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mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-19 23:59:36 +01:00
cnc-ddraw/render.c
2017-11-14 05:02:34 +01:00

170 lines
5.2 KiB
C

/*
* Copyright (c) 2010 Toni Spets <toni.spets@iki.fi>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include <windows.h>
#include <stdio.h>
#include "main.h"
#include "surface.h"
#define CUTSCENE_WIDTH 640
#define CUTSCENE_HEIGHT 400
BOOL detect_cutscene();
DWORD WINAPI render_main(void)
{
int i,j;
HGLRC hRC;
int tex_width = ddraw->width > 1024 ? ddraw->width : 1024;
int tex_height = ddraw->height > 1024 ? ddraw->height : 1024;
float scale_w = 1.0f;
float scale_h = 1.0f;
int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_width * tex_height * sizeof(int));
hRC = wglCreateContext( ddraw->render.hDC );
wglMakeCurrent( ddraw->render.hDC, hRC );
char *glext = (char *)glGetString(GL_EXTENSIONS);
if(glext && strstr(glext, "WGL_EXT_swap_control"))
{
BOOL (APIENTRY *wglSwapIntervalEXT)(int) = (BOOL (APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
if(wglSwapIntervalEXT)
{
if(ddraw->vsync)
{
wglSwapIntervalEXT(1);
}
else
{
wglSwapIntervalEXT(0);
}
}
}
DWORD tick_start = 0;
DWORD tick_end = 0;
DWORD frame_len = 0;
if(ddraw->render.maxfps < 0)
{
ddraw->render.maxfps = ddraw->mode.dmDisplayFrequency;
}
if(ddraw->render.maxfps > 0)
{
frame_len = 1000.0f / ddraw->render.maxfps;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex);
glViewport(0, 0, ddraw->render.width, ddraw->render.height);
if(ddraw->render.filter)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
glEnable(GL_TEXTURE_2D);
while(ddraw->render.thread)
{
scale_w = (float)ddraw->width/tex_width;
scale_h = (float)ddraw->height/tex_height;
if(ddraw->render.maxfps > 0)
{
tick_start = timeGetTime();
}
/* convert ddraw surface to opengl texture */
EnterCriticalSection(&ddraw->cs);
if(ddraw->primary && ddraw->primary->palette)
{
if(ddraw->vhack && detect_cutscene())
{
scale_w *= (float)CUTSCENE_WIDTH / ddraw->width;
scale_h *= (float)CUTSCENE_HEIGHT / ddraw->height;
if (ddraw->cursorclip.width != CUTSCENE_WIDTH || ddraw->cursorclip.height != CUTSCENE_HEIGHT)
{
ddraw->cursorclip.width = CUTSCENE_WIDTH;
ddraw->cursorclip.height = CUTSCENE_HEIGHT;
ddraw->cursor.x = CUTSCENE_WIDTH / 2;
ddraw->cursor.y = CUTSCENE_HEIGHT / 2;
}
}
else
{
if (ddraw->cursorclip.width != ddraw->width || ddraw->cursorclip.height != ddraw->height)
{
ddraw->cursorclip.width = ddraw->width;
ddraw->cursorclip.height = ddraw->height;
ddraw->cursor.x = ddraw->width / 2;
ddraw->cursor.y = ddraw->height / 2;
}
}
for(i=0; i<ddraw->height; i++)
{
for(j=0; j<ddraw->width; j++)
{
tex[i*ddraw->width+j] = ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]];
}
}
}
LeaveCriticalSection(&ddraw->cs);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RGBA, GL_UNSIGNED_BYTE, tex);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0,0); glVertex2f(-1, 1);
glTexCoord2f(scale_w,0); glVertex2f( 1, 1);
glTexCoord2f(scale_w,scale_h); glVertex2f( 1, -1);
glTexCoord2f(0,scale_h); glVertex2f(-1, -1);
glEnd();
SwapBuffers(ddraw->render.hDC);
if(ddraw->render.maxfps > 0)
{
tick_end = timeGetTime();
if(tick_end - tick_start < frame_len)
{
Sleep( frame_len - (tick_end - tick_start));
}
}
}
HeapFree(GetProcessHeap(), 0, tex);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
return 0;
}