From 62bc91ebba5cd3e1672ac1356d561e2228272859 Mon Sep 17 00:00:00 2001 From: Steven Fuller Date: Fri, 10 Aug 2001 02:37:25 +0000 Subject: Added the windows gamma code. Fixed lighting problem with weapons. --- src/main.c | 42 +++++++++++++++++++++++++++++------------- 1 file changed, 29 insertions(+), 13 deletions(-) (limited to 'src/main.c') diff --git a/src/main.c b/src/main.c index 1bf390b..d99a495 100644 --- a/src/main.c +++ b/src/main.c @@ -20,6 +20,10 @@ #include "avp_userprofile.h" #include "pldnet.h" #include "cdtrackselection.h" +#include "gammacontrol.h" + +#define MyWidth 1024 +#define MyHeight 768 char LevelName[] = {"predbit6\0QuiteALongNameActually"}; /* the real way to load levels */ @@ -51,13 +55,13 @@ int InitialiseWindowsSystem() SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - if (SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL) { + if (SDL_SetVideoMode(MyWidth, MyHeight, 0, SDL_OPENGL) == NULL) { fprintf(stderr, "SDL SetVideoMode failed: %s\n", SDL_GetError()); SDL_Quit(); exit(EXIT_FAILURE); } - glViewport(0, 0, 640, 480); + glViewport(0, 0, MyWidth, MyHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -348,8 +352,9 @@ void InGameFlipBuffers() void ThisFramesRenderingHasBegun() { - fprintf(stderr, "ThisFramesRenderingHasBegun()\n"); +/* fprintf(stderr, "ThisFramesRenderingHasBegun()\n"); */ +/* TODO: this should be in D3D_DrawBackdrop */ #if 1 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #endif @@ -357,7 +362,11 @@ void ThisFramesRenderingHasBegun() void ThisFramesRenderingHasFinished() { - fprintf(stderr, "ThisFramesRenderingHasFinished()\n"); +/* fprintf(stderr, "ThisFramesRenderingHasFinished()\n"); */ + +/* This is where the queued drawing commands' execution takes place */ + + LightBlockDeallocation(); } int ExitWindowsSystem() @@ -397,6 +406,8 @@ int main(int argc, char *argv[]) InitialiseSystem(); InitialiseRenderer(); + RequestedGammaSetting = 128; + /* InitOptionsMenu(); NOT YET */ // LoadDefaultPrimaryConfigs(); /* load the configs! yes! */ @@ -422,8 +433,11 @@ int main(int argc, char *argv[]) LoadSounds("PLAYER"); AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */ + + AvP.PlayerType = I_Alien; // SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */ - SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */ +// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */ + SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); // while(AvP_MainMenus()) { @@ -431,19 +445,21 @@ int main(int argc, char *argv[]) d3d_overlay_ctrl.ctrl = OCCM_NORMAL; /* this was in windows SetGameVideoMode: */ - ScreenDescriptorBlock.SDB_Width = 640; - ScreenDescriptorBlock.SDB_Height = 480; - ScreenDescriptorBlock.SDB_CentreX = 640/2; - ScreenDescriptorBlock.SDB_CentreY = 480/2; - ScreenDescriptorBlock.SDB_ProjX = 640/2; - ScreenDescriptorBlock.SDB_ProjY = 480/2; + ScreenDescriptorBlock.SDB_Width = MyWidth; + ScreenDescriptorBlock.SDB_Height = MyHeight; + ScreenDescriptorBlock.SDB_CentreX = MyWidth/2; + ScreenDescriptorBlock.SDB_CentreY = MyHeight/2; + ScreenDescriptorBlock.SDB_ProjX = MyWidth/2; + ScreenDescriptorBlock.SDB_ProjY = MyHeight/2; ScreenDescriptorBlock.SDB_ClipLeft = 0; - ScreenDescriptorBlock.SDB_ClipRight = 640; + ScreenDescriptorBlock.SDB_ClipRight = MyWidth; ScreenDescriptorBlock.SDB_ClipUp = 0; - ScreenDescriptorBlock.SDB_ClipDown = 480; + ScreenDescriptorBlock.SDB_ClipDown = MyHeight; // GetCorrectDirectDrawObject(); + InitialiseGammaSettings(RequestedGammaSetting); + start_of_loaded_shapes = load_precompiled_shapes(); InitCharacter(); -- cgit v1.3