示例#1
0
文件: glext.c 项目: AMDmi3/neverball
int glext_assert(const char *ext)
{
    if (!glext_check(ext))
    {
        log_printf("Missing required OpenGL extension (%s)\n", ext);
        return 0;
    }
    return 1;
}
示例#2
0
int video_mode(int f, int w, int h)
{
    //senquack
    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);


    int stereo  = config_get_d(CONFIG_STEREO)      ? 1 : 0;
    int stencil = config_get_d(CONFIG_REFLECTION)  ? 1 : 0;
    int buffers = config_get_d(CONFIG_MULTISAMPLE) ? 1 : 0;
    int samples = config_get_d(CONFIG_MULTISAMPLE);
    int vsync   = config_get_d(CONFIG_VSYNC)       ? 1 : 0;
    int hmd     = config_get_d(CONFIG_HMD)         ? 1 : 0;
    int highdpi = config_get_d(CONFIG_HIGHDPI)     ? 1 : 0;

    int dpy = config_get_d(CONFIG_DISPLAY);

    int X = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);
    int Y = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);

    hmd_free();

    if (window)
    {
        SDL_GL_DeleteContext(context);
        SDL_DestroyWindow(window);
    }

    //senquack
//    SDL_GL_SetAttribute(SDL_GL_STEREO,             stereo);

    //senquack - disabled drawing shadows and reflections on GCW Zero, don't need a stencil buffer:
#ifdef GCWZERO
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,       0);
#endif

    //senquack - don't need or want these on GCW Zero:
#ifndef GCWZERO
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, buffers);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
#endif

    /* Require 16-bit double buffer with 16-bit depth buffer. */

   //senquack - GCW Zero port change
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,    8);
    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,    32);
//    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
//    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   6);
//    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
//    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,    0);
//    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,    16);

    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    //senquack
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

    /* Try to set the currently specified mode. */

    log_printf("Creating a window (%dx%d, %s)\n",
               w, h, (f ? "fullscreen" : "windowed"));

    //senquack DEBUG -  DO NOT RUN - loads GLES2.0 for some reason
//    SDL_VideoInit(NULL);

    window = SDL_CreateWindow("", X, Y, w, h,
                              SDL_WINDOW_OPENGL |
                              (highdpi ? SDL_WINDOW_ALLOW_HIGHDPI : 0) |
                              (f ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));

    if (window)
    {
        if ((context = SDL_GL_CreateContext(window)))
        {
            int buf, smp;

            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buf);
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &smp);

            /*
             * Work around SDL+WGL returning pixel formats below
             * minimum specifications instead of failing, thus
             * bypassing our fallback path. SDL tries to ensure that
             * WGL plays by the rules, but forgets about extended
             * context attributes such as multisample. See SDL
             * Bugzilla #77.
             */

            if (buf < buffers || smp < samples)
            {
                log_printf("GL context does not meet minimum specifications\n");
                SDL_GL_DeleteContext(context);
                context = NULL;
            }
        }
    }

    if (window && context)
    {
        set_window_title(TITLE);
        set_window_icon(ICON);

        /*
         * SDL_GetWindowSize can be unreliable when going fullscreen
         * on OSX (and possibly elsewhere). We should really be
         * waiting for a resize / size change event, but for now we're
         * doing this lazy thing instead.
         */

        if (f)
        {
            SDL_DisplayMode dm;

            if (SDL_GetDesktopDisplayMode(video_display(), &dm) == 0)
            {
                video.window_w = dm.w;
                video.window_h = dm.h;

//                //senquack
                dm.format = SDL_PIXELFORMAT_RGBA8888;
//    dm.format = SDL_PIXELFORMAT_RGB565;
                dm.w = 320;
                dm.h = 240;
                dm.refresh_rate = 60;
                dm.driverdata = 0;
                SDL_SetWindowDisplayMode(window, &dm);
                printf("setting new video dm..\n");
                SDL_GetCurrentDisplayMode(0, &dm);
                SDL_Log("Screen w: %d h: %d\n", dm.w, dm.h);
                SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(dm.format));
                SDL_Log("Screen dm: ");
                SDL_Log("\n\n");
                SDL_Log("Vendor     : %s\n", glGetString(GL_VENDOR));
                SDL_Log("Renderer   : %s\n", glGetString(GL_RENDERER));
                SDL_Log("Version    : %s\n", glGetString(GL_VERSION));
                SDL_Log("Extensions : %s\n", glGetString(GL_EXTENSIONS));
                SDL_Log("\n");
                fflush(NULL);
            }
        }
        else
        {
            SDL_GetWindowSize(window, &video.window_w, &video.window_h);
        }

        if (highdpi)
        {
            SDL_GL_GetDrawableSize(window, &video.device_w, &video.device_h);
        }
        else
        {
            video.device_w = video.window_w;
            video.device_h = video.window_h;
        }

        video.device_scale = (float) video.device_h / (float) video.window_h;

        log_printf("Created a window (%u, %dx%d, %s)\n",
                   SDL_GetWindowID(window),
                   video.window_w, video.window_h,
                   (f ? "fullscreen" : "windowed"));

        config_set_d(CONFIG_DISPLAY,    video_display());
        config_set_d(CONFIG_FULLSCREEN, f);
        config_set_d(CONFIG_WIDTH,      video.window_w);
        config_set_d(CONFIG_HEIGHT,     video.window_h);

        SDL_GL_SetSwapInterval(vsync);

        if (!glext_init())
            return 0;

        glViewport(0, 0, video.device_w, video.device_h);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        glEnable(GL_NORMALIZE);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_LIGHTING);
        glEnable(GL_BLEND);

#if !ENABLE_OPENGLES
        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
                      GL_SEPARATE_SPECULAR_COLOR);
#endif

        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthFunc(GL_LEQUAL);

        /* If GL supports multisample, and SDL got a multisample buffer... */

        if (glext_check("ARB_multisample"))
        {
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
            if (buffers) glEnable(GL_MULTISAMPLE);
        }

        /* Set up HMD display if requested. */

        if (hmd)
            hmd_init();

        /* Initialize screen snapshotting. */

        snapshot_init();

        video_show_cursor();

        /* Grab input immediately in HMD mode. */

        if (hmd_stat())
            SDL_SetWindowGrab(window, SDL_TRUE);

        return 1;
    }

    /* If the mode failed, try it without stereo. */

    else if (stereo)
    {
        config_set_d(CONFIG_STEREO, 0);
        return video_mode(f, w, h);
    }

    /* If the mode failed, try decreasing the level of multisampling. */

    else if (buffers)
    {
        config_set_d(CONFIG_MULTISAMPLE, samples / 2);
        return video_mode(f, w, h);
    }

    /* If that mode failed, try it without reflections. */

    else if (stencil)
    {
        config_set_d(CONFIG_REFLECTION, 0);
        return video_mode(f, w, h);
    }

    /* If THAT mode failed, punt. */

    return 0;
}
示例#3
0
int video_mode(int f, int w, int h)
{
    int stereo  = config_get_d(CONFIG_STEREO)      ? 1 : 0;
    int stencil = config_get_d(CONFIG_REFLECTION)  ? 1 : 0;
    int buffers = config_get_d(CONFIG_MULTISAMPLE) ? 1 : 0;
    int samples = config_get_d(CONFIG_MULTISAMPLE);
    int vsync   = config_get_d(CONFIG_VSYNC)       ? 1 : 0;
    int hmd     = config_get_d(CONFIG_HMD)         ? 1 : 0;
    int highdpi = config_get_d(CONFIG_HIGHDPI)     ? 1 : 0;

    int dpy = config_get_d(CONFIG_DISPLAY);

    int X = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);
    int Y = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);

    hmd_free();

    if (window)
    {
        SDL_GL_DeleteContext(context);
        SDL_DestroyWindow(window);
    }

#if ENABLE_OPENGLES
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#endif

    SDL_GL_SetAttribute(SDL_GL_STEREO,             stereo);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,       stencil);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, buffers);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);

    /* Require 16-bit double buffer with 16-bit depth buffer. */

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   5);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    /* Try to set the currently specified mode. */

    log_printf("Creating a window (%dx%d, %s)\n",
               w, h, (f ? "fullscreen" : "windowed"));

    window = SDL_CreateWindow("", X, Y, w, h,
                              SDL_WINDOW_OPENGL |
                              (highdpi ? SDL_WINDOW_ALLOW_HIGHDPI : 0) |
                              (f ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));

    if (window)
    {
        if ((context = SDL_GL_CreateContext(window)))
        {
            int buf, smp;

            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buf);
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &smp);

            /*
             * Work around SDL+WGL returning pixel formats below
             * minimum specifications instead of failing, thus
             * bypassing our fallback path. SDL tries to ensure that
             * WGL plays by the rules, but forgets about extended
             * context attributes such as multisample. See SDL
             * Bugzilla #77.
             */

            if (buf < buffers || smp < samples)
            {
                log_printf("GL context does not meet minimum specifications\n");
                SDL_GL_DeleteContext(context);
                context = NULL;
            }
        }
    }

    if (window && context)
    {
        set_window_title(TITLE);
        set_window_icon(ICON);

        /*
         * SDL_GetWindowSize can be unreliable when going fullscreen
         * on OSX (and possibly elsewhere). We should really be
         * waiting for a resize / size change event, but for now we're
         * doing this lazy thing instead.
         */

        if (f)
        {
            SDL_DisplayMode dm;

            if (SDL_GetDesktopDisplayMode(video_display(), &dm) == 0)
            {
                video.window_w = dm.w;
                video.window_h = dm.h;
            }
        }
        else
        {
            SDL_GetWindowSize(window, &video.window_w, &video.window_h);
        }

        if (highdpi)
        {
            SDL_GL_GetDrawableSize(window, &video.device_w, &video.device_h);
        }
        else
        {
            video.device_w = video.window_w;
            video.device_h = video.window_h;
        }

        video.device_scale = (float) video.device_h / (float) video.window_h;

        log_printf("Created a window (%u, %dx%d, %s)\n",
                   SDL_GetWindowID(window),
                   video.window_w, video.window_h,
                   (f ? "fullscreen" : "windowed"));

        config_set_d(CONFIG_DISPLAY,    video_display());
        config_set_d(CONFIG_FULLSCREEN, f);
        config_set_d(CONFIG_WIDTH,      video.window_w);
        config_set_d(CONFIG_HEIGHT,     video.window_h);

        SDL_GL_SetSwapInterval(vsync);

        if (!glext_init())
            return 0;

        glViewport(0, 0, video.device_w, video.device_h);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        glEnable(GL_NORMALIZE);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_LIGHTING);
        glEnable(GL_BLEND);

#if !ENABLE_OPENGLES
        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
                      GL_SEPARATE_SPECULAR_COLOR);
#endif

        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthFunc(GL_LEQUAL);

        /* If GL supports multisample, and SDL got a multisample buffer... */

        if (glext_check("ARB_multisample"))
        {
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
            if (buffers) glEnable(GL_MULTISAMPLE);
        }

        /* Set up HMD display if requested. */

        if (hmd)
            hmd_init();

        /* Initialize screen snapshotting. */

        snapshot_init();

        video_show_cursor();

        /* Grab input immediately in HMD mode. */

        if (hmd_stat())
            SDL_SetWindowGrab(window, SDL_TRUE);

        return 1;
    }

    /* If the mode failed, try it without stereo. */

    else if (stereo)
    {
        config_set_d(CONFIG_STEREO, 0);
        return video_mode(f, w, h);
    }

    /* If the mode failed, try decreasing the level of multisampling. */

    else if (buffers)
    {
        config_set_d(CONFIG_MULTISAMPLE, samples / 2);
        return video_mode(f, w, h);
    }

    /* If that mode failed, try it without reflections. */

    else if (stencil)
    {
        config_set_d(CONFIG_REFLECTION, 0);
        return video_mode(f, w, h);
    }

    /* If THAT mode failed, punt. */

    return 0;
}
示例#4
0
文件: glext.c 项目: AMDmi3/neverball
int glext_init(void)
{
    void *ptr = 0;

    memset(&gli, 0, sizeof (struct gl_info));

    /* Common init. */

    glGetIntegerv(GL_MAX_TEXTURE_SIZE,  &gli.max_texture_size);
    glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gli.max_texture_units);

    /* Desktop init. */

#if !ENABLE_OPENGLES

    if (glext_assert("ARB_multitexture"))
    {
        SDL_GL_GFPA(glClientActiveTexture_, "glClientActiveTextureARB");
        SDL_GL_GFPA(glActiveTexture_,       "glActiveTextureARB");
    }

    if (glext_assert("ARB_vertex_buffer_object"))
    {
        SDL_GL_GFPA(glGenBuffers_,          "glGenBuffersARB");
        SDL_GL_GFPA(glBindBuffer_,          "glBindBufferARB");
        SDL_GL_GFPA(glBufferData_,          "glBufferDataARB");
        SDL_GL_GFPA(glBufferSubData_,       "glBufferSubDataARB");
        SDL_GL_GFPA(glDeleteBuffers_,       "glDeleteBuffersARB");
        SDL_GL_GFPA(glIsBuffer_,            "glIsBufferARB");
    }

    if (glext_assert("ARB_point_parameters"))
    {
        SDL_GL_GFPA(glPointParameterf_,    "glPointParameterfARB");
        SDL_GL_GFPA(glPointParameterfv_,   "glPointParameterfvARB");
    }

    if (glext_check("ARB_shader_objects"))
    {
        SDL_GL_GFPA(glGetShaderiv_,        "glGetShaderiv");
        SDL_GL_GFPA(glGetShaderInfoLog_,   "glGetShaderInfoLog");
        SDL_GL_GFPA(glGetProgramiv_,       "glGetProgramiv");
        SDL_GL_GFPA(glGetProgramInfoLog_,  "glGetProgramInfoLog");
        SDL_GL_GFPA(glCreateShader_,       "glCreateShader");
        SDL_GL_GFPA(glCreateProgram_,      "glCreateProgram");
        SDL_GL_GFPA(glShaderSource_,       "glShaderSource");
        SDL_GL_GFPA(glCompileShader_,      "glCompileShader");
        SDL_GL_GFPA(glDeleteShader_,       "glDeleteShader");
        SDL_GL_GFPA(glDeleteProgram_,      "glDeleteProgram");
        SDL_GL_GFPA(glAttachShader_,       "glAttachShader");
        SDL_GL_GFPA(glLinkProgram_,        "glLinkProgram");
        SDL_GL_GFPA(glUseProgram_,         "glUseProgram");
        SDL_GL_GFPA(glGetUniformLocation_, "glGetUniformLocation");
        SDL_GL_GFPA(glUniform1f_,          "glUniform1f");
        SDL_GL_GFPA(glUniform2f_,          "glUniform2f");
        SDL_GL_GFPA(glUniform3f_,          "glUniform3f");
        SDL_GL_GFPA(glUniform4f_,          "glUniform4f");

        gli.shader_objects = 1;
    }

    if (glext_check("ARB_framebuffer_object"))
    {
        SDL_GL_GFPA(glBindFramebuffer_,        "glBindFramebuffer");
        SDL_GL_GFPA(glDeleteFramebuffers_,     "glDeleteFramebuffers");
        SDL_GL_GFPA(glGenFramebuffers_,        "glGenFramebuffers");
        SDL_GL_GFPA(glFramebufferTexture2D_,   "glFramebufferTexture2D");
        SDL_GL_GFPA(glCheckFramebufferStatus_, "glCheckFramebufferStatus");

        gli.framebuffer_object = 1;
    }

    if (glext_check("GREMEDY_string_marker"))
        SDL_GL_GFPA(glStringMarkerGREMEDY_, "glStringMarkerGREMEDY");

#endif

    return 1;
}
示例#5
0
文件: video.c 项目: reshaun/neverball
int video_mode(int f, int w, int h)
{
    int stereo  = config_get_d(CONFIG_STEREO)      ? 1 : 0;
    int stencil = config_get_d(CONFIG_REFLECTION)  ? 1 : 0;
    int buffers = config_get_d(CONFIG_MULTISAMPLE) ? 1 : 0;
    int samples = config_get_d(CONFIG_MULTISAMPLE);
    int vsync   = config_get_d(CONFIG_VSYNC)       ? 1 : 0;
    int hmd     = config_get_d(CONFIG_HMD)         ? 1 : 0;

    hmd_free();

    SDL_GL_SetAttribute(SDL_GL_STEREO,             stereo);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,       stencil);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, buffers);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL,       vsync);

    /* Require 16-bit double buffer with 16-bit depth buffer. */

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   5);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    /* Try to set the currently specified mode. */

    if (SDL_SetVideoMode(w, h, 0, SDL_OPENGL | (f ? SDL_FULLSCREEN : 0)))
    {
        config_set_d(CONFIG_FULLSCREEN, f);
        config_set_d(CONFIG_WIDTH,      w);
        config_set_d(CONFIG_HEIGHT,     h);

        if (!glext_init())
            return 0;

        glViewport(0, 0, w, h);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        glEnable(GL_NORMALIZE);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_LIGHTING);
        glEnable(GL_BLEND);

#if !ENABLE_OPENGLES
        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
                      GL_SEPARATE_SPECULAR_COLOR);
#endif

        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthFunc(GL_LEQUAL);

        /* If GL supports multisample, and SDL got a multisample buffer... */

        if (glext_check("ARB_multisample"))
        {
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
            if (buffers) glEnable(GL_MULTISAMPLE);
        }

        /* Attempt manual swap control if SDL's is broken. */

        if (vsync && SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &vsync) == -1)
            sync_init();

        /* Set up HMD display if requested. */

        if (hmd)
            hmd_init();

        /* Initialize screen snapshotting. */

        snapshot_init();

        video_show_cursor();

        return 1;
    }

    /* If the mode failed, try it without stereo. */

    else if (stereo)
    {
        config_set_d(CONFIG_STEREO, 0);
        return video_mode(f, w, h);
    }

    /* If the mode failed, try decreasing the level of multisampling. */

    else if (buffers)
    {
        config_set_d(CONFIG_MULTISAMPLE, samples / 2);
        return video_mode(f, w, h);
    }

    /* If that mode failed, try it without reflections. */

    else if (stencil)
    {
        config_set_d(CONFIG_REFLECTION, 0);
        return video_mode(f, w, h);
    }

    /* If THAT mode failed, punt. */

    return 0;
}
示例#6
0
文件: video.c 项目: Aeggy/neverball
int video_mode(int f, int w, int h)
{
    int stereo  = config_get_d(CONFIG_STEREO)      ? 1 : 0;
    int stencil = config_get_d(CONFIG_REFLECTION)  ? 1 : 0;
    int buffers = config_get_d(CONFIG_MULTISAMPLE) ? 1 : 0;
    int samples = config_get_d(CONFIG_MULTISAMPLE);
    int vsync   = config_get_d(CONFIG_VSYNC)       ? 1 : 0;
    int hmd     = config_get_d(CONFIG_HMD)         ? 1 : 0;

    int dpy = config_get_d(CONFIG_DISPLAY);

    int X = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);
    int Y = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);

    hmd_free();

    if (window)
    {
        SDL_GL_DeleteContext(context);
        SDL_DestroyWindow(window);
    }

    SDL_GL_SetAttribute(SDL_GL_STEREO,             stereo);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,       stencil);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, buffers);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);

    /* Require 16-bit double buffer with 16-bit depth buffer. */

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   5);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    /* Try to set the currently specified mode. */

    window = SDL_CreateWindow("", X, Y, w, h,
                              SDL_WINDOW_OPENGL |
                              (f ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));

    if (window)
    {
        set_window_title(TITLE);
        set_window_icon(ICON);

        SDL_GetWindowSize(window, &w, &h);

        config_set_d(CONFIG_DISPLAY,    video_display());
        config_set_d(CONFIG_FULLSCREEN, f);
        config_set_d(CONFIG_WIDTH,      w);
        config_set_d(CONFIG_HEIGHT,     h);

        context = SDL_GL_CreateContext(window);

        SDL_GL_SetSwapInterval(vsync);

        if (!glext_init())
            return 0;

        glViewport(0, 0, w, h);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        glEnable(GL_NORMALIZE);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_LIGHTING);
        glEnable(GL_BLEND);

#if !ENABLE_OPENGLES
        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
                      GL_SEPARATE_SPECULAR_COLOR);
#endif

        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthFunc(GL_LEQUAL);

        /* If GL supports multisample, and SDL got a multisample buffer... */

        if (glext_check("ARB_multisample"))
        {
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
            if (buffers) glEnable(GL_MULTISAMPLE);
        }

        /* Set up HMD display if requested. */

        if (hmd)
            hmd_init();

        /* Initialize screen snapshotting. */

        snapshot_init();

        video_show_cursor();

        /* Grab input immediately in HMD mode. */

        if (hmd_stat())
            SDL_SetWindowGrab(window, SDL_TRUE);

        return 1;
    }

    /* If the mode failed, try it without stereo. */

    else if (stereo)
    {
        config_set_d(CONFIG_STEREO, 0);
        return video_mode(f, w, h);
    }

    /* If the mode failed, try decreasing the level of multisampling. */

    else if (buffers)
    {
        config_set_d(CONFIG_MULTISAMPLE, samples / 2);
        return video_mode(f, w, h);
    }

    /* If that mode failed, try it without reflections. */

    else if (stencil)
    {
        config_set_d(CONFIG_REFLECTION, 0);
        return video_mode(f, w, h);
    }

    /* If THAT mode failed, punt. */

    return 0;
}