120 lines
2.2 KiB
C++
120 lines
2.2 KiB
C++
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#include "glsdlscreen.h"
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GLSDLScreen::GLSDLScreen() {
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width = 0;
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height = 1;
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bpp = 16;
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znear = 1.0f;
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zfar = 100.0f;
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opengl = false;
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glsetup = true;
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resizable = false;
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fullscreen = false;
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extraglparam = 0;
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}
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int GLSDLScreen::getFlags() {
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const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
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int videoflags = 0;
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if(videoInfo->hw_available)
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videoflags |= SDL_HWSURFACE;
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else
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videoflags |= SDL_SWSURFACE;
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if(videoInfo->blit_hw)
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videoflags |= SDL_HWACCEL;
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if(opengl) {
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videoflags |= SDL_OPENGL;
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videoflags |= SDL_GL_DOUBLEBUFFER;
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videoflags |= SDL_HWPALETTE;
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}
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return videoflags;
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}
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void GLSDLScreen::enableOpenGL(bool w) {
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opengl = w;
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}
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void GLSDLScreen::enableResizable(bool w) {
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resizable = w;
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}
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void GLSDLScreen::enableFullscreen(bool w) {
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fullscreen = w;
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}
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void GLSDLScreen::setGLNearFar(float _znear, float _zfar) {
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znear = _znear;
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zfar = _zfar;
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}
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void GLSDLScreen::enableGLSetup(bool w) {
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glsetup = w;
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}
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void GLSDLScreen::setExtraGLParamFunc(void (*extrafunc)()) {
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extraglparam = extrafunc;
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}
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void GLSDLScreen::setVideoMode(int _width, int _height, int _bpp) {
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width = _width;
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height = _height;
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bpp = _bpp;
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if(height==0)
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height = 1;
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}
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bool GLSDLScreen::isOK() {
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return SDL_VideoModeOK(width, height, bpp, getFlags());
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}
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bool GLSDLScreen::apply() {
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if(!SDL_WasInit(SDL_INIT_VIDEO)) {
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if(SDL_Init(SDL_INIT_VIDEO)==-1) {
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return false;
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}
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}
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screen = SDL_SetVideoMode(width, height, bpp, getFlags());
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if(!screen) {
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return false;
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}
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if(opengl) {
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Setup GL
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if(glsetup) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glDepthFunc(GL_LEQUAL);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.1);
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}
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// Projection
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glViewport(0, 0, (GLsizei)width, (GLsizei)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, znear, zfar);
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if(extraglparam) {
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extraglparam();
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}
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// Texturen neuladen, eigentlich nur f<>r Windows. Aber egal.
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GLTexture::reloadAll();
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}
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return true;
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}
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