Move OpenGL specs into a struct, so they're easy to scan.
Log the line/point size specs. Move viewport setting into a function, and allow shifting the screen around. Tweak the line loop points.
This commit is contained in:
@@ -48,7 +48,25 @@ RageVertex g_vertQueue[MAX_NUM_VERTICIES];
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RageTimer g_LastCheckTimer;
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int g_iNumVerts;
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int g_iFPS, g_iVPF, g_iDPF;
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int g_glVersion;
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struct oglspecs_t {
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/* OpenGL system information that generally doesn't change at runtime. */
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/* Range and granularity of points and lines: */
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float line_range[2];
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float line_granularity;
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float point_range[2];
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float point_granularity;
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/* OpenGL version * 10: */
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int glVersion;
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/* Available extensions: */
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set<string> glExts;
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/* Which extensions we actually use are supported: */
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bool EXT_texture_env_combine;
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} g_oglspecs;
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int g_CurrentHeight, g_CurrentWidth;
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@@ -59,8 +77,6 @@ int RageDisplay::GetDPF() const { return g_iDPF; }
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static int g_iFramesRenderedSinceLastCheck,
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g_iVertsRenderedSinceLastCheck,
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g_iDrawsSinceLastCheck;
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set<string> g_glExts;
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static bool g_GL_EXT_texture_env_combine;
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typedef BOOL (APIENTRY * PWSWAPINTERVALEXTPROC) (int interval);
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PWSWAPINTERVALEXTPROC wglSwapIntervalEXT;
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@@ -86,6 +102,17 @@ RageDisplay::RageDisplay( bool windowed, int width, int height, int bpp, int rat
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SetVideoMode( windowed, width, height, bpp, rate, vsync );
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SetupOpenGL();
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/* Log this, so if people complain that the radar looks bad on their
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* system we can compare them: */
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glGetFloatv(GL_LINE_WIDTH_RANGE, g_oglspecs.line_range);
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LOG->Trace("Line width range: %f, %f", g_oglspecs.line_range[0], g_oglspecs.line_range[1]);
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glGetFloatv(GL_LINE_WIDTH_GRANULARITY, &g_oglspecs.line_granularity);
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LOG->Trace("Line width granularity: %f", g_oglspecs.line_granularity);
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glGetFloatv(GL_POINT_SIZE_RANGE, g_oglspecs.point_range);
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LOG->Trace("Point size range: %f-%f", g_oglspecs.point_range[0], g_oglspecs.point_range[1]);
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glGetFloatv(GL_POINT_SIZE_GRANULARITY, &g_oglspecs.point_granularity);
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LOG->Trace("Point size granularity: %f", g_oglspecs.point_granularity);
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}
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void RageDisplay::SetupOpenGL()
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@@ -114,16 +141,16 @@ RageDisplay::~RageDisplay()
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void RageDisplay::SetupExtensions()
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{
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double fGLVersion = atof( (const char *) glGetString(GL_VERSION) );
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g_glVersion = int(roundf(fGLVersion * 10));
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LOG->Trace( "OpenGL version %.1f", g_glVersion / 10.);
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GetGLExtensions(g_glExts);
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if(g_glExts.find("GL_EXT_texture_env_combine") != g_glExts.end())
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g_GL_EXT_texture_env_combine = true;
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g_oglspecs.glVersion = int(roundf(fGLVersion * 10));
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LOG->Trace( "OpenGL version %.1f", g_oglspecs.glVersion / 10.);
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GetGLExtensions(g_oglspecs.glExts);
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if(g_oglspecs.glExts.find("GL_EXT_texture_env_combine") != g_oglspecs.glExts.end())
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g_oglspecs.EXT_texture_env_combine = true;
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glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) SDL_GL_GetProcAddress ("glBlendFuncSeparate");
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/* Windows vsync: */
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if(g_glExts.find("WGL_EXT_swap_control") != g_glExts.end()) {
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if(g_oglspecs.glExts.find("WGL_EXT_swap_control") != g_oglspecs.glExts.end()) {
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wglSwapIntervalEXT = (PWSWAPINTERVALEXTPROC) SDL_GL_GetProcAddress("wglSwapIntervalEXT");
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if(wglSwapIntervalEXT)
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LOG->Trace("Got wglSwapIntervalEXT");
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@@ -216,18 +243,28 @@ bool RageDisplay::SetVideoMode( bool windowed, int width, int height, int bpp, i
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SetupOpenGL();
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}
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glViewport(0, 0, g_screen->w, g_screen->h);
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g_CurrentWidth = g_screen->w;
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g_CurrentHeight = g_screen->h;
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SetViewport(0,0);
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/* Clear any junk that's in the framebuffer. */
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Clear();
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Flip();
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g_CurrentWidth = width;
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g_CurrentHeight = height;
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return need_reload;
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}
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void RageDisplay::SetViewport(int shift_left, int shift_down)
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{
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/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
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* Scale them to the actual viewport range. */
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shift_left = int( shift_left * float(g_CurrentWidth) / SCREEN_WIDTH );
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shift_down = int( shift_down * float(g_CurrentWidth) / SCREEN_WIDTH );
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glViewport(shift_left, -shift_down, g_CurrentWidth, g_CurrentHeight);
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}
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int RageDisplay::GetMaxTextureSize() const
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{
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GLint size;
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@@ -335,8 +372,12 @@ void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth
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/* Round off the corners. This isn't perfect; the point is sometimes a little
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* larger than the line, causing a small bump on the edge. Not sure how to fix
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* that. */
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glPointSize(LineWidth * factor);
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* that.
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*
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* Fudged the point size down a little. This fixes it in the radar with a
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* line size of 3 at 640x480 and 1024x768; I don't know what it would do at
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* other line sizes. */
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glPointSize((LineWidth - .3f) * factor);
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g_vertMode = GL_POINTS;
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AddVerts( v, iNumVerts );
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FlushQueue();
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@@ -502,7 +543,7 @@ void RageDisplay::SetBlendMode(int src, int dst)
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void RageDisplay::SetTextureModeGlow()
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{
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if(!g_GL_EXT_texture_env_combine) {
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if(!g_oglspecs.EXT_texture_env_combine) {
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SetBlendMode( GL_SRC_ALPHA, GL_ONE );
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return;
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}
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