X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FOpenGL_Windows.cpp;h=c2091fb66c30036ee27edba036787b2d5a8fce71;hb=8afdcba610cded0e54b85069ba051268b29669a6;hp=f5aed92e9a0851d151ef68d4a57d5f28ac0cd747;hpb=2ff81b0a43f256cb92f04ced2bc415eae11459ca;p=lugaru.git diff --git a/Source/OpenGL_Windows.cpp b/Source/OpenGL_Windows.cpp index f5aed92..c2091fb 100644 --- a/Source/OpenGL_Windows.cpp +++ b/Source/OpenGL_Windows.cpp @@ -188,28 +188,96 @@ bool cmdline(const char *cmd) // OpenGL Drawing +void initGL(){ + glClear( GL_COLOR_BUFFER_BIT ); + swap_gl_buffers(); + + // clear all states + glDisable( GL_ALPHA_TEST); + glDisable( GL_BLEND); + glDisable( GL_DEPTH_TEST); + // glDisable( GL_DITHER); + glDisable( GL_FOG); + glDisable( GL_LIGHTING); + glDisable( GL_LOGIC_OP); + glDisable( GL_TEXTURE_1D); + glDisable( GL_TEXTURE_2D); + glPixelTransferi( GL_MAP_COLOR, GL_FALSE); + glPixelTransferi( GL_RED_SCALE, 1); + glPixelTransferi( GL_RED_BIAS, 0); + glPixelTransferi( GL_GREEN_SCALE, 1); + glPixelTransferi( GL_GREEN_BIAS, 0); + glPixelTransferi( GL_BLUE_SCALE, 1); + glPixelTransferi( GL_BLUE_BIAS, 0); + glPixelTransferi( GL_ALPHA_SCALE, 1); + glPixelTransferi( GL_ALPHA_BIAS, 0); + + // set initial rendering states + glShadeModel( GL_SMOOTH); + glClearDepth( 1.0f); + glDepthFunc( GL_LEQUAL); + glDepthMask( GL_TRUE); + // glDepthRange( FRONT_CLIP, BACK_CLIP); + glEnable( GL_DEPTH_TEST); + glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + glCullFace( GL_FRONT); + glEnable( GL_CULL_FACE); + glEnable( GL_LIGHTING); +// glEnable( GL_LIGHT_MODEL_AMBIENT); + glEnable( GL_DITHER); + glEnable( GL_COLOR_MATERIAL); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glAlphaFunc( GL_GREATER, 0.5f); + + if ( CanInitStereo(stereomode) ) { + InitStereo(stereomode); + } else { + fprintf(stderr, "Failed to initialize stereo, disabling.\n"); + stereomode = stereoNone; + } +} + +static void toggleFullscreen(){ + SDL_WM_ToggleFullScreen(SDL_GetVideoSurface()); + //~ SDL_Surface* screen=SDL_GetVideoSurface(); + //~ Uint32 flags=screen->flags; + //~ screen=SDL_SetVideoMode(0,0,0,flags^SDL_FULLSCREEN); + //~ if(!screen) + //~ screen=SDL_SetVideoMode(0,0,0,flags); + //~ if(!screen) + //~ exit(1); + //~ //reload opengl state + //~ initGL(); + //~ for(std::vector::iterator it=Game::textures.begin(); it!=Game::textures.end(); it++) { + //~ it->load(); + //~ } + //~ pgame->text.BuildFont(); + //~ pgame->LoadScreenTexture(); +} + static void sdlEventProc(const SDL_Event &e, Game &game) { - switch(e.type) - { + switch(e.type) { case SDL_MOUSEMOTION: game.deltah += e.motion.xrel; game.deltav += e.motion.yrel; - return; + break; case SDL_KEYDOWN: if ((e.key.keysym.sym == SDLK_g) && - (e.key.keysym.mod & KMOD_CTRL) && - !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) ) { - SDL_WM_GrabInput( ((SDL_WM_GrabInput(SDL_GRAB_QUERY)==SDL_GRAB_ON) ? SDL_GRAB_OFF:SDL_GRAB_ON) ); - } else if ( (e.key.keysym.sym == SDLK_RETURN) && (e.key.keysym.mod & KMOD_ALT) ) { - SDL_WM_ToggleFullScreen(SDL_GetVideoSurface()); + (e.key.keysym.mod & KMOD_CTRL) && + !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) ) { + SDL_WM_GrabInput( ((SDL_WM_GrabInput(SDL_GRAB_QUERY)==SDL_GRAB_ON) ? SDL_GRAB_OFF:SDL_GRAB_ON) ); + } else if ( (e.key.keysym.sym == SDLK_RETURN) && (e.key.keysym.mod & KMOD_ALT) ) { + toggleFullscreen(); } - return; + break; } } + // -------------------------------------------------------------------------- static Point gMidPoint; @@ -287,6 +355,7 @@ Boolean SetUp (Game & game) } Uint32 sdlflags = SDL_OPENGL; + if (!cmdline("windowed")) sdlflags |= SDL_FULLSCREEN; @@ -296,6 +365,9 @@ Boolean SetUp (Game & game) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1); +#if SDL_VERSION_ATLEAST(1, 2, 10) + SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vblsync); +#endif if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL) { @@ -334,46 +406,7 @@ Boolean SetUp (Game & game) SDL_WM_GrabInput(SDL_GRAB_ON); - glClear( GL_COLOR_BUFFER_BIT ); - swap_gl_buffers(); - - // clear all states - glDisable( GL_ALPHA_TEST); - glDisable( GL_BLEND); - glDisable( GL_DEPTH_TEST); - // glDisable( GL_DITHER); - glDisable( GL_FOG); - glDisable( GL_LIGHTING); - glDisable( GL_LOGIC_OP); - glDisable( GL_TEXTURE_1D); - glDisable( GL_TEXTURE_2D); - glPixelTransferi( GL_MAP_COLOR, GL_FALSE); - glPixelTransferi( GL_RED_SCALE, 1); - glPixelTransferi( GL_RED_BIAS, 0); - glPixelTransferi( GL_GREEN_SCALE, 1); - glPixelTransferi( GL_GREEN_BIAS, 0); - glPixelTransferi( GL_BLUE_SCALE, 1); - glPixelTransferi( GL_BLUE_BIAS, 0); - glPixelTransferi( GL_ALPHA_SCALE, 1); - glPixelTransferi( GL_ALPHA_BIAS, 0); - - // set initial rendering states - glShadeModel( GL_SMOOTH); - glClearDepth( 1.0f); - glDepthFunc( GL_LEQUAL); - glDepthMask( GL_TRUE); - // glDepthRange( FRONT_CLIP, BACK_CLIP); - glEnable( GL_DEPTH_TEST); - glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - glCullFace( GL_FRONT); - glEnable( GL_CULL_FACE); - glEnable( GL_LIGHTING); -// glEnable( GL_LIGHT_MODEL_AMBIENT); - glEnable( GL_DITHER); - glEnable( GL_COLOR_MATERIAL); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glAlphaFunc( GL_GREATER, 0.5f); + initGL(); GLint width = kContextWidth; GLint height = kContextHeight; @@ -386,13 +419,6 @@ Boolean SetUp (Game & game) game.newscreenwidth=screenwidth; game.newscreenheight=screenheight; - if ( CanInitStereo(stereomode) ) { - InitStereo(stereomode); - } else { - fprintf(stderr, "Failed to initialize stereo, disabling.\n"); - stereomode = stereoNone; - } - game.InitGame(); return true; @@ -686,50 +712,51 @@ int main(int argc, char **argv) while (!gDone&&!game.quit&&(!game.tryquit)) { - if (IsFocused()) - { - gameFocused = true; + if (IsFocused()) + { + gameFocused = true; - // check windows messages + // check windows messages - game.deltah = 0; - game.deltav = 0; - SDL_Event e; - if(!game.isWaiting()) { - // message pump - while( SDL_PollEvent( &e ) ) - { - if( e.type == SDL_QUIT ) - { - gDone=true; - break; + game.deltah = 0; + game.deltav = 0; + SDL_Event e; + if(!game.isWaiting()) { + // message pump + while( SDL_PollEvent( &e ) ) + { + if( e.type == SDL_QUIT ) + { + gDone=true; + break; + } + sdlEventProc(e, game); + } } - sdlEventProc(e, game); - } - } - // game - DoUpdate(game); - } - else - { - if (gameFocused) - { - // allow game chance to pause - gameFocused = false; - DoUpdate(game); + // game + DoUpdate(game); } + else + { + if (gameFocused) + { + // allow game chance to pause + gameFocused = false; + DoUpdate(game); + } - // game is not in focus, give CPU time to other apps by waiting for messages instead of 'peeking' - SDL_ActiveEvent evt; - SDL_WaitEvent((SDL_Event*)&evt); - if (evt.type == SDL_ACTIVEEVENT && evt.gain == 1) - gameFocused = true; - else if (evt.type == SDL_QUIT) - gDone = true; - } + // game is not in focus, give CPU time to other apps by waiting for messages instead of 'peeking' + SDL_ActiveEvent evt; + SDL_WaitEvent((SDL_Event*)&evt); + if (evt.type == SDL_ACTIVEEVENT && evt.gain == 1) + gameFocused = true; + else if (evt.type == SDL_QUIT) + gDone = true; + } } + } pgame = 0;