- added the ability to toggle hardware acceleration and full screen anti-aliasing via ini settings
- added video card info screen to options menu
This commit is contained in:
parent
472abf62f2
commit
61b77fe645
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@ -1876,8 +1876,9 @@ void Renderer::renderMinimap(){
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glEnable(GL_BLEND);
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glBegin(GL_TRIANGLES);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBegin(GL_TRIANGLES);
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glVertex2i(mx+x, my+mh-y);
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glColor4f(1.f, 1.f, 1.f, 0.0f);
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@ -535,6 +535,9 @@ int glestMain(int argc, char** argv){
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//string test = lang.get("ExitGameServer?");
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//printf("[%s]",test.c_str());
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Renderer &renderer= Renderer::getInstance();
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] OpenGL Info:\n%s\n",__FILE__,__FUNCTION__,__LINE__,renderer.getGlInfo().c_str());
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//main loop
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while(Window::handleEvent()){
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program->loop();
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@ -454,7 +454,7 @@ void Program::init(WindowGl *window, bool initSound, bool toggleFullScreen){
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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window->initGl(config.getInt("ColorBits"), config.getInt("DepthBits"), config.getInt("StencilBits"));
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window->initGl(config.getInt("ColorBits"), config.getInt("DepthBits"), config.getInt("StencilBits"),config.getBool("HardwareAcceleration","false"),config.getBool("FullScreenAntiAliasing","false"));
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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@ -17,6 +17,7 @@
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#include "config.h"
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#include "menu_state_root.h"
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#include "util.h"
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#include "menu_state_graphic_info.h"
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#include "leak_dumper.h"
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@ -226,6 +227,9 @@ MenuStateOptions::MenuStateOptions(Program *program, MainMenu *mainMenu):
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buttonAutoConfig.setText(lang.get("AutoConfig"));
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buttonAutoConfig.init(450, buttonRowPos, 125);
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buttonVideoInfo.setText(lang.get("VideoInfo"));
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buttonVideoInfo.init(620, buttonRowPos, 100);
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}
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void MenuStateOptions::showMessageBox(const string &text, const string &header, bool toggle){
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@ -311,6 +315,10 @@ void MenuStateOptions::mouseClick(int x, int y, MouseButton mouseButton){
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saveConfig();
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mainMenu->setState(new MenuStateOptions(program, mainMenu));
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}
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else if(buttonVideoInfo.mouseClick(x, y)){
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soundRenderer.playFx(coreData.getClickSoundA());
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mainMenu->setState(new MenuStateGraphicInfo(program, mainMenu));
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}
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else if(labelPlayerName.mouseClick(x, y) && ( activeInputLabel != &labelPlayerName )){
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setActiveInputLable(&labelPlayerName);
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}
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@ -338,6 +346,7 @@ void MenuStateOptions::mouseMove(int x, int y, const MouseState *ms){
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buttonOk.mouseMove(x, y);
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buttonAbort.mouseMove(x, y);
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buttonAutoConfig.mouseMove(x, y);
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buttonVideoInfo.mouseMove(x, y);
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listBoxLang.mouseMove(x, y);
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listBoxVolumeFx.mouseMove(x, y);
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listBoxVolumeAmbient.mouseMove(x, y);
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@ -393,6 +402,7 @@ void MenuStateOptions::render(){
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renderer.renderButton(&buttonOk);
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renderer.renderButton(&buttonAbort);
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renderer.renderButton(&buttonAutoConfig);
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renderer.renderButton(&buttonVideoInfo);
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renderer.renderListBox(&listBoxLang);
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renderer.renderListBox(&listBoxShadows);
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renderer.renderListBox(&listBoxTextures3D);
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@ -25,6 +25,7 @@ private:
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GraphicButton buttonOk;
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GraphicButton buttonAbort;
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GraphicButton buttonAutoConfig;
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GraphicButton buttonVideoInfo;
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GraphicLabel labelLang;
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GraphicLabel labelShadows;
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60
source/shared_lib/include/graphics/context.h
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60
source/shared_lib/include/graphics/context.h
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@ -0,0 +1,60 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_CONTEXT_H_
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#define _SHARED_GRAPHICS_CONTEXT_H_
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#include "types.h"
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namespace Shared{ namespace Graphics{
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using Platform::uint32;
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using Platform::int8;
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// =====================================================
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// class Context
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// =====================================================
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class Context{
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protected:
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uint32 colorBits;
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uint32 depthBits;
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uint32 stencilBits;
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int8 hardware_acceleration;
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int8 fullscreen_anti_aliasing;
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public:
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Context();
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virtual ~Context(){}
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uint32 getColorBits() const {return colorBits;}
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uint32 getDepthBits() const {return depthBits;}
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uint32 getStencilBits() const {return stencilBits;}
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int8 getHardware_acceleration() const { return hardware_acceleration; }
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int8 getFullscreen_anti_aliasing() const { return fullscreen_anti_aliasing; }
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void setColorBits(uint32 colorBits) {this->colorBits= colorBits;}
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void setDepthBits(uint32 depthBits) {this->depthBits= depthBits;}
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void setStencilBits(uint32 stencilBits) {this->stencilBits= stencilBits;}
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void setHardware_acceleration(int8 value) { hardware_acceleration = value; }
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void setFullscreen_anti_aliasing(int8 value) { fullscreen_anti_aliasing = value; }
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virtual void init()= 0;
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virtual void end()= 0;
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virtual void reset()= 0;
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virtual void makeCurrent()= 0;
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virtual void swapBuffers()= 0;
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};
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}}//end namespace
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#endif
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@ -48,7 +48,7 @@ class PlatformContextGl {
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public:
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virtual ~PlatformContextGl() {}
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virtual void init(int colorBits, int depthBits, int stencilBits);
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virtual void init(int colorBits, int depthBits, int stencilBits,bool hardware_acceleration, bool fullscreen_anti_aliasing);
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virtual void end();
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virtual void makeCurrent();
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@ -141,7 +141,7 @@ public:
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static bool handleEvent();
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static void revertMousePos();
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static bool isKeyDown() { return isKeyPressedDown; }
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static void setupGraphicsScreen(int depthBits=-1, int stencilBits=-1);
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static void setupGraphicsScreen(int depthBits=-1, int stencilBits=-1, bool hardware_acceleration=false, bool fullscreen_anti_aliasing=false);
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static const bool getIsFullScreen() { return isFullScreen; }
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static void setIsFullScreen(bool value) { isFullScreen = value; }
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static SDL_keysym getKeystate() { return keystate; }
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38
source/shared_lib/include/platform/sdl/window_gl.h
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38
source/shared_lib/include/platform/sdl/window_gl.h
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@ -0,0 +1,38 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_PLATFORM_WINDOWGL_H_
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#define _SHARED_PLATFORM_WINDOWGL_H_
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#include "context_gl.h"
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#include "window.h"
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using Shared::Graphics::Gl::ContextGl;
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namespace Shared{ namespace Platform{
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// =====================================================
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// class WindowGl
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// =====================================================
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class WindowGl: public Window{
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private:
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ContextGl context;
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public:
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void initGl(int colorBits, int depthBits, int stencilBits,bool hardware_acceleration, bool fullscreen_anti_aliasing);
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void makeCurrentGl();
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void swapBuffersGl();
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};
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}}//end namespace
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#endif
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@ -29,7 +29,7 @@ namespace Shared{ namespace Graphics{ namespace Gl{
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void ContextGl::init(){
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//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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pcgl.init(colorBits, depthBits, stencilBits);
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pcgl.init(colorBits, depthBits, stencilBits, hardware_acceleration, fullscreen_anti_aliasing);
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//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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}
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@ -35,11 +35,11 @@ namespace Shared{ namespace Platform{
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// class PlatformContextGl
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// ======================================
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void PlatformContextGl::init(int colorBits, int depthBits, int stencilBits) {
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void PlatformContextGl::init(int colorBits, int depthBits, int stencilBits,bool hardware_acceleration, bool fullscreen_anti_aliasing) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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Window::setupGraphicsScreen(depthBits, stencilBits);
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Window::setupGraphicsScreen(depthBits, stencilBits, hardware_acceleration, fullscreen_anti_aliasing);
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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@ -345,7 +345,7 @@ void Window::destroy() {
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SDL_PushEvent(&event);
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}
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void Window::setupGraphicsScreen(int depthBits, int stencilBits) {
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void Window::setupGraphicsScreen(int depthBits, int stencilBits, bool hardware_acceleration, bool fullscreen_anti_aliasing) {
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static int newDepthBits = depthBits;
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static int newStencilBits = stencilBits;
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if(depthBits >= 0)
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if(stencilBits >= 0)
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newStencilBits = stencilBits;
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//SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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if(fullscreen_anti_aliasing == true) {
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 16);
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}
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if(hardware_acceleration == true) {
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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}
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 1);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 1);
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44
source/shared_lib/sources/platform/sdl/window_gl.cpp
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44
source/shared_lib/sources/platform/sdl/window_gl.cpp
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@ -0,0 +1,44 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "window_gl.h"
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#include "gl_wrap.h"
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#include "graphics_interface.h"
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#include "leak_dumper.h"
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using namespace Shared::Graphics;
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namespace Shared{ namespace Platform{
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// =====================================================
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// class WindowGl
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// =====================================================
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void WindowGl::initGl(int colorBits, int depthBits, int stencilBits,bool hardware_acceleration, bool fullscreen_anti_aliasing){
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context.setColorBits(colorBits);
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context.setDepthBits(depthBits);
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context.setStencilBits(stencilBits);
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context.setHardware_acceleration(hardware_acceleration);
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context.setFullscreen_anti_aliasing(fullscreen_anti_aliasing);
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context.init();
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}
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void WindowGl::makeCurrentGl() {
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GraphicsInterface::getInstance().setCurrentContext(&context);
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context.makeCurrent();
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}
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void WindowGl::swapBuffersGl(){
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context.swapBuffers();
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}
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}}//end namespace
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