Esempio n. 1
0
void setup_game_video_pane(void)
{
	int			n,idx,wid,high,
				fx,fy,x,y,control_y_add,control_y_sz;
	bool		no_res_combo;
	
#if defined(D3_OS_IPHONE) || defined(D3_OS_ANDRIOD)
	no_res_combo=TRUE;
#else
	no_res_combo=(iface.setup.no_resolution_switch) && (!setup.window);
#endif
	
	control_y_add=element_get_control_separation_high();
	control_y_sz=control_y_add*3;
	if (!no_res_combo) control_y_sz+=control_y_add;
	if (gl_check_fsaa_ok()) control_y_sz+=control_y_add;

	element_get_frame_inner_space(setup_game_frame_id,&fx,&fy,&wid,&high);
	x=fx+(int)(((float)wid)*0.4f);
	y=(fy+((high-control_y_sz)/2))+control_y_add;
	
		// setup screen size list
		
	idx=0;
	strcpy(setup_screen_size_list[0],"Default");
		
	for (n=0;n!=render_info.nscreen_size;n++) {
	
		wid=render_info.screen_sizes[n].wid;
		high=render_info.screen_sizes[n].high;
		
		if ((wid==setup.screen_wid) && (high==setup.screen_high)) idx=n+1;
		
		if (gl_is_size_widescreen(wid,high)) {
			sprintf(setup_screen_size_list[n+1],"%dx%d Widescreen",wid,high);
		}
		else {
			sprintf(setup_screen_size_list[n+1],"%dx%d",wid,high);
		}
	}
	
		// build the controls
		
	if (!no_res_combo) {
		element_combo_add("Screen Size",(char*)setup_screen_size_list,idx,ctrl_screen_gl_size_id,x,y,TRUE);
		y+=control_y_add;
	}

	if (gl_check_fsaa_ok()) {
		element_combo_add("Full-Screen Anti-Aliasing",(char*)setup_fsaa_mode_list,setup.fsaa_mode,ctrl_fsaa_id,x,y,TRUE);
		y+=control_y_add;
	}
	
	element_checkbox_add("Decals",setup.decal_on,ctrl_decal_on_id,x,y,TRUE);
	y+=control_y_add;
	element_checkbox_add("Shadows",setup.shadow_on,ctrl_shadow_on_id,x,y,TRUE);
	y+=control_y_add;

	element_slider_add("Gamma",setup.gamma,-0.5f,0.5f,ctrl_gamma_id,x,y,TRUE);
}
Esempio n. 2
0
File: view.c Progetto: prophile/dim3
bool view_initialize_display(char *err_str)
{
		// is screen size legal?
		
	if (view_search_screen_size_list(setup.screen_wid,setup.screen_high)==-1) {
		setup.screen_wid=640;
		setup.screen_high=480;
	}
	
		// start openGL
		
	if (!gl_initialize(setup.screen_wid,setup.screen_high,setup.lock_fps_refresh,setup.fsaa_mode,FALSE,err_str)) {
		view_memory_release();
		SDL_Quit();
		return(FALSE);
	}

		// fix some OpenGL settings if not supported by card

	if (!gl_check_fsaa_ok()) setup.fsaa_mode=fsaa_mode_none;
	if (!gl_check_texture_compress_ok()) setup.texture_compression=FALSE;
	if (!gl_check_texture_anisotropic_filter_ok()) setup.anisotropic_mode=anisotropic_mode_none;
	
		// start the shaders
		
	read_settings_shader();
	if (!gl_shader_initialize(err_str)) {
		gl_shutdown();
		SDL_Quit();
		return(FALSE);
	}

		// initialize text
	
	gl_text_initialize();
	
		// back renderer
		
	if (!gl_back_render_initialize(err_str)) {
		gl_text_shutdown();
		gl_shutdown();
		view_memory_release();
		SDL_Quit();
		return(FALSE);
	}

		// shadows

	if (!shadow_initialize(err_str)) {
		gl_back_render_shutdown();
		gl_text_shutdown();
		gl_shutdown();
		view_memory_release();
		SDL_Quit();
		return(FALSE);
	}

		// vertex objects
	
	view_create_vertex_objects();

	return(TRUE);
}
Esempio n. 3
0
void debug_dump(void)
{
	int					i,idx,cnt,mem_sz;
	obj_type			*obj;
	effect_type			*effect;
	proj_type			*proj;
	weapon_type			*weap;
	proj_setup_type		*proj_setup;
	model_type			*mdl;
	script_type			*script;
	timer_type			*timer;
	SDL_version			*sdl_ver;
	
	console_add_system("Debugging info dumped to stdout");
	
	fprintf(stdout,"\n\n");
	fprintf(stdout,"#########################################################################\n");
	fprintf(stdout,"Dump: dim3 Debugging Info\n");
	fprintf(stdout,"Engine v%s\n",dim3_version);
	fprintf(stdout,"(c) 2000-2007 Klink! Software\n");
	fprintf(stdout,"#########################################################################\n\n");

		// game info
		
	fprintf(stdout,"**************************************\n");
	fprintf(stdout,"Game\n");
	fprintf(stdout,"**************************************\n\n");
	fprintf(stdout,"Project:  %s\n",net_setup.host.proj_name);
	fprintf(stdout,"Tick: %d\n",game_time_get());
	
	debug_return();
	
		// system info
		
	fprintf(stdout,"**************************************\n");
	fprintf(stdout,"System\n");
	fprintf(stdout,"**************************************\n\n");
	fprintf(stdout,"Arch Type: %s\n",arch_type);

#ifdef D3_OS_MAC
	fprintf(stdout,"OS Version: %d.%d.%d\n",os_vers_major,os_vers_minor_1,os_vers_minor_2);
#endif
	
	sdl_ver=(SDL_version*)SDL_Linked_Version();
	fprintf(stdout,"SDL Version: %d.%d.%d\n",sdl_ver->major,sdl_ver->minor,sdl_ver->patch);
	fprintf(stdout,"JavaScript Version: %.2f\n",((float)JS_VERSION/100.0f));
	fprintf(stdout,"PNG Version: %s\n",PNG_LIBPNG_VER_STRING);
	
	debug_return();
	
		// video info
		
	fprintf(stdout,"**************************************\n");
	fprintf(stdout,"Video\n");
	fprintf(stdout,"**************************************\n\n");
	fprintf(stdout,"Engine: %s\n",render_info.name);
	fprintf(stdout,"Screen: %d,%d at %d\n",render_info.monitor_x_sz,render_info.monitor_y_sz,render_info.monitor_refresh_rate);
	fprintf(stdout,"Max Texture Units: %d\n",render_info.texture_unit_count);
	fprintf(stdout,"Max Texture Size: %d\n",render_info.texture_max_size);
	
	if (!gl_check_frame_buffer_ok()) fprintf(stdout,"Shadow support disabled; Unsupported on this video card.\n");
	if (!gl_check_fsaa_ok()) fprintf(stdout,"FSAA support disabled; Unsupported on this video card.\n");
	if (!gl_check_texture_compress_ok()) fprintf(stdout,"Compression disabled; Unsupported on this video card.\n");
	if (!gl_check_point_sprite_ok()) fprintf(stdout,"Point sprite support disabled; Unsupported on this video card.\n");
	if (!gl_check_shader_ok()) fprintf(stdout,"GLSL support disabled; Unsupported on this video card.\n");

	fprintf(stdout,"Extensions:\n%s\n",render_info.ext_string);

#ifdef D3_OS_WINDOWS
	fprintf(stdout,"WGL Extensions:\n%s\n",wglGetExtensionsStringARB(wglGetCurrentDC()));
#endif
	
	debug_return();

		// map info
		
	fprintf(stdout,"**************************************\n");
	fprintf(stdout,"Map\n");
	fprintf(stdout,"**************************************\n\n");
	fprintf(stdout,"Map:  %s\n",map.info.name);
	fprintf(stdout,"Author:  %s\n",map.info.author);
	fprintf(stdout,"Mesh Count:  %d\n",map.mesh.nmesh);
	fprintf(stdout,"Liquid Count:  %d\n",map.liquid.nliquid);
	fprintf(stdout,"Spot Count:  %d\n",map.nspot);
	fprintf(stdout,"Scenery Count:  %d\n",map.nscenery);
	fprintf(stdout,"Node Count:  %d\n",map.nnode);
	
	debug_return();
	
		// objects

	debug_header("Objects",server.count.obj,(sizeof(obj_type)*server.count.obj));
	
	debug_space("Name",25);
	debug_space("Type",15);
	debug_space("Script",25);
	debug_space("Binding",10);
	debug_return();
	debug_space("------------------------",25);
	debug_space("------------------------",15);
	debug_space("------------------------",25);
	debug_space("---------",10);
	debug_return();
	
	obj=server.objs;
	
	for ((i=0);(i!=server.count.obj);i++) {
		debug_space(obj->name,25);
		debug_space(obj->type,15);
		if (!obj->scenery.on) {
			idx=scripts_find_uid(obj->attach.script_uid);
			debug_space(js.scripts[idx].name,25);
		}
		else {
			debug_space("*",25);
		}
		debug_space(bind_type_str[obj->bind],10);
		debug_return();
		obj++;
	}
	
	debug_return();
	
		// weapons

	debug_header("Weapons",server.count.weapon,(sizeof(weapon_type)*server.count.weapon));
	
	debug_space("Name",20);
	debug_space("Object",20);
	debug_return();
	debug_space("-------------------",20);
	debug_space("-------------------",20);
	debug_return();
	
	weap=server.weapons;
	
	for ((i=0);(i!=server.count.weapon);i++) {
		obj=object_find_uid(weap->obj_uid);
		
		debug_space(weap->name,20);
		debug_space(obj->name,20);
		debug_return();
		weap++;
	}
	
	debug_return();
	
		// projectile setups

	debug_header("Projectile Setups",server.count.proj_setup,(sizeof(proj_setup_type)*server.count.proj_setup));
	
	debug_space("Name",20);
	debug_space("Object",20);
	debug_space("Weapon",20);
	debug_return();
	debug_space("-------------------",20);
	debug_space("-------------------",20);
	debug_space("-------------------",20);
	debug_return();
	
	proj_setup=server.proj_setups;
	
	for ((i=0);(i!=server.count.proj_setup);i++) {
		obj=object_find_uid(proj_setup->obj_uid);
		weap=weapon_find_uid(proj_setup->weap_uid);
		
		debug_space(proj_setup->name,20);
		debug_space(obj->name,20);
		debug_space(weap->name,20);
		debug_return();
		proj_setup++;
	}
	
	debug_return();
	
		// models

	mem_sz=sizeof(model_type)*server.count.model;

	mdl=server.models;
	
	for (i=0;i!=server.count.model;i++) {
		mem_sz+=model_memory_size(mdl);
		mdl++;
	}
		
	debug_header("Models",server.count.model,mem_sz);
	
	debug_space("Name",32);
	debug_space("Vertexes",10);
	debug_space("Trigs",10);
	debug_space("Ref Count",10);
	debug_return();
	debug_space("------------------------------",32);
	debug_space("---------",10);
	debug_space("---------",10);
	debug_space("---------",10);
	debug_return();

	mdl=server.models;
	
	for (i=0;i!=server.count.model;i++) {
		debug_space(mdl->name,32);
		debug_int_space(mdl->meshes[0].nvertex,10);
		debug_int_space(mdl->meshes[0].ntrig,10);
		debug_int_space(mdl->reference_count,10);
		debug_return();
		mdl++;
	}
	
	debug_return();
	
		// projectiles
		
	debug_header("Projectiles",server.count.proj,(sizeof(proj_type)*max_projectile));
	
	debug_space("Name",20);
	debug_space("Object",20);
	debug_space("Weapon",20);
	debug_return();
	debug_space("-------------------",20);
	debug_space("-------------------",20);
	debug_space("-------------------",20);
	debug_return();
	
	proj=server.projs;
	
	for ((i=0);(i!=server.count.proj);i++) {
		obj=object_find_uid(proj->obj_uid);
		weap=weapon_find_uid(proj->weap_uid);
		proj_setup=proj_setups_find_uid(proj->proj_setup_uid);
		
		debug_space(proj_setup->name,20);
		debug_space(obj->name,20);
		debug_space(weap->name,20);
		debug_return();
		proj++;
	}
	
	debug_return();
	
		// effects
		
	debug_header("Effects",server.count.effect,(sizeof(effect_type)*max_effect));
	
	debug_space("Type",10);
	debug_space("Life Tick",10);
	debug_return();
	debug_space("---------",10);
	debug_space("---------",10);
	debug_return();
	
	effect=server.effects;
	
	for ((i=0);(i!=server.count.effect);i++) {
		debug_space(effect_type_str[effect->effecttype],10);
		debug_int_space(effect->life_tick,10);
		debug_return();
		effect++;
	}
	
	debug_return();
	
		// scripts
		
	script=js.scripts;
	
	cnt=0;
	for ((i=0);(i!=max_scripts);i++) {
		if (script->used) cnt++;
		script++;
	}
		
	debug_header("Scripts",cnt,-1);
	
	debug_space("Name",32);
	debug_return();
	debug_space("-------------------------------",32);
	debug_return();
	
	script=js.scripts;
	
	for ((i=0);(i!=max_scripts);i++) {
		if (script->used) {
			debug_space(script->name,32);
			debug_return();
		}
		script++;
	}
	
	debug_return();
	
		// timers
		
	debug_header("Timers",js.count.timer,-1);
	
	debug_space("Script",32);
	debug_space("Count",10);
	debug_space("Type",10);
	debug_return();
	debug_space("-------------------------------",32);
	debug_space("---------",10);
	debug_space("---------",10);
	debug_return();
	
	timer=js.timers;
	
	for ((i=0);(i!=js.count.timer);i++) {
		script=&js.scripts[scripts_find_uid(timer->attach.script_uid)];
		debug_space(script->name,32);
		debug_int_space(timer->count,10);
		debug_space((timer->mode==timer_mode_repeat)?"Timer":"Wait",10);
		debug_return();
		timer++;
	}
	
	debug_return();

	fflush(stdout);
}