02061d74c2
(as received from Jonas Echterhoff)
147 lines
3.6 KiB
C++
Executable File
147 lines
3.6 KiB
C++
Executable File
//screen.cpp
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//initialize an OpenGL Context
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#include <OpenGL/glu.h>
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#include <string.h>
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#include "fileio.h"
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#include "vectors.h"
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#include "renderframe.h"
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#include "gameframe.h"
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#include "config.h"
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#include "screen.h"
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#include "gamemem.h"
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float gFOVY,gFOVX; //field-of-view in the x and y directions
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void InitGLContext();
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void ReInitGLContext();
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void ExitGLContext();
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void ScreenGetModes();
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tVideoMode gVideoModes[kMaxModes];
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int gVideoNumModes=0;
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tScreenTexture gScreenTextures[4];
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int gScreenTexturesInited=false;
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void SetupScreenTextures()
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{
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for(int i=0;i<4;i++)
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{
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if(gScreenTexturesInited)
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if(gScreenTextures[i].xSize)
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glDeleteTextures(1,&gScreenTextures[i].texture);
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gScreenTextures[i].xSize=gScreenTextures[i].ySize=0;
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gScreenTextures[i].xOffset=gScreenTextures[i].yOffset=0;
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glGenTextures(1,&gScreenTextures[i].texture);
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glBindTexture(GL_TEXTURE_2D,gScreenTextures[i].texture);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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}
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int screenTextureXSize=1;
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for(int i=0;i<16;i++)
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if(screenTextureXSize<gConfig->screenXSize)
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screenTextureXSize*=2;
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int screenTextureYSize=1;
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for(int i=0;i<16;i++)
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if(screenTextureYSize<gConfig->screenYSize)
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screenTextureYSize*=2;
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if(screenTextureXSize>1024)
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if(screenTextureYSize>1024)
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{
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gScreenTextures[0].xSize=1024;
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gScreenTextures[0].ySize=1024;
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screenTextureXSize=1;
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for(int i=0;i<16;i++)
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if(screenTextureXSize<gConfig->screenXSize-1024)
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screenTextureXSize*=2;
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gScreenTextures[1].xSize=screenTextureXSize;
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gScreenTextures[1].ySize=1024;
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gScreenTextures[1].xOffset=1024;
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screenTextureYSize=1;
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for(int i=0;i<16;i++)
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if(screenTextureYSize<gConfig->screenYSize-1024)
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screenTextureYSize*=2;
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gScreenTextures[2].xSize=1024;
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gScreenTextures[2].ySize=screenTextureYSize;
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gScreenTextures[2].yOffset=1024;
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gScreenTextures[3].xSize=screenTextureXSize;
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gScreenTextures[3].ySize=screenTextureYSize;
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gScreenTextures[3].xOffset=1024;
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gScreenTextures[3].yOffset=1024;
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}
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else
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{
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gScreenTextures[0].xSize=1024;
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gScreenTextures[0].ySize=screenTextureYSize;
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screenTextureXSize=1;
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for(int i=0;i<16;i++)
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if(screenTextureXSize<gConfig->screenXSize-1024)
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screenTextureXSize*=2;
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gScreenTextures[1].xSize=screenTextureXSize;
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gScreenTextures[1].ySize=screenTextureYSize;
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gScreenTextures[1].xOffset=1024;
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}
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else
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{
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gScreenTextures[0].xSize=screenTextureXSize;
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gScreenTextures[0].ySize=screenTextureYSize;
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}
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gScreenTexturesInited=true;
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}
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void SetupAspect(float fovy)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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float aspect=(float)gConfig->screenXSize/(float)gConfig->screenYSize;
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gFOVY=fovy;
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gFOVX=aspect*gFOVY;
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gluPerspective(gFOVY*(360.0/(2*PI)),aspect,0.1f,ClipDistance()); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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void InitGL()
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_CULL_FACE);
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glEnable(GL_FOG);
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glEnable(GL_TEXTURE_2D);
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float fogColor[4]={1,1,1,1};
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glFogi(GL_FOG_MODE,GL_LINEAR);
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glFogf(GL_FOG_START,600);
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glFogf(GL_FOG_END,800);
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glFogfv(GL_FOG_COLOR,fogColor);
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if(gConfig->fsaa)
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glEnable(GL_MULTISAMPLE_ARB);
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if(!ScreenSupportsAnisotropicFiltering()&&gConfig->textureFilter==2)
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gConfig->textureFilter=1;
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SetupScreenTextures();
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}
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void ScreenInit()
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{
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ScreenGetModes();
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InitGLContext();
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InitGL();
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SetupAspect(kNormalFOVY);
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}
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void ScreenReInit()
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{
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ScreenExit();
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ScreenInit();
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}
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