ref: d9e95d51727004924d5c5cd495a53fd286543377
dir: /unix/vid.c/
#include "quakedef.h" #include <SDL.h> int resized; static SDL_Renderer *rend; static SDL_Texture *fbi; static SDL_Window *win; static pixel_t *vidbuffer; extern pixel_t *r_warpbuffer; s32int fbpal[256]; pixel_t q1pal[256]; static void resetfb(void) { void *surfcache; int hunkvbuf, scachesz; /* lower than 320x240 doesn't really make sense, * but at least this prevents a crash, beyond that * it's your funeral */ SDL_GetWindowSize(win, &vid.width, &vid.height); if(vid.width < 320) vid.width = 320; if(vid.height < 160) vid.height = 160; vid.rowbytes = vid.width; vid.aspect = (float)vid.height / (float)vid.width * (320.0/240.0); vid.conrowbytes = vid.rowbytes; vid.conwidth = vid.width; vid.conheight = vid.height; free(vidbuffer); vidbuffer = emalloc((vid.width*vid.height+16)*sizeof(pixel_t)); free(r_warpbuffer); r_warpbuffer = emalloc((vid.width*vid.height+16)*sizeof(pixel_t)); vid.maxwarpwidth = vid.width; vid.maxwarpheight = vid.height; if(fbi != nil) SDL_DestroyTexture(fbi); fbi = SDL_CreateTexture(rend, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, vid.width, vid.height); if(fbi == NULL) fatal("SDL_CreateTexture: %s", SDL_GetError()); SDL_SetTextureBlendMode(fbi, SDL_BLENDMODE_NONE); SDL_RenderClear(rend); vid.buffer = vidbuffer; vid.conbuffer = vid.buffer; if(d_pzbuffer != nil){ D_FlushCaches(); free(d_pzbuffer); d_pzbuffer = nil; } // alloc an extra line in case we want to wrap, and allocate the z-buffer hunkvbuf = vid.width * vid.height * sizeof *d_pzbuffer; scachesz = D_SurfaceCacheForRes(vid.width, vid.height); hunkvbuf += scachesz; d_pzbuffer = emalloc(hunkvbuf); surfcache = (byte *)(d_pzbuffer + vid.width * vid.height); D_InitCaches(surfcache, scachesz); } void stopfb(void) { } void flipfb(void) { int pitch; void *p; if(resized){ /* skip this frame if window resize */ stopfb(); resized = 0; resetfb(); vid.recalc_refdef = true; /* force a surface cache flush */ Con_CheckResize(); Con_Clear_f(); return; } SDL_LockTexture(fbi, NULL, &p, &pitch); memmove(p, vidbuffer, vid.width*vid.height*4); SDL_UnlockTexture(fbi); SDL_RenderCopy(rend, fbi, NULL, NULL); SDL_RenderPresent(rend); } void setpal(uchar *p0) { int *fp, x; uchar *p; for(p = p0, fp=fbpal; fp<fbpal+nelem(fbpal); p+=3, fp++) *fp = 0xff<<24 | p[0] << 16 | p[1] << 8 | p[2]; for(p = p0, x = 0; x < 256; x++, p += 3) q1pal[x] = (x < 256-32 ? 0xff : 0)<<24 | p[0]<<16 | p[1]<<8 | p[2]; q1pal[255] &= 0; scr_fullupdate = 0; } void initfb(void) { vid.numpages = 2; vid.colormap = malloc(256*64*sizeof(pixel_t)); torgbx(host_colormap, vid.colormap, 256*64); vid.fullbright = 256 - LittleLong(*((int *)vid.colormap + 2048)); if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) fatal("SDL_Init: %s", SDL_GetError()); win = SDL_CreateWindow("quake", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, 0); if(win == nil) fatal("SDL_CreateWindow: %s", SDL_GetError()); if((rend = SDL_CreateRenderer(win, -1, 0)) == NULL) fatal("SDL_CreateRenderer: %s", SDL_GetError()); SDL_SetRenderDrawColor(rend, 0, 0, 0, 255); SDL_RenderClear(rend); SDL_RenderPresent(rend); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); resetfb(); SDL_SetWindowResizable(win, SDL_TRUE); SDL_SetWindowMinimumSize(win, 320, 240); IN_Grabm(1); }