2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
9 #include "SDL_opengles2.h"
12 #include "gropenglinternal.h"
18 #include "grinternal.h"
19 #include "osregistry.h"
23 int GL_two_inited = 0;
25 bool Use_mipmaps = false;
27 static GLuint FB_texture = 0;
28 static GLuint FB_id = 0;
29 static GLuint FB_rb_id = 0;
31 static GLuint GL_saved_screen_tex = 0;
32 static GLuint GL_stream_tex = 0;
35 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
36 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
38 void opengl2_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
40 opengl2_set_texture_state(ts);
42 if (ab != GL_current_alpha_blend) {
44 case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel
45 glBlendFunc(GL_ONE, GL_ZERO);
47 case ALPHA_BLEND_ADDITIVE: // 1*SrcPixel + 1*DestPixel
48 glBlendFunc(GL_ONE, GL_ONE);
50 case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
51 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
53 case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
54 glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
56 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
57 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
63 GL_current_alpha_blend = ab;
66 if (zt != GL_current_zbuffer_type) {
68 case ZBUFFER_TYPE_NONE:
69 glDepthFunc(GL_ALWAYS);
70 glDepthMask(GL_FALSE);
72 case ZBUFFER_TYPE_READ:
74 glDepthMask(GL_FALSE);
76 case ZBUFFER_TYPE_WRITE:
77 glDepthFunc(GL_ALWAYS);
80 case ZBUFFER_TYPE_FULL:
88 GL_current_zbuffer_type = zt;
92 static void opengl2_init_func_pointers()
94 gr_screen.gf_flip = gr_opengl2_flip;
95 gr_screen.gf_set_clip = gr_opengl2_set_clip;
96 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
98 gr_screen.gf_clear = gr_opengl_clear;
100 gr_screen.gf_aabitmap = gr_opengl2_aabitmap;
101 gr_screen.gf_aabitmap_ex = gr_opengl2_aabitmap_ex;
103 gr_screen.gf_rect = gr_opengl2_rect;
104 gr_screen.gf_shade = gr_opengl2_shade;
105 gr_screen.gf_string = gr_opengl2_string;
106 gr_screen.gf_circle = gr_opengl2_circle;
108 gr_screen.gf_line = gr_opengl2_line;
109 gr_screen.gf_aaline = gr_opengl2_aaline;
110 gr_screen.gf_pixel = gr_opengl2_pixel;
111 gr_screen.gf_scaler = gr_opengl2_scaler;
112 gr_screen.gf_tmapper = gr_opengl2_tmapper;
114 gr_screen.gf_gradient = gr_opengl2_gradient;
116 gr_screen.gf_print_screen = gr_opengl2_print_screen;
118 gr_screen.gf_fade_in = gr_opengl2_fade_in;
119 gr_screen.gf_fade_out = gr_opengl2_fade_out;
120 gr_screen.gf_flash = gr_opengl2_flash;
122 gr_screen.gf_zbuffer_clear = gr_opengl2_zbuffer_clear;
124 gr_screen.gf_save_screen = gr_opengl2_save_screen;
125 gr_screen.gf_restore_screen = gr_opengl2_restore_screen;
126 gr_screen.gf_free_screen = gr_opengl2_free_screen;
128 gr_screen.gf_dump_frame_start = gr_opengl2_dump_frame_start;
129 gr_screen.gf_dump_frame_stop = gr_opengl2_dump_frame_stop;
130 gr_screen.gf_dump_frame = gr_opengl2_dump_frame;
132 gr_screen.gf_stream_start = gr_opengl2_stream_start;
133 gr_screen.gf_stream_frame = gr_opengl2_stream_frame;
134 gr_screen.gf_stream_stop = gr_opengl2_stream_stop;
136 gr_screen.gf_set_gamma = gr_opengl2_set_gamma;
138 gr_screen.gf_lock = gr_opengl_lock;
139 gr_screen.gf_unlock = gr_opengl_unlock;
141 gr_screen.gf_fog_set = gr_opengl2_fog_set;
143 gr_screen.gf_get_region = gr_opengl2_get_region;
145 gr_screen.gf_set_cull = gr_opengl_set_cull;
147 gr_screen.gf_cross_fade = gr_opengl2_cross_fade;
149 gr_screen.gf_preload_init = gr_opengl2_preload_init;
150 gr_screen.gf_preload = gr_opengl2_preload;
152 gr_screen.gf_zbias = gr_opengl_zbias;
154 gr_screen.gf_set_viewport = gr_opengl2_set_viewport;
156 gr_screen.gf_activate = gr_opengl_activate;
158 gr_screen.gf_release_texture = gr_opengl2_release_texture;
161 static int opengl2_create_framebuffer()
164 glGenTextures(1, &FB_texture);
165 glBindTexture(GL_TEXTURE_2D, FB_texture);
167 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
168 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
169 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
170 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
172 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gr_screen.max_w, gr_screen.max_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
174 glBindTexture(GL_TEXTURE_2D, 0);
176 // create renderbuffer
177 glGenRenderbuffers(1, &FB_rb_id);
178 glBindRenderbuffer(GL_RENDERBUFFER, FB_rb_id);
180 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, gr_screen.max_w, gr_screen.max_h);
182 glBindRenderbuffer(GL_RENDERBUFFER, 0);
184 // create framebuffer
185 glGenFramebuffers(1, &FB_id);
186 glBindFramebuffer(GL_FRAMEBUFFER, FB_id);
188 // attach texture and renderbuffer
189 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, FB_texture, 0);
190 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, FB_rb_id);
192 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
194 glBindFramebuffer(GL_FRAMEBUFFER, 0);
196 if (status != GL_FRAMEBUFFER_COMPLETE) {
198 glDeleteTextures(1, &FB_texture);
203 glDeleteRenderbuffers(1, &FB_rb_id);
208 glDeleteFramebuffers(1, &FB_id);
218 void opengl2_cleanup()
220 if ( !GL_two_inited ) {
224 glBindFramebuffer(GL_FRAMEBUFFER, 0);
227 glDeleteTextures(1, &FB_texture);
232 glDeleteRenderbuffers(1, &FB_rb_id);
237 glDeleteFramebuffers(1, &FB_id);
241 opengl2_tcache_cleanup();
242 opengl2_shader_cleanup();
245 SDL_GL_DeleteContext(GL_context);
260 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
261 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
262 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
264 GL_context = SDL_GL_CreateContext(GL_window);
271 mprintf((" Vendor : %s\n", glGetString(GL_VENDOR)));
272 mprintf((" Renderer : %s\n", glGetString(GL_RENDERER)));
273 mprintf((" Version : %s\n", glGetString(GL_VERSION)));
275 // initial viewport setup
276 gr_opengl2_set_viewport(gr_screen.max_w, gr_screen.max_h);
278 // set up generic variables
279 opengl_set_variables();
281 opengl2_init_func_pointers();
282 opengl2_tcache_init();
284 if ( !opengl2_shader_init() ) {
285 mprintf((" Fallback : shader init failure!\n"));
290 if ( !opengl2_create_framebuffer() ) {
291 mprintf((" Fallback : fbo init failure!\n"));
297 glEnable(GL_DEPTH_TEST);
299 glEnable(GL_TEXTURE_2D);
301 glDepthRangef(0.0f, 1.0f);
303 glPixelStorei(GL_PACK_ALIGNMENT, 1);
304 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
306 if ( SDL_GL_ExtensionSupported("GL_OES_texture_npot") ) {
310 mprintf((" Mipmaps : %s\n", Use_mipmaps ? "Enabled" : "Disabled"));
315 gr_opengl_set_cull(1);
320 void gr_opengl2_flip()
322 if ( !GL_two_inited ) {
326 glBindFramebuffer(GL_FRAMEBUFFER, 0);
328 gr_opengl_reset_clip();
330 // set viewport to window size
331 glViewport(GL_viewport_x, GL_viewport_y, GL_viewport_w, GL_viewport_h);
333 glClear(GL_COLOR_BUFFER_BIT);
338 float w = i2fl(GL_viewport_w);
339 float h = i2fl(GL_viewport_h);
341 const float tex_coord[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f };
342 const float ver_coord[] = { x, y, x, h, w, y, w, h };
344 opengl2_shader_use(PROG_WINDOW);
346 glEnableVertexAttribArray(SDRI_POSITION);
347 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
349 glEnableVertexAttribArray(SDRI_TEXCOORD);
350 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
352 glBindTexture(GL_TEXTURE_2D, FB_texture);
354 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
356 glBindTexture(GL_TEXTURE_2D, 0);
358 glDisableVertexAttribArray(SDRI_TEXCOORD);
359 glDisableVertexAttribArray(SDRI_POSITION);
364 if ( mouse_is_visible() ) {
367 mouse_get_pos(&mx, &my);
369 if ( opengl2_tcache_set(Gr_cursor, TCACHE_TYPE_BITMAP_INTERFACE) ) {
370 opengl2_set_state(TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE);
373 bm_get_info(Gr_cursor, &bw, &bh);
375 float x = i2fl(mx) * GL_viewport_scale_w;
376 float y = i2fl(my) * GL_viewport_scale_h;
377 float w = x + (bw * GL_viewport_scale_w);
378 float h = y + (bh * GL_viewport_scale_h);
380 const float tex_coord[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
381 const float ver_coord[] = { x, y, x, h, w, y, w, h };
383 opengl2_shader_use(PROG_WINDOW);
385 glEnableVertexAttribArray(SDRI_POSITION);
386 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
388 glEnableVertexAttribArray(SDRI_TEXCOORD);
389 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
391 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
393 glDisableVertexAttribArray(SDRI_TEXCOORD);
394 glDisableVertexAttribArray(SDRI_POSITION);
398 gr_set_color(255,255,255);
399 gr_opengl2_line(mx, my, mx+7, my + 7);
400 gr_opengl2_line(mx, my, mx+5, my );
401 gr_opengl2_line(mx, my, mx, my+5);
407 GLenum error = glGetError();
409 if (error != GL_NO_ERROR) {
410 mprintf(("!!DEBUG!! OpenGL Error: %d\n", error));
414 SDL_GL_SwapWindow(GL_window);
416 opengl2_tcache_frame();
418 glBindFramebuffer(GL_FRAMEBUFFER, FB_id);
420 // set viewport to game screen size
421 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
424 void gr_opengl2_set_clip(int x, int y, int w, int h)
426 // check for sanity of parameters
427 CAP(x, 0, gr_screen.max_w - 1);
428 CAP(y, 0, gr_screen.max_h - 1);
429 CAP(w, 0, gr_screen.max_w - x);
430 CAP(h, 0, gr_screen.max_h - y);
432 gr_screen.offset_x = x;
433 gr_screen.offset_y = y;
434 gr_screen.clip_left = 0;
435 gr_screen.clip_right = w-1;
436 gr_screen.clip_top = 0;
437 gr_screen.clip_bottom = h-1;
438 gr_screen.clip_width = w;
439 gr_screen.clip_height = h;
441 glEnable(GL_SCISSOR_TEST);
442 glScissor(x, gr_screen.max_h-y-h, w, h);
445 void gr_opengl2_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
447 gr_screen.current_fog_mode = fog_mode;
449 if (fog_mode == GR_FOGMODE_NONE) {
453 gr_screen.fog_near = fog_near;
454 gr_screen.fog_far = fog_far;
456 gr_init_color(&gr_screen.current_fog_color, r, g, b);
459 void gr_opengl2_zbuffer_clear(int mode)
463 Gr_zbuffering_mode = GR_ZBUFF_FULL;
464 Gr_global_zbuffering = 1;
466 opengl2_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL);
467 glClear(GL_DEPTH_BUFFER_BIT);
470 Gr_zbuffering_mode = GR_ZBUFF_NONE;
471 Gr_global_zbuffering = 0;
475 void gr_opengl2_print_screen(const char *filename)
477 char tmp[MAX_FILENAME_LEN];
480 SDL_strlcpy( tmp, filename, SDL_arraysize(tmp) );
481 SDL_strlcat( tmp, NOX(".tga"), SDL_arraysize(tmp) );
483 int b_size = gr_screen.max_w * gr_screen.max_h;
485 buf = (ubyte*)malloc(b_size * 4);
491 CFILE *f = cfopen(tmp, "wb", CFILE_NORMAL, CF_TYPE_ROOT);
498 // Write the TGA header
499 cfwrite_ubyte( 0, f ); // IDLength;
500 cfwrite_ubyte( 0, f ); // ColorMapType;
501 cfwrite_ubyte( 2, f ); // ImageType; // 2 = 24bpp, uncompressed, 10=24bpp rle compressed
502 cfwrite_ushort( 0, f ); // CMapStart;
503 cfwrite_ushort( 0, f ); // CMapLength;
504 cfwrite_ubyte( 0, f ); // CMapDepth;
505 cfwrite_ushort( 0, f ); // XOffset;
506 cfwrite_ushort( 0, f ); // YOffset;
507 cfwrite_ushort( (ushort)gr_screen.max_w, f ); // Width;
508 cfwrite_ushort( (ushort)gr_screen.max_h, f ); // Height;
509 cfwrite_ubyte( 24, f ); //PixelDepth;
510 cfwrite_ubyte( 0, f ); //ImageDesc;
512 memset(buf, 0, b_size * 4);
514 glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_BYTE, buf);
518 // convert from rgba to bgr
519 for (int i = 0; i < (b_size * 4); i += 4) {
529 cfwrite(buf, b_size * 3, 1, f);
536 void gr_opengl2_fade_in(int instantaneous)
541 void gr_opengl2_fade_out(int instantaneous)
546 void gr_opengl2_get_region(int, int w, int h, ubyte *data)
548 opengl2_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
550 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
553 int gr_opengl2_save_screen()
555 gr_opengl_reset_clip();
557 if (GL_saved_screen_tex) {
558 mprintf(( "Screen already saved!\n" ));
562 glGenTextures(1, &GL_saved_screen_tex);
564 if ( !GL_saved_screen_tex ) {
565 mprintf(( "Couldn't create texture for saved screen!\n" ));
569 glBindTexture(GL_TEXTURE_2D, GL_saved_screen_tex);
571 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
572 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
573 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
574 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
576 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0,
577 gr_screen.max_w, gr_screen.max_h, 0);
579 glBindTexture(GL_TEXTURE_2D, 0);
584 void gr_opengl2_restore_screen(int)
586 gr_opengl_reset_clip();
588 if ( !GL_saved_screen_tex ) {
595 float w = i2fl(gr_screen.max_w);
596 float h = i2fl(gr_screen.max_h);
598 const float tex_coord[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f }; // y-flipped
599 const float ver_coord[] = { x, y, x, h, w, y, w, h };
601 opengl2_shader_use(PROG_TEX);
603 glVertexAttrib4f(SDRI_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
605 glEnableVertexAttribArray(SDRI_POSITION);
606 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
608 glEnableVertexAttribArray(SDRI_TEXCOORD);
609 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
611 glBindTexture(GL_TEXTURE_2D, GL_saved_screen_tex);
613 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
615 glBindTexture(GL_TEXTURE_2D, 0);
617 glDisableVertexAttribArray(SDRI_TEXCOORD);
618 glDisableVertexAttribArray(SDRI_POSITION);
621 void gr_opengl2_free_screen(int)
623 if (GL_saved_screen_tex) {
624 glDeleteTextures(1, &GL_saved_screen_tex);
625 GL_saved_screen_tex = 0;
629 void gr_opengl2_dump_frame_start(int first_frame, int frames_between_dumps)
634 void gr_opengl2_dump_frame_stop()
639 void gr_opengl2_dump_frame()
644 static int GL_stream_w = 0;
645 static int GL_stream_h = 0;
647 static rb_t GL_stream[4];
649 void gr_opengl2_stream_start(int x, int y, int w, int h)
655 glGenTextures(1, &GL_stream_tex);
657 glBindTexture(GL_TEXTURE_2D, GL_stream_tex);
659 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
660 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
661 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
662 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
664 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
666 glBindTexture(GL_TEXTURE_2D, 0);
668 uint scale = os_config_read_uint("Video", "ScaleMovies", 1);
674 sx = scale ? 0 : ((gr_screen.max_w - w) / 2);
679 float h_factor = scale ? (gr_screen.max_w / i2fl(w)) : 1.0f;
682 sy = (gr_screen.max_h - fl2i(h * h_factor)) / 2;
691 sw = gr_screen.max_w - (sx * 2);
692 sh = gr_screen.max_h - (sy * 2);
698 GL_stream[0].x = i2fl(sx);
699 GL_stream[0].y = i2fl(sy);
700 GL_stream[0].u = 0.0f;
701 GL_stream[0].v = 0.0f;
703 GL_stream[1].x = i2fl(sx);
704 GL_stream[1].y = i2fl(sy + sh);
705 GL_stream[1].u = 0.0f;
706 GL_stream[1].v = 1.0f;
708 GL_stream[2].x = i2fl(sx + sw);
709 GL_stream[2].y = i2fl(sy);
710 GL_stream[2].u = 1.0f;
711 GL_stream[2].v = 0.0f;
713 GL_stream[3].x = i2fl(sx + sw);
714 GL_stream[3].y = i2fl(sy + sh);
715 GL_stream[3].u = 1.0f;
716 GL_stream[3].v = 1.0f;
718 glDisable(GL_DEPTH_TEST);
721 void gr_opengl2_stream_frame(ubyte *frame)
723 if ( !GL_stream_tex ) {
727 opengl2_shader_use(PROG_TEX);
729 glVertexAttrib4f(SDRI_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
731 glEnableVertexAttribArray(SDRI_POSITION);
732 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(rb_t), &GL_stream[0].x);
734 glEnableVertexAttribArray(SDRI_TEXCOORD);
735 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(rb_t), &GL_stream[0].u);
737 glBindTexture(GL_TEXTURE_2D, GL_stream_tex);
739 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GL_stream_w, GL_stream_h, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, frame);
741 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
743 glBindTexture(GL_TEXTURE_2D, 0);
745 glDisableVertexAttribArray(SDRI_TEXCOORD);
746 glDisableVertexAttribArray(SDRI_POSITION);
749 void gr_opengl2_stream_stop()
752 glBindTexture(GL_TEXTURE_2D, 0);
753 glDeleteTextures(1, &GL_stream_tex);
756 glEnable(GL_DEPTH_TEST);
760 void gr_opengl2_set_viewport(int width, int height)
764 float ratio = gr_screen.max_w / i2fl(gr_screen.max_h);
767 h = fl2i((width / ratio) + 0.5f);
771 w = fl2i((height * ratio) + 0.5f);
775 y = (height - h) / 2;
781 GL_viewport_scale_w = w / i2fl(gr_screen.max_w);
782 GL_viewport_scale_h = h / i2fl(gr_screen.max_h);
784 opengl2_shader_update();