mirror of
https://github.com/FunkyFr3sh/cnc-ddraw.git
synced 2025-03-15 06:04:49 +01:00
boxing and maintain aspect ratio now also working with opengl
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parent
ecaaf8e647
commit
65525e14dd
8
ddraw.rc
8
ddraw.rc
@ -1,6 +1,6 @@
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1 VERSIONINFO
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FILEVERSION 1,1,5,4
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PRODUCTVERSION 1,1,5,4
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FILEVERSION 1,1,5,5
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PRODUCTVERSION 1,1,5,5
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{
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BLOCK "StringFileInfo"
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{
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@ -8,13 +8,13 @@ PRODUCTVERSION 1,1,5,4
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{
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VALUE "CompanyName", "cncnet.org"
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VALUE "FileDescription", "DirectDraw replacement for C&C95 and Red Alert"
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VALUE "FileVersion", "1.1.5.4"
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VALUE "FileVersion", "1.1.5.5"
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VALUE "InternalName", "ddraw"
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VALUE "LegalCopyright", "Copyright (c) 2010-2018"
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VALUE "LegalTrademarks", ""
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VALUE "OriginalFileName", "ddraw.dll"
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VALUE "ProductName", "DirectDraw replacement for C&C95 and Red Alert"
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VALUE "ProductVersion", "1.1.5.4"
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VALUE "ProductVersion", "1.1.5.5"
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VALUE "Comments", "https://cncnet.org"
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}
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}
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@ -895,9 +895,9 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
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"windowed=false\n"
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"; show window borders in windowed mode\n"
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"border=true\n"
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"; maintain aspect ratio (GDI only!)\n"
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"; maintain aspect ratio\n"
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"maintas=false\n"
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"; use letter- or windowboxing to make a best fit (GDI only!)\n"
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"; use letter- or windowboxing to make a best fit\n"
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"boxing=false\n"
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"; real rendering rate, -1 = screen rate, 0 = unlimited, n = cap\n"
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"maxfps=0\n"
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42
src/render.c
42
src/render.c
@ -117,8 +117,48 @@ DWORD WINAPI render_main(void)
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, tex);
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glViewport(0, 0, ddraw->render.width, ddraw->render.height);
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DWORD dst_top = 0;
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DWORD dst_left = 0;
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DWORD dst_width = ddraw->render.width;
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DWORD dst_height = ddraw->render.height;
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if (ddraw->maintas)
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{
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dst_width = ddraw->render.width;
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dst_height = ((float)ddraw->height / ddraw->width) * dst_width;
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if (dst_height > ddraw->render.height)
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{
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dst_width = ((float)dst_width / dst_height) * ddraw->render.height;
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dst_height = ddraw->render.height;
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}
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dst_top = ddraw->render.height / 2 - dst_height / 2;
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dst_left = ddraw->render.width / 2 - dst_width / 2;
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}
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else if (ddraw->boxing)
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{
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dst_width = ddraw->width;
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dst_height = ddraw->height;
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int i;
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for (i = 20; i-- > 1;)
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{
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if (ddraw->width * i <= ddraw->render.width && ddraw->height * i <= ddraw->render.height)
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{
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dst_width *= i;
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dst_height *= i;
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break;
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}
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}
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dst_top = ddraw->render.height / 2 - dst_height / 2;
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dst_left = ddraw->render.width / 2 - dst_width / 2;
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}
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glViewport(dst_left, dst_top, dst_width, dst_height);
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if(ddraw->render.filter)
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{
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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