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 // create framebuffer
183 glGenFramebuffers(1, &FB_id);
184 glBindFramebuffer(GL_FRAMEBUFFER, FB_id);
186 // attach texture and renderbuffer
187 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, FB_texture, 0);
188 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, FB_rb_id);
190 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
192 glBindFramebuffer(GL_FRAMEBUFFER, 0);
194 if (status != GL_FRAMEBUFFER_COMPLETE) {
196 glDeleteTextures(1, &FB_texture);
201 glDeleteRenderbuffers(1, &FB_rb_id);
206 glDeleteFramebuffers(1, &FB_id);
216 void opengl2_cleanup()
218 if ( !GL_two_inited ) {
222 glBindFramebuffer(GL_FRAMEBUFFER, 0);
225 glDeleteTextures(1, &FB_texture);
230 glDeleteRenderbuffers(1, &FB_rb_id);
235 glDeleteFramebuffers(1, &FB_id);
239 opengl2_tcache_cleanup();
240 opengl2_shader_cleanup();
243 SDL_GL_DeleteContext(GL_context);
258 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
259 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
260 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
262 GL_context = SDL_GL_CreateContext(GL_window);
269 mprintf((" Vendor : %s\n", glGetString(GL_VENDOR)));
270 mprintf((" Renderer : %s\n", glGetString(GL_RENDERER)));
271 mprintf((" Version : %s\n", glGetString(GL_VERSION)));
273 // initial viewport setup
274 gr_opengl2_set_viewport(gr_screen.max_w, gr_screen.max_h);
276 // set up generic variables
277 opengl_set_variables();
279 opengl2_init_func_pointers();
280 opengl2_tcache_init();
282 if ( !opengl2_shader_init() ) {
287 if ( !opengl2_create_framebuffer() ) {
293 glEnable(GL_DEPTH_TEST);
295 glEnable(GL_TEXTURE_2D);
297 glDepthRangef(0.0f, 1.0f);
299 glPixelStorei(GL_PACK_ALIGNMENT, 1);
300 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
302 if ( SDL_GL_ExtensionSupported("GL_OES_texture_npot") ) {
306 mprintf((" Mipmaps : %s\n", Use_mipmaps ? "Enabled" : "Disabled"));
311 gr_opengl_set_cull(1);
316 void gr_opengl2_flip()
318 if ( !GL_two_inited ) {
322 glBindFramebuffer(GL_FRAMEBUFFER, 0);
324 gr_opengl_reset_clip();
326 // set viewport to window size
327 glViewport(GL_viewport_x, GL_viewport_y, GL_viewport_w, GL_viewport_h);
329 glClear(GL_COLOR_BUFFER_BIT);
334 float w = i2fl(GL_viewport_w);
335 float h = i2fl(GL_viewport_h);
337 const float tex_coord[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f };
338 const float ver_coord[] = { x, y, x, h, w, y, w, h };
340 opengl2_shader_use(PROG_WINDOW);
342 glEnableVertexAttribArray(SDRI_POSITION);
343 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
345 glEnableVertexAttribArray(SDRI_TEXCOORD);
346 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
348 glBindTexture(GL_TEXTURE_2D, FB_texture);
350 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
352 glBindTexture(GL_TEXTURE_2D, 0);
354 glDisableVertexAttribArray(SDRI_TEXCOORD);
355 glDisableVertexAttribArray(SDRI_POSITION);
360 if ( mouse_is_visible() ) {
363 mouse_get_pos(&mx, &my);
365 if ( opengl2_tcache_set(Gr_cursor, TCACHE_TYPE_BITMAP_INTERFACE) ) {
366 opengl2_set_state(TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE);
369 bm_get_info(Gr_cursor, &bw, &bh);
371 float x = i2fl(mx) * GL_viewport_scale_w;
372 float y = i2fl(my) * GL_viewport_scale_h;
373 float w = x + (bw * GL_viewport_scale_w);
374 float h = y + (bh * GL_viewport_scale_h);
376 const float tex_coord[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
377 const float ver_coord[] = { x, y, x, h, w, y, w, h };
379 opengl2_shader_use(PROG_WINDOW);
381 glEnableVertexAttribArray(SDRI_POSITION);
382 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
384 glEnableVertexAttribArray(SDRI_TEXCOORD);
385 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
387 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
389 glDisableVertexAttribArray(SDRI_TEXCOORD);
390 glDisableVertexAttribArray(SDRI_POSITION);
394 gr_set_color(255,255,255);
395 gr_opengl2_line(mx, my, mx+7, my + 7);
396 gr_opengl2_line(mx, my, mx+5, my );
397 gr_opengl2_line(mx, my, mx, my+5);
403 GLenum error = glGetError();
405 if (error != GL_NO_ERROR) {
406 mprintf(("!!DEBUG!! OpenGL Error: %d\n", error));
410 SDL_GL_SwapWindow(GL_window);
412 opengl2_tcache_frame();
414 glBindFramebuffer(GL_FRAMEBUFFER, FB_id);
416 // set viewport to game screen size
417 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
420 void gr_opengl2_set_clip(int x, int y, int w, int h)
422 // check for sanity of parameters
423 CAP(x, 0, gr_screen.max_w - 1);
424 CAP(y, 0, gr_screen.max_h - 1);
425 CAP(w, 0, gr_screen.max_w - x);
426 CAP(h, 0, gr_screen.max_h - y);
428 gr_screen.offset_x = x;
429 gr_screen.offset_y = y;
430 gr_screen.clip_left = 0;
431 gr_screen.clip_right = w-1;
432 gr_screen.clip_top = 0;
433 gr_screen.clip_bottom = h-1;
434 gr_screen.clip_width = w;
435 gr_screen.clip_height = h;
437 glEnable(GL_SCISSOR_TEST);
438 glScissor(x, gr_screen.max_h-y-h, w, h);
441 void gr_opengl2_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
443 gr_screen.current_fog_mode = fog_mode;
445 if (fog_mode == GR_FOGMODE_NONE) {
449 gr_screen.fog_near = fog_near;
450 gr_screen.fog_far = fog_far;
452 gr_init_color(&gr_screen.current_fog_color, r, g, b);
455 void gr_opengl2_zbuffer_clear(int mode)
459 Gr_zbuffering_mode = GR_ZBUFF_FULL;
460 Gr_global_zbuffering = 1;
462 opengl2_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL);
463 glClear(GL_DEPTH_BUFFER_BIT);
466 Gr_zbuffering_mode = GR_ZBUFF_NONE;
467 Gr_global_zbuffering = 0;
471 void gr_opengl2_print_screen(const char *filename)
473 char tmp[MAX_FILENAME_LEN];
476 SDL_strlcpy( tmp, filename, SDL_arraysize(tmp) );
477 SDL_strlcat( tmp, NOX(".tga"), SDL_arraysize(tmp) );
479 int b_size = gr_screen.max_w * gr_screen.max_h;
481 buf = (ubyte*)malloc(b_size * 4);
487 CFILE *f = cfopen(tmp, "wb", CFILE_NORMAL, CF_TYPE_ROOT);
494 // Write the TGA header
495 cfwrite_ubyte( 0, f ); // IDLength;
496 cfwrite_ubyte( 0, f ); // ColorMapType;
497 cfwrite_ubyte( 2, f ); // ImageType; // 2 = 24bpp, uncompressed, 10=24bpp rle compressed
498 cfwrite_ushort( 0, f ); // CMapStart;
499 cfwrite_ushort( 0, f ); // CMapLength;
500 cfwrite_ubyte( 0, f ); // CMapDepth;
501 cfwrite_ushort( 0, f ); // XOffset;
502 cfwrite_ushort( 0, f ); // YOffset;
503 cfwrite_ushort( (ushort)gr_screen.max_w, f ); // Width;
504 cfwrite_ushort( (ushort)gr_screen.max_h, f ); // Height;
505 cfwrite_ubyte( 24, f ); //PixelDepth;
506 cfwrite_ubyte( 0, f ); //ImageDesc;
508 memset(buf, 0, b_size * 4);
510 glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_BYTE, buf);
514 // convert from rgba to bgr
515 for (int i = 0; i < (b_size * 4); i += 4) {
525 cfwrite(buf, b_size * 3, 1, f);
532 void gr_opengl2_fade_in(int instantaneous)
537 void gr_opengl2_fade_out(int instantaneous)
542 void gr_opengl2_get_region(int, int w, int h, ubyte *data)
544 opengl2_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
546 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
549 int gr_opengl2_save_screen()
551 gr_opengl_reset_clip();
553 if (GL_saved_screen_tex) {
554 mprintf(( "Screen already saved!\n" ));
558 glGenTextures(1, &GL_saved_screen_tex);
560 if ( !GL_saved_screen_tex ) {
561 mprintf(( "Couldn't create texture for saved screen!\n" ));
565 glBindTexture(GL_TEXTURE_2D, GL_saved_screen_tex);
567 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
568 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
569 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
570 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
572 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0,
573 gr_screen.max_w, gr_screen.max_h, 0);
575 glBindTexture(GL_TEXTURE_2D, 0);
580 void gr_opengl2_restore_screen(int)
582 gr_opengl_reset_clip();
584 if ( !GL_saved_screen_tex ) {
591 float w = i2fl(gr_screen.max_w);
592 float h = i2fl(gr_screen.max_h);
594 const float tex_coord[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f }; // y-flipped
595 const float ver_coord[] = { x, y, x, h, w, y, w, h };
597 opengl2_shader_use(PROG_TEX);
599 glVertexAttrib4f(SDRI_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
601 glEnableVertexAttribArray(SDRI_POSITION);
602 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
604 glEnableVertexAttribArray(SDRI_TEXCOORD);
605 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
607 glBindTexture(GL_TEXTURE_2D, GL_saved_screen_tex);
609 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
611 glBindTexture(GL_TEXTURE_2D, 0);
613 glDisableVertexAttribArray(SDRI_TEXCOORD);
614 glDisableVertexAttribArray(SDRI_POSITION);
617 void gr_opengl2_free_screen(int)
619 if (GL_saved_screen_tex) {
620 glDeleteTextures(1, &GL_saved_screen_tex);
621 GL_saved_screen_tex = 0;
625 void gr_opengl2_dump_frame_start(int first_frame, int frames_between_dumps)
630 void gr_opengl2_dump_frame_stop()
635 void gr_opengl2_dump_frame()
640 static int GL_stream_w = 0;
641 static int GL_stream_h = 0;
643 static rb_t GL_stream[4];
645 void gr_opengl2_stream_start(int x, int y, int w, int h)
651 glGenTextures(1, &GL_stream_tex);
653 glBindTexture(GL_TEXTURE_2D, GL_stream_tex);
655 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
656 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
657 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
658 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
660 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
662 glBindTexture(GL_TEXTURE_2D, 0);
664 uint scale = os_config_read_uint("Video", "ScaleMovies", 1);
670 sx = scale ? 0 : ((gr_screen.max_w - w) / 2);
675 float h_factor = scale ? (gr_screen.max_w / i2fl(w)) : 1.0f;
678 sy = (gr_screen.max_h - fl2i(h * h_factor)) / 2;
687 sw = gr_screen.max_w - (sx * 2);
688 sh = gr_screen.max_h - (sy * 2);
694 GL_stream[0].x = i2fl(sx);
695 GL_stream[0].y = i2fl(sy);
696 GL_stream[0].u = 0.0f;
697 GL_stream[0].v = 0.0f;
699 GL_stream[1].x = i2fl(sx);
700 GL_stream[1].y = i2fl(sy + sh);
701 GL_stream[1].u = 0.0f;
702 GL_stream[1].v = 1.0f;
704 GL_stream[2].x = i2fl(sx + sw);
705 GL_stream[2].y = i2fl(sy);
706 GL_stream[2].u = 1.0f;
707 GL_stream[2].v = 0.0f;
709 GL_stream[3].x = i2fl(sx + sw);
710 GL_stream[3].y = i2fl(sy + sh);
711 GL_stream[3].u = 1.0f;
712 GL_stream[3].v = 1.0f;
714 glDisable(GL_DEPTH_TEST);
717 void gr_opengl2_stream_frame(ubyte *frame)
719 if ( !GL_stream_tex ) {
723 opengl2_shader_use(PROG_TEX);
725 glVertexAttrib4f(SDRI_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
727 glEnableVertexAttribArray(SDRI_POSITION);
728 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(rb_t), &GL_stream[0].x);
730 glEnableVertexAttribArray(SDRI_TEXCOORD);
731 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(rb_t), &GL_stream[0].u);
733 glBindTexture(GL_TEXTURE_2D, GL_stream_tex);
735 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GL_stream_w, GL_stream_h, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, frame);
737 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
739 glBindTexture(GL_TEXTURE_2D, 0);
741 glDisableVertexAttribArray(SDRI_TEXCOORD);
742 glDisableVertexAttribArray(SDRI_POSITION);
745 void gr_opengl2_stream_stop()
748 glBindTexture(GL_TEXTURE_2D, 0);
749 glDeleteTextures(1, &GL_stream_tex);
752 glEnable(GL_DEPTH_TEST);
756 void gr_opengl2_set_viewport(int width, int height)
760 float ratio = gr_screen.max_w / i2fl(gr_screen.max_h);
763 h = fl2i((width / ratio) + 0.5f);
767 w = fl2i((height * ratio) + 0.5f);
771 y = (height - h) / 2;
777 GL_viewport_scale_w = w / i2fl(gr_screen.max_w);
778 GL_viewport_scale_h = h / i2fl(gr_screen.max_h);
780 opengl2_shader_update();