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#include <boost/format.hpp> |
#include <boost/format.hpp> |
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#include <GL/glew.h> |
#include <GL/glew.h> |
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#include "log.hpp" |
#include "log.hpp" |
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#include "config.hpp" |
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namespace usata |
namespace usata |
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{ |
{ |
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namespace system |
namespace system |
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{ |
{ |
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static bool glew_was_init = false; |
static bool glew_was_init = false; |
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} |
} |
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namespace video |
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{ |
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namespace |
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{ |
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Capabilities capabilities; |
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} |
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void |
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Capabilities::update() |
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{ |
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log::BufferedStream logstream; |
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ConfigSection conf("video/gl"); |
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// Figure out texture compression |
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use_texture_compression = conf.get_b("texture_compression", true); |
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if (use_texture_compression) |
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{ |
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arb_texture_compression =(GLEW_ARB_texture_compression? true:false); |
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s3_texture_compression = (GLEW_EXT_texture_compression_s3tc); |
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} |
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setup_format(); |
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if (GLEW_ARB_point_sprite) |
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point_sprites=true; |
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} |
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void |
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Capabilities::setup_format() |
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{ |
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if (!(s3_texture_compression || arb_texture_compression)) |
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{ |
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use_texture_compression = false; |
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} |
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if (use_texture_compression) |
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{ |
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compressed_format[1] = (arb_texture_compression? |
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GL_COMPRESSED_LUMINANCE_ARB : |
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GL_LUMINANCE_ALPHA); |
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compressed_format[2] = (arb_texture_compression? |
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GL_COMPRESSED_LUMINANCE_ALPHA_ARB : |
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GL_LUMINANCE_ALPHA); |
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if (s3_texture_compression) |
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{ |
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compressed_format[0] = 0; |
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// This will set the LUMINANCE type to arb texture compression |
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// if its available. (I sorta doubt this is required, but |
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// but better safe ;) ) |
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compressed_format[3] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; |
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compressed_format[4] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; |
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} |
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else if (arb_texture_compression) |
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{ |
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compressed_format[3] = GL_COMPRESSED_RGB_ARB; |
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compressed_format[4] = GL_COMPRESSED_RGBA_ARB; |
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} |
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else {} //shouldnt ever get here |
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} |
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else |
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{ |
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compressed_format[1] = GL_LUMINANCE; |
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compressed_format[2] = GL_LUMINANCE_ALPHA; |
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compressed_format[3] = GL_RGB; |
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compressed_format[4] = GL_RGBA; |
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} |
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return; |
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} |
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const Capabilities& get_capabilities() throw() |
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{ |
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return capabilities; |
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} |
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} |
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static bool initialized = false; |
static bool initialized = false; |
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void init() |
void init() |
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{ |
{ |
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if (GLEW_ARB_texture_non_power_of_two) |
if (GLEW_ARB_texture_non_power_of_two) |
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log << "Non power-of-2 texture sizes\n"; |
log << "Non power-of-2 texture sizes\n"; |
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if (GLEW_ARB_texture_compression) |
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log << "ARB texture compression\n"; |
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if (GLEW_EXT_texture_compression_s3tc) |
if (GLEW_EXT_texture_compression_s3tc) |
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log << "S3TC texture compression\n"; |
log << "S3TC texture compression\n"; |
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} |
} |
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} |
} |
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// Point sprites |
// Point sprites |
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/* |
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if (GLEW_ARB_point_sprite) |
if (GLEW_ARB_point_sprite) |
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log << "Point sprites\n"; |
log << "Point sprites\n";*/ |
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} |
} |
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VideoMode |
VideoMode |
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{ |
{ |
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init_glew(); |
init_glew(); |
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print_gl_capabilities(); |
print_gl_capabilities(); |
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video::capabilities.update(); |
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glViewport(0,0,(GLsizei)vm.width, (GLsizei) vm.height); |
glViewport(0,0,(GLsizei)vm.width, (GLsizei) vm.height); |
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} |
} |
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else |
else |