diff options
Diffstat (limited to 'engines/sludge/sludger.cpp')
-rw-r--r-- | engines/sludge/sludger.cpp | 136 |
1 files changed, 1 insertions, 135 deletions
diff --git a/engines/sludge/sludger.cpp b/engines/sludge/sludger.cpp index c9005e3ff6..26412a01d8 100644 --- a/engines/sludge/sludger.cpp +++ b/engines/sludge/sludger.cpp @@ -525,13 +525,8 @@ bool initSludge(const char *filename) { // There's no startup window on Linux and respecting this // option from the ini file would disable commandline options. -#if defined __unix__ && !(defined __APPLE__) saveIniFile(filename); -#else - if (!gameSettings.noStartWindow) { - saveIniFile(filename); - } -#endif + // Now set file indices properly to the chosen language. languageNum = getLanguageForFileB(); @@ -581,99 +576,6 @@ void displayBase() { } void sludgeDisplay() { -#if 0 -#if defined(HAVE_GLES2) -#ifndef GL_DEPTH24_STENCIL8 -#define GL_DEPTH24_STENCIL8 0x88F0 -#endif - // create an FBO - static GLuint fbo = 0; - static GLuint fbo_tex = 0; - static GLuint fbo_rbo = 0; - static float fbo_tex_w, fbo_tex_h; - static GLuint fbo_shad, fbo_vert, fbo_frag; - if (fbo == 0) { - // create FBO - int width = 1; - while (width < realWinWidth) width *= 2; - int height = 1; - while (height < realWinHeight) height *= 2; - glGenFramebuffers(1, &fbo); - glGenTextures(1, &fbo_tex); - glGenRenderbuffers(1, &fbo_rbo); - glBindTexture(GL_TEXTURE_2D, fbo_tex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); - glBindTexture(GL_TEXTURE_2D, 0); - glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_tex, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_rbo); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_rbo); - GLenum ret = glCheckFramebufferStatus(GL_FRAMEBUFFER); - printf("Screen is %dx%d, FBO(%dx%d) Status = 0x%04X\n", realWinWidth, realWinHeight, width, height, ret); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - fbo_tex_w = (float)realWinWidth / width; - fbo_tex_h = (float)realWinHeight / height; - // create shader for blitting the fbo... - const char _blit_vsh[] = " \n\t" - "attribute highp vec2 aPosition; \n\t" - "attribute highp vec2 aTexCoord; \n\t" - "varying mediump vec2 vTexCoord; \n\t" - "void main(){ \n\t" - "gl_Position = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n\t" - "vTexCoord = aTexCoord; \n\t" - "} \n\t"; - - const char _blit_fsh[] = " \n\t" - "uniform sampler2D uTex; \n\t" - "varying mediump vec2 vTexCoord; \n\t" - "void main(){ \n\t" - "gl_FragColor = texture2D(uTex, vTexCoord); \n\t" - "} \n\t"; - - GLint success; - fbo_frag = glCreateShader(GL_FRAGMENT_SHADER); - const char *src[1]; - src[0] = _blit_fsh; - glShaderSource(fbo_frag, 1, src, NULL); - glCompileShader(fbo_frag); - glGetShaderiv(fbo_frag, GL_COMPILE_STATUS, &success); - if (!success) { - printf("Failed to produce default fragment shader.\n"); - } - fbo_vert = glCreateShader(GL_VERTEX_SHADER); - src[0] = _blit_vsh; - glShaderSource(fbo_vert, 1, src, NULL); - glCompileShader(fbo_vert); - glGetShaderiv(fbo_vert, GL_COMPILE_STATUS, &success); - if (!success) { - printf("Failed to produce default vertex shader.\n"); - } - fbo_shad = glCreateProgram(); - glBindAttribLocation(fbo_shad, 0, "aPosition"); - glBindAttribLocation(fbo_shad, 1, "aTexCoord"); - glAttachShader(fbo_shad, fbo_frag); - glAttachShader(fbo_shad, fbo_vert); - glLinkProgram(fbo_shad); - glGetProgramiv(fbo_shad, GL_LINK_STATUS, &success); - if (!success) { - printf("Failed to link default program.\n"); - } - glUniform1i(glGetUniformLocation(fbo_shad, "uTex"), 0); - - } -#endif - - glDepthMask(GL_TRUE); -// glClearColor(0.5, 0.5, 1.0, 0.0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen - glDepthMask(GL_FALSE); -#endif displayBase(); viewSpeech();// ...and anything being said drawStatusBar(); @@ -681,42 +583,6 @@ void sludgeDisplay() { g_system->copyRectToScreen((byte *)renderSurface.getPixels(), renderSurface.pitch, 0, 0, renderSurface.w, renderSurface.h); g_system->updateScreen(); if (brightnessLevel < 255) fixBrightness();// This is for transitionLevel special effects -#if 0 - glFlush(); -#if !defined(HAVE_GLES2) - SDL_GL_SwapBuffers(); -#else - if (fbo) { - // blit the FBO now - glBindFramebuffer(GL_FRAMEBUFFER, 0); - GLuint old_prog; - glGetIntegerv(GL_CURRENT_PROGRAM, (GLint *)&old_prog); - glUseProgram(fbo_shad); - glViewport(0, 0, realWinWidth, realWinHeight); - const float vert[] = { - -1.0, -1.0, +0.0, +0.0, - +1.0, -1.0, fbo_tex_w, +0.0, - -1.0, +1.0, +0.0, fbo_tex_h, - +1.0, +1.0, fbo_tex_w, fbo_tex_h - }; - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, fbo_tex); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (float *)vert); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (float *)vert + 2); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glBindTexture(GL_TEXTURE_2D, 0); - glUseProgram(old_prog); - glViewport(viewportOffsetX, viewportOffsetY, viewportWidth, viewportHeight); - } - EGL_SwapBuffers(); - if (fbo) { - // Rebind FBO now - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - } -#endif -#endif } void pauseFunction(loadedFunction *fun) { |