen mode. Maybe that will work.
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width = owidth;
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height = oheight;
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fullscreen = !fullscreen;
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break;
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default:
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// I give up!
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I_FatalError ("Could not create new screen (%d x %d)", owidth, oheight);
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fprintf( stderr, "!!! [SDLGLVideo::CreateFrameBuffer] Got beyond I_FatalError !!!" );
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return NULL; //[C] actually this shouldn't be reached; probably should be replaced with an ASSERT
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}
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++retry;
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fb = static_cast<SDLGLFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
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}
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// fb->SetFlash (flashColor, flashAmount);
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return fb;
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}
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void SDLGLVideo::SetWindowedScale (float scale)
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{
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}
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bool SDLGLVideo::SetResolution (int width, int height, int bits)
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{
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// FIXME: Is it possible to do this without completely destroying the old
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// interface?
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#ifndef NO_GL
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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I_ShutdownGraphics();
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Video = new SDLGLVideo(0);
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if (Video == NULL) I_FatalError ("Failed to initialize display");
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#if (defined(WINDOWS)) || defined(WIN32)
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bits=32;
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#else
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bits=24;
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#endif
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V_DoModeSetup(width, height, bits);
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#endif
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return true; // We must return true because the old video context no longer exists.
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool SDLGLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
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{
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
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// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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if (multisample > 0) {
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, multisample );
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}
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool SDLGLVideo::InitHardware (bool allowsoftware, int multisample)
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{
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if (!SetupPixelFormat(allowsoftware, multisample))
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{
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Printf ("R_OPENGL: Reverting to software mode...\n");
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return false;
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}
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return true;
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}
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// FrameBuffer implementation -----------------------------------------------
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SDLGLFB::SDLGLFB (void *, int width, int height, int, int, bool fullscreen)
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: DFrameBuffer (width, height)
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{
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static int localmultisample=-1;
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if (localmultisample<0) localmultisample=gl_vid_multisample;
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int i;
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m_Lock=0;
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UpdatePending = false;
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if (!static_cast<SDLGLVideo*>(Video)->InitHardware(false, localmultisample))
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{
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vid_renderer = 0;
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return;
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}
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Screen = SDL_SetVideoMode (width, height,
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32,
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SDL_HWSURFACE|SDL_HWPALETTE|SDL_OPENGL | SDL_GL_DOUBLEBUFFER|SDL_ANYFORMAT|
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(fullscreen ? SDL_FULLSCREEN : 0));
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if (Screen == NULL)
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return;
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m_supportsGamma = -1 != SDL_GetGammaRamp(m_origGamma[0], m_origGamma[1], m_origGamma[2]);
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#if defined(__APPLE__)
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// Need to set title here because a window is not created yet when calling the same function from main()
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char caption[100];
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mysnprintf(caption, countof(caption), GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
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SDL_WM_SetCaption(caption, NULL);
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#endif // __APPLE__
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}
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SDLGLFB::~SDLGLFB ()
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{
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if (m_supportsGamma)
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{
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SDL_SetGammaRamp(m_origGamma[0], m_origGamma[1], m_origGamma[2]);
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}
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}
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void SDLGLFB::InitializeState()
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{
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}
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bool SDLGLFB::CanUpdate ()
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{
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if (m_Lock != 1)
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{
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if (m_Lock > 0)
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{
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UpdatePending = true;
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--m_Lock;
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}
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return false;
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}
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return true;
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}
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void SDLGLFB::SetGammaTable(WORD *tbl)
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{
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SDL_SetGammaRamp(&tbl[0], &tbl[256], &tbl[512]);
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}
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bool SDLGLFB::Lock(bool buffered)
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{
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m_Lock++;
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Buffer = MemBuffer;
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return true;
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}
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bool SDLGLFB::Lock ()
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{
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return Lock(false);
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}
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void SDLGLFB::Unlock ()
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{
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if (UpdatePending && m_Lock == 1)
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{
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Update ();
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}
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else if (--m_Lock <= 0)
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{
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m_Lock = 0;
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}
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}
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bool SDLGLFB::IsLocked ()
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{
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return m_Lock>0;// true;
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}
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bool SDLGLFB::IsFullscreen ()
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{
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return (Screen->flags & SDL_FULLSCREEN) != 0;
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}
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bool SDLGLFB::IsValid ()
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{
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return DFrameBuffer::IsValid() && Screen != NULL;
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}
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void SDLGLFB::SetVSync( bool vsync )
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{
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#if defined (__APPLE__)
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const GLint value = vsync ? 1 : 0;
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CGLSetParameter( CGLGetCurrentContext(), kCGLCPSwapInterval, &value );
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#endif
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}
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void SDLGLFB::NewRefreshRate ()
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{
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}
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void SDLGLFB::SwapBuffers()
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{
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SDL_GL_SwapBuffers ();
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}
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