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Diffstat (limited to 'engines/sludge/sludger.cpp')
-rw-r--r--engines/sludge/sludger.cpp136
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) {