Mercurial > sdl-ios-xcode
annotate src/video/SDL_gamma.c @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | a1b03ba2fcd0 |
children |
rev | line source |
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0 | 1 /* |
2 SDL - Simple DirectMedia Layer | |
4159 | 3 Copyright (C) 1997-2009 Sam Lantinga |
0 | 4 |
5 This library is free software; you can redistribute it and/or | |
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6 modify it under the terms of the GNU Lesser General Public |
0 | 7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
0 | 9 |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
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13 Lesser General Public License for more details. |
0 | 14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
0 | 18 |
19 Sam Lantinga | |
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20 slouken@libsdl.org |
0 | 21 */ |
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22 #include "SDL_config.h" |
0 | 23 |
24 /* Gamma correction support */ | |
25 | |
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26 #ifdef HAVE_MATH_H |
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27 #include <math.h> /* Used for calculating gamma ramps */ |
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28 #else |
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29 /* Math routines from uClibc: http://www.uclibc.org */ |
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30 #include "math_private.h" |
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31 #include "e_sqrt.h" |
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32 #include "e_pow.h" |
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33 #include "e_log.h" |
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34 #define pow(x, y) __ieee754_pow(x, y) |
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35 #define log(x) __ieee754_log(x) |
0 | 36 #endif |
37 | |
38 #include "SDL_sysvideo.h" | |
39 | |
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40 |
0 | 41 static void CalculateGammaRamp(float gamma, Uint16 *ramp) |
42 { | |
43 int i; | |
44 | |
45 /* 0.0 gamma is all black */ | |
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46 if ( gamma <= 0.0f ) { |
0 | 47 for ( i=0; i<256; ++i ) { |
48 ramp[i] = 0; | |
49 } | |
50 return; | |
51 } else | |
52 /* 1.0 gamma is identity */ | |
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53 if ( gamma == 1.0f ) { |
0 | 54 for ( i=0; i<256; ++i ) { |
55 ramp[i] = (i << 8) | i; | |
56 } | |
57 return; | |
58 } else | |
59 /* Calculate a real gamma ramp */ | |
60 { int value; | |
61 gamma = 1.0f / gamma; | |
62 for ( i=0; i<256; ++i ) { | |
63 value = (int)(pow((double)i/256.0, gamma)*65535.0+0.5); | |
64 if ( value > 65535 ) { | |
65 value = 65535; | |
66 } | |
67 ramp[i] = (Uint16)value; | |
68 } | |
69 } | |
70 } | |
71 static void CalculateGammaFromRamp(float *gamma, Uint16 *ramp) | |
72 { | |
73 /* The following is adapted from a post by Garrett Bass on OpenGL | |
74 Gamedev list, March 4, 2000. | |
75 */ | |
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76 float sum = 0.0f; |
0 | 77 int i, count = 0; |
78 | |
79 *gamma = 1.0; | |
80 for ( i = 1; i < 256; ++i ) { | |
81 if ( (ramp[i] != 0) && (ramp[i] != 65535) ) { | |
82 double B = (double)i / 256.0; | |
83 double A = ramp[i] / 65535.0; | |
84 sum += (float) ( log(A) / log(B) ); | |
85 count++; | |
86 } | |
87 } | |
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88 if ( count && sum > 0.0f ) { |
0 | 89 *gamma = 1.0f / (sum / count); |
90 } | |
91 } | |
92 | |
93 int SDL_SetGamma(float red, float green, float blue) | |
94 { | |
95 int succeeded; | |
96 SDL_VideoDevice *video = current_video; | |
97 SDL_VideoDevice *this = current_video; | |
98 | |
99 succeeded = -1; | |
100 /* Prefer using SetGammaRamp(), as it's more flexible */ | |
101 { | |
102 Uint16 ramp[3][256]; | |
103 | |
104 CalculateGammaRamp(red, ramp[0]); | |
105 CalculateGammaRamp(green, ramp[1]); | |
106 CalculateGammaRamp(blue, ramp[2]); | |
107 succeeded = SDL_SetGammaRamp(ramp[0], ramp[1], ramp[2]); | |
108 } | |
109 if ( (succeeded < 0) && video->SetGamma ) { | |
110 SDL_ClearError(); | |
111 succeeded = video->SetGamma(this, red, green, blue); | |
112 } | |
113 return succeeded; | |
114 } | |
115 | |
116 /* Calculating the gamma by integrating the gamma ramps isn't exact, | |
117 so this function isn't officially supported. | |
118 */ | |
119 int SDL_GetGamma(float *red, float *green, float *blue) | |
120 { | |
121 int succeeded; | |
122 SDL_VideoDevice *video = current_video; | |
123 SDL_VideoDevice *this = current_video; | |
124 | |
125 succeeded = -1; | |
126 /* Prefer using GetGammaRamp(), as it's more flexible */ | |
127 { | |
128 Uint16 ramp[3][256]; | |
129 | |
130 succeeded = SDL_GetGammaRamp(ramp[0], ramp[1], ramp[2]); | |
131 if ( succeeded >= 0 ) { | |
132 CalculateGammaFromRamp(red, ramp[0]); | |
133 CalculateGammaFromRamp(green, ramp[1]); | |
134 CalculateGammaFromRamp(blue, ramp[2]); | |
135 } | |
136 } | |
137 if ( (succeeded < 0) && video->GetGamma ) { | |
138 SDL_ClearError(); | |
139 succeeded = video->GetGamma(this, red, green, blue); | |
140 } | |
141 return succeeded; | |
142 } | |
143 | |
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144 int SDL_SetGammaRamp(const Uint16 *red, const Uint16 *green, const Uint16 *blue) |
0 | 145 { |
146 int succeeded; | |
147 SDL_VideoDevice *video = current_video; | |
148 SDL_VideoDevice *this = current_video; | |
149 SDL_Surface *screen = SDL_PublicSurface; | |
150 | |
151 /* Verify the screen parameter */ | |
152 if ( !screen ) { | |
153 SDL_SetError("No video mode has been set"); | |
154 return -1; | |
155 } | |
156 | |
157 /* Lazily allocate the gamma tables */ | |
158 if ( ! video->gamma ) { | |
159 SDL_GetGammaRamp(0, 0, 0); | |
160 } | |
161 | |
162 /* Fill the gamma table with the new values */ | |
163 if ( red ) { | |
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164 SDL_memcpy(&video->gamma[0*256], red, 256*sizeof(*video->gamma)); |
0 | 165 } |
166 if ( green ) { | |
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167 SDL_memcpy(&video->gamma[1*256], green, 256*sizeof(*video->gamma)); |
0 | 168 } |
169 if ( blue ) { | |
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170 SDL_memcpy(&video->gamma[2*256], blue, 256*sizeof(*video->gamma)); |
0 | 171 } |
172 | |
173 /* Gamma correction always possible on split palettes */ | |
174 if ( (screen->flags & SDL_HWPALETTE) == SDL_HWPALETTE ) { | |
175 SDL_Palette *pal = screen->format->palette; | |
176 | |
177 /* If physical palette has been set independently, use it */ | |
178 if(video->physpal) | |
179 pal = video->physpal; | |
180 | |
181 SDL_SetPalette(screen, SDL_PHYSPAL, | |
182 pal->colors, 0, pal->ncolors); | |
183 return 0; | |
184 } | |
185 | |
186 /* Try to set the gamma ramp in the driver */ | |
187 succeeded = -1; | |
188 if ( video->SetGammaRamp ) { | |
189 succeeded = video->SetGammaRamp(this, video->gamma); | |
190 } else { | |
191 SDL_SetError("Gamma ramp manipulation not supported"); | |
192 } | |
193 return succeeded; | |
194 } | |
195 | |
196 int SDL_GetGammaRamp(Uint16 *red, Uint16 *green, Uint16 *blue) | |
197 { | |
198 SDL_VideoDevice *video = current_video; | |
199 SDL_VideoDevice *this = current_video; | |
200 | |
201 /* Lazily allocate the gamma table */ | |
202 if ( ! video->gamma ) { | |
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203 video->gamma = SDL_malloc(3*256*sizeof(*video->gamma)); |
0 | 204 if ( ! video->gamma ) { |
205 SDL_OutOfMemory(); | |
206 return -1; | |
207 } | |
208 if ( video->GetGammaRamp ) { | |
209 /* Get the real hardware gamma */ | |
210 video->GetGammaRamp(this, video->gamma); | |
211 } else { | |
212 /* Assume an identity gamma */ | |
213 int i; | |
214 for ( i=0; i<256; ++i ) { | |
215 video->gamma[0*256+i] = (i << 8) | i; | |
216 video->gamma[1*256+i] = (i << 8) | i; | |
217 video->gamma[2*256+i] = (i << 8) | i; | |
218 } | |
219 } | |
220 } | |
221 | |
222 /* Just copy from our internal table */ | |
223 if ( red ) { | |
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224 SDL_memcpy(red, &video->gamma[0*256], 256*sizeof(*red)); |
0 | 225 } |
226 if ( green ) { | |
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227 SDL_memcpy(green, &video->gamma[1*256], 256*sizeof(*green)); |
0 | 228 } |
229 if ( blue ) { | |
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230 SDL_memcpy(blue, &video->gamma[2*256], 256*sizeof(*blue)); |
0 | 231 } |
232 return 0; | |
233 } |