Added the windows gamma code.

Fixed lighting problem with weapons.
This commit is contained in:
Steven Fuller 2001-08-10 02:37:25 +00:00 committed by Patryk Obara
parent d19a2069c6
commit 62bc91ebba
6 changed files with 86 additions and 106 deletions

View file

@ -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();