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/* platform.c
 *
 * Platform
 *
 *
 */

#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <GL/glew.h>
#include "platform.h"

/* few light arrays */
GLfloat fNoLight[]     = { 0.0f, 0.0f, 0.0f, 0.0f    };
GLfloat fLowLight[]    = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat fMedLight[]    = { 0.50f, 0.50f, 0.50f, 1.0f };
GLfloat fBrightLight[] = { 1.0f, 1.0f, 1.0f, 1.0f    };

/* light values and coordinates */
GLfloat whiteLight[]  = { 0.05f, 0.05f, 0.05f, 1.0f };
GLfloat sourceLight[] = { 0.75f, 0.75f, 0.75f, 1.0f };
GLfloat lightPos[]    = { -10.f, 5.0f, 5.0f, 1.0f   };

/* variables that should be already defined and declared for us by main program */
extern const unsigned int xres_w;
extern const unsigned int yres_w;
extern const unsigned int bpp_w;
extern const unsigned int sdl_video_flags;
extern const char *window_caption;
extern const char *window_icon_path;

void setup_opengl(void)
{
    /* setup fog */
    glEnable(GL_FOG);
    glFogfv(GL_FOG_COLOR, fLowLight); /* set fog color to match background */
    glFogf(GL_FOG_START, 4.0f);
    glFogf(GL_FOG_END, 20.0f);
    glFogi(GL_FOG_MODE, GL_LINEAR);   /* fog equation */

    glEnable(GL_DEPTH_TEST); /* hidden surface removal */
    glFrontFace(GL_CCW);     /* counter clock-wise polygons face out */
    glEnable(GL_CULL_FACE);  /* do not calculate inside of a pyramid */

    /* enable lighting */
    glEnable(GL_LIGHTING);

    /* global illumination, ambient RGBA intensity of the entire scene */
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, fLowLight);

    /* setup and enable light 0 */
    glLightfv(GL_LIGHT0, GL_AMBIENT, fMedLight);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, fMedLight);
    glLightfv(GL_LIGHT0, GL_SPECULAR, fBrightLight);
    glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
    glEnable(GL_LIGHT0);

    /* enable color tracking */
    glEnable(GL_COLOR_MATERIAL);

    /* set material properties to follow glColor values */
    /* all primitives specified after the glMaterial call are affected by the
     * last values set, until another call to glMaterial is made */
    glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
    glMaterialfv(GL_FRONT, GL_SPECULAR, fBrightLight);
    glMateriali(GL_FRONT, GL_SHININESS, 128);

    /* turn on anti aliasing for points, lines, and polygons */
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glEnable(GL_POINT_SMOOTH);
    glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);

    /* screws up snowman, this has been replaced by superior multisampling */
    //glEnable(GL_POLYGON_SMOOTH);
    //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);

    /* multisampling for polygons, conflicts with *polygon* anti-aliasing */
    glEnable(GL_MULTISAMPLE);

    /* how OpenGL combines the colors from texels with the color of the underlying
     * geometry is controlled by the texture environment mode */
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

    /* once texture is loaded and enabled, it will applied to every primitive
     * that specifies coordinates, ORLY? */
    glEnable(GL_TEXTURE_2D);

    /* don't know about this, but why not */
    glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);

    /* gray background */
    glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
}

SDL_Surface *setup_sdl_video(int w, int h, int bpp, unsigned int flags)
{
    SDL_Surface *srfc;

    if (!bpp)
    {
        const SDL_VideoInfo* info = NULL;

        /* get some video information. */
        info = SDL_GetVideoInfo();
        if (!info)
        {
            fprintf( stderr, "SDL: video query failed: %s\n", SDL_GetError());
            exit(-1);
        }

        bpp = info->vfmt->BitsPerPixel;
        printf("SDL: bpp was not specified, chose %d bits\n", bpp);
    }

    if (!flags)
        flags = SDL_OPENGL | SDL_RESIZABLE;

    if ((srfc = SDL_SetVideoMode(w, h, bpp, flags)) == NULL)
    {
        fprintf(stderr, "SDL: unable to set video mode: %s\n", SDL_GetError());
        exit(-1);
    }

    return srfc;
}

void setup_sdl(void)
{
    SDL_Surface *screen;
    const SDL_VideoInfo* info = NULL;

    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER) == -1)
    {
        fprintf(stderr, "SDL: unable to init, %s\n", SDL_GetError());
        exit(-1);
    }
    atexit(SDL_Quit);

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

    SDL_WM_SetCaption(window_caption, NULL);
    SDL_WM_SetIcon(IMG_Load(window_icon_path), NULL);

    /* set video mode */
    screen = setup_sdl_video(xres_w, yres_w, bpp_w, sdl_video_flags);

    /* get some video information. */
    info = SDL_GetVideoInfo();
    if (!info)
    {
        fprintf( stderr, "SDL: video query failed: %s\n", SDL_GetError());
        exit(-1);
    }

    int bpp = info->vfmt->BitsPerPixel;
    printf("SDL: applied %d bits per pixel\n", bpp);

    /* query opengl attributes after SetVideoMode call */
    int fb_red_comp;
    int fb_green_comp;
    int fb_blue_comp;
    int fb_alpha_comp;
    int double_buff;
    int depth_sz;

    SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &fb_red_comp);
    SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &fb_green_comp);
    SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &fb_blue_comp);
    SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &fb_alpha_comp);
    SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &double_buff);
    SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth_sz);
    printf("SDL: framebuffer; size of components, red: %d bits, green: %d bits, "
           "blue: %d bits, alpha: %d bits\n"
           "SDL: double-buffering: %s, depth buffer size: %d bits\n",
           fb_red_comp, fb_green_comp, fb_blue_comp, fb_alpha_comp,
           double_buff ? "enabled" : "disabled", depth_sz);

    SDL_EnableUNICODE(1);

    /* SDL doesn't trigger off a ResizeEvent at startup, but as we need this
     * for OpenGL, we do this ourselves */
    SDL_Event resizeEvent;
    resizeEvent.type = SDL_VIDEORESIZE;
    resizeEvent.resize.w = xres_w;
    resizeEvent.resize.h = yres_w;
    SDL_PushEvent(&resizeEvent);

    /* save the surf pointer in platform */
}

void setup_glew(void)
{
    /* initalize glew */
    GLenum glewerr = glewInit();
    if (GLEW_OK != glewerr)
    {
        fprintf(stderr, "GLEW error: %s\n", glewGetErrorString(glewerr));
        exit(-1);
    }
    else
        fprintf(stdout, "GLEW: using version %s\n", glewGetString(GLEW_VERSION));

    /* display OpenGL version */
    GLint major;
    GLint minor;
    glGetIntegerv(GL_MAJOR_VERSION, &major);
    glGetIntegerv(GL_MINOR_VERSION, &minor);
    fprintf(stdout, "GLEW: detected OpenGL %d.%d\n", major, minor);
}