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| author | Simon Robertshaw <simon@hardwired.org.uk> | 2011-11-01 19:16:46 (GMT) |
|---|---|---|
| committer | Simon Robertshaw <simon@hardwired.org.uk> | 2011-11-01 19:16:46 (GMT) |
| commit | 91f4a156dfabec29ae0dbcf445462259a266ab62 (patch) | |
| tree | a3b4bbe25316ec1e2b61c625a5e9ee70ff4523b4 /src | |
| parent | 59cfce567fed9c24e9d48af2af4186fdb5dc6c88 (diff) | |
| download | powder-91f4a156dfabec29ae0dbcf445462259a266ab62.zip powder-91f4a156dfabec29ae0dbcf445462259a266ab62.tar.gz | |
Revert "OpenGL Windows"
This reverts commit 59cfce567fed9c24e9d48af2af4186fdb5dc6c88.
Diffstat (limited to 'src')
| -rw-r--r-- | src/graphics.c | 288 |
1 files changed, 137 insertions, 151 deletions
diff --git a/src/graphics.c b/src/graphics.c index 4b91e8a..67914d5 100644 --- a/src/graphics.c +++ b/src/graphics.c @@ -6,10 +6,6 @@ #ifdef MACOSX #include <OpenGL/gl.h> #include <OpenGL/glu.h> -#elif defined(WIN32) -#include <GL/glew.h> -#include <GL/gl.h> -#include <GL/glu.h> #else #include <GL/gl.h> #include <GL/glu.h> @@ -3663,7 +3659,6 @@ void render_cursor(pixel *vid, int x, int y, int t, int rx, int ry) int sdl_open(void) { - int status; if (SDL_Init(SDL_INIT_VIDEO)<0) { fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError()); @@ -3674,170 +3669,161 @@ int sdl_open(void) sdl_scrn=SDL_SetVideoMode(XRES*sdl_scale + BARSIZE*sdl_scale,YRES*sdl_scale + MENUSIZE*sdl_scale,32,SDL_OPENGL); SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); -#ifdef WIN32 - status = glewInit(); - if(status != GLEW_OK) - { - fprintf(stderr, "Initializing GLEW: %d\n", status); - return 0; - } -#endif - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1); - glRasterPos2i(0, (YRES+MENUSIZE)); - glPixelZoom(sdl_scale, -sdl_scale); - //glPixelZoom(1, -1); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - //FBO Texture - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &partsFboTex); - glBindTexture(GL_TEXTURE_2D, partsFboTex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, XRES, YRES, 0, GL_RGBA, GL_FLOAT, NULL); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - - //FBO - glGenFramebuffers(1, &partsFbo); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo); - glEnable(GL_BLEND); - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, partsFboTex, 0); - glBindTexture(GL_TEXTURE_2D, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Reset framebuffer binding - glDisable(GL_TEXTURE_2D); - - //Texture for main UI - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &vidBuf); - glBindTexture(GL_TEXTURE_2D, vidBuf); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); - - //Texture for air to be drawn - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &airBuf); - glBindTexture(GL_TEXTURE_2D, airBuf); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); - - //Zoom texture - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &zoomTex); - glBindTexture(GL_TEXTURE_2D, zoomTex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); - - //Texture for velocity maps for gravity - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &partsTFX); - glBindTexture(GL_TEXTURE_2D, partsTFX); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - - glBindTexture(GL_TEXTURE_2D, 0); - glGenTextures(1, &partsTFY); - glBindTexture(GL_TEXTURE_2D, partsTFY); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glRasterPos2i(0, (YRES+MENUSIZE)); + glPixelZoom(sdl_scale, -sdl_scale); + //glPixelZoom(1, -1); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); - - //Texture for velocity maps for air - //TODO: Combine all air maps into 3D array or structs - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &airVX); - glBindTexture(GL_TEXTURE_2D, airVX); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); - - glBindTexture(GL_TEXTURE_2D, 0); - glGenTextures(1, &airVY); - glBindTexture(GL_TEXTURE_2D, airVY); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + //FBO Texture + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &partsFboTex); + glBindTexture(GL_TEXTURE_2D, partsFboTex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, XRES, YRES, 0, GL_RGBA, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + + //FBO + glGenFramebuffers(1, &partsFbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo); + glEnable(GL_BLEND); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, partsFboTex, 0); + glBindTexture(GL_TEXTURE_2D, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Reset framebuffer binding + glDisable(GL_TEXTURE_2D); + + //Texture for main UI + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &vidBuf); + glBindTexture(GL_TEXTURE_2D, vidBuf); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + //Texture for air to be drawn + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &airBuf); + glBindTexture(GL_TEXTURE_2D, airBuf); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - glBindTexture(GL_TEXTURE_2D, 0); - glGenTextures(1, &airPV); - glBindTexture(GL_TEXTURE_2D, airPV); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + //Zoom texture + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &zoomTex); + glBindTexture(GL_TEXTURE_2D, zoomTex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - //Fire alpha texture - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &fireAlpha); - glBindTexture(GL_TEXTURE_2D, fireAlpha); - glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, CELL*3, CELL*3, 0, GL_ALPHA, GL_FLOAT, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + //Texture for velocity maps for gravity + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &partsTFX); + glBindTexture(GL_TEXTURE_2D, partsTFX); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); + glGenTextures(1, &partsTFY); + glBindTexture(GL_TEXTURE_2D, partsTFY); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - //Glow alpha texture - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &glowAlpha); - glBindTexture(GL_TEXTURE_2D, glowAlpha); - glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 11, 11, 0, GL_ALPHA, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + //Texture for velocity maps for air + //TODO: Combine all air maps into 3D array or structs + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &airVX); + glBindTexture(GL_TEXTURE_2D, airVX); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + + glBindTexture(GL_TEXTURE_2D, 0); + glGenTextures(1, &airVY); + glBindTexture(GL_TEXTURE_2D, airVY); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + + glBindTexture(GL_TEXTURE_2D, 0); + glGenTextures(1, &airPV); + glBindTexture(GL_TEXTURE_2D, airPV); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + //Fire alpha texture + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &fireAlpha); + glBindTexture(GL_TEXTURE_2D, fireAlpha); + glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, CELL*3, CELL*3, 0, GL_ALPHA, GL_FLOAT, NULL); - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + //Glow alpha texture + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &glowAlpha); + glBindTexture(GL_TEXTURE_2D, glowAlpha); + glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 11, 11, 0, GL_ALPHA, GL_FLOAT, NULL); - //Blur Alpha texture - glEnable(GL_TEXTURE_2D); - glGenTextures(1, &blurAlpha); - glBindTexture(GL_TEXTURE_2D, blurAlpha); - glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 7, 7, 0, GL_ALPHA, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + + //Blur Alpha texture + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &blurAlpha); + glBindTexture(GL_TEXTURE_2D, blurAlpha); + glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 7, 7, 0, GL_ALPHA, GL_FLOAT, NULL); - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - loadShaders(); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + loadShaders(); #else #ifdef PIX16 if (kiosk_enable) |
