warzone2100/lib/ivis_opengl/piemode.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*
* pieMode.h
*
* renderer control for pumpkin library functions.
*
*/
/***************************************************************************/
#include "lib/framework/frame.h"
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/piemode.h"
#include "piematrix.h"
#include "lib/ivis_common/ivi.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/ivis_common/tex.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/pieclip.h"
#include "screen.h"
/***************************************************************************/
/*
* Local Definitions
*/
/***************************************************************************/
#define DIVIDE_TABLE_SIZE 1024
/***************************************************************************/
/*
* Local Variables
*/
/***************************************************************************/
Sint32 _iVPRIM_DIVTABLE[DIVIDE_TABLE_SIZE];
/***************************************************************************/
/*
* Local ProtoTypes
*/
/***************************************************************************/
extern void screenDoDumpToDiskIfRequired(void);
/***************************************************************************/
/*
* Source
*/
/***************************************************************************/
BOOL pie_Initialise(void)
{
int i;
pie_TexInit();
rendSurface.flags = REND_SURFACE_UNDEFINED;
rendSurface.buffer = NULL;
rendSurface.size = 0;
// divtable: first entry == unity to (ie n/0 == 1 !)
_iVPRIM_DIVTABLE[0] = iV_DIVMULTP;
for (i=1; i<DIVIDE_TABLE_SIZE; i++)
{
_iVPRIM_DIVTABLE[i-0] = MAKEINT ( FRACTdiv(MAKEFRACT(1),MAKEFRACT(i)) * iV_DIVMULTP);
}
/* Find texture compression extension */
if (check_extension("GL_ARB_texture_compression"))
{
debug(LOG_TEXTURE, "Texture compression: Yes");
wz_texture_compression = GL_COMPRESSED_RGBA_ARB;
} else {
debug(LOG_TEXTURE, "Texture compression: No");
wz_texture_compression = GL_RGBA;
}
pie_MatInit();
_TEX_INDEX = 0;
rendSurface.buffer = 0;
rendSurface.flags = REND_SURFACE_SCREEN;
rendSurface.width = pie_GetVideoBufferWidth();
rendSurface.height = pie_GetVideoBufferHeight();
rendSurface.xcentre = pie_GetVideoBufferWidth()/2;
rendSurface.ycentre = pie_GetVideoBufferHeight()/2;
rendSurface.clip.left = 0;
rendSurface.clip.top = 0;
rendSurface.clip.right = pie_GetVideoBufferWidth();
rendSurface.clip.bottom = pie_GetVideoBufferHeight();
rendSurface.xpshift = 10;
rendSurface.ypshift = 10;
pie_SetDefaultStates();
iV_RenderAssign(&rendSurface);
return TRUE;
}
void pie_ShutDown(void) {
rendSurface.buffer = NULL;
rendSurface.flags = REND_SURFACE_UNDEFINED;
rendSurface.size = 0;
pie_CleanUp();
}
/***************************************************************************/
void pie_ScreenFlip(int clearMode) {
GLbitfield clearFlags = 0;
screenDoDumpToDiskIfRequired();
SDL_GL_SwapBuffers();
switch (clearMode&CLEAR_MODE_MASK) {
case CLEAR_OFF_AND_NO_BUFFER_DOWNLOAD:
break;
case CLEAR_BLACK:
glDepthMask(GL_TRUE);
glClearColor(0.0f,0.0f,0.0f,0.0f);
clearFlags = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
break;
default:
glDepthMask(GL_TRUE);
clearFlags = GL_DEPTH_BUFFER_BIT;
break;
}
if(clearMode&CLEAR_SHADOW_MASK)
{
clearFlags |= GL_STENCIL_BUFFER_BIT;
}
if(clearFlags)
{
glClear(clearFlags);
}
if (screen_GetBackDrop()) {
screen_Upload(NULL);
}
}
/***************************************************************************/
UDWORD pie_GetResScalingFactor( void ) {
// UDWORD resWidth; //n.b. resolution width implies resolution height...!
if (pie_GetVideoBufferWidth() * 4 > pie_GetVideoBufferHeight() * 5) {
return pie_GetVideoBufferHeight()*5/4/6;
} else {
return pie_GetVideoBufferWidth()/6;
}
}