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itgmania212121/stepmania/src/RageDisplay.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: RageDisplay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageLog.h"
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#include "RageTimer.h"
#include "RageException.h"
#include "RageTexture.h"
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#include "RageTextureManager.h"
#include "RageMath.h"
#include "RageTypes.h"
#include "GameConstantsAndTypes.h"
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#include <set>
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#include "SDL.h"
/* ours is more up-to-date */
#define NO_SDL_GLEXT
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#define __glext_h_ /* try harder to stop glext.h from being forced on us by someone else */
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#include "SDL_opengl.h"
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#include "glext.h"
RageDisplay* DISPLAY = NULL;
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////////////
// Globals
////////////
const int MAX_NUM_VERTICIES = 1000;
SDL_Surface *g_screen = NULL; // this class is a singleton, so there can be only one
vector<RageMatrix> g_matModelStack; // model matrix stack
RageMatrix g_matView; // view matrix
RageMatrix& GetTopModelMatrix() { return g_matModelStack.back(); }
int g_flags = 0; /* SDL video flags */
GLenum g_vertMode = GL_TRIANGLES;
RageVertex g_vertQueue[MAX_NUM_VERTICIES];
RageTimer g_LastCheckTimer;
int g_iNumVerts;
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int g_iFPS, g_iVPF, g_iDPF;
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int g_PerspectiveMode = 0;
struct oglspecs_t {
/* OpenGL system information that generally doesn't change at runtime. */
/* Range and granularity of points and lines: */
float line_range[2];
float line_granularity;
float point_range[2];
float point_granularity;
/* OpenGL version * 10: */
int glVersion;
/* Available extensions: */
set<string> glExts;
/* Which extensions we actually use are supported: */
bool EXT_texture_env_combine;
} g_oglspecs;
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int g_CurrentHeight, g_CurrentWidth, g_CurrentBPP;
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int RageDisplay::GetFPS() const { return g_iFPS; }
int RageDisplay::GetVPF() const { return g_iVPF; }
int RageDisplay::GetDPF() const { return g_iDPF; }
static int g_iFramesRenderedSinceLastCheck,
g_iVertsRenderedSinceLastCheck,
g_iDrawsSinceLastCheck;
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typedef BOOL (APIENTRY * PWSWAPINTERVALEXTPROC) (int interval);
PWSWAPINTERVALEXTPROC wglSwapIntervalEXT;
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void GetGLExtensions(set<string> &ext)
{
const char *buf = (const char *)glGetString(GL_EXTENSIONS);
vector<CString> lst;
split(buf, " ", lst);
for(unsigned i = 0; i < lst.size(); ++i)
ext.insert(lst[i]);
LOG->Trace("OpenGL extensions: %s", buf);
}
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RageDisplay::RageDisplay( bool windowed, int width, int height, int bpp, int rate, bool vsync )
{
// LOG->Trace( "RageDisplay::RageDisplay()" );
SDL_InitSubSystem(SDL_INIT_VIDEO);
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SetVideoMode( windowed, width, height, bpp, rate, vsync );
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SetupOpenGL();
/* Log this, so if people complain that the radar looks bad on their
* system we can compare them: */
glGetFloatv(GL_LINE_WIDTH_RANGE, g_oglspecs.line_range);
LOG->Trace("Line width range: %f, %f", g_oglspecs.line_range[0], g_oglspecs.line_range[1]);
glGetFloatv(GL_LINE_WIDTH_GRANULARITY, &g_oglspecs.line_granularity);
LOG->Trace("Line width granularity: %f", g_oglspecs.line_granularity);
glGetFloatv(GL_POINT_SIZE_RANGE, g_oglspecs.point_range);
LOG->Trace("Point size range: %f-%f", g_oglspecs.point_range[0], g_oglspecs.point_range[1]);
glGetFloatv(GL_POINT_SIZE_GRANULARITY, &g_oglspecs.point_granularity);
LOG->Trace("Point size granularity: %f", g_oglspecs.point_granularity);
}
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void RageDisplay::SetupOpenGL()
{
/*
* Set up OpenGL for 2D rendering.
*/
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
/*
* Set state variables
*/
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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/* Use <= for depth testing. This lets us set all components of an actor to the
* same depth. */
glDepthFunc(GL_LEQUAL);
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/* Line antialiasing is fast on most hardware, and saying "don't care"
* should turn it off if it isn't. */
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
/* Initialize the default ortho projection. */
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, SCREEN_NEAR, SCREEN_FAR );
glMatrixMode( GL_MODELVIEW );
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}
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RageDisplay::~RageDisplay()
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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void RageDisplay::SetupExtensions()
{
double fGLVersion = atof( (const char *) glGetString(GL_VERSION) );
g_oglspecs.glVersion = int(roundf(fGLVersion * 10));
LOG->Trace( "OpenGL version %.1f", g_oglspecs.glVersion / 10.);
GetGLExtensions(g_oglspecs.glExts);
if(g_oglspecs.glExts.find("GL_EXT_texture_env_combine") != g_oglspecs.glExts.end())
g_oglspecs.EXT_texture_env_combine = true;
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/* Windows vsync: */
if(g_oglspecs.glExts.find("WGL_EXT_swap_control") != g_oglspecs.glExts.end()) {
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wglSwapIntervalEXT = (PWSWAPINTERVALEXTPROC) SDL_GL_GetProcAddress("wglSwapIntervalEXT");
if(wglSwapIntervalEXT)
LOG->Trace("Got wglSwapIntervalEXT");
}
}
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/* Set the video mode. In some cases, changing the video mode will reset
* the rendering context; returns true if we need to reload textures. */
bool RageDisplay::SetVideoMode( bool windowed, int width, int height, int bpp, int rate, bool vsync )
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{
// LOG->Trace( "RageDisplay::SetVideoMode( %d, %d, %d, %d, %d, %d )", windowed, width, height, bpp, rate, vsync );
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g_flags = 0;
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if( !windowed )
g_flags |= SDL_FULLSCREEN;
g_flags |= SDL_DOUBLEBUF;
g_flags |= SDL_RESIZABLE;
g_flags |= SDL_OPENGL;
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SDL_ShowCursor( ~g_flags & SDL_FULLSCREEN );
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switch( bpp )
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{
case 15:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
break;
case 16:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
break;
case 24:
case 32:
default:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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}
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, TRUE);
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#ifdef SDL_HAS_REFRESH_RATE
if(rate == REFRESH_DEFAULT)
SDL_SM_SetRefreshRate(0);
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else
SDL_SM_SetRefreshRate(rate);
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#endif
bool need_reload = false;
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#ifndef SDL_HAS_CHANGEVIDEOMODE
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/* We can't change the video mode without nuking the GL context. */
need_reload = true;
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#endif
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if( bpp != g_CurrentBPP )
need_reload = true; /* can't do this with SDL_SM_ChangeVideoMode_OpenGL */
if(need_reload) {
if(TEXTUREMAN)
TEXTUREMAN->InvalidateTextures();
}
if(!g_screen || need_reload) {
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g_screen = SDL_SetVideoMode(width, height, bpp, g_flags);
if(!g_screen)
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RageException::Throw("SDL_SetVideoMode failed: %s", SDL_GetError());
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SDL_WM_SetCaption("StepMania", "StepMania");
}
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#ifdef SDL_HAS_CHANGEVIDEOMODE
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else
{
SDL_SM_ChangeVideoMode_OpenGL(g_flags, g_screen, width, height);
}
#endif
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/* Now that we've initialized, we can search for extensions (some of which
* we may need to set up the video mode). */
SetupExtensions();
/* Set vsync the Windows way, if we can. (What other extensions are there
* to do this, for other archs?) */
if(wglSwapIntervalEXT) {
wglSwapIntervalEXT(vsync);
}
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if(need_reload) {
/* OpenGL state was lost; set up again. */
SetupOpenGL();
}
g_CurrentWidth = g_screen->w;
g_CurrentHeight = g_screen->h;
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g_CurrentBPP = bpp;
SetViewport(0,0);
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/* Clear any junk that's in the framebuffer. */
Clear();
Flip();
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return need_reload;
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}
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void RageDisplay::ResolutionChanged(int width, int height)
{
g_CurrentWidth = width;
g_CurrentHeight = height;
SetViewport(0,0);
/* Clear any junk that's in the framebuffer. */
Clear();
Flip();
}
void RageDisplay::SetViewport(int shift_left, int shift_down)
{
/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
* Scale them to the actual viewport range. */
shift_left = int( shift_left * float(g_CurrentWidth) / SCREEN_WIDTH );
shift_down = int( shift_down * float(g_CurrentWidth) / SCREEN_WIDTH );
glViewport(shift_left, -shift_down, g_CurrentWidth, g_CurrentHeight);
}
int RageDisplay::GetMaxTextureSize() const
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{
GLint size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
return size;
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}
void RageDisplay::Clear()
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{
glClearColor( 0,0,0,1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
void RageDisplay::Flip()
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{
FlushQueue();
SDL_GL_SwapBuffers();
g_iFramesRenderedSinceLastCheck++;
if( g_LastCheckTimer.PeekDeltaTime() >= 1.0f ) // update stats every 1 sec.
{
g_LastCheckTimer.GetDeltaTime();
g_iFPS = g_iFramesRenderedSinceLastCheck;
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g_iVPF = g_iVertsRenderedSinceLastCheck / g_iFPS;
g_iDPF = g_iDrawsSinceLastCheck / g_iFPS;
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g_iFramesRenderedSinceLastCheck = g_iVertsRenderedSinceLastCheck = g_iDrawsSinceLastCheck = 0;
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LOG->Trace( "FPS: %d, VPF: %d, DPF: %d", g_iFPS, g_iVPF, g_iDPF );
}
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}
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void RageDisplay::ResetStats()
{
g_iFPS = g_iVPF = g_iDPF = 0;
g_iFramesRenderedSinceLastCheck = g_iVertsRenderedSinceLastCheck = g_iDrawsSinceLastCheck = 0;
g_LastCheckTimer.GetDeltaTime();
}
bool RageDisplay::IsWindowed() const
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{
return true; // FIXME
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}
void RageDisplay::DrawQuad( const RageVertex v[4] ) // upper-left, upper-right, lower-left, lower-right
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{
DrawQuads( v, 4 );
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}
void RageDisplay::DrawQuads( const RageVertex v[], int iNumVerts )
{
if( g_vertMode != GL_QUADS )
FlushQueue();
ASSERT( (iNumVerts%4) == 0 );
g_vertMode = GL_QUADS;
AddVerts( v, iNumVerts );
glInterleavedArrays( GL_T2F_C4UB_V3F, sizeof(RageVertex), g_vertQueue );
glDrawArrays( g_vertMode, 0, g_iNumVerts );
g_iVertsRenderedSinceLastCheck += g_iNumVerts;
g_iNumVerts = 0;
g_iDrawsSinceLastCheck++;
}
void RageDisplay::DrawFan( const RageVertex v[], int iNumVerts )
{
if( g_vertMode != GL_TRIANGLE_FAN )
FlushQueue();
ASSERT( iNumVerts >= 3 );
g_vertMode = GL_TRIANGLE_FAN;
AddVerts( v, iNumVerts );
FlushQueue();
}
void RageDisplay::DrawStrip( const RageVertex v[], int iNumVerts )
{
if( g_vertMode != GL_TRIANGLE_STRIP )
FlushQueue();
ASSERT( iNumVerts >= 3 );
g_vertMode = GL_TRIANGLE_STRIP;
AddVerts( v, iNumVerts );
FlushQueue();
}
void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth )
{
ASSERT( iNumVerts >= 3 );
if( g_vertMode != GL_LINE_LOOP )
FlushQueue();
glEnable(GL_LINE_SMOOTH);
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/* Our line width is wrt the regular internal SCREEN_WIDTHxSCREEN_HEIGHT screen,
* but these width functions actually want raster sizes (that is, actual pixels).
* Scale the line width and point size by the average ratio of the scale. */
float WidthVal = float(g_CurrentWidth) / SCREEN_WIDTH;
float HeightVal = float(g_CurrentHeight) / SCREEN_HEIGHT;
LineWidth *= (WidthVal + HeightVal) / 2;
/* Clamp the width to the hardware max for both lines and points (whichever
* is more restrictive). */
LineWidth = clamp(LineWidth, g_oglspecs.line_range[0], g_oglspecs.line_range[1]);
LineWidth = clamp(LineWidth, g_oglspecs.point_range[0], g_oglspecs.point_range[1]);
/* Hmm. The granularity of lines and points might be different; for example,
* if lines are .5 and points are .25, we might want to snap the width to the
* nearest .5, so the hardware doesn't snap them to different sizes. Does it
* matter? */
glLineWidth(LineWidth);
/* Draw the line loop: */
g_vertMode = GL_LINE_LOOP;
AddVerts( v, iNumVerts );
FlushQueue();
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glDisable(GL_LINE_SMOOTH);
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/* Round off the corners. This isn't perfect; the point is sometimes a little
* larger than the line, causing a small bump on the edge. Not sure how to fix
* that. */
glPointSize(LineWidth);
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/* Hack: if the points will all be the same, we don't want to draw
* any points at all, since there's nothing to connect. That'll happen
* if both scale factors in the matrix are ~0. (Actually, I think
* it's true if two of the three scale factors are ~0, but we don't
* use this for anything 3d at the moment anyway ...) */
RageMatrix &mat = GetTopModelMatrix();
if(mat.m[0][0] < 1e-5 && mat.m[1][1] < 1e-5)
return;
glEnable(GL_POINT_SMOOTH);
g_vertMode = GL_POINTS;
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AddVerts( v, iNumVerts );
FlushQueue();
glDisable(GL_POINT_SMOOTH);
}
void RageDisplay::AddVerts( const RageVertex v[], int iNumVerts )
{
for( int i=0; i<iNumVerts; i++ )
{
// Don't overflow the queue
if( g_iNumVerts+1 > MAX_NUM_VERTICIES )
FlushQueue();
// transform the verticies as we copy
RageVec3TransformCoord( &g_vertQueue[g_iNumVerts].p, &v[i].p, &GetTopModelMatrix() );
g_vertQueue[g_iNumVerts].c = v[i].c;
g_vertQueue[g_iNumVerts].t = v[i].t;
g_iNumVerts++;
}
}
void RageDisplay::FlushQueue()
{
if( g_iNumVerts == 0 )
return;
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glInterleavedArrays( GL_T2F_C4UB_V3F, sizeof(RageVertex), g_vertQueue );
glDrawArrays( g_vertMode, 0, g_iNumVerts );
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g_iVertsRenderedSinceLastCheck += g_iNumVerts;
g_iNumVerts = 0;
g_iDrawsSinceLastCheck++;
}
void RageDisplay::SetViewTransform( const RageMatrix* pMatrix )
{
FlushQueue();
// OpenGL doesn't have a separate view matrix. We need to save it and muliply in later
g_matView = *pMatrix;
}
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void RageDisplay::GetViewTransform( RageMatrix* pMatrixOut )
{
*pMatrixOut = g_matView;
}
void RageDisplay::ResetMatrixStack()
{
RageMatrix ident;
RageMatrixIdentity( &ident );
g_matModelStack.clear();
g_matModelStack.push_back(ident);
}
void RageDisplay::PushMatrix()
{
g_matModelStack.push_back( GetTopModelMatrix() );
ASSERT(g_matModelStack.size()<20); // check for infinite loop
}
void RageDisplay::PopMatrix()
{
g_matModelStack.erase( g_matModelStack.end()-1, g_matModelStack.end() );
ASSERT(g_matModelStack.size()>=1); // popped a matrix we didn't push
}
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/* Switch from orthogonal to perspective view.
*
* Tricky: we want to maintain all of the zooms, rotations and translations
* that have been applied already. They're in our internal screen space (that
* is, 640x480 ortho). We can't simply leave them where they are, since they'll
* be applied before the perspective transform, which means they'll be in the
* wrong coordinate space.
*
* Handle translations (the right column of the transform matrix) to the viewport.
* Move rotations and scaling (0,0 through 1,1) to after the perspective transform.
* Actually, those might be able to stay where they are, I'm not sure; it's translations
* that are annoying. So, XXX: see if rots and scales can be left on the modelview
* matrix instead of messing with the projection matrix.
*
* When finished, the current position will be the "viewpoint" (at 0,0). negative
* Z goes into the screen, positive X and Y is right and down.
*/
void RageDisplay::EnterPerspective(float fov, bool preserve_loc)
{
g_PerspectiveMode++;
if(g_PerspectiveMode > 1) {
/* havn't yet worked out the details of this */
LOG->Trace("EnterPerspective called when already in perspective mode");
g_PerspectiveMode++;
return;
}
DISPLAY->FlushQueue();
/* Save the old matrices. */
DISPLAY->PushMatrix();
glMatrixMode( GL_PROJECTION );
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glPushMatrix();
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glLoadIdentity();
float aspect = SCREEN_WIDTH/(float)SCREEN_HEIGHT;
gluPerspective(fov, aspect, 1.000f, 1000.0f);
/* Flip the Y coordinate, so positive numbers go down. */
glScalef(1, -1, 1);
if(preserve_loc) {
RageMatrix &matTop = GetTopModelMatrix();
{
/* Pull out the 2d translation. */
float x = matTop.m[3][0], y = matTop.m[3][1];
/* These values are where the viewpoint should be. By default, it's in the
* center of the screen, and these values are from the top-left, so subtract
* the difference. */
x -= SCREEN_WIDTH/2;
y -= SCREEN_HEIGHT/2;
DISPLAY->SetViewport(int(x), int(y));
}
/* Pull out the 2d rotations and scales. */
{
sgMat4 mat;
sgMakeIdentMat4(mat);
mat[0][0] = matTop.m[0][0];
mat[0][1] = matTop.m[0][1];
mat[1][0] = matTop.m[1][0];
mat[1][1] = matTop.m[1][1];
glMultMatrixf((float *) mat);
}
/* We can't cope with perspective matrices or things that touch Z. (We shouldn't
* have touched those while in 2d, anyway.) */
ASSERT(matTop.m[0][2] == 0.f && matTop.m[0][3] == 0.f && matTop.m[1][2] == 0.f &&
matTop.m[1][3] == 0.f && matTop.m[2][0] == 0.f && matTop.m[2][1] == 0.f &&
matTop.m[2][2] == 1.f && matTop.m[3][2] == 0.f && matTop.m[3][3] == 1.f);
/* Reset the matrix back to identity. */
RageMatrixIdentity( &matTop );
}
glMatrixMode( GL_MODELVIEW );
}
void RageDisplay::ExitPerspective()
{
g_PerspectiveMode--;
if(g_PerspectiveMode) return;
/* Restore the old matrices. */
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glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
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DISPLAY->PopMatrix();
/* Restore the viewport. */
DISPLAY->SetViewport(0, 0);
}
/* gluLookAt. The result is post-multiplied to the matrix (M = L * M) instead of
* pre-multiplied. */
void RageDisplay::LookAt(const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(Eye.x, Eye.y, Eye.z, At.x, At.y, At.z, Up.x, Up.y, Up.z);
RageMatrix view;
glGetFloatv( GL_MODELVIEW_MATRIX, (float*)view ); /* cheesy :) */
glPopMatrix();
sgPostMultMat4( GetTopModelMatrix().m, view.m );
}
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void RageDisplay::Translate( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
}
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void RageDisplay::TranslateLocal( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
sgPostMultMat4( matTop.m, matTemp.m );
}
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void RageDisplay::Scale( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixScaling( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
}
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void RageDisplay::RotateX( float r )
{
RageMatrix matTemp;
RageMatrixRotationX( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
}
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void RageDisplay::RotateY( float r )
{
RageMatrix matTemp;
RageMatrixRotationY( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
}
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void RageDisplay::RotateZ( float r )
{
RageMatrix matTemp;
RageMatrixRotationZ( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
}
void RageDisplay::SetTexture( RageTexture* pTexture )
{
static int iLastTexID = 0;
int iNewTexID = pTexture ? pTexture->GetGLTextureID() : 0;
if( iLastTexID != iNewTexID )
FlushQueue();
iLastTexID = iNewTexID;
glBindTexture( GL_TEXTURE_2D, iNewTexID );
}
void RageDisplay::SetTextureModeModulate()
{
int a;
glGetTexEnviv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &a );
if( a != GL_MODULATE )
FlushQueue();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
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/* Set the blend mode for both texture and alpha. This is all that's
* available pre-OpenGL 1.4. */
void RageDisplay::SetBlendMode(int src, int dst)
{
int a, b;
glGetIntegerv( GL_BLEND_SRC, &a );
glGetIntegerv( GL_BLEND_DST, &b );
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if( a!=src || b!=dst )
FlushQueue();
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glBlendFunc( src, dst );
}
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void RageDisplay::SetTextureModeGlow()
{
FlushQueue();
if(!g_oglspecs.EXT_texture_env_combine) {
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SetBlendMode( GL_SRC_ALPHA, GL_ONE );
return;
}
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/* Source color is the diffuse color only: */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
/* Source alpha is texture alpha * diffuse alpha: */
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_TEXTURE);
}
void RageDisplay::SetBlendModeNormal()
{
SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
void RageDisplay::SetBlendModeAdd()
{
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SetBlendMode( GL_ONE, GL_ONE );
}
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bool RageDisplay::ZBufferEnabled() const
{
bool a;
glGetBooleanv( GL_DEPTH_TEST, (unsigned char*)&a );
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return a;
}
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void RageDisplay::EnableZBuffer()
{
if( !ZBufferEnabled() )
FlushQueue();
glEnable( GL_DEPTH_TEST );
}
void RageDisplay::DisableZBuffer()
{
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if( ZBufferEnabled() )
FlushQueue();
glDisable( GL_DEPTH_TEST );
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}
void RageDisplay::EnableTextureWrapping()
{
int a, b;
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &a );
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &b );
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if( a!=GL_REPEAT || b!=GL_REPEAT )
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FlushQueue();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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}
void RageDisplay::DisableTextureWrapping()
{
int a, b;
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &a );
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &b );
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if( a!=GL_CLAMP || b!=GL_CLAMP )
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FlushQueue();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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}