ref: b06965ffd80e9f3c53e28fec79c1aedf9618f7c7
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);
}