2 * Copyright (C) 2003 Robert Kooima
4 * NEVERBALL is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published
6 * by the Free Software Foundation; either version 2 of the License,
7 * or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful, but
10 * WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
22 /*---------------------------------------------------------------------------*/
24 int video_init(const char *title, const char *icon)
26 SDL_QuitSubSystem(SDL_INIT_VIDEO);
28 if (SDL_InitSubSystem(SDL_INIT_VIDEO) == -1)
30 fprintf(stderr, "%s\n", SDL_GetError());
34 /* This has to happen before mode setting... */
38 /* Initialize the video. */
40 if (!video_mode(config_get_d(CONFIG_FULLSCREEN),
41 config_get_d(CONFIG_WIDTH),
42 config_get_d(CONFIG_HEIGHT)))
44 fprintf(stderr, "%s\n", SDL_GetError());
48 /* ...and this has to happen after it. */
52 SDL_WM_SetCaption(title, title);
57 /*---------------------------------------------------------------------------*/
59 int check_extension(const char *needle)
61 const GLubyte *haystack, *c;
63 /* Search for the given string in the OpenGL extension strings. */
65 for (haystack = glGetString(GL_EXTENSIONS); *haystack; haystack++)
67 for (c = (const GLubyte *) needle; *c && *haystack; c++, haystack++)
71 if ((*c == 0) && (*haystack == ' ' || *haystack == '\0'))
78 int video_mode(int f, int w, int h)
80 int stereo = config_get_d(CONFIG_STEREO) ? 1 : 0;
81 int stencil = config_get_d(CONFIG_REFLECTION) ? 1 : 0;
82 int buffers = config_get_d(CONFIG_MULTISAMPLE) ? 1 : 0;
83 int samples = config_get_d(CONFIG_MULTISAMPLE);
84 int vsync = config_get_d(CONFIG_VSYNC) ? 1 : 0;
86 SDL_GL_SetAttribute(SDL_GL_STEREO, stereo);
87 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, stencil);
88 SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, buffers);
89 SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
90 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync);
92 /* Require 16-bit double buffer with 16-bit depth buffer. */
94 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
95 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
96 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
97 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
98 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
100 /* Try to set the currently specified mode. */
102 if (SDL_SetVideoMode(w, h, 0, SDL_OPENGL | (f ? SDL_FULLSCREEN : 0)))
104 config_set_d(CONFIG_FULLSCREEN, f);
105 config_set_d(CONFIG_WIDTH, w);
106 config_set_d(CONFIG_HEIGHT, h);
108 glViewport(0, 0, w, h);
109 glClearColor(0.0f, 0.0f, 0.1f, 0.0f);
111 glEnable(GL_NORMALIZE);
112 glEnable(GL_CULL_FACE);
113 glEnable(GL_DEPTH_TEST);
114 glEnable(GL_TEXTURE_2D);
115 glEnable(GL_LIGHTING);
118 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
119 GL_SEPARATE_SPECULAR_COLOR);
120 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
122 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
123 glDepthFunc(GL_LEQUAL);
125 /* If GL supports multisample, and SDL got a multisample buffer... */
127 #ifdef GL_ARB_multisample
128 if (check_extension("ARB_multisample"))
130 SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
132 glEnable(GL_MULTISAMPLE_ARB);
136 glReadBuffer(GL_FRONT);
138 /* Attempt manual swap control if SDL's is broken. */
140 if (vsync && SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &vsync) == -1)
146 /* If the mode failed, try it without stereo. */
150 config_set_d(CONFIG_STEREO, 0);
151 return video_mode(f, w, h);
154 /* If the mode failed, try decreasing the level of multisampling. */
158 config_set_d(CONFIG_MULTISAMPLE, samples / 2);
159 return video_mode(f, w, h);
162 /* If that mode failed, try it without reflections. */
166 config_set_d(CONFIG_REFLECTION, 0);
167 return video_mode(f, w, h);
170 /* If THAT mode failed, punt. */
175 /*---------------------------------------------------------------------------*/
180 static int ticks = 0;
181 static int frames = 0;
188 void video_swap(void)
192 SDL_GL_SwapBuffers();
194 /* Accumulate time passed and frames rendered. */
196 dt = (int) SDL_GetTicks() - last;
202 /* Average over 250ms. */
206 /* Round the frames-per-second value to the nearest integer. */
208 double k = 1000.0 * frames / ticks;
212 /* Compute frame time and frames-per-second stats. */
214 fps = (int) ((c - k < k - f) ? c : f);
215 ms = (float) ticks / (float) frames;
217 /* Reset the counters for the next update. */
222 /* Output statistics if configured. */
224 if (config_get_d(CONFIG_STATS))
225 fprintf(stdout, "%4d %8.4f\n", fps, ms);
229 /*---------------------------------------------------------------------------*/
231 static int grabbed = 0;
233 void video_set_grab(int w)
237 SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
239 SDL_WarpMouse(config_get_d(CONFIG_WIDTH) / 2,
240 config_get_d(CONFIG_HEIGHT) / 2);
242 SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
245 SDL_WM_GrabInput(SDL_GRAB_ON);
246 SDL_ShowCursor(SDL_DISABLE);
251 void video_clr_grab(void)
253 SDL_WM_GrabInput(SDL_GRAB_OFF);
254 SDL_ShowCursor(SDL_ENABLE);
258 int video_get_grab(void)
263 /*---------------------------------------------------------------------------*/
265 void video_push_persp(float fov, float n, float f)
269 GLdouble r = fov / 2 * V_PI / 180;
271 GLdouble c = cos(r) / s;
273 GLdouble a = ((GLdouble) config_get_d(CONFIG_WIDTH) /
274 (GLdouble) config_get_d(CONFIG_HEIGHT));
276 glMatrixMode(GL_PROJECTION);
291 m[2][2] = -(f + n) / (f - n);
295 m[3][2] = -2.0 * n * f / (f - n);
298 glMultMatrixd(&m[0][0]);
300 glMatrixMode(GL_MODELVIEW);
303 void video_push_ortho(void)
305 GLdouble w = (GLdouble) config_get_d(CONFIG_WIDTH);
306 GLdouble h = (GLdouble) config_get_d(CONFIG_HEIGHT);
308 glMatrixMode(GL_PROJECTION);
312 glOrtho(0.0, w, 0.0, h, -1.0, +1.0);
314 glMatrixMode(GL_MODELVIEW);
317 void video_pop_matrix(void)
319 glMatrixMode(GL_PROJECTION);
323 glMatrixMode(GL_MODELVIEW);
326 void video_clear(void)
328 if (config_get_d(CONFIG_REFLECTION))
329 glClear(GL_COLOR_BUFFER_BIT |
330 GL_DEPTH_BUFFER_BIT |
331 GL_STENCIL_BUFFER_BIT);
333 glClear(GL_COLOR_BUFFER_BIT |
334 GL_DEPTH_BUFFER_BIT);
337 /*---------------------------------------------------------------------------*/