Removed unused Windows OpenGL files.
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1c623fe1fc
commit
8b8fed54b3
2 changed files with 0 additions and 151 deletions
148
src/win-opengl.c
148
src/win-opengl.c
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#define BITMAP WINDOWS_BITMAP
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#include <windows.h>
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#undef BITMAP
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#include <gl\gl.h>
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#include <gl\glu.h>
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#include "ibm.h"
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#include "video.h"
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#include "win-opengl.h"
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HDC hDC=NULL; // Private GDI Device Context
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HGLRC hRC=NULL; // Permanent Rendering Context
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HWND opengl_hwnd;
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void opengl_init(HWND h)
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{
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GLuint PixelFormat;
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PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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16, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(hDC = GetDC(h)))
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fatal("Couldn't get DC\n");
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if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd)))
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fatal("Couldn't choose pixel format\n");
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if (!SetPixelFormat(hDC, PixelFormat, &pfd))
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fatal("Couldn't set pixel format\n");
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if (!(hRC = wglCreateContext(hDC)))
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fatal("Couldn't create rendering context\n");
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if (!wglMakeCurrent(hDC, hRC))
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fatal("Couldn't set rendering context\n");
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ShowWindow(h, SW_SHOW);
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glViewport(0, 0, 200, 200); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f, (GLfloat)200/(GLfloat)200, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_POLYGON_SMOOTH);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_DITHER);
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glDisable(GL_TEXTURE_2D);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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opengl_hwnd = h;
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atexit(opengl_close);
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pclog("opengl_init\n");
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}
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void opengl_close()
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{
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pclog("opengl_close\n");
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if (hRC)
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{
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wglMakeCurrent(NULL, NULL);
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wglDeleteContext(hRC);
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hRC = NULL;
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}
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if (hDC)
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{
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ReleaseDC(opengl_hwnd, hDC);
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hDC = NULL;
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}
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}
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void opengl_resize(int x, int y)
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{
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x = y = 200;
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glViewport(0, 0, x, y); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f, (GLfloat)x/(GLfloat)y, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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void opengl_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h)
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{
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pclog("blit memtoscreen\n");
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glLoadIdentity(); // Reset The Current Modelview Matrix
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glColor3f(1.0f, 1.0f, 0.0f);
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glBegin(GL_TRIANGLES); // Drawing Using Triangles
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glEnd(); // Finished Drawing The Triangle
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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glBegin(GL_QUADS); // Draw A Quad
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // Done Drawing The Quad
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SwapBuffers(hDC);
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}
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void opengl_blit_memtoscreen_8(int x, int y, int w, int h)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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SwapBuffers(hDC);
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}
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@ -1,3 +0,0 @@
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void opengl_init(HWND h);
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void opengl_close();
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void opengl_resize(int x, int y);
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