Update INSTALL to tell users to do CMAKE_BUILD_TYPE=DEBUG rather that DEBUG=ON
[supertux.git] / src / video / gl_renderer.cpp
1 //  $Id: gl_renderer.cpp 5063 2007-05-27 11:32:00Z matzeb $
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19 #include <config.h>
20
21 #ifdef HAVE_OPENGL
22
23 #include <functional>
24 #include <algorithm>
25 #include <cassert>
26 #include <math.h>
27 #include <iostream>
28 #include <SDL_image.h>
29 #include <sstream>
30 #include <iomanip>
31 #include <physfs.h>
32
33 #include "glutil.hpp"
34 #include "gl_renderer.hpp"
35 #include "gl_texture.hpp"
36 #include "gl_surface_data.hpp"
37 #include "drawing_context.hpp"
38 #include "drawing_request.hpp"
39 #include "surface.hpp"
40 #include "font.hpp"
41 #include "main.hpp"
42 #include "gameconfig.hpp"
43 #include "texture.hpp"
44 #include "texture_manager.hpp"
45 #include "obstack/obstackpp.hpp"
46 #define LIGHTMAP_DIV 5
47
48 #ifdef GL_VERSION_ES_CM_1_0
49 #  define glOrtho glOrthof
50 #endif
51
52 namespace 
53 {
54
55 inline void intern_draw(float left, float top, float right, float bottom,
56                         float uv_left, float uv_top,
57                         float uv_right, float uv_bottom,
58                         float angle, float alpha,
59                         const Color& color,
60                         const Blend& blend,
61                         DrawingEffect effect)
62 {
63   if(effect & HORIZONTAL_FLIP)
64     std::swap(uv_left, uv_right);
65  
66   if(effect & VERTICAL_FLIP) 
67     std::swap(uv_top, uv_bottom);
68
69   // unrotated blit
70   glBlendFunc(blend.sfactor, blend.dfactor);
71   glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
72  
73   if (angle == 0.0f) {
74     float vertices[] = {
75       left, top,
76       right, top,
77       right, bottom,
78       left, bottom,
79     };
80     glVertexPointer(2, GL_FLOAT, 0, vertices);
81
82     float uvs[] = {
83       uv_left, uv_top,
84       uv_right, uv_top,
85       uv_right, uv_bottom,
86       uv_left, uv_bottom,
87     };
88     glTexCoordPointer(2, GL_FLOAT, 0, uvs);
89
90     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
91   } else {
92     // rotated blit
93     float center_x = (left + right) / 2;
94     float center_y = (top + bottom) / 2;
95
96     float sa = sinf(angle/180.0f*M_PI);
97     float ca = cosf(angle/180.0f*M_PI);
98
99     left  -= center_x;
100     right -= center_x;
101
102     top    -= center_y;
103     bottom -= center_y;
104
105     float vertices[] = {
106         left*ca - top*sa + center_x, left*sa + top*ca + center_y,
107         right*ca - top*sa + center_x, right*sa + top*ca + center_y,
108         right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
109         left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
110     };
111     glVertexPointer(2, GL_FLOAT, 0, vertices);
112
113     float uvs[] = {
114       uv_left, uv_top,
115       uv_right, uv_top,
116       uv_right, uv_bottom,
117       uv_left, uv_bottom,
118     };
119     glTexCoordPointer(2, GL_FLOAT, 0, uvs);
120
121     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
122   }
123
124   // FIXME: find a better way to restore the blend mode
125   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
126   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 }
128
129 }
130
131 namespace GL {
132
133 Renderer::Renderer()
134   : desktop_width(-1),
135     desktop_height(-1)
136 {
137 #if SDL_MAJOR_VERSION > 1 || SDL_MINOR_VERSION > 2 || (SDL_MINOR_VERSION == 2 && SDL_PATCHLEVEL >= 10)
138   // unfortunately only newer SDLs have these infos.
139   // This must be called before SDL_SetVideoMode() or it will return
140   // the window size instead of the desktop size.
141   const SDL_VideoInfo *info = SDL_GetVideoInfo();
142   if (info)
143     {
144       desktop_width  = info->current_w;
145       desktop_height = info->current_h;     
146     }
147 #endif
148
149   if(texture_manager != 0)
150     texture_manager->save_textures();
151
152 #ifdef SDL_GL_SWAP_CONTROL
153   if(config->try_vsync) {
154     /* we want vsync for smooth scrolling */
155     SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
156   }
157 #endif
158
159   SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
160
161   // FIXME: Hu? 16bit rendering?
162   SDL_GL_SetAttribute(SDL_GL_RED_SIZE,   5);
163   SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
164   SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,  5);
165
166   int flags = SDL_OPENGL;
167   int width;
168   int height;
169
170   if(config->use_fullscreen)
171     {
172       flags |= SDL_FULLSCREEN;
173       width  = config->fullscreen_width;
174       height = config->fullscreen_height;
175     }
176   else
177     {
178       flags |= SDL_RESIZABLE;
179       width  = config->window_width;
180       height = config->window_height;
181     }
182
183   int bpp = 0;
184   SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
185
186   if(screen == 0) {
187     std::stringstream msg;
188     msg << "Couldn't set video mode (" << width << "x" << height
189         << "-" << bpp << "bpp): " << SDL_GetError();
190     throw std::runtime_error(msg.str());
191   }
192
193   // setup opengl state and transform
194   glDisable(GL_DEPTH_TEST);
195   glDisable(GL_CULL_FACE);
196   glEnable(GL_TEXTURE_2D);
197   glEnable(GL_BLEND);
198   glEnableClientState(GL_VERTEX_ARRAY);
199   glEnableClientState(GL_TEXTURE_COORD_ARRAY);
200   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
201
202   // Init the projection matrix, viewport and stuff
203   apply_config();
204   
205   if(texture_manager == 0)
206     texture_manager = new TextureManager();
207   else
208     texture_manager->reload_textures();
209 }
210
211 Renderer::~Renderer()
212 {
213 }
214
215 void
216 Renderer::draw_surface(const DrawingRequest& request)
217 {
218   const Surface* surface = (const Surface*) request.request_data;
219   GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
220   GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
221
222   glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
223   intern_draw(request.pos.x, request.pos.y,
224               request.pos.x + surface->get_width(),
225               request.pos.y + surface->get_height(),
226               surface_data->get_uv_left(),
227               surface_data->get_uv_top(),
228               surface_data->get_uv_right(),
229               surface_data->get_uv_bottom(),
230               request.angle,
231               request.alpha,
232               request.color,
233               request.blend,
234               request.drawing_effect);
235 }
236
237 void
238 Renderer::draw_surface_part(const DrawingRequest& request)
239 {
240   const SurfacePartRequest* surfacepartrequest
241     = (SurfacePartRequest*) request.request_data;
242   const Surface *surface = surfacepartrequest->surface;
243   GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
244   GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
245
246   float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();
247   float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();
248
249   float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();
250   float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();
251   float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();
252   float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();
253
254   glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
255   intern_draw(request.pos.x, request.pos.y,
256               request.pos.x + surfacepartrequest->size.x,
257               request.pos.y + surfacepartrequest->size.y,
258               uv_left,
259               uv_top,
260               uv_right,
261               uv_bottom,
262               0.0,
263               request.alpha,
264               request.color,
265               Blend(),
266               request.drawing_effect);
267 }
268
269 void
270 Renderer::draw_gradient(const DrawingRequest& request)
271 {
272   const GradientRequest* gradientrequest 
273     = (GradientRequest*) request.request_data;
274   const Color& top = gradientrequest->top;
275   const Color& bottom = gradientrequest->bottom;
276
277   glDisable(GL_TEXTURE_2D);
278   glDisableClientState(GL_TEXTURE_COORD_ARRAY);
279   glEnableClientState(GL_COLOR_ARRAY);
280
281   float vertices[] = {
282     0, 0,
283     SCREEN_WIDTH, 0,
284     SCREEN_WIDTH, SCREEN_HEIGHT,
285     0, SCREEN_HEIGHT
286   };
287   glVertexPointer(2, GL_FLOAT, 0, vertices);
288
289   float colors[] = {
290     top.red, top.green, top.blue, top.alpha,
291     top.red, top.green, top.blue, top.alpha,
292     bottom.red, bottom.green, bottom.blue, bottom.alpha,
293     bottom.red, bottom.green, bottom.blue, bottom.alpha,
294   };
295   glColorPointer(4, GL_FLOAT, 0, colors);
296
297   glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
298
299   glDisableClientState(GL_COLOR_ARRAY);
300   glEnableClientState(GL_TEXTURE_COORD_ARRAY);
301
302   glEnable(GL_TEXTURE_2D);
303   glColor4f(1, 1, 1, 1);
304 }
305
306 void
307 Renderer::draw_filled_rect(const DrawingRequest& request)
308 {
309   const FillRectRequest* fillrectrequest
310     = (FillRectRequest*) request.request_data;
311
312   glDisable(GL_TEXTURE_2D);
313   glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
314             fillrectrequest->color.blue, fillrectrequest->color.alpha);
315   glDisableClientState(GL_TEXTURE_COORD_ARRAY);
316   
317   if (fillrectrequest->radius != 0.0f)
318     {
319       // draw round rect
320       // Keep radius in the limits, so that we get a circle instead of
321       // just graphic junk
322       float radius = std::min(fillrectrequest->radius,
323                               std::min(fillrectrequest->size.x/2,
324                                        fillrectrequest->size.y/2));
325
326       // inner rectangle
327       Rect irect(request.pos.x    + radius,
328                  request.pos.y    + radius,
329                  request.pos.x + fillrectrequest->size.x - radius,
330                  request.pos.y + fillrectrequest->size.y - radius);
331
332
333       int n = 8;
334       int p = 0;
335       float vertices[(n+1) * 4 * 2];
336
337       for(int i = 0; i <= n; ++i)
338         {
339           float x = sinf(i * (M_PI/2) / n) * radius;
340           float y = cosf(i * (M_PI/2) / n) * radius;
341
342           vertices[p++] = irect.get_left() - x;
343           vertices[p++] = irect.get_top()  - y;
344
345           vertices[p++] = irect.get_right() + x;
346           vertices[p++] = irect.get_top()   - y;
347         }
348
349       for(int i = 0; i <= n; ++i)
350         {
351           float x = cosf(i * (M_PI/2) / n) * radius;
352           float y = sinf(i * (M_PI/2) / n) * radius;
353
354           vertices[p++] = irect.get_left()   - x;
355           vertices[p++] = irect.get_bottom() + y;
356
357           vertices[p++] = irect.get_right()  + x;
358           vertices[p++] = irect.get_bottom() + y;
359         }
360
361       glVertexPointer(2, GL_FLOAT, 0, vertices);
362       glDrawArrays(GL_TRIANGLE_STRIP, 0,  sizeof(vertices)/sizeof(float)/2);
363     }
364   else
365     {
366       float x = request.pos.x;
367       float y = request.pos.y;
368       float w = fillrectrequest->size.x;
369       float h = fillrectrequest->size.y;
370
371       float vertices[] = {
372         x,   y,
373         x+w, y,
374         x+w, y+h,
375         x,   y+h
376       };
377       glVertexPointer(2, GL_FLOAT, 0, vertices);
378
379       glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
380     }
381
382   glEnableClientState(GL_TEXTURE_COORD_ARRAY);
383   glEnable(GL_TEXTURE_2D);
384   glColor4f(1, 1, 1, 1);
385 }
386
387 void
388 Renderer::draw_inverse_ellipse(const DrawingRequest& request)
389 {
390   const InverseEllipseRequest* ellipse = (InverseEllipseRequest*)request.request_data;
391
392   glDisable(GL_TEXTURE_2D);
393   glColor4f(ellipse->color.red,  ellipse->color.green,
394             ellipse->color.blue, ellipse->color.alpha);
395     
396   float x = request.pos.x;
397   float y = request.pos.y;
398   float w = ellipse->size.x/2.0f;
399   float h = ellipse->size.y/2.0f;
400
401   static const int slices = 16;
402   static const int points = (slices+1) * 12;
403
404   float vertices[points * 2];
405   int   p = 0;
406
407   // Bottom
408   vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
409   vertices[p++] = 0;            vertices[p++] = SCREEN_HEIGHT;
410   vertices[p++] = x;            vertices[p++] = y+h;
411
412   // Top
413   vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
414   vertices[p++] = 0;            vertices[p++] = 0;
415   vertices[p++] = x;            vertices[p++] = y-h;
416
417   // Left
418   vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
419   vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
420   vertices[p++] = x+w;          vertices[p++] = y;
421
422   // Right
423   vertices[p++] = 0;            vertices[p++] = 0;
424   vertices[p++] = 0;            vertices[p++] = SCREEN_HEIGHT;
425   vertices[p++] = x-w;          vertices[p++] = y;
426
427   for(int i = 0; i < slices; ++i)
428     {
429       float ex1 = sinf(M_PI/2 / slices * i) * w;
430       float ey1 = cosf(M_PI/2 / slices * i) * h;
431
432       float ex2 = sinf(M_PI/2 / slices * (i+1)) * w;
433       float ey2 = cosf(M_PI/2 / slices * (i+1)) * h;
434
435       // Bottom/Right
436       vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
437       vertices[p++] = x + ex1;      vertices[p++] = y + ey1;
438       vertices[p++] = x + ex2;      vertices[p++] = y + ey2;
439
440       // Top/Left
441       vertices[p++] = 0;            vertices[p++] = 0;
442       vertices[p++] = x - ex1;      vertices[p++] = y - ey1;
443       vertices[p++] = x - ex2;      vertices[p++] = y - ey2;
444
445       // Top/Right
446       vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
447       vertices[p++] = x + ex1;      vertices[p++] = y - ey1;
448       vertices[p++] = x + ex2;      vertices[p++] = y - ey2;
449
450       // Bottom/Left
451       vertices[p++] = 0;            vertices[p++] = SCREEN_HEIGHT;
452       vertices[p++] = x - ex1;      vertices[p++] = y + ey1;
453       vertices[p++] = x - ex2;      vertices[p++] = y + ey2;
454     }
455
456   glDisableClientState(GL_TEXTURE_COORD_ARRAY);
457   glVertexPointer(2, GL_FLOAT, 0, vertices);
458
459   glDrawArrays(GL_TRIANGLES, 0, points);
460
461   glEnableClientState(GL_TEXTURE_COORD_ARRAY);
462
463   glEnable(GL_TEXTURE_2D);
464   glColor4f(1, 1, 1, 1);    
465 }
466
467 void 
468 Renderer::do_take_screenshot()
469 {
470   // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
471
472   SDL_Surface *shot_surf;
473   // create surface to hold screenshot
474 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
475   shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
476 #else
477   shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
478 #endif
479   if (!shot_surf) {
480     log_warning << "Could not create RGB Surface to contain screenshot" << std::endl;
481     return;
482   }
483
484   // read pixels into array
485   char* pixels = new char[3 * SCREEN_WIDTH * SCREEN_HEIGHT];
486   if (!pixels) {
487     log_warning << "Could not allocate memory to store screenshot" << std::endl;
488     SDL_FreeSurface(shot_surf);
489     return;
490   }
491   glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
492
493   // copy array line-by-line
494   for (int i = 0; i < SCREEN_HEIGHT; i++) {
495     char* src = pixels + (3 * SCREEN_WIDTH * (SCREEN_HEIGHT - i - 1));
496     if(SDL_MUSTLOCK(shot_surf))
497       {
498         SDL_LockSurface(shot_surf);
499       }
500     char* dst = ((char*)shot_surf->pixels) + i * shot_surf->pitch;
501     memcpy(dst, src, 3 * SCREEN_WIDTH);
502     if(SDL_MUSTLOCK(shot_surf))
503       {
504         SDL_UnlockSurface(shot_surf);
505       }
506   }
507
508   // free array
509   delete[](pixels);
510
511   // save screenshot
512   static const std::string writeDir = PHYSFS_getWriteDir();
513   static const std::string dirSep = PHYSFS_getDirSeparator();
514   static const std::string baseName = "screenshot";
515   static const std::string fileExt = ".bmp";
516   std::string fullFilename;
517   for (int num = 0; num < 1000; num++) {
518     std::ostringstream oss;
519     oss << baseName;
520     oss << std::setw(3) << std::setfill('0') << num;
521     oss << fileExt;
522     std::string fileName = oss.str();
523     fullFilename = writeDir + dirSep + fileName;
524     if (!PHYSFS_exists(fileName.c_str())) {
525       SDL_SaveBMP(shot_surf, fullFilename.c_str());
526       log_debug << "Wrote screenshot to \"" << fullFilename << "\"" << std::endl;
527       SDL_FreeSurface(shot_surf);
528       return;
529     }
530   }
531   log_warning << "Did not save screenshot, because all files up to \"" << fullFilename << "\" already existed" << std::endl;
532   SDL_FreeSurface(shot_surf);
533 }
534
535 void
536 Renderer::flip()
537 {
538   assert_gl("drawing");
539   SDL_GL_SwapBuffers();
540 }
541
542 void
543 Renderer::resize(int w, int h)
544 {
545   // This causes the screen to go black, which is annoying, but seems
546   // unavoidable with SDL at the moment
547   SDL_SetVideoMode(w, h, 0, SDL_OPENGL | SDL_RESIZABLE);
548
549   config->window_width  = w;
550   config->window_height = h;
551
552   apply_config();
553 }
554
555 void
556 Renderer::apply_config()
557 {    
558   if (0)
559     {
560       std::cout << "Applying Config:" 
561                 << "\n  Desktop: " << desktop_width << "x" << desktop_height
562                 << "\n  Window:  " << config->window_width << "x" << config->window_height
563                 << "\n  FullRes: " << config->fullscreen_width << "x" << config->fullscreen_height
564                 << "\n  Aspect:  " << config->aspect_width << ":" << config->aspect_height
565                 << "\n  Magnif:  " << config->magnification
566                 << std::endl;
567     }
568
569   int w,h;
570   float target_aspect = float(desktop_width) / desktop_height;
571   
572   if (config->aspect_width != 0 && config->aspect_height != 0)
573     target_aspect = float(config->aspect_width) / float(config->aspect_height);
574
575   float desktop_aspect = 4.0f / 3.0f; // random default fallback guess
576   
577   if (desktop_width != -1 && desktop_height != -1)
578     {
579       desktop_aspect = float(desktop_width) / float(desktop_height);
580     }
581
582   // Get the screen width
583   if (config->use_fullscreen)
584     {
585       w = config->fullscreen_width;
586       h = config->fullscreen_height;
587       desktop_aspect = float(w) / float(h);
588     }
589   else
590     {
591       w = config->window_width;        
592       h = config->window_height;
593     }
594
595   if (target_aspect > 1.0f)
596     {
597       SCREEN_WIDTH  = static_cast<int>(w * (target_aspect / desktop_aspect));
598       SCREEN_HEIGHT = static_cast<int>(h);
599     }
600   else
601     {
602       SCREEN_WIDTH  = static_cast<int>(w);
603       SCREEN_HEIGHT = static_cast<int>(h  * (target_aspect / desktop_aspect));
604     }
605
606   int max_width  = 1600; // FIXME: Maybe 1920 is ok too
607   int max_height = 1200;
608
609   if (config->magnification == 0.0f) // Magic value that means 'minfill'
610     {
611       // This scales SCREEN_WIDTH/SCREEN_HEIGHT so that they never excede
612       // max_width/max_height
613       if (SCREEN_WIDTH > max_width || SCREEN_HEIGHT > max_height)
614         {
615           float scale1  = float(max_width)/SCREEN_WIDTH;
616           float scale2  = float(max_height)/SCREEN_HEIGHT;
617           float scale   = (scale1 < scale2) ? scale1 : scale2;
618           SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  * scale);
619           SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT * scale);
620         }
621
622       glViewport(0, 0, w, h);
623     }
624   else
625     {
626       SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  / config->magnification);
627       SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT / config->magnification);
628
629       // This works by adding black borders around the screen to limit
630       // SCREEN_WIDTH/SCREEN_HEIGHT to max_width/max_height
631       int nw = w;
632       int nh = h;
633
634       if (SCREEN_WIDTH > max_width)
635         {
636           nw = static_cast<int>((float) nw * float(max_width)/SCREEN_WIDTH);
637           SCREEN_WIDTH = static_cast<int>(max_width);
638         }
639
640       if (SCREEN_HEIGHT > max_height)
641         {
642           nh = static_cast<int>((float) nh * float(max_height)/SCREEN_HEIGHT);
643           SCREEN_HEIGHT = static_cast<int>(max_height);
644         }
645
646       // Clear both buffers so that we get a clean black border without junk
647       glClear(GL_COLOR_BUFFER_BIT);
648       SDL_GL_SwapBuffers();
649       glClear(GL_COLOR_BUFFER_BIT);
650       SDL_GL_SwapBuffers();
651
652       if (0)
653         std::cout << (w-nw)/2 << " "
654                   << (h-nh)/2 << " "
655                   << nw << "x" << nh << std::endl;
656
657       glViewport(std::max(0, (w-nw)/2), 
658                  std::max(0, (h-nh)/2), 
659                  std::min(nw, w),
660                  std::min(nh, h));
661     }
662
663   if (0)
664     std::cout << "  -> " << SCREEN_WIDTH << "x" << SCREEN_HEIGHT << std::endl;
665
666   glMatrixMode(GL_PROJECTION);
667   glLoadIdentity();
668
669   glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1);
670
671   glMatrixMode(GL_MODELVIEW);
672   glLoadIdentity();
673   glTranslatef(0, 0, 0);
674   check_gl_error("Setting up view matrices");
675 }
676
677 } // namespace GL
678
679 #endif