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Xash3DArchive/render/gl_backend.c

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2007-06-21 22:00:00 +02:00
//=======================================================================
// Copyright XashXT Group 2007 <20>
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// gl_backend.c - open gl backend utilites
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//=======================================================================
#include "gl_local.h"
#define NUM_GL_MODES (sizeof(modes) / sizeof (glmode_t))
#define NUM_GL_ALPHA_MODES (sizeof(gl_alpha_modes) / sizeof (gltmode_t))
#define NUM_GL_SOLID_MODES (sizeof(gl_solid_modes) / sizeof (gltmode_t))
//set initial values
int gl_tex_solid_format = 3;
int gl_tex_alpha_format = 4;
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
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byte gammatable[256];
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typedef struct
{
char *name;
int minimize;
int maximize;
} glmode_t;
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glmode_t modes[] =
{
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{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
typedef struct
{
char *name;
int mode;
}gltmode_t;
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gltmode_t gl_alpha_modes[] =
{
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{"default", 4},
{"GL_RGBA", GL_RGBA},
{"GL_RGBA8", GL_RGBA8},
{"GL_RGB5_A1", GL_RGB5_A1},
{"GL_RGBA4", GL_RGBA4},
{"GL_RGBA2", GL_RGBA2},
};
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gltmode_t gl_solid_modes[] =
{
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{"default", 3},
{"GL_RGB", GL_RGB},
{"GL_RGB8", GL_RGB8},
{"GL_RGB5", GL_RGB5},
{"GL_RGB4", GL_RGB4},
{"GL_R3_G3_B2", GL_R3_G3_B2},
};
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static dllfunc_t wglswapintervalfuncs[] =
{
{"wglSwapIntervalEXT", (void **) &pwglSwapIntervalEXT},
{NULL, NULL}
};
static dllfunc_t opengl_110funcs[] =
{
{"glClearColor", (void **) &pglClearColor},
{"glClear", (void **) &pglClear},
{"glAlphaFunc", (void **) &pglAlphaFunc},
{"glBlendFunc", (void **) &pglBlendFunc},
{"glCullFace", (void **) &pglCullFace},
{"glDrawBuffer", (void **) &pglDrawBuffer},
{"glReadBuffer", (void **) &pglReadBuffer},
{"glEnable", (void **) &pglEnable},
{"glDisable", (void **) &pglDisable},
{"glEnableClientState", (void **) &pglEnableClientState},
{"glDisableClientState", (void **) &pglDisableClientState},
{"glGetBooleanv", (void **) &pglGetBooleanv},
{"glGetDoublev", (void **) &pglGetDoublev},
{"glGetFloatv", (void **) &pglGetFloatv},
{"glGetIntegerv", (void **) &pglGetIntegerv},
{"glGetError", (void **) &pglGetError},
{"glGetString", (void **) &pglGetString},
{"glFinish", (void **) &pglFinish},
{"glFlush", (void **) &pglFlush},
{"glClearDepth", (void **) &pglClearDepth},
{"glDepthFunc", (void **) &pglDepthFunc},
{"glDepthMask", (void **) &pglDepthMask},
{"glDepthRange", (void **) &pglDepthRange},
{"glDrawElements", (void **) &pglDrawElements},
{"glColorMask", (void **) &pglColorMask},
{"glVertexPointer", (void **) &pglVertexPointer},
{"glNormalPointer", (void **) &pglNormalPointer},
{"glColorPointer", (void **) &pglColorPointer},
{"glTexCoordPointer", (void **) &pglTexCoordPointer},
{"glArrayElement", (void **) &pglArrayElement},
{"glColor3f", (void **) &pglColor3f},
{"glColor3fv", (void **) &pglColor3fv},
{"glColor4f", (void **) &pglColor4f},
{"glColor4fv", (void **) &pglColor4fv},
{"glColor4ubv", (void **) &pglColor4ubv},
{"glTexCoord1f", (void **) &pglTexCoord1f},
{"glTexCoord2f", (void **) &pglTexCoord2f},
{"glTexCoord3f", (void **) &pglTexCoord3f},
{"glTexCoord4f", (void **) &pglTexCoord4f},
{"glTexGenf", (void **) &pglTexGenf},
{"glTexGenfv", (void **) &pglTexGenfv},
{"glVertex2f", (void **) &pglVertex2f},
{"glVertex3f", (void **) &pglVertex3f},
{"glVertex3fv", (void **) &pglVertex3fv},
{"glBegin", (void **) &pglBegin},
{"glEnd", (void **) &pglEnd},
{"glLineWidth", (void**) &pglLineWidth},
{"glPointSize", (void**) &pglPointSize},
{"glMatrixMode", (void **) &pglMatrixMode},
{"glOrtho", (void **) &pglOrtho},
{"glFrustum", (void **) &pglFrustum},
{"glViewport", (void **) &pglViewport},
{"glPushMatrix", (void **) &pglPushMatrix},
{"glPopMatrix", (void **) &pglPopMatrix},
{"glLoadIdentity", (void **) &pglLoadIdentity},
{"glLoadMatrixd", (void **) &pglLoadMatrixd},
{"glLoadMatrixf", (void **) &pglLoadMatrixf},
{"glMultMatrixd", (void **) &pglMultMatrixd},
{"glMultMatrixf", (void **) &pglMultMatrixf},
{"glRotated", (void **) &pglRotated},
{"glRotatef", (void **) &pglRotatef},
{"glScaled", (void **) &pglScaled},
{"glScalef", (void **) &pglScalef},
{"glTranslated", (void **) &pglTranslated},
{"glTranslatef", (void **) &pglTranslatef},
{"glReadPixels", (void **) &pglReadPixels},
{"glStencilFunc", (void **) &pglStencilFunc},
{"glStencilMask", (void **) &pglStencilMask},
{"glStencilOp", (void **) &pglStencilOp},
{"glClearStencil", (void **) &pglClearStencil},
{"glTexEnvf", (void **) &pglTexEnvf},
{"glTexEnvfv", (void **) &pglTexEnvfv},
{"glTexEnvi", (void **) &pglTexEnvi},
{"glTexParameterf", (void **) &pglTexParameterf},
{"glTexParameterfv", (void **) &pglTexParameterfv},
{"glTexParameteri", (void **) &pglTexParameteri},
{"glHint", (void **) &pglHint},
{"glPixelStoref", (void **) &pglPixelStoref},
{"glPixelStorei", (void **) &pglPixelStorei},
{"glGenTextures", (void **) &pglGenTextures},
{"glDeleteTextures", (void **) &pglDeleteTextures},
{"glBindTexture", (void **) &pglBindTexture},
{"glTexImage1D", (void **) &pglTexImage1D},
{"glTexImage2D", (void **) &pglTexImage2D},
{"glTexSubImage1D", (void **) &pglTexSubImage1D},
{"glTexSubImage2D", (void **) &pglTexSubImage2D},
{"glCopyTexImage1D", (void **) &pglCopyTexImage1D},
{"glCopyTexImage2D", (void **) &pglCopyTexImage2D},
{"glCopyTexSubImage1D", (void **) &pglCopyTexSubImage1D},
{"glCopyTexSubImage2D", (void **) &pglCopyTexSubImage2D},
{"glScissor", (void **) &pglScissor},
{"glPolygonOffset", (void **) &pglPolygonOffset},
{"glPolygonMode", (void **) &pglPolygonMode},
{"glPolygonStipple", (void **) &pglPolygonStipple},
{"glClipPlane", (void **) &pglClipPlane},
{"glGetClipPlane", (void **) &pglGetClipPlane},
{"glShadeModel", (void **) &pglShadeModel},
{NULL, NULL}
};
static dllfunc_t pointparametersfunc[] =
{
{"glPointParameterfEXT", (void **) &pglPointParameterfEXT},
{"glPointParameterfvEXT", (void **) &pglPointParameterfvEXT},
{NULL, NULL}
};
static dllfunc_t drawrangeelementsfuncs[] =
{
{"glDrawRangeElements", (void **) &pglDrawRangeElements},
{NULL, NULL}
};
static dllfunc_t drawrangeelementsextfuncs[] =
{
{"glDrawRangeElementsEXT", (void **) &pglDrawRangeElementsEXT},
{NULL, NULL}
};
static dllfunc_t multitexturefuncs[] =
{
{"glMultiTexCoord1fARB", (void **) &pglMultiTexCoord1f},
{"glMultiTexCoord2fARB", (void **) &pglMultiTexCoord2f},
{"glMultiTexCoord3fARB", (void **) &pglMultiTexCoord3f},
{"glMultiTexCoord4fARB", (void **) &pglMultiTexCoord4f},
{"glActiveTextureARB", (void **) &pglActiveTextureARB},
{"glClientActiveTextureARB", (void **) &pglClientActiveTexture},
{"glClientActiveTextureARB", (void **) &pglClientActiveTextureARB},
{NULL, NULL}
};
static dllfunc_t compiledvertexarrayfuncs[] =
{
{"glLockArraysEXT", (void **) &pglLockArraysEXT},
{"glUnlockArraysEXT", (void **) &pglUnlockArraysEXT},
{"glDrawArrays", (void **) &pglDrawArrays},
{NULL, NULL}
};
static dllfunc_t texture3dextfuncs[] =
{
{"glTexImage3DEXT", (void **) &pglTexImage3D},
{"glTexSubImage3DEXT", (void **) &pglTexSubImage3D},
{"glCopyTexSubImage3DEXT", (void **) &pglCopyTexSubImage3D},
{NULL, NULL}
};
static dllfunc_t atiseparatestencilfuncs[] =
{
{"glStencilOpSeparateATI", (void **) &pglStencilOpSeparate},
{"glStencilFuncSeparateATI", (void **) &pglStencilFuncSeparate},
{NULL, NULL}
};
static dllfunc_t gl2separatestencilfuncs[] =
{
{"glStencilOpSeparate", (void **) &pglStencilOpSeparate},
{"glStencilFuncSeparate", (void **) &pglStencilFuncSeparate},
{NULL, NULL}
};
static dllfunc_t stenciltwosidefuncs[] =
{
{"glActiveStencilFaceEXT", (void **) &pglActiveStencilFaceEXT},
{NULL, NULL}
};
static dllfunc_t blendequationfuncs[] =
{
{"glBlendEquationEXT", (void **) &pglBlendEquationEXT},
{NULL, NULL}
};
static dllfunc_t shaderobjectsfuncs[] =
{
{"glDeleteObjectARB", (void **) &pglDeleteObjectARB},
{"glGetHandleARB", (void **) &pglGetHandleARB},
{"glDetachObjectARB", (void **) &pglDetachObjectARB},
{"glCreateShaderObjectARB", (void **) &pglCreateShaderObjectARB},
{"glShaderSourceARB", (void **) &pglShaderSourceARB},
{"glCompileShaderARB", (void **) &pglCompileShaderARB},
{"glCreateProgramObjectARB", (void **) &pglCreateProgramObjectARB},
{"glAttachObjectARB", (void **) &pglAttachObjectARB},
{"glLinkProgramARB", (void **) &pglLinkProgramARB},
{"glUseProgramObjectARB", (void **) &pglUseProgramObjectARB},
{"glValidateProgramARB", (void **) &pglValidateProgramARB},
{"glUniform1fARB", (void **) &pglUniform1fARB},
{"glUniform2fARB", (void **) &pglUniform2fARB},
{"glUniform3fARB", (void **) &pglUniform3fARB},
{"glUniform4fARB", (void **) &pglUniform4fARB},
{"glUniform1iARB", (void **) &pglUniform1iARB},
{"glUniform2iARB", (void **) &pglUniform2iARB},
{"glUniform3iARB", (void **) &pglUniform3iARB},
{"glUniform4iARB", (void **) &pglUniform4iARB},
{"glUniform1fvARB", (void **) &pglUniform1fvARB},
{"glUniform2fvARB", (void **) &pglUniform2fvARB},
{"glUniform3fvARB", (void **) &pglUniform3fvARB},
{"glUniform4fvARB", (void **) &pglUniform4fvARB},
{"glUniform1ivARB", (void **) &pglUniform1ivARB},
{"glUniform2ivARB", (void **) &pglUniform2ivARB},
{"glUniform3ivARB", (void **) &pglUniform3ivARB},
{"glUniform4ivARB", (void **) &pglUniform4ivARB},
{"glUniformMatrix2fvARB", (void **) &pglUniformMatrix2fvARB},
{"glUniformMatrix3fvARB", (void **) &pglUniformMatrix3fvARB},
{"glUniformMatrix4fvARB", (void **) &pglUniformMatrix4fvARB},
{"glGetObjectParameterfvARB", (void **) &pglGetObjectParameterfvARB},
{"glGetObjectParameterivARB", (void **) &pglGetObjectParameterivARB},
{"glGetInfoLogARB", (void **) &pglGetInfoLogARB},
{"glGetAttachedObjectsARB", (void **) &pglGetAttachedObjectsARB},
{"glGetUniformLocationARB", (void **) &pglGetUniformLocationARB},
{"glGetActiveUniformARB", (void **) &pglGetActiveUniformARB},
{"glGetUniformfvARB", (void **) &pglGetUniformfvARB},
{"glGetUniformivARB", (void **) &pglGetUniformivARB},
{"glGetShaderSourceARB", (void **) &pglGetShaderSourceARB},
{NULL, NULL}
};
static dllfunc_t vertexshaderfuncs[] =
{
{"glVertexAttribPointerARB", (void **) &pglVertexAttribPointerARB},
{"glEnableVertexAttribArrayARB", (void **) &pglEnableVertexAttribArrayARB},
{"glDisableVertexAttribArrayARB", (void **) &pglDisableVertexAttribArrayARB},
{"glBindAttribLocationARB", (void **) &pglBindAttribLocationARB},
{"glGetActiveAttribARB", (void **) &pglGetActiveAttribARB},
{"glGetAttribLocationARB", (void **) &pglGetAttribLocationARB},
{NULL, NULL}
};
static dllfunc_t vbofuncs[] =
{
{"glBindBufferARB" , (void **) &pglBindBufferARB},
{"glDeleteBuffersARB" , (void **) &pglDeleteBuffersARB},
{"glGenBuffersARB" , (void **) &pglGenBuffersARB},
{"glIsBufferARB" , (void **) &pglIsBufferARB},
{"glMapBufferARB" , (void **) &pglMapBufferARB},
{"glUnmapBufferARB" , (void **) &pglUnmapBufferARB},
{"glBufferDataARB" , (void **) &pglBufferDataARB},
{"glBufferSubDataARB" , (void **) &pglBufferSubDataARB},
{NULL, NULL}
};
static dllfunc_t texturecompressionfuncs[] =
{
{"glCompressedTexImage3DARB", (void **) &pglCompressedTexImage3DARB},
{"glCompressedTexImage2DARB", (void **) &pglCompressedTexImage2DARB},
{"glCompressedTexImage1DARB", (void **) &pglCompressedTexImage1DARB},
{"glCompressedTexSubImage3DARB", (void **) &pglCompressedTexSubImage3DARB},
{"glCompressedTexSubImage2DARB", (void **) &pglCompressedTexSubImage2DARB},
{"glCompressedTexSubImage1DARB", (void **) &pglCompressedTexSubImage1DARB},
{"glGetCompressedTexImageARB", (void **) &pglGetCompressedTexImage},
{NULL, NULL}
};
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/*
===============
GL_Strings_f
===============
*/
void GL_Strings_f( void )
{
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Msg("GL_VENDOR: %s\n", gl_config.vendor_string );
Msg("GL_RENDERER: %s\n", gl_config.renderer_string );
Msg("GL_VERSION: %s\n", gl_config.version_string );
Msg("GL_EXTENSIONS: %s\n", gl_config.extensions_string );
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}
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void GL_InitCommands( void )
{
// system screen width and height (don't suppose for change from console at all)
r_width = Cvar_Get("width", "640", 0, "screen width" );
r_height = Cvar_Get("height", "480", 0, "screen height" );
r_mode = Cvar_Get( "r_mode", "0", CVAR_ARCHIVE, "display resolution mode" );
r_check_errors = Cvar_Get("r_check_errors", "1", CVAR_ARCHIVE, "ignore video engine errors" );
r_lefthand = Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE, "viewmodel handedness" );
r_norefresh = Cvar_Get ("r_norefresh", "0", 0, "no description" );
r_fullbright = Cvar_Get ("r_fullbright", "0", 0, "disable lightmaps" );
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_ARCHIVE, "render entities" );
r_drawworld = Cvar_Get ("r_drawworld", "1", 0, "render world" );
r_novis = Cvar_Get ("r_novis", "0", 0, "ignore vis information (perfomance test)");
r_nocull = Cvar_Get ("r_nocull", "0", 0, "ignore frustrum culling (perfomance test)");
r_lerpmodels = Cvar_Get ("r_lerpmodels", "1", 0, "lerping model animations" );
r_speeds = Cvar_Get ("r_speeds", "0", 0, "shows r_speeds" );
r_pause = Cvar_Get("paused", "0", 0, "renderer pause" );
r_pause_bw = Cvar_Get("r_pause_effect", "0", CVAR_ARCHIVE, "allow pause effect" );
r_physbdebug = Cvar_Get( "cm_debugdraw", "0", CVAR_ARCHIVE, "draw physics hulls" );
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r_testmode = Cvar_Get("r_test", "0", CVAR_ARCHIVE, "developer cvar, for testing new effects" );
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r_loading = Cvar_Get("scr_loading", "0", 0, "loading bar progress" );
r_lightlevel = Cvar_Get ("r_lightlevel", "0", 0, "no description" );
r_motionblur_intens = Cvar_Get( "r_motionblur_intens", "0.65", CVAR_ARCHIVE, "no description" );
r_motionblur = Cvar_Get( "r_motionblur", "0", CVAR_ARCHIVE, "no description" );
gl_nosubimage = Cvar_Get( "gl_nosubimage", "0", 0, "no description" );
gl_particle_min_size = Cvar_Get( "gl_particle_min_size", "2", CVAR_ARCHIVE, "no description" );
gl_particle_max_size = Cvar_Get( "gl_particle_max_size", "40", CVAR_ARCHIVE, "no description" );
gl_particle_size = Cvar_Get( "gl_particle_size", "40", CVAR_ARCHIVE, "no description" );
gl_particle_att_a = Cvar_Get( "gl_particle_att_a", "0.01", CVAR_ARCHIVE, "no description" );
gl_particle_att_b = Cvar_Get( "gl_particle_att_b", "0.0", CVAR_ARCHIVE, "no description" );
gl_particle_att_c = Cvar_Get( "gl_particle_att_c", "0.01", CVAR_ARCHIVE, "no description" );
r_bloom = Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE, "no description" );
r_bloom_alpha = Cvar_Get( "r_bloom_alpha", "0.5", CVAR_ARCHIVE, "no description" );
r_bloom_diamond_size = Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE, "no description" );
r_bloom_intensity = Cvar_Get( "r_bloom_intensity", "0.6", CVAR_ARCHIVE, "no description" );
r_bloom_darken = Cvar_Get( "r_bloom_darken", "4", CVAR_ARCHIVE, "no description" );
r_bloom_sample_size = Cvar_Get( "r_bloom_sample_size", "128", CVAR_ARCHIVE, "no description" );
r_bloom_fast_sample = Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE, "no description" );
r_minimap_size = Cvar_Get ("r_minimap_size", "256", CVAR_ARCHIVE, "no description" );
r_minimap_zoom = Cvar_Get ("r_minimap_zoom", "1", CVAR_ARCHIVE, "no description" );
r_minimap_style = Cvar_Get ("r_minimap_style", "1", CVAR_ARCHIVE, "no description" );
r_minimap = Cvar_Get("r_minimap", "0", CVAR_ARCHIVE, "no description" );
r_mirroralpha = Cvar_Get( "r_mirroralpha", "0.5", CVAR_ARCHIVE, "no description" );
r_interpolate = Cvar_Get( "r_interpolate", "0", CVAR_ARCHIVE, "no description" );
gl_modulate = Cvar_Get ("gl_modulate", "1", CVAR_ARCHIVE, "no description" );
gl_log = Cvar_Get( "gl_log", "0", 0, "no description" );
gl_bitdepth = Cvar_Get( "gl_bitdepth", "0", 0, "no description" );
gl_lightmap = Cvar_Get ("gl_lightmap", "0", 0, "no description" );
gl_shadows = Cvar_Get ("gl_shadows", "0", CVAR_ARCHIVE, "no description" );
gl_dynamic = Cvar_Get ("gl_dynamic", "1", 0, "no description" );
gl_nobind = Cvar_Get ("gl_nobind", "0", 0, "no description" );
gl_round_down = Cvar_Get ("gl_round_down", "1", 0, "no description" );
gl_skymip = Cvar_Get ("gl_skymip", "0", 0, "no description" );
gl_showtris = Cvar_Get ("gl_showtris", "0", 0, "no description" );
gl_ztrick = Cvar_Get ("gl_ztrick", "0", 0, "no description" );
gl_finish = Cvar_Get ("gl_finish", "0", CVAR_ARCHIVE, "no description" );
gl_clear = Cvar_Get ("gl_clear", "0", 0, "no description" );
gl_cull = Cvar_Get ("gl_cull", "1", 0, "no description" );
gl_polyblend = Cvar_Get ("gl_polyblend", "1", 0, "no description" );
gl_flashblend = Cvar_Get ("gl_flashblend", "0", 0, "no description" );
gl_playermip = Cvar_Get ("gl_playermip", "0", 0, "no description" );
gl_texturemode = Cvar_Get( "gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE, "no description" );
gl_texturealphamode = Cvar_Get( "gl_texturealphamode", "default", CVAR_ARCHIVE, "no description" );
gl_texturesolidmode = Cvar_Get( "gl_texturesolidmode", "default", CVAR_ARCHIVE, "no description" );
gl_lockpvs = Cvar_Get( "gl_lockpvs", "0", 0, "no description" );
gl_vertex_arrays = Cvar_Get( "gl_vertex_arrays", "0", CVAR_ARCHIVE, "no description" );
gl_ext_swapinterval = Cvar_Get( "gl_ext_swapinterval", "1", CVAR_ARCHIVE, "no description" );
gl_ext_multitexture = Cvar_Get( "gl_ext_multitexture", "1", CVAR_ARCHIVE, "no description" );
gl_ext_compiled_vertex_array = Cvar_Get( "gl_ext_compiled_vertex_array", "1", CVAR_ARCHIVE, "no description" );
gl_drawbuffer = Cvar_Get( "gl_drawbuffer", "GL_BACK", 0, "no description" );
gl_swapinterval = Cvar_Get( "gl_swapinterval", "1", CVAR_ARCHIVE, "no description" );
gl_saturatelighting = Cvar_Get( "gl_saturatelighting", "0", 0, "no description" );
gl_3dlabs_broken = Cvar_Get( "gl_3dlabs_broken", "1", CVAR_ARCHIVE, "no description" );
r_fullscreen = Cvar_Get( "fullscreen", "0", CVAR_ARCHIVE, "set in 1 to enable fullscreen mode" );
vid_gamma = Cvar_Get( "vid_gamma", "1", CVAR_ARCHIVE, "screen gamma" );
Cmd_AddCommand( "imagelist", R_ImageList_f, "display loaded images list" );
Cmd_AddCommand( "modellist", Mod_Modellist_f, "display loaded models list" );
Cmd_AddCommand( "gl_strings", GL_Strings_f, "display openGL supported extensions" );
}
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void GL_RemoveCommands( void )
{
Cmd_RemoveCommand( "imagelist" );
Cmd_RemoveCommand( "modellist" );
Cmd_RemoveCommand( "gl_strings");
}
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void GL_InitBackend( void )
{
int i;
GL_InitCommands();
glw_state.wndproc = ri.WndProc;
glw_state.hInst = GetModuleHandle( NULL );
r_temppool = Mem_AllocPool( "Render Memory" );
if( !r_framebuffer ) r_framebuffer = Z_Malloc( r_width->integer * r_height->integer * 3 );
// init tables
for( i = 0; i < 256; i++ ) r_turbsin[i] *= 0.5f;
}
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void GL_ShutdownBackend( void )
{
if( r_framebuffer ) Z_Free( r_framebuffer );
GL_RemoveCommands();
}
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void GL_SetExtension( int r_ext, int enable )
{
if( r_ext >= 0 && r_ext < R_EXTCOUNT )
gl_config.extension[r_ext] = enable ? GL_TRUE : GL_FALSE;
else MsgDev( D_ERROR, "GL_SetExtension: invalid extension %d\n", r_ext );
}
bool GL_Support( int r_ext )
{
if( r_ext >= 0 && r_ext < R_EXTCOUNT )
return gl_config.extension[r_ext] ? true : false;
MsgDev( D_ERROR, "GL_Support: invalid extension %d\n", r_ext );
return false;
}
void *GL_GetProcAddress( const char *name )
{
void *p = NULL;
if( pwglGetProcAddress != NULL )
p = (void *)pwglGetProcAddress( name );
if( !p ) p = (void *)Sys_GetProcAddress( &opengl_dll, name );
return p;
}
void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext )
{
const dllfunc_t *func;
cvar_t *parm;
MsgDev( D_NOTE, "GL_CheckExtension: %s ", name );
for( func = funcs; func && func->name; func++ )
*func->func = NULL;
if( cvarname )
{
// system config disable extensions
parm = Cvar_Get( cvarname, "1", CVAR_SYSTEMINFO, "enable or disable gl_extension" );
GL_SetExtension( r_ext, parm->integer ); // update render info
if( parm->integer == 0 )
{
MsgDev( D_NOTE, "- disabled\n");
return; // nothing to process at
}
}
if((name[2] == '_' || name[3] == '_') && !com.strstr( gl_config.extensions_string, name ))
{
GL_SetExtension( r_ext, false ); // update render info
MsgDev( D_NOTE, "- failed\n");
return;
}
GL_SetExtension( r_ext, true ); // predict extension state
for( func = funcs; func && func->name != NULL; func++ )
{
// functions are cleared before all the extensions are evaluated
if(!(*func->func = (void *)GL_GetProcAddress( func->name )))
GL_SetExtension( r_ext, false ); // one or more functions are invalid, extension will be disabled
}
if(GL_Support( r_ext )) MsgDev( D_NOTE, "- enabled\n");
}
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void GL_UpdateGammaRamp( void )
{
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int i, v;
Mem_Copy( gl_state.gammaRamp, gl_state.stateRamp, sizeof(gl_state.gammaRamp ));
for( i = 0; i < 256; i++ )
{
v = 255 * pow((float)(i + 0.5) / 255, vid_gamma->value ) + 0.5;
v = bound( v, 0, 255 );
gl_state.gammaRamp[i] = ((word)v)<<8;
gl_state.gammaRamp[i+256] = ((word)v)<<8;
gl_state.gammaRamp[i+512] = ((word)v)<<8;
}
SetDeviceGammaRamp( glw_state.hDC, gl_state.gammaRamp );
}
void GL_InitExtensions( void )
{
gl_config.textureunits = 2; //FIXME
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// initialize gl extensions
GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, R_OPENGL_110 );
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// get our various GL strings
gl_config.vendor_string = pglGetString( GL_VENDOR );
gl_config.renderer_string = pglGetString( GL_RENDERER );
gl_config.version_string = pglGetString( GL_VERSION );
gl_config.extensions_string = pglGetString( GL_EXTENSIONS );
MsgDev( D_INFO, "Video: %s\n", gl_config.renderer_string );
GL_CheckExtension( "WGL_EXT_swap_control", wglswapintervalfuncs, NULL, R_WGL_SWAPCONTROL );
GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelments", R_DRAWRANGEELMENTS );
if(!GL_Support( R_DRAWRANGEELMENTS )) GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "gl_drawrangeelments", R_DRAWRANGEELMENTS );
// multitexture
GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", R_ARB_MULTITEXTURE );
if(GL_Support( R_ARB_MULTITEXTURE ))
{
pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &gl_config.textureunits );
GL_CheckExtension( "GL_ARB_texture_env_combine", NULL, "gl_texture_env_combine", R_COMBINE_EXT );
if(!GL_Support( R_COMBINE_EXT )) GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "gl_texture_env_combine", R_COMBINE_EXT );
if(GL_Support( R_COMBINE_EXT )) GL_CheckExtension( "GL_ARB_texture_env_dot3", NULL, "gl_texture_env_dot3", R_DOT3_ARB_EXT );
GL_TEXTURE0 = 0;
GL_TEXTURE1 = 1;
}
gl_state.texNum = Mem_Alloc( r_temppool, sizeof(int) * gl_config.textureunits );
gl_state.texEnv = Mem_Alloc( r_temppool, sizeof(int) * gl_config.textureunits );
// 3d texture support
GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", R_TEXTURE_3D_EXT );
if(GL_Support( R_TEXTURE_3D_EXT ))
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{
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pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &gl_config.max_3d_texture_size );
if( gl_config.max_3d_texture_size < 32 )
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{
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GL_SetExtension( R_TEXTURE_3D_EXT, false );
MsgDev( D_ERROR, "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" );
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}
}
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// hardware cubemaps
GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", R_TEXTURECUBEMAP_EXT );
if(GL_Support( R_TEXTURECUBEMAP_EXT )) pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &gl_config.max_cubemap_texture_size );
// point particles extension
GL_CheckExtension( "GL_EXT_point_parameters", pointparametersfunc, NULL, R_EXT_POINTPARAMETERS );
GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", R_ARB_TEXTURE_NPOT_EXT );
GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", R_TEXTURE_COMPRESSION_EXT );
GL_CheckExtension( "GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", R_CUSTOM_VERTEX_ARRAY_EXT );
if(!GL_Support(R_CUSTOM_VERTEX_ARRAY_EXT)) GL_CheckExtension( "GL_SGI_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", R_CUSTOM_VERTEX_ARRAY_EXT );
GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", R_CLAMPTOEDGE_EXT );
if(!GL_Support( R_CLAMPTOEDGE_EXT )) GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", R_CLAMPTOEDGE_EXT );
GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_texture_anisotropy", R_ANISOTROPY_EXT );
if(GL_Support( R_ANISOTROPY_EXT )) pglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_config.max_anisotropy );
GL_CheckExtension( "GL_EXT_blend_minmax", blendequationfuncs, "gl_ext_customblend", R_BLEND_MINMAX_EXT );
GL_CheckExtension( "GL_EXT_blend_subtract", blendequationfuncs, "gl_ext_customblend", R_BLEND_SUBTRACT_EXT );
GL_CheckExtension( "glStencilOpSeparate", gl2separatestencilfuncs, "gl_separate_stencil",R_SEPARATESTENCIL_EXT );
if(!GL_Support( R_SEPARATESTENCIL_EXT )) GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "gl_separate_stencil", R_SEPARATESTENCIL_EXT );
GL_CheckExtension( "GL_EXT_stencil_two_side", stenciltwosidefuncs, "gl_stenciltwoside", R_STENCILTWOSIDE_EXT );
GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", R_ARB_VERTEX_BUFFER_OBJECT_EXT );
// we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
if( pglDrawRangeElements == NULL ) pglDrawRangeElements = pglDrawRangeElementsEXT;
// vp and fp shaders
GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", R_SHADER_OBJECTS_EXT );
GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", R_SHADER_GLSL100_EXT );
GL_CheckExtension( "GL_ARB_vertex_shader", vertexshaderfuncs, "gl_vertexshader", R_VERTEX_SHADER_EXT );
GL_CheckExtension( "GL_ARB_fragment_shader", NULL, "gl_pixelshader", R_FRAGMENT_SHADER_EXT );
// rectangle textures support
if( com.strstr( gl_config.extensions_string, "GL_NV_texture_rectangle" ))
gl_config.texRectangle = GL_TEXTURE_RECTANGLE_NV;
else if( com.strstr( gl_config.extensions_string, "GL_EXT_texture_rectangle" ))
gl_config.texRectangle = GL_TEXTURE_RECTANGLE_EXT;
else gl_config.texRectangle = 0; // no rectangle
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}
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/*
===============
GL_ArraysState
===============
*/
void GL_LockArrays( int count )
{
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if (pglLockArraysEXT != 0)
pglLockArraysEXT(0, count);
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}
void GL_UnlockArrays( void )
{
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if (pglUnlockArraysEXT != 0)
pglUnlockArraysEXT();
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}
/*
===============
GL_StateAlphaTest
===============
*/
void GL_EnableAlphaTest ( void )
{
if (!gl_state.alpha_test)
{
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pglEnable(GL_ALPHA_TEST);
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gl_state.alpha_test = true;
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}
}
void GL_DisableAlphaTest ( void )
{
if (gl_state.alpha_test)
{
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pglDisable(GL_ALPHA_TEST);
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gl_state.alpha_test = false;
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}
}
/*
===============
GL_StateBlend
===============
*/
void GL_EnableBlend( void )
{
if (!gl_state.blend)
{
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pglEnable(GL_BLEND);
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gl_state.blend = true;
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}
}
void GL_DisableBlend( void )
{
if (gl_state.blend)
{
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pglDisable(GL_BLEND);
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gl_state.blend = false;
}
}
/*
===============
GL_StateDepthTest
===============
*/
void GL_EnableDepthTest( void )
{
if (!gl_state.depth_test)
{
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pglEnable( GL_DEPTH_TEST );
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gl_state.depth_test = true;
}
}
void GL_DisableDepthTest( void )
{
if (gl_state.depth_test)
{
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pglDisable( GL_DEPTH_TEST );
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gl_state.depth_test = false;
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}
}
/*
===============
GL_StateTexGen
===============
*/
void GL_EnableTexGen( void )
{
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pglEnable(GL_TEXTURE_GEN_S);
pglEnable(GL_TEXTURE_GEN_T);
pglEnable(GL_TEXTURE_GEN_R);
pglEnable(GL_TEXTURE_GEN_Q);
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}
void GL_DisableTexGen( void )
{
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pglDisable(GL_TEXTURE_GEN_S);
pglDisable(GL_TEXTURE_GEN_T);
pglDisable(GL_TEXTURE_GEN_R);
pglDisable(GL_TEXTURE_GEN_Q);
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}
/*
===============
GL_TextureMode
===============
*/
void GL_TextureMode( char *string )
{
int i;
image_t *glt;
for (i=0 ; i< NUM_GL_MODES ; i++)
{
if ( !strcasecmp( modes[i].name, string ) )
break;
}
if (i == NUM_GL_MODES)
{
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Msg("bad filter name\n");
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return;
}
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
// change all the existing mipmap texture objects
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (glt->type != it_pic && glt->type != it_sky )
{
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GL_Bind (glt->texnum[0]);
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pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
}
}
/*
===============
GL_TextureAlphaMode
===============
*/
void GL_TextureAlphaMode( char *string )
{
int i;
for (i=0 ; i< NUM_GL_ALPHA_MODES ; i++)
{
if ( !strcasecmp( gl_alpha_modes[i].name, string ) )
break;
}
if (i == NUM_GL_ALPHA_MODES)
{
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Msg("bad alpha texture mode name\n");
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return;
}
gl_tex_alpha_format = gl_alpha_modes[i].mode;
}
/*
===============
GL_TextureSolidMode
===============
*/
void GL_TextureSolidMode( char *string )
{
int i;
for (i=0 ; i< NUM_GL_SOLID_MODES ; i++)
{
if ( !strcasecmp( gl_solid_modes[i].name, string ) )
break;
}
if (i == NUM_GL_SOLID_MODES)
{
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Msg("bad solid texture mode name\n");
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return;
}
gl_tex_solid_format = gl_solid_modes[i].mode;
}
/*
===============
GL_EnableMultitexture
===============
*/
void GL_EnableMultitexture( bool enable )
{
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if(!GL_Support( R_ARB_MULTITEXTURE ))
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return;
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if( enable )
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{
GL_SelectTexture( GL_TEXTURE1 );
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pglEnable( GL_TEXTURE_2D );
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GL_TexEnv( GL_REPLACE );
}
else
{
GL_SelectTexture( GL_TEXTURE1 );
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pglDisable( GL_TEXTURE_2D );
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GL_TexEnv( GL_REPLACE );
}
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GL_SelectTexture( GL_TEXTURE0 );
GL_TexEnv( GL_REPLACE );
}
/*
===============
GL_SelectTexture
===============
*/
void GL_SelectTexture( GLenum texture )
{
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if(!GL_Support( R_ARB_MULTITEXTURE ))
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return;
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if( gl_state.activeTMU == texture )
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return;
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gl_state.activeTMU = texture;
texture = texture + GL_TEXTURE0_ARB;
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pglActiveTextureARB( texture );
pglClientActiveTextureARB( texture );
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}
/*
===============
GL_TexEnv
===============
*/
void GL_TexEnv( GLenum mode )
{
static int lastmodes[2] = { -1, -1 };
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if( mode != lastmodes[gl_state.activeTMU] )
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{
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pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
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lastmodes[gl_state.activeTMU] = mode;
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}
}
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/*
===============
GL_TexFilter
===============
*/
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void GL_TexFilter( void )
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{
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if(R_ImageHasMips())
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{
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pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
else
{
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pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
}
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/*
===============
GL_Bind
===============
*/
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void GL_Bind( int texnum )
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{
extern image_t *draw_chars;
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if( !gl_state.texNum ) return;
if( gl_nobind->value && draw_chars ) // performance evaluation option
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texnum = draw_chars->texnum[0];
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if( gl_state.texNum[gl_state.activeTMU] == texnum)
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return;
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gl_state.texNum[gl_state.activeTMU] = texnum;
pglBindTexture( GL_TEXTURE_2D, texnum );
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}
/*
===============
GL_Bind
===============
*/
void GL_MBind( GLenum target, int texnum )
{
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if( !gl_state.texNum ) return;
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GL_SelectTexture( target );
if ( target == GL_TEXTURE0 )
{
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if ( gl_state.texNum[0] == texnum )
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return;
}
else
{
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if ( gl_state.texNum[1] == texnum )
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return;
}
GL_Bind( texnum );
}
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/*
=============
GL_SetColor
=============
*/
void GL_SetColor( const void *data )
{
float *color = (float *)data;
if(color)
{
Vector4Set(gl_state.draw_color, color[0], color[1], color[2], color[3] );
}
else
{
Vector4Set(gl_state.draw_color, 1.0f, 1.0f, 1.0f, 1.0f );
}
}
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/*
===============
GL_SetDefaultState
===============
*/
void GL_SetDefaultState( void )
{
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pglClearColor (1,0, 0.5 , 0.5);
pglCullFace(GL_FRONT);
pglEnable(GL_TEXTURE_2D);
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pglEnable(GL_ALPHA_TEST);
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pglAlphaFunc(GL_GREATER, 0.666f);
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pglDisable (GL_DEPTH_TEST);
pglDisable (GL_CULL_FACE);
pglDisable (GL_BLEND);
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gl_state.blend = false;
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pglColor4f (1,1,1,1);
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Vector4Set(gl_state.draw_color, 1.0f, 1.0f, 1.0f, 1.0f );
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pglHint (GL_FOG_HINT, GL_FASTEST);
pglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
pglShadeModel (GL_FLAT);
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GL_TextureMode( gl_texturemode->string );
GL_TextureAlphaMode( gl_texturealphamode->string );
GL_TextureSolidMode( gl_texturesolidmode->string );
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pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
pglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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pglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_TexEnv( GL_REPLACE );
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pglDisable(GL_TEXTURE_GEN_S);
pglDisable(GL_TEXTURE_GEN_T);
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if ( pglPointParameterfEXT )
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{
float attenuations[3];
attenuations[0] = gl_particle_att_a->value;
attenuations[1] = gl_particle_att_b->value;
attenuations[2] = gl_particle_att_c->value;
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pglEnable( GL_POINT_SMOOTH );
pglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
pglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
pglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
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}
GL_UpdateSwapInterval();
}
/*
===============
GL_UpdateSwapInterval
===============
*/
void GL_UpdateSwapInterval( void )
{
if ( gl_swapinterval->modified )
{
gl_swapinterval->modified = false;
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if ( pwglSwapIntervalEXT )
pwglSwapIntervalEXT( gl_swapinterval->value );
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}
}
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void pglPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
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{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
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pglFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
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}
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/*
================
VID_ImageAdjustGamma
================
*/
void VID_ImageAdjustGamma( byte *in, uint width, uint height )
{
int i, c = width * height;
float g = vid_gamma->value;
byte *p = in;
// screenshots gamma
for ( i = 0; i < 256; i++ )
{
if ( g == 1 ) gammatable[i] = i;
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else gammatable[i] = bound(0, 255 * pow((i + 0.5)/255.5 , g ) + 0.5, 255);
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}
for (i = 0; i < c; i++, p += 3 )
{
p[0] = gammatable[p[0]];
p[1] = gammatable[p[1]];
p[2] = gammatable[p[2]];
}
}
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bool VID_ScreenShot( const char *filename, bool levelshot )
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{
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rgbdata_t *r_shot;
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// shared framebuffer not init
if(!r_framebuffer) return false;
// get screen frame
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pglReadPixels( 0, 0, r_width->integer, r_height->integer, GL_RGB, GL_UNSIGNED_BYTE, r_framebuffer );
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r_shot = Z_Malloc( sizeof(rgbdata_t));
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r_shot->width = r_width->integer;
r_shot->height = r_height->integer;
r_shot->type = PF_RGB_24_FLIP;
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r_shot->hint = PF_RGB_24; // save format
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r_shot->size = r_shot->width * r_shot->height * 3;
r_shot->numLayers = 1;
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r_shot->numMips = 1;
r_shot->palette = NULL;
r_shot->buffer = r_framebuffer;
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if( levelshot ) Image->ResampleImage( filename, &r_shot, 512, 384, false ); // resample to 512x384
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else VID_ImageAdjustGamma( r_shot->buffer, r_shot->width, r_shot->height ); // adjust brightness
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// write image
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Image->SaveImage( filename, r_shot );
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Mem_Free( r_shot );
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return true;
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}