diff options
Diffstat (limited to 'smelt/sdl/gfx_sdl.cpp')
-rw-r--r-- | smelt/sdl/gfx_sdl.cpp | 52 |
1 files changed, 22 insertions, 30 deletions
diff --git a/smelt/sdl/gfx_sdl.cpp b/smelt/sdl/gfx_sdl.cpp index 4a4baa1..4ad7404 100644 --- a/smelt/sdl/gfx_sdl.cpp +++ b/smelt/sdl/gfx_sdl.cpp @@ -25,7 +25,7 @@ bool SMELT_IMPL::smRenderBegin2D(bool ztest,SMTRG trg) { TRenderTargetList *targ=(TRenderTargetList*)trg; if(vertexArray) - {smLog("%s: Last frame not closed.\n",GFX_SDL_SRCFN);return false;} + {smLog("%s:"SLINE": Last frame not closed.\n",GFX_SDL_SRCFN);return false;} if(pOpenGLDevice->have_GL_EXT_framebuffer_object) pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); pOpenGLDevice->glDepthFunc(GL_GEQUAL); @@ -52,7 +52,7 @@ bool SMELT_IMPL::smRenderBegin3D(float fov,SMTRG trg) { TRenderTargetList *targ=(TRenderTargetList*)trg; if(vertexArray) - {smLog("%s: Last frame not closed.\n",GFX_SDL_SRCFN);return false;} + {smLog("%s:"SLINE": Last frame not closed.\n",GFX_SDL_SRCFN);return false;} if(pOpenGLDevice->have_GL_EXT_framebuffer_object) pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); pOpenGLDevice->glDepthFunc(GL_LESS); @@ -225,7 +225,7 @@ SMTRG SMELT_IMPL::smTargetCreate(int w,int h) ok=buildTarget(pTarget,gltex->name,w,h); if(!ok) { - smLog("%s: Failed to create render target.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": Failed to create render target.\n",GFX_SDL_SRCFN); smTextureFree(pTarget->tex); delete pTarget; return 0; @@ -689,20 +689,19 @@ bool SMELT_IMPL::checkGLExtension(const char *extlist,const char *ext) } bool SMELT_IMPL::loadGLEntryPoints() { - smLog("%s: OpenGL: loading entry points and examining extensions...\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: loading entry points and examining extensions...\n",GFX_SDL_SRCFN); pOpenGLDevice->have_base_opengl=true; pOpenGLDevice->have_GL_ARB_texture_rectangle=true; pOpenGLDevice->have_GL_ARB_texture_non_power_of_two=true; pOpenGLDevice->have_GL_EXT_framebuffer_object=true; pOpenGLDevice->have_GL_EXT_texture_compression_s3tc=true; pOpenGLDevice->have_GL_ARB_vertex_buffer_object=true; - //pOpenGLDevice->have_GL_APPLE_ycbcr_422=true; #define GL_PROC(ext,fn,call,ret,params) \ if(pOpenGLDevice->have_##ext) \ { \ if((pOpenGLDevice->fn=(_PFN_##fn) SDL_GL_GetProcAddress(#fn))==NULL) \ { \ - smLog("Failed to load OpenGL entry point '" #fn "'\n"); \ + smLog("%s: Failed to load OpenGL entry point '" #fn "'\n",GFX_SDL_SRCFN); \ pOpenGLDevice->have_##ext = false; \ } \ } else {} @@ -713,15 +712,15 @@ bool SMELT_IMPL::loadGLEntryPoints() unloadGLEntryPoints(); return false; } - smLog("%s: GL_RENDERER: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_RENDERER)); - smLog("%s: GL_VENDOR: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VENDOR)); - smLog("%s: GL_VERSION: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VERSION)); + smLog("%s:"SLINE": GL_RENDERER: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_RENDERER)); + smLog("%s:"SLINE": GL_VENDOR: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VENDOR)); + smLog("%s:"SLINE": GL_VERSION: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VERSION)); const char *verstr=(const char*)pOpenGLDevice->glGetString(GL_VERSION); int maj=0,min=0; sscanf(verstr,"%d.%d",&maj,&min); if((maj<1)||((maj==1)&&(min<2))) { - smLog("%s: OpenGL implementation must be at least version 1.2.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL implementation must be at least version 1.2.\n",GFX_SDL_SRCFN); unloadGLEntryPoints(); return false; } @@ -734,60 +733,55 @@ bool SMELT_IMPL::loadGLEntryPoints() maj>=2||checkGLExtension(exts,"GL_ARB_texture_non_power_of_two"); if(pOpenGLDevice->have_GL_ARB_texture_rectangle) { - smLog("%s: OpenGL: Using GL_ARB_texture_rectangle.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: Using GL_ARB_texture_rectangle.\n",GFX_SDL_SRCFN); pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB; } else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two) { - smLog("%s: OpenGL: Using GL_ARB_texture_non_power_of_two.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: Using GL_ARB_texture_non_power_of_two.\n",GFX_SDL_SRCFN); pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; } else { - smLog("%s: OpenGL: Using power-of-two textures. This costs more memory!\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: Using power-of-two textures. This costs more memory!\n",GFX_SDL_SRCFN); pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; } if(pOpenGLDevice->have_GL_EXT_framebuffer_object) pOpenGLDevice->have_GL_EXT_framebuffer_object= checkGLExtension(exts, "GL_EXT_framebuffer_object"); if(pOpenGLDevice->have_GL_EXT_framebuffer_object) - smLog("%s: OpenGL: Using GL_EXT_framebuffer_object.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: Using GL_EXT_framebuffer_object.\n",GFX_SDL_SRCFN); else - smLog("%s: OpenGL: WARNING! No render-to-texture support. Things may render badly.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: WARNING! No render-to-texture support. Things may render badly.\n",GFX_SDL_SRCFN); if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc) pOpenGLDevice->have_GL_EXT_texture_compression_s3tc= checkGLExtension(exts,"GL_ARB_texture_compression")&& checkGLExtension(exts,"GL_EXT_texture_compression_s3tc"); if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc) - smLog("%s: OpenGL: Using GL_EXT_texture_compression_s3tc.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: Using GL_EXT_texture_compression_s3tc.\n",GFX_SDL_SRCFN); else if (true) { - smLog("%s: OpenGL: WARNING: no texture compression support or it's disabled.\n",GFX_SDL_SRCFN); - smLog("%s: OpenGL: Performance may suffer in a low-memory system!\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: WARNING: no texture compression support or it's disabled.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: Performance may suffer in a low-memory system!\n",GFX_SDL_SRCFN); } - /*pOpenGLDevice->have_GL_APPLE_ycbcr_422=checkGLExtension(exts,"GL_APPLE_ycbcr_422"); - if(pOpenGLDevice->have_GL_APPLE_ycbcr_422) - smLog("%s: OpenGL: Using GL_APPLE_ycbcr_422 to render YUV frames.",GFX_SDL_SRCFN); - else - smLog("%s: OpenGL: WARNING: YUV texture/video not supported.",GFX_SDL_SRCFN);*/ if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) { pOpenGLDevice->have_GL_ARB_vertex_buffer_object= checkGLExtension(exts,"GL_ARB_vertex_buffer_object"); } if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) - smLog("%s: OpenGL: Using GL_ARB_vertex_buffer_object.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: Using GL_ARB_vertex_buffer_object.\n",GFX_SDL_SRCFN); else - smLog("%s: OpenGL: WARNING! No VBO support; performance may suffer.\n",GFX_SDL_SRCFN); + smLog("%s:"SLINE": OpenGL: WARNING! No VBO support; performance may suffer.\n",GFX_SDL_SRCFN); return true; } bool SMELT_IMPL::initOGL() { primTex=0; - if(pOpenGLDevice){smLog("%s: Multiple initialization!\n",GFX_SDL_SRCFN);return false;} + if(pOpenGLDevice){smLog("%s:"SLINE": Multiple initialization!\n",GFX_SDL_SRCFN);return false;} pOpenGLDevice=new TOpenGLDevice; if(!loadGLEntryPoints())return false; - smLog("%s: Mode: %dx%d\n",GFX_SDL_SRCFN,scrw,scrh); + smLog("%s:"SLINE": Mode: %d x %d\n",GFX_SDL_SRCFN,scrw,scrh); vertexArray=NULL;textures=NULL;IndexBufferObject=0; if(!confOGL())return false; pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); @@ -877,8 +871,6 @@ bool SMELT_IMPL::confOGL() pOpenGLDevice->glDisable(GL_CULL_FACE); pOpenGLDevice->glDisable(GL_LIGHTING); pOpenGLDevice->glDepthFunc(GL_GEQUAL); - //if (zbufenabled)pOpenGLDevice->glEnable(GL_DEPTH_TEST); - //else pOpenGLDevice->glDisable(GL_DEPTH_TEST); pOpenGLDevice->glEnable(GL_DEPTH_TEST); pOpenGLDevice->glEnable(GL_BLEND); pOpenGLDevice->glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); @@ -887,7 +879,7 @@ bool SMELT_IMPL::confOGL() pOpenGLDevice->glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - //TODO: try GL_REPEAT? + //GL_REPEAT doesn't work with non-pot textures... pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); |