ref: 1e71555aa555b03fb167e8c0534e681dfaa309b7
dir: /src/i_video.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // DOOM graphics stuff for SDL. // #include "SDL.h" #include "SDL_opengl.h" #ifdef _WIN32 #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include <windows.h> #endif #include "icon.c" #include "config.h" #include "d_loop.h" #include "deh_str.h" #include "doomtype.h" #include "i_input.h" #include "i_joystick.h" #include "i_system.h" #include "i_timer.h" #include "i_video.h" #include "m_argv.h" #include "m_config.h" #include "m_misc.h" #include "tables.h" #include "v_diskicon.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" // These are (1) the window (or the full screen) that our game is rendered to // and (2) the renderer that scales the texture (see below) into this window. static SDL_Window *screen; static SDL_Renderer *renderer; // Window title static const char *window_title = ""; // These are (1) the 320x200x8 paletted buffer that we draw to (i.e. the one // that holds I_VideoBuffer), (2) the 320x200x32 RGBA intermediate buffer that // we blit the former buffer to, (3) the intermediate 320x200 texture that we // load the RGBA buffer to and that we render into another texture (4) which // is upscaled by an integer factor UPSCALE using "nearest" scaling and which // in turn is finally rendered to screen using "linear" scaling. static SDL_Surface *screenbuffer = NULL; static SDL_Surface *argbbuffer = NULL; static SDL_Texture *texture = NULL; static SDL_Texture *texture_upscaled = NULL; static SDL_Rect blit_rect = { 0, 0, SCREENWIDTH, SCREENHEIGHT }; static uint32_t pixel_format; // palette static SDL_Color palette[256]; static boolean palette_to_set; // display has been set up? static boolean initialized = false; // disable mouse? static boolean nomouse = false; int usemouse = 1; // Save screenshots in PNG format. int png_screenshots = 0; // SDL video driver name char *video_driver = ""; // Window position: char *window_position = "center"; // SDL display number on which to run. int video_display = 0; // Screen width and height, from configuration file. int window_width = SCREENWIDTH * 2; int window_height = SCREENHEIGHT_4_3 * 2; // Fullscreen mode, 0x0 for SDL_WINDOW_FULLSCREEN_DESKTOP. int fullscreen_width = 0, fullscreen_height = 0; // Maximum number of pixels to use for intermediate scale buffer. static int max_scaling_buffer_pixels = 16000000; // Run in full screen mode? (int type for config code) int fullscreen = true; // Aspect ratio correction mode int aspect_ratio_correct = true; static int actualheight; // Force integer scales for resolution-independent rendering int integer_scaling = false; // VGA Porch palette change emulation int vga_porch_flash = false; // Force software rendering, for systems which lack effective hardware // acceleration int force_software_renderer = false; // Time to wait for the screen to settle on startup before starting the // game (ms) static int startup_delay = 1000; // Grab the mouse? (int type for config code). nograbmouse_override allows // this to be temporarily disabled via the command line. static int grabmouse = true; static boolean nograbmouse_override = false; // The screen buffer; this is modified to draw things to the screen pixel_t *I_VideoBuffer = NULL; // If true, game is running as a screensaver boolean screensaver_mode = false; // Flag indicating whether the screen is currently visible: // when the screen isnt visible, don't render the screen boolean screenvisible = true; // If true, we display dots at the bottom of the screen to // indicate FPS. static boolean display_fps_dots; // If this is true, the screen is rendered but not blitted to the // video buffer. static boolean noblit; // Callback function to invoke to determine whether to grab the // mouse pointer. static grabmouse_callback_t grabmouse_callback = NULL; // Does the window currently have focus? static boolean window_focused = true; // Window resize state. static boolean need_resize = false; static unsigned int last_resize_time; #define RESIZE_DELAY 500 // Gamma correction level to use int usegamma = 0; // Joystick/gamepad hysteresis unsigned int joywait = 0; static boolean MouseShouldBeGrabbed() { // never grab the mouse when in screensaver mode if (screensaver_mode) return false; // if the window doesn't have focus, never grab it if (!window_focused) return false; // always grab the mouse when full screen (dont want to // see the mouse pointer) if (fullscreen) return true; // Don't grab the mouse if mouse input is disabled if (!usemouse || nomouse) return false; // if we specify not to grab the mouse, never grab if (nograbmouse_override || !grabmouse) return false; // Invoke the grabmouse callback function to determine whether // the mouse should be grabbed if (grabmouse_callback != NULL) { return grabmouse_callback(); } else { return true; } } void I_SetGrabMouseCallback(grabmouse_callback_t func) { grabmouse_callback = func; } // Set the variable controlling FPS dots. void I_DisplayFPSDots(boolean dots_on) { display_fps_dots = dots_on; } static void SetShowCursor(boolean show) { if (!screensaver_mode) { // When the cursor is hidden, grab the input. // Relative mode implicitly hides the cursor. SDL_SetRelativeMouseMode(!show); SDL_GetRelativeMouseState(NULL, NULL); } } void I_ShutdownGraphics(void) { if (initialized) { SetShowCursor(true); SDL_QuitSubSystem(SDL_INIT_VIDEO); initialized = false; } } // // I_StartFrame // void I_StartFrame (void) { // er? } // Adjust window_width / window_height variables to be an an aspect // ratio consistent with the aspect_ratio_correct variable. static void AdjustWindowSize(void) { if (aspect_ratio_correct || integer_scaling) { if (window_width * actualheight <= window_height * SCREENWIDTH) { // We round up window_height if the ratio is not exact; this leaves // the result stable. window_height = (window_width * actualheight + SCREENWIDTH - 1) / SCREENWIDTH; } else { window_width = window_height * SCREENWIDTH / actualheight; } } } static void HandleWindowEvent(SDL_WindowEvent *event) { int i; switch (event->event) { #if 0 // SDL2-TODO case SDL_ACTIVEEVENT: // need to update our focus state UpdateFocus(); break; #endif case SDL_WINDOWEVENT_EXPOSED: palette_to_set = true; break; case SDL_WINDOWEVENT_RESIZED: need_resize = true; last_resize_time = SDL_GetTicks(); break; // Don't render the screen when the window is minimized: case SDL_WINDOWEVENT_MINIMIZED: screenvisible = false; break; case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_RESTORED: screenvisible = true; break; // Update the value of window_focused when we get a focus event // // We try to make ourselves be well-behaved: the grab on the mouse // is removed if we lose focus (such as a popup window appearing), // and we dont move the mouse around if we aren't focused either. case SDL_WINDOWEVENT_FOCUS_GAINED: window_focused = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: window_focused = false; break; // We want to save the user's preferred monitor to use for running the // game, so that next time we're run we start on the same display. So // every time the window is moved, find which display we're now on and // update the video_display config variable. case SDL_WINDOWEVENT_MOVED: i = SDL_GetWindowDisplayIndex(screen); if (i >= 0) { video_display = i; } break; default: break; } } static boolean ToggleFullScreenKeyShortcut(SDL_Keysym *sym) { Uint16 flags = (KMOD_LALT | KMOD_RALT); #if defined(__MACOSX__) flags |= (KMOD_LGUI | KMOD_RGUI); #endif return sym->scancode == SDL_SCANCODE_RETURN && (sym->mod & flags) != 0; } static void I_ToggleFullScreen(void) { unsigned int flags = 0; // TODO: Consider implementing fullscreen toggle for SDL_WINDOW_FULLSCREEN // (mode-changing) setup. This is hard because we have to shut down and // restart again. if (fullscreen_width != 0 || fullscreen_height != 0) { return; } fullscreen = !fullscreen; if (fullscreen) { flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } SDL_SetWindowFullscreen(screen, flags); if (!fullscreen) { AdjustWindowSize(); SDL_SetWindowSize(screen, window_width, window_height); } } void I_GetEvent(void) { extern void I_HandleKeyboardEvent(SDL_Event *sdlevent); extern void I_HandleMouseEvent(SDL_Event *sdlevent); SDL_Event sdlevent; SDL_PumpEvents(); while (SDL_PollEvent(&sdlevent)) { switch (sdlevent.type) { case SDL_KEYDOWN: if (ToggleFullScreenKeyShortcut(&sdlevent.key.keysym)) { I_ToggleFullScreen(); break; } // deliberate fall-though case SDL_KEYUP: I_HandleKeyboardEvent(&sdlevent); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: case SDL_MOUSEWHEEL: if (usemouse && !nomouse && window_focused) { I_HandleMouseEvent(&sdlevent); } break; case SDL_QUIT: if (screensaver_mode) { I_Quit(); } else { event_t event; event.type = ev_quit; D_PostEvent(&event); } break; case SDL_WINDOWEVENT: if (sdlevent.window.windowID == SDL_GetWindowID(screen)) { HandleWindowEvent(&sdlevent.window); } break; default: break; } } } // // I_StartTic // void I_StartTic (void) { if (!initialized) { return; } I_GetEvent(); if (usemouse && !nomouse && window_focused) { I_ReadMouse(); } if (joywait < I_GetTime()) { I_UpdateJoystick(); } } // // I_UpdateNoBlit // void I_UpdateNoBlit (void) { // what is this? } static void UpdateGrab(void) { static boolean currently_grabbed = false; boolean grab; grab = MouseShouldBeGrabbed(); if (screensaver_mode) { // Hide the cursor in screensaver mode SetShowCursor(false); } else if (grab && !currently_grabbed) { SetShowCursor(false); } else if (!grab && currently_grabbed) { int screen_w, screen_h; SetShowCursor(true); // When releasing the mouse from grab, warp the mouse cursor to // the bottom-right of the screen. This is a minimally distracting // place for it to appear - we may only have released the grab // because we're at an end of level intermission screen, for // example. SDL_GetWindowSize(screen, &screen_w, &screen_h); SDL_WarpMouseInWindow(screen, screen_w - 16, screen_h - 16); SDL_GetRelativeMouseState(NULL, NULL); } currently_grabbed = grab; } static void LimitTextureSize(int *w_upscale, int *h_upscale) { SDL_RendererInfo rinfo; int orig_w, orig_h; orig_w = *w_upscale; orig_h = *h_upscale; // Query renderer and limit to maximum texture dimensions of hardware: if (SDL_GetRendererInfo(renderer, &rinfo) != 0) { I_Error("CreateUpscaledTexture: SDL_GetRendererInfo() call failed: %s", SDL_GetError()); } while (*w_upscale * SCREENWIDTH > rinfo.max_texture_width) { --*w_upscale; } while (*h_upscale * SCREENHEIGHT > rinfo.max_texture_height) { --*h_upscale; } if ((*w_upscale < 1 && rinfo.max_texture_width > 0) || (*h_upscale < 1 && rinfo.max_texture_height > 0)) { I_Error("CreateUpscaledTexture: Can't create a texture big enough for " "the whole screen! Maximum texture size %dx%d", rinfo.max_texture_width, rinfo.max_texture_height); } // We limit the amount of texture memory used for the intermediate buffer, // since beyond a certain point there are diminishing returns. Also, // depending on the hardware there may be performance problems with very // huge textures, so the user can use this to reduce the maximum texture // size if desired. if (max_scaling_buffer_pixels < SCREENWIDTH * SCREENHEIGHT) { I_Error("CreateUpscaledTexture: max_scaling_buffer_pixels too small " "to create a texture buffer: %d < %d", max_scaling_buffer_pixels, SCREENWIDTH * SCREENHEIGHT); } while (*w_upscale * *h_upscale * SCREENWIDTH * SCREENHEIGHT > max_scaling_buffer_pixels) { if (*w_upscale > *h_upscale) { --*w_upscale; } else { --*h_upscale; } } if (*w_upscale != orig_w || *h_upscale != orig_h) { printf("CreateUpscaledTexture: Limited texture size to %dx%d " "(max %d pixels, max texture size %dx%d)\n", *w_upscale * SCREENWIDTH, *h_upscale * SCREENHEIGHT, max_scaling_buffer_pixels, rinfo.max_texture_width, rinfo.max_texture_height); } } static void CreateUpscaledTexture(boolean force) { int w, h; int h_upscale, w_upscale; static int h_upscale_old, w_upscale_old; // Get the size of the renderer output. The units this gives us will be // real world pixels, which are not necessarily equivalent to the screen's // window size (because of highdpi). if (SDL_GetRendererOutputSize(renderer, &w, &h) != 0) { I_Error("Failed to get renderer output size: %s", SDL_GetError()); } // When the screen or window dimensions do not match the aspect ratio // of the texture, the rendered area is scaled down to fit. Calculate // the actual dimensions of the rendered area. if (w * actualheight < h * SCREENWIDTH) { // Tall window. h = w * actualheight / SCREENWIDTH; } else { // Wide window. w = h * SCREENWIDTH / actualheight; } // Pick texture size the next integer multiple of the screen dimensions. // If one screen dimension matches an integer multiple of the original // resolution, there is no need to overscale in this direction. w_upscale = (w + SCREENWIDTH - 1) / SCREENWIDTH; h_upscale = (h + SCREENHEIGHT - 1) / SCREENHEIGHT; // Minimum texture dimensions of 320x200. if (w_upscale < 1) { w_upscale = 1; } if (h_upscale < 1) { h_upscale = 1; } LimitTextureSize(&w_upscale, &h_upscale); // Create a new texture only if the upscale factors have actually changed. if (h_upscale == h_upscale_old && w_upscale == w_upscale_old && !force) { return; } h_upscale_old = h_upscale; w_upscale_old = w_upscale; if (texture_upscaled) { SDL_DestroyTexture(texture_upscaled); } // Set the scaling quality for rendering the upscaled texture to "linear", // which looks much softer and smoother than "nearest" but does a better // job at downscaling from the upscaled texture to screen. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); texture_upscaled = SDL_CreateTexture(renderer, pixel_format, SDL_TEXTUREACCESS_TARGET, w_upscale*SCREENWIDTH, h_upscale*SCREENHEIGHT); } // // I_FinishUpdate // void I_FinishUpdate (void) { static int lasttic; int tics; int i; if (!initialized) return; if (noblit) return; if (need_resize) { if (SDL_GetTicks() > last_resize_time + RESIZE_DELAY) { int flags; // When the window is resized (we're not in fullscreen mode), // save the new window size. flags = SDL_GetWindowFlags(screen); if ((flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) { SDL_GetWindowSize(screen, &window_width, &window_height); // Adjust the window by resizing again so that the window // is the right aspect ratio. AdjustWindowSize(); SDL_SetWindowSize(screen, window_width, window_height); } CreateUpscaledTexture(false); need_resize = false; palette_to_set = true; } else { return; } } UpdateGrab(); #if 0 // SDL2-TODO // Don't update the screen if the window isn't visible. // Not doing this breaks under Windows when we alt-tab away // while fullscreen. if (!(SDL_GetAppState() & SDL_APPACTIVE)) return; #endif // draws little dots on the bottom of the screen if (display_fps_dots) { i = I_GetTime(); tics = i - lasttic; lasttic = i; if (tics > 20) tics = 20; for (i=0 ; i<tics*4 ; i+=4) I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff; for ( ; i<20*4 ; i+=4) I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0; } // Draw disk icon before blit, if necessary. V_DrawDiskIcon(); if (palette_to_set) { SDL_SetPaletteColors(screenbuffer->format->palette, palette, 0, 256); palette_to_set = false; if (vga_porch_flash) { // "flash" the pillars/letterboxes with palette changes, emulating // VGA "porch" behaviour (GitHub issue #832) SDL_SetRenderDrawColor(renderer, palette[0].r, palette[0].g, palette[0].b, SDL_ALPHA_OPAQUE); } } // Blit from the paletted 8-bit screen buffer to the intermediate // 32-bit RGBA buffer that we can load into the texture. SDL_LowerBlit(screenbuffer, &blit_rect, argbbuffer, &blit_rect); // Update the intermediate texture with the contents of the RGBA buffer. SDL_UpdateTexture(texture, NULL, argbbuffer->pixels, argbbuffer->pitch); // Make sure the pillarboxes are kept clear each frame. SDL_RenderClear(renderer); // Render this intermediate texture into the upscaled texture // using "nearest" integer scaling. SDL_SetRenderTarget(renderer, texture_upscaled); SDL_RenderCopy(renderer, texture, NULL, NULL); // Finally, render this upscaled texture to screen using linear scaling. SDL_SetRenderTarget(renderer, NULL); SDL_RenderCopy(renderer, texture_upscaled, NULL, NULL); // Draw! SDL_RenderPresent(renderer); // Restore background and undo the disk indicator, if it was drawn. V_RestoreDiskBackground(); } // // I_ReadScreen // void I_ReadScreen (pixel_t* scr) { memcpy(scr, I_VideoBuffer, SCREENWIDTH*SCREENHEIGHT*sizeof(*scr)); } // // I_SetPalette // void I_SetPalette (byte *doompalette) { int i; for (i=0; i<256; ++i) { // Zero out the bottom two bits of each channel - the PC VGA // controller only supports 6 bits of accuracy. palette[i].r = gammatable[usegamma][*doompalette++] & ~3; palette[i].g = gammatable[usegamma][*doompalette++] & ~3; palette[i].b = gammatable[usegamma][*doompalette++] & ~3; } palette_to_set = true; } // Given an RGB value, find the closest matching palette index. int I_GetPaletteIndex(int r, int g, int b) { int best, best_diff, diff; int i; best = 0; best_diff = INT_MAX; for (i = 0; i < 256; ++i) { diff = (r - palette[i].r) * (r - palette[i].r) + (g - palette[i].g) * (g - palette[i].g) + (b - palette[i].b) * (b - palette[i].b); if (diff < best_diff) { best = i; best_diff = diff; } if (diff == 0) { break; } } return best; } // // Set the window title // void I_SetWindowTitle(const char *title) { window_title = title; } // // Call the SDL function to set the window title, based on // the title set with I_SetWindowTitle. // void I_InitWindowTitle(void) { char *buf; buf = M_StringJoin(window_title, " - ", PACKAGE_STRING, NULL); SDL_SetWindowTitle(screen, buf); free(buf); } // Set the application icon void I_InitWindowIcon(void) { SDL_Surface *surface; surface = SDL_CreateRGBSurfaceFrom((void *) icon_data, icon_w, icon_h, 32, icon_w * 4, 0xff << 24, 0xff << 16, 0xff << 8, 0xff << 0); SDL_SetWindowIcon(screen, surface); SDL_FreeSurface(surface); } // Set video size to a particular scale factor (1x, 2x, 3x, etc.) static void SetScaleFactor(int factor) { // Pick 320x200 or 320x240, depending on aspect ratio correct window_width = factor * SCREENWIDTH; window_height = factor * actualheight; fullscreen = false; } void I_GraphicsCheckCommandLine(void) { int i; //! // @category video // @vanilla // // Disable blitting the screen. // noblit = M_CheckParm ("-noblit"); //! // @category video // // Don't grab the mouse when running in windowed mode. // nograbmouse_override = M_ParmExists("-nograbmouse"); // default to fullscreen mode, allow override with command line // nofullscreen because we love prboom //! // @category video // // Run in a window. // if (M_CheckParm("-window") || M_CheckParm("-nofullscreen")) { fullscreen = false; } //! // @category video // // Run in fullscreen mode. // if (M_CheckParm("-fullscreen")) { fullscreen = true; } //! // @category video // // Disable the mouse. // nomouse = M_CheckParm("-nomouse") > 0; //! // @category video // @arg <x> // // Specify the screen width, in pixels. Implies -window. // i = M_CheckParmWithArgs("-width", 1); if (i > 0) { window_width = atoi(myargv[i + 1]); window_height = window_width * 2; AdjustWindowSize(); fullscreen = false; } //! // @category video // @arg <y> // // Specify the screen height, in pixels. Implies -window. // i = M_CheckParmWithArgs("-height", 1); if (i > 0) { window_height = atoi(myargv[i + 1]); window_width = window_height * 2; AdjustWindowSize(); fullscreen = false; } //! // @category video // @arg <WxY> // // Specify the dimensions of the window. Implies -window. // i = M_CheckParmWithArgs("-geometry", 1); if (i > 0) { int w, h, s; s = sscanf(myargv[i + 1], "%ix%i", &w, &h); if (s == 2) { window_width = w; window_height = h; fullscreen = false; } } //! // @category video // // Don't scale up the screen. Implies -window. // if (M_CheckParm("-1")) { SetScaleFactor(1); } //! // @category video // // Double up the screen to 2x its normal size. Implies -window. // if (M_CheckParm("-2")) { SetScaleFactor(2); } //! // @category video // // Double up the screen to 3x its normal size. Implies -window. // if (M_CheckParm("-3")) { SetScaleFactor(3); } } // Check if we have been invoked as a screensaver by xscreensaver. void I_CheckIsScreensaver(void) { char *env; env = getenv("XSCREENSAVER_WINDOW"); if (env != NULL) { screensaver_mode = true; } } static void SetSDLVideoDriver(void) { // Allow a default value for the SDL video driver to be specified // in the configuration file. if (strcmp(video_driver, "") != 0) { char *env_string; env_string = M_StringJoin("SDL_VIDEODRIVER=", video_driver, NULL); putenv(env_string); free(env_string); } } // Check the display bounds of the display referred to by 'video_display' and // set x and y to a location that places the window in the center of that // display. static void CenterWindow(int *x, int *y, int w, int h) { SDL_Rect bounds; if (SDL_GetDisplayBounds(video_display, &bounds) < 0) { fprintf(stderr, "CenterWindow: Failed to read display bounds " "for display #%d!\n", video_display); return; } *x = bounds.x + SDL_max((bounds.w - w) / 2, 0); *y = bounds.y + SDL_max((bounds.h - h) / 2, 0); } void I_GetWindowPosition(int *x, int *y, int w, int h) { // Check that video_display corresponds to a display that really exists, // and if it doesn't, reset it. if (video_display < 0 || video_display >= SDL_GetNumVideoDisplays()) { fprintf(stderr, "I_GetWindowPosition: We were configured to run on display #%d, " "but it no longer exists (max %d). Moving to display 0.\n", video_display, SDL_GetNumVideoDisplays() - 1); video_display = 0; } // in fullscreen mode, the window "position" still matters, because // we use it to control which display we run fullscreen on. if (fullscreen) { CenterWindow(x, y, w, h); return; } // in windowed mode, the desired window position can be specified // in the configuration file. if (window_position == NULL || !strcmp(window_position, "")) { *x = *y = SDL_WINDOWPOS_UNDEFINED; } else if (!strcmp(window_position, "center")) { // Note: SDL has a SDL_WINDOWPOS_CENTER, but this is useless for our // purposes, since we also want to control which display we appear on. // So we have to do this ourselves. CenterWindow(x, y, w, h); } else if (sscanf(window_position, "%i,%i", x, y) != 2) { // invalid format: revert to default fprintf(stderr, "I_GetWindowPosition: invalid window_position setting\n"); *x = *y = SDL_WINDOWPOS_UNDEFINED; } } static void SetVideoMode(void) { int w, h; int x, y; unsigned int rmask, gmask, bmask, amask; int unused_bpp; int window_flags = 0, renderer_flags = 0; SDL_DisplayMode mode; w = window_width; h = window_height; // In windowed mode, the window can be resized while the game is // running. window_flags = SDL_WINDOW_RESIZABLE; // Set the highdpi flag - this makes a big difference on Macs with // retina displays, especially when using small window sizes. window_flags |= SDL_WINDOW_ALLOW_HIGHDPI; if (fullscreen) { if (fullscreen_width == 0 && fullscreen_height == 0) { // This window_flags means "Never change the screen resolution! // Instead, draw to the entire screen by scaling the texture // appropriately". window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } else { w = fullscreen_width; h = fullscreen_height; window_flags |= SDL_WINDOW_FULLSCREEN; } } I_GetWindowPosition(&x, &y, w, h); // Create window and renderer contexts. We set the window title // later anyway and leave the window position "undefined". If // "window_flags" contains the fullscreen flag (see above), then // w and h are ignored. if (screen == NULL) { screen = SDL_CreateWindow(NULL, x, y, w, h, window_flags); if (screen == NULL) { I_Error("Error creating window for video startup: %s", SDL_GetError()); } pixel_format = SDL_GetWindowPixelFormat(screen); SDL_SetWindowMinimumSize(screen, SCREENWIDTH, actualheight); I_InitWindowTitle(); I_InitWindowIcon(); } // The SDL_RENDERER_TARGETTEXTURE flag is required to render the // intermediate texture into the upscaled texture. renderer_flags = SDL_RENDERER_TARGETTEXTURE; if (SDL_GetCurrentDisplayMode(video_display, &mode) != 0) { I_Error("Could not get display mode for video display #%d: %s", video_display, SDL_GetError()); } // Turn on vsync if we aren't in a -timedemo if (!singletics && mode.refresh_rate > 0) { renderer_flags |= SDL_RENDERER_PRESENTVSYNC; } if (force_software_renderer) { renderer_flags |= SDL_RENDERER_SOFTWARE; renderer_flags &= ~SDL_RENDERER_PRESENTVSYNC; } if (renderer != NULL) { SDL_DestroyRenderer(renderer); } renderer = SDL_CreateRenderer(screen, -1, renderer_flags); if (renderer == NULL) { I_Error("Error creating renderer for screen window: %s", SDL_GetError()); } // Important: Set the "logical size" of the rendering context. At the same // time this also defines the aspect ratio that is preserved while scaling // and stretching the texture into the window. if (aspect_ratio_correct || integer_scaling) { SDL_RenderSetLogicalSize(renderer, SCREENWIDTH, actualheight); } // Force integer scales for resolution-independent rendering. #if SDL_VERSION_ATLEAST(2, 0, 5) SDL_RenderSetIntegerScale(renderer, integer_scaling); #endif // Blank out the full screen area in case there is any junk in // the borders that won't otherwise be overwritten. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); SDL_RenderPresent(renderer); // Create the 8-bit paletted and the 32-bit RGBA screenbuffer surfaces. if (screenbuffer != NULL) { SDL_FreeSurface(screenbuffer); screenbuffer = NULL; } if (screenbuffer == NULL) { screenbuffer = SDL_CreateRGBSurface(0, SCREENWIDTH, SCREENHEIGHT, 8, 0, 0, 0, 0); SDL_FillRect(screenbuffer, NULL, 0); } // Format of argbbuffer must match the screen pixel format because we // import the surface data into the texture. if (argbbuffer != NULL) { SDL_FreeSurface(argbbuffer); argbbuffer = NULL; } if (argbbuffer == NULL) { SDL_PixelFormatEnumToMasks(pixel_format, &unused_bpp, &rmask, &gmask, &bmask, &amask); argbbuffer = SDL_CreateRGBSurface(0, SCREENWIDTH, SCREENHEIGHT, 32, rmask, gmask, bmask, amask); SDL_FillRect(argbbuffer, NULL, 0); } if (texture != NULL) { SDL_DestroyTexture(texture); } // Set the scaling quality for rendering the intermediate texture into // the upscaled texture to "nearest", which is gritty and pixelated and // resembles software scaling pretty well. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"); // Create the intermediate texture that the RGBA surface gets loaded into. // The SDL_TEXTUREACCESS_STREAMING flag means that this texture's content // is going to change frequently. texture = SDL_CreateTexture(renderer, pixel_format, SDL_TEXTUREACCESS_STREAMING, SCREENWIDTH, SCREENHEIGHT); // Initially create the upscaled texture for rendering to screen CreateUpscaledTexture(true); } void I_InitGraphics(void) { SDL_Event dummy; byte *doompal; char *env; // Pass through the XSCREENSAVER_WINDOW environment variable to // SDL_WINDOWID, to embed the SDL window into the Xscreensaver // window. env = getenv("XSCREENSAVER_WINDOW"); if (env != NULL) { char winenv[30]; int winid; sscanf(env, "0x%x", &winid); M_snprintf(winenv, sizeof(winenv), "SDL_WINDOWID=%i", winid); putenv(winenv); } SetSDLVideoDriver(); if (SDL_Init(SDL_INIT_VIDEO) < 0) { I_Error("Failed to initialize video: %s", SDL_GetError()); } // When in screensaver mode, run full screen and auto detect // screen dimensions (don't change video mode) if (screensaver_mode) { fullscreen = true; } if (aspect_ratio_correct) { actualheight = SCREENHEIGHT_4_3; } else { actualheight = SCREENHEIGHT; } // Create the game window; this may switch graphic modes depending // on configuration. AdjustWindowSize(); SetVideoMode(); // Start with a clear black screen // (screen will be flipped after we set the palette) SDL_FillRect(screenbuffer, NULL, 0); // Set the palette doompal = W_CacheLumpName(DEH_String("PLAYPAL"), PU_CACHE); I_SetPalette(doompal); SDL_SetPaletteColors(screenbuffer->format->palette, palette, 0, 256); // SDL2-TODO UpdateFocus(); UpdateGrab(); // On some systems, it takes a second or so for the screen to settle // after changing modes. We include the option to add a delay when // setting the screen mode, so that the game doesn't start immediately // with the player unable to see anything. if (fullscreen && !screensaver_mode) { SDL_Delay(startup_delay); } // The actual 320x200 canvas that we draw to. This is the pixel buffer of // the 8-bit paletted screen buffer that gets blit on an intermediate // 32-bit RGBA screen buffer that gets loaded into a texture that gets // finally rendered into our window or full screen in I_FinishUpdate(). I_VideoBuffer = screenbuffer->pixels; V_RestoreBuffer(); // Clear the screen to black. memset(I_VideoBuffer, 0, SCREENWIDTH * SCREENHEIGHT); // clear out any events waiting at the start and center the mouse while (SDL_PollEvent(&dummy)); initialized = true; // Call I_ShutdownGraphics on quit I_AtExit(I_ShutdownGraphics, true); } // Bind all variables controlling video options into the configuration // file system. void I_BindVideoVariables(void) { M_BindIntVariable("use_mouse", &usemouse); M_BindIntVariable("fullscreen", &fullscreen); M_BindIntVariable("video_display", &video_display); M_BindIntVariable("aspect_ratio_correct", &aspect_ratio_correct); M_BindIntVariable("integer_scaling", &integer_scaling); M_BindIntVariable("vga_porch_flash", &vga_porch_flash); M_BindIntVariable("startup_delay", &startup_delay); M_BindIntVariable("fullscreen_width", &fullscreen_width); M_BindIntVariable("fullscreen_height", &fullscreen_height); M_BindIntVariable("force_software_renderer", &force_software_renderer); M_BindIntVariable("max_scaling_buffer_pixels", &max_scaling_buffer_pixels); M_BindIntVariable("window_width", &window_width); M_BindIntVariable("window_height", &window_height); M_BindIntVariable("grabmouse", &grabmouse); M_BindStringVariable("video_driver", &video_driver); M_BindStringVariable("window_position", &window_position); M_BindIntVariable("usegamma", &usegamma); M_BindIntVariable("png_screenshots", &png_screenshots); }