X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FOpenGL_Windows.cpp;h=ca05fb75e5a63cbb3a99382e36430106ef92466b;hb=963584c62f5a1ec1f2b505f5c64672b7d4bc7547;hp=ce0005041dee9242cc592e2e7562a0e94ea76d7e;hpb=981c1179fab6849d216942a7053a24a36f36078c;p=lugaru.git diff --git a/Source/OpenGL_Windows.cpp b/Source/OpenGL_Windows.cpp index ce00050..ca05fb7 100644 --- a/Source/OpenGL_Windows.cpp +++ b/Source/OpenGL_Windows.cpp @@ -63,51 +63,28 @@ static bool save_png(const char * fname); extern bool buttons[3]; extern float multiplier; -extern float screenwidth,screenheight; extern float sps; extern float realmultiplier; extern int slomo; -extern bool ismotionblur; -extern float usermousesensitivity; -extern int detail; -extern bool floatjump; extern bool cellophane; // MODIFIED GWC //extern int terraindetail; //extern int texdetail; extern float terraindetail; extern float texdetail; -extern int bloodtoggle; + extern bool osx; -extern bool autoslomo; -extern bool foliage; -extern bool musictoggle; -extern bool trilinear; -extern float gamespeed; -extern int difficulty; -extern bool damageeffects; extern int numplayers; -extern bool decals; -extern bool invertmouse; -extern bool texttoggle; -extern bool ambientsound; -extern bool mousejump; extern bool freeze; extern Person player[maxplayers]; -extern bool vblsync; extern bool stillloading; -extern bool showpoints; -extern bool alwaysblur; -extern bool immediate; -extern bool velocityblur; -extern bool debugmode; extern int mainmenu; /*extern*/ bool gameFocused; -extern int kBitsPerPixel; + extern float slomospeed; extern float slomofreq; -extern float oldgamespeed; -extern float volume; + + #include #include @@ -116,7 +93,7 @@ extern float volume; #include #include "gamegl.h" #include "MacCompatibility.h" - +#include "Settings.h" #ifdef WIN32 #include @@ -142,15 +119,11 @@ static SDL_Rect *hardcoded_resolutions[] = { unsigned int resolutionDepths[8][2] = {0}; -bool selectDetail(int & width, int & height, int & bpp, int & detail); int closestResolution(int width, int height); int resolutionID(int width, int height); void ReportError (char * strError); -void SetupDSpFullScreen(); -void ShutdownDSp(); - void DrawGL(Game & game); void CreateGLWindow (void); @@ -219,10 +192,7 @@ static void GLAPIENTRY glDeleteTextures_doNothing(GLsizei n, const GLuint *textu void sdlGetCursorPos(POINT *pt) { - int x, y; - SDL_GetMouseState(&x, &y); - pt->x = x; - pt->y = y; + SDL_GetMouseState(&(pt->x), &(pt->y)); } #define GetCursorPos(x) sdlGetCursorPos(x) #define SetCursorPos(x, y) SDL_WarpMouse(x, y) @@ -304,16 +274,6 @@ void ReportError (char * strError) */ } -void SetupDSpFullScreen () -{ -} - - -void ShutdownDSp () -{ -} - - //----------------------------------------------------------------------------------------------------------------------- // OpenGL Drawing @@ -580,344 +540,71 @@ Boolean SetUp (Game & game) randSeed = UpTime().lo; osx = 0; - ifstream ipstream(ConvertFileName(":Data:config.txt"), std::ios::in /*| std::ios::nocreate*/); - detail=1; - ismotionblur=0; - usermousesensitivity=1; - kContextWidth=640; - kContextHeight=480; - kBitsPerPixel = 32; - floatjump=0; cellophane=0; texdetail=4; - autoslomo=1; - decals=1; - invertmouse=0; - bloodtoggle=0; terraindetail=2; - foliage=1; - musictoggle=1; - trilinear=1; - gamespeed=1; - difficulty=1; - damageeffects=0; - texttoggle=1; - alwaysblur=0; - showpoints=0; - immediate=0; - velocityblur=0; - slomospeed=0.25; slomofreq=8012; - - volume = 0.8f; - - game.crouchkey=MAC_SHIFT_KEY; - game.jumpkey=MAC_SPACE_KEY; - game.leftkey=MAC_A_KEY; - game.forwardkey=MAC_W_KEY; - game.backkey=MAC_S_KEY; - game.rightkey=MAC_D_KEY; - game.drawkey=MAC_E_KEY; - game.throwkey=MAC_Q_KEY; - game.attackkey=MAC_MOUSEBUTTON1; - game.chatkey=MAC_T_KEY; numplayers=1; - ambientsound=1; - vblsync=0; - debugmode=0; - - selectDetail(kContextWidth, kContextHeight, kBitsPerPixel, detail); - - if(!ipstream) { - ofstream opstream(ConvertFileName(":Data:config.txt", "w")); - opstream << "Screenwidth:\n"; - opstream << kContextWidth; - opstream << "\nScreenheight:\n"; - opstream << kContextHeight; - opstream << "\nMouse sensitivity:\n"; - opstream << usermousesensitivity; - opstream << "\nBlur(0,1):\n"; - opstream << ismotionblur; - opstream << "\nOverall Detail(0,1,2) higher=better:\n"; - opstream << detail; - opstream << "\nFloating jump:\n"; - opstream << floatjump; - opstream << "\nMouse jump:\n"; - opstream << mousejump; - opstream << "\nAmbient sound:\n"; - opstream << ambientsound; - opstream << "\nBlood (0,1,2):\n"; - opstream << bloodtoggle; - opstream << "\nAuto slomo:\n"; - opstream << autoslomo; - opstream << "\nFoliage:\n"; - opstream << foliage; - opstream << "\nMusic:\n"; - opstream << musictoggle; - opstream << "\nTrilinear:\n"; - opstream << trilinear; - opstream << "\nDecals(shadows,blood puddles,etc):\n"; - opstream << decals; - opstream << "\nInvert mouse:\n"; - opstream << invertmouse; - opstream << "\nGamespeed:\n"; - opstream << gamespeed; - opstream << "\nDifficulty(0,1,2) higher=harder:\n"; - opstream << difficulty; - opstream << "\nDamage effects(blackout, doublevision):\n"; - opstream << damageeffects; - opstream << "\nText:\n"; - opstream << texttoggle; - opstream << "\nDebug:\n"; - opstream << debugmode; - opstream << "\nVBL Sync:\n"; - opstream << vblsync; - opstream << "\nShow Points:\n"; - opstream << showpoints; - opstream << "\nAlways Blur:\n"; - opstream << alwaysblur; - opstream << "\nImmediate mode (turn on on G5):\n"; - opstream << immediate; - opstream << "\nVelocity blur:\n"; - opstream << velocityblur; - opstream << "\nVolume:\n"; - opstream << volume; - opstream << "\nForward key:\n"; - opstream << KeyToChar(game.forwardkey); - opstream << "\nBack key:\n"; - opstream << KeyToChar(game.backkey); - opstream << "\nLeft key:\n"; - opstream << KeyToChar(game.leftkey); - opstream << "\nRight key:\n"; - opstream << KeyToChar(game.rightkey); - opstream << "\nJump key:\n"; - opstream << KeyToChar(game.jumpkey); - opstream << "\nCrouch key:\n"; - opstream << KeyToChar(game.crouchkey); - opstream << "\nDraw key:\n"; - opstream << KeyToChar(game.drawkey); - opstream << "\nThrow key:\n"; - opstream << KeyToChar(game.throwkey); - opstream << "\nAttack key:\n"; - opstream << KeyToChar(game.attackkey); - opstream << "\nChat key:\n"; - opstream << KeyToChar(game.chatkey); - opstream.close(); - } - if(ipstream){ - int i; - ipstream.ignore(256,'\n'); - ipstream >> kContextWidth; - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> kContextHeight; - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> usermousesensitivity; - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - ismotionblur = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> detail; - if(detail!=0)kBitsPerPixel=32; - else kBitsPerPixel=16; - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - floatjump = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - mousejump = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - ambientsound = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> bloodtoggle; - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - autoslomo = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - foliage = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - musictoggle = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - trilinear = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - decals = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - invertmouse = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> gamespeed; - oldgamespeed=gamespeed; - if(oldgamespeed==0){ - gamespeed=1; - oldgamespeed=1; - } - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> difficulty; - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - damageeffects = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - texttoggle = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - debugmode = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - vblsync = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - showpoints = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - alwaysblur = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - immediate = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> i; - velocityblur = (i != 0); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> volume; - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.forwardkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.backkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.leftkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.rightkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.jumpkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.crouchkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.drawkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.throwkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.attackkey=CharToKey(string); - ipstream.ignore(256,'\n'); - ipstream.ignore(256,'\n'); - ipstream >> string; - game.chatkey=CharToKey(string); - ipstream.close(); - - if(detail>2)detail=2; - if(detail<0)detail=0; - if(screenwidth<0)screenwidth=640; - if(screenheight<0)screenheight=480; - - } - if(kBitsPerPixel!=32&&kBitsPerPixel!=16){ - kBitsPerPixel=16; - } - - - selectDetail(kContextWidth, kContextHeight, kBitsPerPixel, detail); - - SetupDSpFullScreen(); - + + DefaultSettings(game); if (!SDL_WasInit(SDL_INIT_VIDEO)) - { if (SDL_Init(SDL_INIT_VIDEO) == -1) { fprintf(stderr, "SDL_Init() failed: %s\n", SDL_GetError()); return false; } + if(!LoadSettings(game)) { + fprintf(stderr, "Failed to load config, creating default\n"); + SaveSettings(game); + } + if(kBitsPerPixel!=32&&kBitsPerPixel!=16){ + kBitsPerPixel=16; + } - if (SDL_GL_LoadLibrary(NULL) == -1) - { - fprintf(stderr, "SDL_GL_LoadLibrary() failed: %s\n", SDL_GetError()); - SDL_Quit(); - return false; - } + if (SDL_GL_LoadLibrary(NULL) == -1) + { + fprintf(stderr, "SDL_GL_LoadLibrary() failed: %s\n", SDL_GetError()); + SDL_Quit(); + return false; + } - SDL_Rect **res = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_OPENGL); - if ( (res == NULL) || (res == ((SDL_Rect **)-1)) || (res[0] == NULL) || (res[0]->w < 640) || (res[0]->h < 480) ) - res = hardcoded_resolutions; + SDL_Rect **res = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_OPENGL); + if ( (res == NULL) || (res == ((SDL_Rect **)-1)) || (res[0] == NULL) || (res[0]->w < 640) || (res[0]->h < 480) ) + res = hardcoded_resolutions; - // reverse list (it was sorted biggest to smallest by SDL)... - int count; - for (count = 0; res[count]; count++) - { - if ((res[count]->w < 640) || (res[count]->h < 480)) - break; // sane lower limit. - } + // reverse list (it was sorted biggest to smallest by SDL)... + int count; + for (count = 0; res[count]; count++) + { + if ((res[count]->w < 640) || (res[count]->h < 480)) + break; // sane lower limit. + } - static SDL_Rect *resolutions_block = NULL; - resolutions_block = (SDL_Rect*) realloc(resolutions_block, sizeof (SDL_Rect) * count); - resolutions = (SDL_Rect**) realloc(resolutions, sizeof (SDL_Rect *) * (count + 1)); - if ((resolutions_block == NULL) || (resolutions == NULL)) - { - SDL_Quit(); - fprintf(stderr, "Out of memory!\n"); - return false; - } + static SDL_Rect *resolutions_block = NULL; + resolutions_block = (SDL_Rect*) realloc(resolutions_block, sizeof (SDL_Rect) * count); + resolutions = (SDL_Rect**) realloc(resolutions, sizeof (SDL_Rect *) * (count + 1)); + if ((resolutions_block == NULL) || (resolutions == NULL)) + { + SDL_Quit(); + fprintf(stderr, "Out of memory!\n"); + return false; + } - resolutions[count--] = NULL; - for (int i = 0; count >= 0; i++, count--) - { - memcpy(&resolutions_block[count], res[i], sizeof (SDL_Rect)); - resolutions[count] = &resolutions_block[count]; - } + resolutions[count--] = NULL; + for (int i = 0; count >= 0; i++, count--) + { + memcpy(&resolutions_block[count], res[i], sizeof (SDL_Rect)); + resolutions[count] = &resolutions_block[count]; + } - if (cmdline("showresolutions")) - { - printf("Resolutions we think are okay:\n"); - for (int i = 0; resolutions[i]; i++) - printf(" %d x %d\n", (int) resolutions[i]->w, (int) resolutions[i]->h); - } - } + if (cmdline("showresolutions")) + { + printf("Resolutions we think are okay:\n"); + for (int i = 0; resolutions[i]; i++) + printf(" %d x %d\n", (int) resolutions[i]->w, (int) resolutions[i]->h); + } Uint32 sdlflags = SDL_OPENGL; if (!cmdline("windowed")) @@ -1019,56 +706,11 @@ Boolean SetUp (Game & game) game.newscreenwidth=screenwidth; game.newscreenheight=screenheight; - GLint stencilbits = 0; - glGetIntegerv(GL_STENCIL_BITS, &stencilbits); - if ( stencilbits < 1 ) { - fprintf(stderr, "Failed to get a stencil buffer!\n"); - SDL_Quit(); - return false; - } - - if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { - fprintf(stderr, "Stencil buffer has %i bits, good.\n", stencilbits); - fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight); - - glEnable( GL_STENCIL_TEST); - glClearStencil(0); - glClear( GL_STENCIL_BUFFER_BIT ); - glStencilFunc(GL_ALWAYS, 0x1, 0x1); - glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); - - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 3); - glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); - glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); - glColorMask( 1.0, 1.0, 1.0, 1.0 ); - char stencil[] = {64,127,255}; - - glViewport(0,0, kContextWidth, kContextHeight); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - for(int y=0;y10)multiplier=10; - if(update)frametime = currTime; // reset for next time interval + if(multiplier<.001) multiplier=.001; + if(multiplier>10) multiplier=10; + if(update) frametime = currTime; // reset for next time interval deltaTime = (float) AbsoluteDeltaToDuration (currTime, time); @@ -1447,7 +1089,12 @@ int main(int argc, char **argv) } // game is not in focus, give CPU time to other apps by waiting for messages instead of 'peeking' - STUBBED("give up CPU but sniff the event queue"); + 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; } } @@ -1456,21 +1103,7 @@ int main(int argc, char **argv) pgame = 0; CleanUp (); -// if(game.registernow){ - if(regnow) - { - #if (defined(__APPLE__) && defined(__MACH__)) - launch_web_browser("http://www.wolfire.com/purchase/lugaru/mac"); - #elif PLATFORM_LINUX - launch_web_browser("http://www.wolfire.com/purchase/lugaru/linux"); - #else - launch_web_browser("http://www.wolfire.com/purchase/lugaru/pc"); - #endif - } - #if PLATFORM_LINUX // (this may not be necessary any more.) - _exit(0); // !!! FIXME: hack...crashes on exit! - #endif return 0; } catch (const std::exception& error) @@ -1494,19 +1127,6 @@ int main(int argc, char **argv) // -------------------------------------------------------------------------- - - - bool selectDetail(int & width, int & height, int & bpp, int & detail) - { - bool res = true; - - // currently with SDL, we just use whatever is requested - // and don't care. --ryan. - - - return res; - } - extern int channels[100]; extern OPENAL_SAMPLE * samp[100]; extern OPENAL_STREAM * strm[20]; @@ -1566,25 +1186,15 @@ int main(int argc, char **argv) bool LoadImage(const char * fname, TGAImageRec & tex) { - bool res = true; - if ( tex.data == NULL ) - { return false; - } - - - res = load_image(fname, tex); - - - return res; + else + return load_image(fname, tex); } void ScreenShot(const char * fname) { - save_image(fname); - }