source: Daodan/src/Daodan_GL.c@ 992

Last change on this file since 992 was 992, checked in by alloc, 11 years ago

Daodan: Removed unused MSVC tree, build folders; reorganized source layout; removed Flatline from current Daodan

File size: 11.6 KB
RevLine 
[326]1#include <windows.h>
2#include <math.h>
[992]3#include <GL/gl.h>
4#include <GL/glu.h>
[326]5
[992]6#include "Oni/Oni.h"
7
[838]8#include "Daodan_Config.h"
[326]9#include "Daodan_Utility.h"
[677]10#include "Daodan_Win32.h"
[692]11#include "Daodan_GL.h"
[297]12
[705]13static const M3tDisplayMode daodan_reslist[] =
14{
15 { 640, 480, 0, 0 },
16 { 720, 480, 0, 0 },
17 { 720, 576, 0, 0 },
18 { 768, 480, 0, 0 },
19 { 800, 480, 0, 0 },
20 { 800, 600, 0, 0 },
21 { 852, 480, 0, 0 },
22 { 856, 480, 0, 0 },
23 { 960, 540, 0, 0 },
24 { 960, 720, 0, 0 },
[316]25 { 1024, 576, 0, 0 },
26 { 1024, 600, 0, 0 },
27 { 1024, 640, 0, 0 },
[297]28 { 1024, 768, 0, 0 },
[316]29 { 1152, 768, 0, 0 },
30 { 1152, 864, 0, 0 },
31 { 1280, 720, 0, 0 },
32 { 1280, 768, 0, 0 },
33 { 1280, 800, 0, 0 },
34 { 1280, 960, 0, 0 },
[297]35 { 1280, 1024, 0, 0 },
[316]36 { 1366, 768, 0, 0 },
37 { 1400, 1050, 0, 0 },
38 { 1440, 900, 0, 0 },
39 { 1600, 900, 0, 0 },
[297]40 { 1600, 1200, 0, 0 },
41 { 1920, 1080, 0, 0 },
[340]42 { 1920, 1200, 0, 0 },
[316]43 { 1920, 1440, 0, 0 },
[297]44};
[326]45
[705]46static DWORD window_style, window_exstyle;
[326]47
[705]48// HACK: use additional device entries to store display modes. It would give us
49// 67 mode slots total (far more than enough). I absolutely have no idea where
50// Rossy got his 104 (it would take up to 0x660 bytes while the whole GL state
51// is only 0x63c bytes). Maybe it was just octal (67 + 1).
52// This hack would break (crash!) "m3_display_list" script command.
53#define DD_MAX_MODES ((offsetof(M3tDrawEngineCaps,__unknown) - \
54 offsetof(M3tDrawEngineCaps,DisplayDevices) - \
55 offsetof(M3tDisplayDevice,Modes)) / sizeof(M3tDisplayMode))
[326]56
[705]57// Former daodan_resdepths.
58#define DD_MIN_DEPTH 16
59
60unsigned short ONICALL DD_GLrEnumerateDisplayModes(M3tDisplayMode* modes)
[297]61{
62 unsigned int vmodes = 0;
[677]63 unsigned int screen_x = GetSystemMetrics(SM_CXSCREEN);
64 unsigned int screen_y = GetSystemMetrics(SM_CYSCREEN);
[297]65
[705]66 unsigned int i;
67 signed int j;
[297]68
[837]69 DDrStartupMessage("Daodan: Listing display modes");
[705]70
71 memset(modes, 0, sizeof(M3tDisplayMode) * DD_MAX_MODES);
72
73 if (M3gResolutionSwitch)
[297]74 {
[705]75 // Enumerate in -switch mode. "67 slots ought to be enough for anybody".
76
77 DEVMODE dm;
78
79 dm.dmSize = sizeof(dm);
80 dm.dmDriverExtra = 0;
81
82 for (i = 0; EnumDisplaySettings(NULL, i, &dm); ++i)
83 {
84 if (dm.dmBitsPerPel < DD_MIN_DEPTH || dm.dmPelsWidth < 640 || dm.dmPelsHeight < 480)
85 continue;
[893]86 if (dm.dmPelsWidth < dm.dmPelsHeight)
87 continue;
[705]88
89 // Already exists? Search backwards as modes are sorted most of the times
90 for (j = vmodes - 1; j >= 0; --j)
91 if (modes[j].Width == dm.dmPelsWidth && modes[j].Height == dm.dmPelsHeight &&
92 modes[j].Depth == dm.dmBitsPerPel)
93 break;
94
95 if (j >= 0)
96 continue; // We've found a match.
97
98 modes[vmodes].Width = dm.dmPelsWidth;
99 modes[vmodes].Height = dm.dmPelsHeight;
100 modes[vmodes].Depth = dm.dmBitsPerPel;
101
102 if (++vmodes >= DD_MAX_MODES)
103 break;
104 }
105 }
106 else
107 {
[739]108 // In -noswitch we put predefined window sizes which don't overlap
[705]109 // deskbar(s) plus one "native" fullscreen mode.
110
111 unsigned int workarea_width, workarea_height, frame_width, frame_height;
112 DWORD style, exstyle;
113 RECT rc;
114
115 if (SystemParametersInfo(SPI_GETWORKAREA, 0, &rc, 0))
116 {
117 workarea_width = rc.right - rc.left;
118 workarea_height = rc.bottom - rc.top;
119 }
120 else
121 {
122 workarea_width = screen_x;
123 workarea_height = screen_y;
124 }
125
126 style = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_STYLE);
127 exstyle = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_EXSTYLE);
128
129 // Calculate additional width and height for window borders. Don't
130 // bother with system metrics. Let Windows calculate this.
131 rc.left = rc.top = 0;
132 rc.right = rc.bottom = 300;
133
134 if (AdjustWindowRectEx(&rc, style, FALSE, exstyle))
135 {
136 frame_width = rc.right - rc.left - 300;
137 frame_height = rc.bottom - rc.top - 300;
138 }
139 else
140 {
141 frame_width = 0;
142 frame_height = 0;
143 }
144
145 for (i = 0; i < sizeof(daodan_reslist) / sizeof(daodan_reslist[0]); ++i)
146 {
147 // Don't check the mode which has the same rect as screen. We would
148 // add it later as a special case.
149 if (daodan_reslist[i].Width == screen_x && daodan_reslist[i].Height == screen_y)
150 continue;
151
152 if (daodan_reslist[i].Width + frame_width <= workarea_width &&
153 daodan_reslist[i].Height + frame_height <= workarea_height)
[297]154 {
[705]155 modes[vmodes] = daodan_reslist[i];
156 modes[vmodes].Depth = GLgInitialMode.dmBitsPerPel;
157
158 if (++vmodes >= DD_MAX_MODES)
[340]159 {
[705]160 --vmodes; // Remove the last mode to make room for "fullscreen" mode.
161 break;
[340]162 }
[297]163 }
[340]164 }
[705]165
166 modes[vmodes].Width = GLgInitialMode.dmPelsWidth;
167 modes[vmodes].Height = GLgInitialMode.dmPelsHeight;
168 modes[vmodes].Depth = GLgInitialMode.dmBitsPerPel;
169 ++vmodes;
[297]170 }
[705]171
[837]172 DDrStartupMessage("Daodan: %u modes available:", vmodes);
[705]173 for (i = 0; i < vmodes; ++i)
[837]174 DDrStartupMessage("Daodan: %ux%ux%u", modes[i].Width, modes[i].Height, modes[i].Depth);
[705]175
[297]176 return vmodes;
177}
[316]178
[705]179// Sets a new display mode (if it is somehow different from a current mode).
180// NOTE: signature for this function was changed to simplify code.
181UUtBool DD_GLrPlatform_SetDisplayMode(M3tDisplayMode* mode)
[316]182{
[705]183 if (mode->Height < 480)
184 return UUcFalse;
[326]185
186 if (M3gResolutionSwitch)
187 {
[705]188 DEVMODE new_mode, cur_mode;
189
190 cur_mode.dmSize = sizeof(cur_mode);
191 cur_mode.dmDriverExtra = 0;
192
193 // We don't need this check. Windows does this too (see CDS_RESET).
194 if (!EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &cur_mode) ||
195 cur_mode.dmPelsWidth != mode->Width || cur_mode.dmPelsHeight != mode->Height ||
196 cur_mode.dmBitsPerPel != mode->Depth)
197 {
198 new_mode.dmSize = sizeof(new_mode);
199 new_mode.dmFields = DM_BITSPERPEL | DM_PELSHEIGHT | DM_PELSWIDTH;
200 new_mode.dmPelsWidth = mode->Width;
201 new_mode.dmPelsHeight = mode->Height;
202 new_mode.dmBitsPerPel = mode->Depth;
203
204 if (ChangeDisplaySettings(&new_mode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
205 return UUcFalse;
206 }
[326]207
[705]208 // We didn't change window size in DD_GLrPlatform_Initialize so we need
209 // to change it here.
210 SetWindowPos(ONgPlatformData.Window, NULL, 0, 0, mode->Width, mode->Height,
211 SWP_NOACTIVATE | SWP_NOSENDCHANGING | SWP_NOZORDER);
212
213 return UUcTrue;
214 }
215 else
216 {
217 unsigned screen_x, screen_y;
218 DWORD style, exstyle, new_style, new_exstyle;
219 DWORD flags;
220 RECT rc, workarea_rc;
221 POINT pt;
222
223 screen_x = GetSystemMetrics(SM_CXSCREEN);
224 screen_y = GetSystemMetrics(SM_CYSCREEN);
225
226 GetClientRect(ONgPlatformData.Window, &rc);
[326]227
[705]228 // Don't do anything if the mode was not changed.
229 if (rc.right == mode->Width && rc.bottom == mode->Height)
230 return UUcTrue;
231
232 style = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_STYLE);
233 exstyle = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_EXSTYLE);
234 flags = SWP_NOACTIVATE | SWP_NOZORDER;
235
236 // Remember initial window style to correctly restore from fullscreen.
237 if (window_style == 0)
238 {
239 window_style = style;
240 window_exstyle = exstyle;
241 }
242
243 if (mode->Width == screen_x && mode->Height == screen_y)
244 {
245 // "Fullscreen" mode.
246 new_exstyle = exstyle & ~(WS_EX_CLIENTEDGE | WS_EX_DLGMODALFRAME | WS_EX_STATICEDGE | WS_EX_WINDOWEDGE);
247 new_style = style & ~(WS_CAPTION | WS_BORDER | WS_THICKFRAME | WS_DLGFRAME);
248 new_style = new_style | WS_POPUP;
249 rc.left = 0;
250 rc.top = 0;
251 rc.right = mode->Width;
252 rc.bottom = mode->Height;
253 }
254 else
255 {
256 if (opt_border)
257 {
258 pt.x = rc.left;
259 pt.y = rc.top;
260 ClientToScreen(ONgPlatformData.Window, &pt);
261 }
262 else
263 {
264 pt.x = screen_x / 2 - mode->Width / 2;
265 pt.y = screen_y / 2 - mode->Height / 2;
266 }
267
268 new_exstyle = window_exstyle;
269 new_style = window_style;
270 rc.left = pt.x;
271 rc.top = pt.y;
272 rc.right = rc.left + mode->Width;
273 rc.bottom = rc.top + mode->Height;
274
275 AdjustWindowRectEx(&rc, new_style, FALSE, new_exstyle);
276
277 // Convert to width and height.
278 rc.right -= rc.left;
279 rc.bottom -= rc.top;
280
281 if (SystemParametersInfo(SPI_GETWORKAREA, 0, &workarea_rc, 0))
282 {
283 // We try to keep window position, but we should prevent window
284 // from going off screen.
285
286 if (rc.left + rc.right > workarea_rc.right)
287 rc.left = workarea_rc.right - rc.right;
288 if (rc.top + rc.bottom > workarea_rc.bottom)
289 rc.top = workarea_rc.bottom - rc.bottom;
290
291 // Titlebar should always be visible.
292
293 if (rc.left < workarea_rc.left)
294 rc.left = workarea_rc.left;
295 if (rc.top < workarea_rc.top)
296 rc.top = workarea_rc.top;
297 }
298 }
299
300 if (new_style != style)
301 {
302 SetWindowLongPtr(ONgPlatformData.Window, GWL_STYLE, (LONG_PTR) new_style);
303 flags |= SWP_FRAMECHANGED | SWP_DRAWFRAME;
304 }
305
306 if (new_exstyle != exstyle)
307 {
308 SetWindowLongPtr(ONgPlatformData.Window, GWL_EXSTYLE, (LONG_PTR) new_exstyle);
309 flags |= SWP_FRAMECHANGED | SWP_DRAWFRAME;
310 }
311
312 SetWindowPos(ONgPlatformData.Window, NULL, rc.left, rc.top, rc.right, rc.bottom, flags);
313 return UUcTrue;
[326]314 }
[705]315}
316
317static void ONICALL DD_GLiGamma_Restore(void)
318{
319 if (opt_gamma)
320 {
321 if (gl_api->wglSetDeviceGammaRamp3DFX)
322 gl_api->wglSetDeviceGammaRamp3DFX(gl->hDC, GLgInitialGammaRamp);
323 else
324 SetDeviceGammaRamp(gl->hDC, GLgInitialGammaRamp);
325 }
326}
327
328static void ONICALL DD_GLiGamma_Initialize(void)
329{
330 if (opt_gamma)
331 {
332 if (gl_api->wglSetDeviceGammaRamp3DFX)
333 {
[837]334 UUrStartupMessage("Daodan: Using 3dfx gamma adjustment");
[705]335 GLgGammaRampValid = gl_api->wglGetDeviceGammaRamp3DFX(gl->hDC, GLgInitialGammaRamp);
336 }
337 else
338 {
[837]339 UUrStartupMessage("Daodan: Using Windows gamma adjustment");
[705]340 GLgGammaRampValid = GetDeviceGammaRamp(gl->hDC, GLgInitialGammaRamp);
341 }
342
343 M3rSetGamma(ONrPersist_GetGamma());
344 }
[326]345 else
346 {
[705]347 GLgGammaRampValid = FALSE;
[326]348 }
349}
[705]350
351// Disposes OpenGL engine. Called once.
352void ONICALL DD_GLrPlatform_Dispose(void)
[326]353{
[705]354 DEVMODE dm;
[326]355
[705]356 DD_GLiGamma_Restore();
[326]357
[705]358 gl_api->wglMakeCurrent(NULL, NULL);
359 gl_api->wglDeleteContext(gl->hGLRC);
360 ReleaseDC(ONgPlatformData.Window, gl->hDC);
361
362 // Restore initial display mode if it does not match current mode.
363
364 dm.dmSize = sizeof(dm);
365 dm.dmDriverExtra = 0;
366
367 if (!EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm) ||
368 dm.dmPelsWidth != GLgInitialMode.dmPelsWidth ||
369 dm.dmPelsHeight != GLgInitialMode.dmPelsHeight ||
370 dm.dmBitsPerPel != GLgInitialMode.dmBitsPerPel)
[326]371 {
[705]372 ChangeDisplaySettings(&GLgInitialMode, 0);
373 }
374
375 // (skipping SetWindowPos as it only adds flickering)
376 gl_unload_library();
377}
378
379// Initializes (and re-initializes) OpenGL.
380UUtBool ONICALL DD_GLrPlatform_Initialize(void)
381{
382 static const M3tDisplayMode FallbackMode = { 640, 480, 16, 0 };
383
384 if (!DD_GLrPlatform_SetDisplayMode(&gl->DisplayMode))
385 {
386 gl->DisplayMode = FallbackMode;
[326]387
[705]388 if (!DD_GLrPlatform_SetDisplayMode(&gl->DisplayMode))
389 {
390 goto exit_err;
391 }
[326]392 }
393
[705]394 // (DD_GLrPlatform_SetDisplayMode updates a window rectangle for us)
[326]395
[705]396 if (!gl->hDC && !(gl->hDC = GetDC(ONgPlatformData.Window)))
[326]397 {
[705]398 goto exit_err;
399 }
[326]400
[705]401 if (!M3gResolutionSwitch && opt_gamma)
402 {
[837]403 UUrStartupMessage("Daodan: Ignoring gamma setting due to windowed mode");
[705]404 opt_gamma = false;
[326]405 }
[705]406
407 DD_GLiGamma_Initialize();
408
409 // This creates a rendering context too.
410 if (!gl_platform_set_pixel_format(gl->hDC))
[326]411 {
[705]412 if (gl->DisplayMode.Depth != 16)
[326]413 {
[705]414 gl->DisplayMode.Depth = 16;
415 if (!DD_GLrPlatform_SetDisplayMode(&gl->DisplayMode))
[326]416 goto exit_err;
417
[705]418 if (!gl_platform_set_pixel_format(gl->hDC))
[326]419 goto exit_err;
420 }
[705]421 }
[326]422
[705]423 return UUcTrue;
[326]424
425exit_err:
[837]426 AUrMessageBox(1, "Daodan: Failed to initialize OpenGL contexts; Oni will now exit.");
[326]427 exit(0);
[473]428 return 0;
[326]429}
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