//======================================================================= // Copyright XashXT Group 2010 © // gl_vidnt.c - NT GL vid component //======================================================================= #include "common.h" #include "client.h" #include "gl_local.h" #include "cm_local.h" #include "input.h" #define MAX_PFDS 256 #define VID_DEFAULTMODE "3" #define num_vidmodes ((int)(sizeof(vidmode) / sizeof(vidmode[0])) - 1) #define WINDOW_STYLE (WS_OVERLAPPED|WS_BORDER|WS_SYSMENU|WS_CAPTION|WS_VISIBLE) #define WINDOW_EX_STYLE (0) #define GL_DRIVER_OPENGL "OpenGL32" convar_t *gl_allow_software; convar_t *gl_extensions; convar_t *gl_colorbits; convar_t *gl_alphabits; convar_t *gl_depthbits; convar_t *gl_stencilbits; convar_t *gl_texturebits; convar_t *gl_ignorehwgamma; convar_t *gl_texture_anisotropy; convar_t *gl_compress_textures; convar_t *gl_texture_lodbias; convar_t *gl_showtextures; convar_t *gl_swapInterval; convar_t *gl_check_errors; convar_t *gl_texturemode; convar_t *gl_round_down; convar_t *gl_picmip; convar_t *gl_skymip; convar_t *gl_nobind; convar_t *gl_finish; convar_t *gl_clear; convar_t *gl_test; convar_t *r_width; convar_t *r_height; convar_t *r_speeds; convar_t *r_fullbright; convar_t *r_norefresh; convar_t *r_lighting_modulate; convar_t *r_lighting_ambient; convar_t *r_lighting_direct; convar_t *r_faceplanecull; convar_t *r_drawentities; convar_t *r_adjust_fov; convar_t *r_lefthand; convar_t *r_novis; convar_t *r_nocull; convar_t *r_lockpvs; convar_t *r_lockcull; convar_t *r_wateralpha; convar_t *r_dynamic; convar_t *r_lightmap; convar_t *r_shadows; convar_t *r_fastsky; convar_t *vid_displayfrequency; convar_t *vid_fullscreen; convar_t *vid_gamma; convar_t *vid_mode; byte *r_temppool; ref_globals_t tr; glconfig_t glConfig; glstate_t glState; glwstate_t glw_state; typedef enum { rserr_ok, rserr_invalid_fullscreen, rserr_invalid_mode, rserr_unknown } rserr_t; typedef struct vidmode_s { const char *desc; int width; int height; qboolean wideScreen; } vidmode_t; vidmode_t vidmode[] = { { "Mode 0: 4x3", 400, 300, false }, { "Mode 1: 4x3", 512, 384, false }, { "Mode 2: 4x3", 640, 480, false }, { "Mode 3: 4x3", 800, 600, false }, { "Mode 4: 4x3", 960, 720, false }, { "Mode 5: 4x3", 1024, 768, false }, { "Mode 6: 4x3", 1152, 864, false }, { "Mode 7: 4x3", 1280, 800, false }, { "Mode 8: 4x3", 1280, 960, false }, { "Mode 9: 4x3", 1280, 1024, false }, { "Mode 10: 4x3", 1600, 1200, false }, { "Mode 11: 4x3", 2048, 1536, false }, { "Mode 12: 16x9", 856, 480, true }, { "Mode 13: 16x9", 1024, 576, true }, { "Mode 14: 16x9", 1280, 720, true }, { "Mode 15: 16x9", 1360, 768, true }, { "Mode 16: 16x9", 1440, 900, true }, { "Mode 17: 16x9", 1680, 1050, true }, { "Mode 18: 16x9", 1920, 1200, true }, { "Mode 19: 16x9", 2560, 1600, true }, { NULL, 0, 0, 0 }, }; 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 }, { "glFrontFace" , (void **)&pglFrontFace }, { "glDrawElements" , (void **)&pglDrawElements }, { "glColorMask" , (void **)&pglColorMask }, { "glIndexPointer" , (void **)&pglIndexPointer }, { "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 }, { "glColor3ub" , (void **)&pglColor3ub }, { "glColor4ub" , (void **)&pglColor4ub }, { "glColor4ubv" , (void **)&pglColor4ubv }, { "glTexCoord1f" , (void **)&pglTexCoord1f }, { "glTexCoord2f" , (void **)&pglTexCoord2f }, { "glTexCoord3f" , (void **)&pglTexCoord3f }, { "glTexCoord4f" , (void **)&pglTexCoord4f }, { "glTexGenf" , (void **)&pglTexGenf }, { "glTexGenfv" , (void **)&pglTexGenfv }, { "glTexGeni" , (void **)&pglTexGeni }, { "glVertex2f" , (void **)&pglVertex2f }, { "glVertex3f" , (void **)&pglVertex3f }, { "glVertex3fv" , (void **)&pglVertex3fv }, { "glNormal3f" , (void **)&pglNormal3f }, { "glNormal3fv" , (void **)&pglNormal3fv }, { "glBegin" , (void **)&pglBegin }, { "glEnd" , (void **)&pglEnd }, { "glLineWidth" , (void**)&pglLineWidth }, { "glPointSize" , (void**)&pglPointSize }, { "glMatrixMode" , (void **)&pglMatrixMode }, { "glOrtho" , (void **)&pglOrtho }, { "glRasterPos2f" , (void **) &pglRasterPos2f }, { "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 }, { "glDrawPixels" , (void **)&pglDrawPixels }, { "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 }, { "glGetTexEnviv" , (void **)&pglGetTexEnviv }, { "glPolygonOffset" , (void **)&pglPolygonOffset }, { "glPolygonMode" , (void **)&pglPolygonMode }, { "glPolygonStipple" , (void **)&pglPolygonStipple }, { "glClipPlane" , (void **)&pglClipPlane }, { "glGetClipPlane" , (void **)&pglGetClipPlane }, { "glShadeModel" , (void **)&pglShadeModel }, { "glFogfv" , (void **)&pglFogfv }, { "glFogf" , (void **)&pglFogf }, { "glFogi" , (void **)&pglFogi }, { 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 sgis_multitexturefuncs[] = { { "glSelectTextureSGIS" , (void **)&pglSelectTextureSGIS }, { "glMTexCoord2fSGIS" , (void **)&pglMTexCoord2fSGIS }, { 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 }, { "glVertexAttribPointerARB" , (void **)&pglVertexAttribPointerARB }, { "glEnableVertexAttribArrayARB" , (void **)&pglEnableVertexAttribArrayARB }, { "glDisableVertexAttribArrayARB" , (void **)&pglDisableVertexAttribArrayARB }, { "glBindAttribLocationARB" , (void **)&pglBindAttribLocationARB }, { "glGetActiveAttribARB" , (void **)&pglGetActiveAttribARB }, { "glGetAttribLocationARB" , (void **)&pglGetAttribLocationARB }, { 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 occlusionfunc[] = { { "glGenQueriesARB" , (void **)&pglGenQueriesARB }, { "glDeleteQueriesARB" , (void **)&pglDeleteQueriesARB }, { "glIsQueryARB" , (void **)&pglIsQueryARB }, { "glBeginQueryARB" , (void **)&pglBeginQueryARB }, { "glEndQueryARB" , (void **)&pglEndQueryARB }, { "glGetQueryivARB" , (void **)&pglGetQueryivARB }, { "glGetQueryObjectivARB" , (void **)&pglGetQueryObjectivARB }, { "glGetQueryObjectuivARB" , (void **)&pglGetQueryObjectuivARB }, { 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 } }; static dllfunc_t wgl_funcs[] = { { "wglChoosePixelFormat" , (void **)&pwglChoosePixelFormat }, { "wglDescribePixelFormat" , (void **)&pwglDescribePixelFormat }, { "wglSetPixelFormat" , (void **)&pwglSetPixelFormat }, { "wglSwapBuffers" , (void **)&pwglSwapBuffers }, { "wglCreateContext" , (void **)&pwglCreateContext }, { "wglDeleteContext" , (void **)&pwglDeleteContext }, { "wglGetProcAddress" , (void **)&pwglGetProcAddress }, { "wglMakeCurrent" , (void **)&pwglMakeCurrent }, { "wglGetCurrentContext" , (void **)&pwglGetCurrentContext }, { "wglGetCurrentDC" , (void **)&pwglGetCurrentDC }, { NULL, NULL } }; static dllfunc_t wglswapintervalfuncs[] = { { "wglSwapIntervalEXT" , (void **)&pwglSwapIntervalEXT }, { NULL, NULL } }; static dllfunc_t wgl3DFXgammacontrolfuncs[] = { { "wglGetDeviceGammaRamp3DFX" , (void **)&pwglGetDeviceGammaRamp3DFX }, { "wglSetDeviceGammaRamp3DFX" , (void **)&pwglSetDeviceGammaRamp3DFX }, { NULL, NULL } }; dll_info_t opengl_dll = { "opengl32.dll", wgl_funcs, NULL, NULL, NULL, true }; /* ================= GL_SetExtension ================= */ void GL_SetExtension( int r_ext, int enable ) { if( r_ext >= 0 && r_ext < GL_EXTCOUNT ) glConfig.extension[r_ext] = enable ? GL_TRUE : GL_FALSE; else MsgDev( D_ERROR, "GL_SetExtension: invalid extension %d\n", r_ext ); } /* ================= GL_Support ================= */ qboolean GL_Support( int r_ext ) { if( r_ext >= 0 && r_ext < GL_EXTCOUNT ) return glConfig.extension[r_ext] ? true : false; MsgDev( D_ERROR, "GL_Support: invalid extension %d\n", r_ext ); return false; } /* ================= GL_GetProcAddress ================= */ 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; } /* ================= GL_CheckExtension ================= */ void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext ) { const dllfunc_t *func; convar_t *parm; MsgDev( D_NOTE, "GL_CheckExtension: %s ", name ); if( gl_extensions->integer == 0 && r_ext != GL_OPENGL_110 ) { MsgDev( D_NOTE, "- disabled\n" ); GL_SetExtension( r_ext, 0 ); // update render info return; } if( cvarname ) { // system config disable extensions parm = Cvar_Get( cvarname, "1", CVAR_RENDERINFO, va( "enable or disable %s", name )); 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( glConfig.extensions_string, name )) { GL_SetExtension( r_ext, false ); // update render info MsgDev( D_NOTE, "- failed\n" ); return; } // clear exports for( func = funcs; func && func->name; func++ ) *func->func = NULL; 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" ); } /* =============== GL_BuildGammaTable =============== */ void GL_BuildGammaTable( void ) { int i, v; double invGamma, div; invGamma = 1.0 / bound( 0.5, vid_gamma->value, 3.0 ); div = (double) 1.0 / 255.5; Mem_Copy( glState.gammaRamp, glState.stateRamp, sizeof( glState.gammaRamp )); for( i = 0; i < 256; i++ ) { v = (int)(65535.0 * pow(((double)i + 0.5 ) * div, invGamma ) + 0.5 ); glState.gammaRamp[i+0] = ((word)bound( 0, v, 65535 )); glState.gammaRamp[i+256] = ((word)bound( 0, v, 65535 )); glState.gammaRamp[i+512] = ((word)bound( 0, v, 65535 )); } } /* =============== GL_UpdateGammaRamp =============== */ void GL_UpdateGammaRamp( void ) { if( gl_ignorehwgamma->integer ) return; if( !glConfig.deviceSupportsGamma ) return; GL_BuildGammaTable(); if( pwglGetDeviceGammaRamp3DFX ) pwglSetDeviceGammaRamp3DFX( glw_state.hDC, glState.gammaRamp ); else SetDeviceGammaRamp( glw_state.hDC, glState.gammaRamp ); } /* =============== GL_UpdateSwapInterval =============== */ void GL_UpdateSwapInterval( void ) { if( gl_swapInterval->modified ) { gl_swapInterval->modified = false; if( pwglSwapIntervalEXT ) pwglSwapIntervalEXT( gl_swapInterval->integer ); } } /* =============== GL_SetDefaultTexState =============== */ static void GL_SetDefaultTexState( void ) { Mem_Set( glState.currentTextures, -1, MAX_TEXTURE_UNITS * sizeof( *glState.currentTextures )); Mem_Set( glState.currentEnvModes, -1, MAX_TEXTURE_UNITS * sizeof( *glState.currentEnvModes )); Mem_Set( glState.texIdentityMatrix, 0, MAX_TEXTURE_UNITS * sizeof( *glState.texIdentityMatrix )); Mem_Set( glState.genSTEnabled, 0, MAX_TEXTURE_UNITS * sizeof( *glState.genSTEnabled )); Mem_Set( glState.texCoordArrayMode, 0, MAX_TEXTURE_UNITS * sizeof( *glState.texCoordArrayMode )); } /* =============== GL_SetDefaultState =============== */ static void GL_SetDefaultState( void ) { Mem_Set( &glState, 0, sizeof( glState )); GL_SetDefaultTexState (); glState.initializedMedia = false; } /* ================= GL_DeleteContext ================= */ qboolean GL_DeleteContext( void ) { if( glw_state.hGLRC ) { pwglDeleteContext( glw_state.hGLRC ); glw_state.hGLRC = NULL; } if( glw_state.hDC ) { ReleaseDC( host.hWnd, glw_state.hDC ); glw_state.hDC = NULL; } return false; } /* ================= GL_ChoosePFD ================= */ static int GL_ChoosePFD( int colorBits, int alphaBits, int depthBits, int stencilBits ) { PIXELFORMATDESCRIPTOR PFDs[MAX_PFDS], *current, *selected; uint flags = PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER; int i, numPFDs, pixelFormat = 0; MsgDev( D_NOTE, "GL_ChoosePFD( color %i, alpha %i, depth %i, stencil %i )\n", colorBits, alphaBits, depthBits, stencilBits ); // Count PFDs if( glw_state.minidriver ) numPFDs = pwglDescribePixelFormat( glw_state.hDC, 0, 0, NULL ); else numPFDs = DescribePixelFormat( glw_state.hDC, 0, 0, NULL ); if( numPFDs > MAX_PFDS ) { MsgDev( D_NOTE, "too many PFDs returned (%i > %i), reduce it\n", numPFDs, MAX_PFDS ); numPFDs = MAX_PFDS; } else if( numPFDs < 1 ) { MsgDev( D_ERROR, "GL_ChoosePFD failed\n" ); return 0; } // run through all the PFDs, looking for the best match for( i = 1, current = PFDs; i <= numPFDs; i++, current++ ) { if( glw_state.minidriver ) pwglDescribePixelFormat( glw_state.hDC, i, sizeof( PIXELFORMATDESCRIPTOR ), current ); else DescribePixelFormat( glw_state.hDC, i, sizeof( PIXELFORMATDESCRIPTOR ), current ); // check acceleration if(( current->dwFlags & PFD_GENERIC_FORMAT ) && !gl_allow_software->integer ) continue; // check flags if(( current->dwFlags & flags ) != flags ) continue; // check pixel type if( current->iPixelType != PFD_TYPE_RGBA ) continue; // check color bits if( current->cColorBits < colorBits ) continue; // check alpha bits if( current->cAlphaBits < alphaBits ) continue; // check depth bits if( current->cDepthBits < depthBits ) continue; // check stencil bits if( current->cStencilBits < stencilBits ) continue; // if we don't have a selected PFD yet, then use it if( !pixelFormat ) { selected = current; pixelFormat = i; continue; } if( colorBits != selected->cColorBits ) { if( colorBits == current->cColorBits || current->cColorBits > selected->cColorBits ) { selected = current; pixelFormat = i; continue; } } if( alphaBits != selected->cAlphaBits ) { if( alphaBits == current->cAlphaBits || current->cAlphaBits > selected->cAlphaBits ) { selected = current; pixelFormat = i; continue; } } if( depthBits != selected->cDepthBits ) { if( depthBits == current->cDepthBits || current->cDepthBits > selected->cDepthBits ) { selected = current; pixelFormat = i; continue; } } if( stencilBits != selected->cStencilBits ) { if( stencilBits == current->cStencilBits || current->cStencilBits > selected->cStencilBits ) { selected = current; pixelFormat = i; continue; } } } if( !pixelFormat ) { MsgDev( D_ERROR, "GL_ChoosePFD: no hardware acceleration found\n" ); return 0; } if( selected->dwFlags & PFD_GENERIC_FORMAT ) { if( selected->dwFlags & PFD_GENERIC_ACCELERATED ) { MsgDev( D_NOTE, "GL_ChoosePFD: usign Generic MCD acceleration\n" ); glw_state.software = false; } else { MsgDev( D_NOTE, "GL_ChoosePFD: using software emulation\n" ); glw_state.software = true; } } else { MsgDev( D_NOTE, "GL_ChoosePFD: using hardware acceleration\n"); glw_state.software = false; } return pixelFormat; } /* ================= GL_SetPixelformat ================= */ qboolean GL_SetPixelformat( void ) { PIXELFORMATDESCRIPTOR PFD; int colorBits, alphaBits; int depthBits, stencilBits; int pixelFormat; size_t gamma_size; byte *savedGamma; Sys_LoadLibrary( NULL, &opengl_dll ); // load opengl32.dll if( !opengl_dll.link ) return false; glw_state.minidriver = false; // FIXME: allow 3dfx drivers too if( glw_state.minidriver ) { if(( glw_state.hDC = pwglGetCurrentDC()) == NULL ) return false; } else { if(( glw_state.hDC = GetDC( host.hWnd )) == NULL ) return false; } // set color/depth/stencil colorBits = (gl_colorbits->integer) ? gl_colorbits->integer : 32; depthBits = (gl_depthbits->integer) ? gl_depthbits->integer : 24; alphaBits = (gl_alphabits->integer) ? gl_alphabits->integer : 8; stencilBits = (gl_stencilbits->integer) ? gl_stencilbits->integer : 0; // choose a pixel format pixelFormat = GL_ChoosePFD( colorBits, alphaBits, depthBits, stencilBits ); if( !pixelFormat ) { // try again with default color/depth/stencil if( colorBits > 16 || depthBits > 16 || alphaBits > 0 || stencilBits > 0 ) pixelFormat = GL_ChoosePFD( 16, 0, 16, 0 ); else pixelFormat = GL_ChoosePFD( 32, 0, 24, 0 ); if( !pixelFormat ) { MsgDev( D_ERROR, "GL_SetPixelformat: failed to find an appropriate PIXELFORMAT\n" ); ReleaseDC( host.hWnd, glw_state.hDC ); glw_state.hDC = NULL; return false; } } // set the pixel format if( glw_state.minidriver ) { pwglDescribePixelFormat( glw_state.hDC, pixelFormat, sizeof( PIXELFORMATDESCRIPTOR ), &PFD ); if( !pwglSetPixelFormat( glw_state.hDC, pixelFormat, &PFD )) { MsgDev( D_ERROR, "GL_SetPixelformat: failed\n" ); return GL_DeleteContext(); } } else { DescribePixelFormat( glw_state.hDC, pixelFormat, sizeof( PIXELFORMATDESCRIPTOR ), &PFD ); if( !SetPixelFormat( glw_state.hDC, pixelFormat, &PFD )) { MsgDev( D_ERROR, "GL_SetPixelformat: failed\n" ); return GL_DeleteContext(); } } glConfig.color_bits = PFD.cColorBits; glConfig.alpha_bits = PFD.cAlphaBits; glConfig.depth_bits = PFD.cDepthBits; glConfig.stencil_bits = PFD.cStencilBits; if(!( glw_state.hGLRC = pwglCreateContext( glw_state.hDC ))) return GL_DeleteContext(); if(!( pwglMakeCurrent( glw_state.hDC, glw_state.hGLRC ))) return GL_DeleteContext(); if( PFD.cStencilBits != 0 ) glState.stencilEnabled = true; else glState.stencilEnabled = false; // print out PFD specifics MsgDev( D_NOTE, "GL PFD: color( %d-bits ) alpha( %d-bits ) Z( %d-bit )\n", PFD.cColorBits, PFD.cAlphaBits, PFD.cDepthBits ); // init gamma ramp Mem_Set( glState.stateRamp, 0, sizeof( glState.stateRamp )); if( pwglGetDeviceGammaRamp3DFX ) glConfig.deviceSupportsGamma = pwglGetDeviceGammaRamp3DFX( glw_state.hDC, glState.stateRamp ); else glConfig.deviceSupportsGamma = GetDeviceGammaRamp( glw_state.hDC, glState.stateRamp ); // share this extension so engine can grab them GL_SetExtension( GL_HARDWARE_GAMMA_CONTROL, glConfig.deviceSupportsGamma ); savedGamma = FS_LoadFile( "gamma.dat", &gamma_size ); if( !savedGamma || gamma_size != sizeof( glState.stateRamp )) { // saved gamma not found or corrupted file FS_WriteFile( "gamma.dat", glState.stateRamp, sizeof(glState.stateRamp)); MsgDev( D_NOTE, "gamma.dat initialized\n" ); if( savedGamma ) Mem_Free( savedGamma ); } else { GL_BuildGammaTable(); // validate base gamma if( !memcmp( savedGamma, glState.stateRamp, sizeof( glState.stateRamp ))) { // all ok, previous gamma is valid MsgDev( D_NOTE, "GL_SetPixelformat: validate screen gamma - ok\n" ); } else if( !memcmp( glState.gammaRamp, glState.stateRamp, sizeof( glState.stateRamp ))) { // screen gamma is equal to render gamma (probably previous instance crashed) // run additional check to make sure it if( memcmp( savedGamma, glState.stateRamp, sizeof( glState.stateRamp ))) { // yes, current gamma it's totally wrong, restore it from gamma.dat MsgDev( D_NOTE, "GL_SetPixelformat: restore original gamma after crash\n" ); Mem_Copy( glState.stateRamp, savedGamma, sizeof( glState.gammaRamp )); } else { // oops, savedGamma == glState.stateRamp == glState.gammaRamp // probably r_gamma set as default MsgDev( D_NOTE, "GL_SetPixelformat: validate screen gamma - disabled\n" ); } } else if( !memcmp( glState.gammaRamp, savedGamma, sizeof( glState.stateRamp ))) { // saved gamma is equal render gamma, probably gamma.dat writed after crash // run additional check to make sure it if( memcmp( savedGamma, glState.stateRamp, sizeof( glState.stateRamp ))) { // yes, saved gamma it's totally wrong, get origianl gamma from screen MsgDev( D_NOTE, "GL_SetPixelformat: merge gamma.dat after crash\n" ); FS_WriteFile( "gamma.dat", glState.stateRamp, sizeof( glState.stateRamp )); } else { // oops, savedGamma == glState.stateRamp == glState.gammaRamp // probably r_gamma set as default MsgDev( D_NOTE, "GL_SetPixelformat: validate screen gamma - disabled\n" ); } } else { // current gamma unset by other application, we can restore it here MsgDev( D_NOTE, "GL_SetPixelformat: restore original gamma after crash\n" ); Mem_Copy( glState.stateRamp, savedGamma, sizeof( glState.gammaRamp )); } Mem_Free( savedGamma ); } vid_gamma->modified = true; return true; } void VID_RestoreGamma( void ) { if( !glw_state.hDC ) return; SetDeviceGammaRamp( glw_state.hDC, glState.stateRamp ); } void R_Free_OpenGL( void ) { VID_RestoreGamma (); if( pwglMakeCurrent ) pwglMakeCurrent( NULL, NULL ); if( glw_state.hGLRC ) { if( pwglDeleteContext ) pwglDeleteContext( glw_state.hGLRC ); glw_state.hGLRC = NULL; } if( glw_state.hDC ) { ReleaseDC( host.hWnd, glw_state.hDC ); glw_state.hDC = NULL; } if( host.hWnd ) { DestroyWindow ( host.hWnd ); host.hWnd = NULL; } UnregisterClass( "Xash Window", host.hInst ); if( glState.fullScreen ) { ChangeDisplaySettings( 0, 0 ); glState.fullScreen = false; } Sys_FreeLibrary( &opengl_dll ); // now all extensions are disabled Mem_Set( glConfig.extension, 0, sizeof( glConfig.extension[0] ) * GL_EXTCOUNT ); glw_state.initialized = false; } void R_SaveVideoMode( int vid_mode ) { int mode = bound( 0, vid_mode, num_vidmodes ); // check range glState.width = vidmode[mode].width; glState.height = vidmode[mode].height; glState.wideScreen = vidmode[mode].wideScreen; Cvar_FullSet( "width", va( "%i", vidmode[mode].width ), CVAR_READ_ONLY ); Cvar_FullSet( "height", va( "%i", vidmode[mode].height ), CVAR_READ_ONLY ); Cvar_SetFloat( "r_mode", mode ); // merge if it out of bounds MsgDev( D_NOTE, "Set: %s [%dx%d]\n", vidmode[mode].desc, vidmode[mode].width, vidmode[mode].height ); } qboolean VID_CreateWindow( int width, int height, qboolean fullscreen ) { WNDCLASS wc; RECT rect; convar_t *r_xpos, *r_ypos; int x = 0, y = 0, w, h; int stylebits = WINDOW_STYLE; int exstyle = WINDOW_EX_STYLE; static string wndname; com.snprintf( wndname, sizeof( wndname ), "%s", GI->title ); // register the frame class wc.style = CS_OWNDC|CS_NOCLOSE; wc.lpfnWndProc = (WNDPROC)IN_WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = host.hInst; wc.hCursor = LoadCursor( NULL, IDC_ARROW ); wc.hbrBackground = (void *)COLOR_3DSHADOW; wc.lpszClassName = "Xash Window"; wc.lpszMenuName = 0; // find the icon file in the filesystem if( FS_FileExistsEx( "game.ico", true )) { char localPath[MAX_PATH]; com.snprintf( localPath, sizeof( localPath ), "%s/game.ico", GI->gamedir ); wc.hIcon = LoadImage( NULL, localPath, IMAGE_ICON, 0, 0, LR_LOADFROMFILE|LR_DEFAULTSIZE ); if( !wc.hIcon ) { MsgDev( D_INFO, "Extract game.ico from pak if you want to see it.\n" ); wc.hIcon = LoadIcon( host.hInst, MAKEINTRESOURCE( 101 )); } } else wc.hIcon = LoadIcon( host.hInst, MAKEINTRESOURCE( 101 )); if( !RegisterClass( &wc )) { MsgDev( D_ERROR, "VID_CreateWindow: couldn't register window class %s\n" "Xash Window" ); return false; } if( fullscreen ) { stylebits = WS_POPUP|WS_VISIBLE; exstyle = WS_EX_TOPMOST; } rect.left = 0; rect.top = 0; rect.right = width; rect.bottom = height; AdjustWindowRect( &rect, stylebits, FALSE ); w = rect.right - rect.left; h = rect.bottom - rect.top; if( !fullscreen ) { r_xpos = Cvar_Get( "r_xpos", "130", CVAR_RENDERINFO, "window position by horizontal" ); r_ypos = Cvar_Get( "r_ypos", "48", CVAR_RENDERINFO, "window position by vertical" ); x = r_xpos->integer; y = r_ypos->integer; // adjust window coordinates if necessary // so that the window is completely on screen if( x < 0 ) x = 0; if( y < 0 ) y = 0; if( Cvar_VariableInteger( "vid_mode" ) != glConfig.prev_mode ) { if(( x + w > glw_state.desktopWidth ) || ( y + h > glw_state.desktopHeight )) { x = ( glw_state.desktopWidth - w ) / 2; y = ( glw_state.desktopHeight - h ) / 2; } } } CreateWindowEx( exstyle, "Xash Window", wndname, stylebits, x, y, w, h, NULL, NULL, host.hInst, NULL ); // host.hWnd will be filled in IN_WndProc if( !host.hWnd ) { MsgDev( D_ERROR, "VID_CreateWindow: couldn't create '%s'\n", wndname ); return false; } ShowWindow( host.hWnd, SW_SHOW ); UpdateWindow( host.hWnd ); // init all the gl stuff for the window if( !GL_SetPixelformat( )) { ShowWindow( host.hWnd, SW_HIDE ); DestroyWindow( host.hWnd ); host.hWnd = NULL; UnregisterClass( "Xash Window", host.hInst ); MsgDev( D_ERROR, "OpenGL driver not installed\n" ); return false; } SetForegroundWindow( host.hWnd ); SetFocus( host.hWnd ); return true; } rserr_t R_ChangeDisplaySettings( int vid_mode, qboolean fullscreen ) { int width, height; HDC hDC; R_SaveVideoMode( vid_mode ); width = r_width->integer; height = r_height->integer; // check our desktop attributes hDC = GetDC( GetDesktopWindow( )); glw_state.desktopBitsPixel = GetDeviceCaps( hDC, BITSPIXEL ); glw_state.desktopWidth = GetDeviceCaps( hDC, HORZRES ); glw_state.desktopHeight = GetDeviceCaps( hDC, VERTRES ); ReleaseDC( GetDesktopWindow(), hDC ); // destroy the existing window if( host.hWnd ) R_Free_OpenGL(); // do a CDS if needed if( fullscreen ) { DEVMODE dm; Mem_Set( &dm, 0, sizeof( dm )); dm.dmSize = sizeof( dm ); dm.dmPelsWidth = width; dm.dmPelsHeight = height; dm.dmFields = DM_PELSWIDTH|DM_PELSHEIGHT; if( vid_displayfrequency->integer > 0 ) { dm.dmFields |= DM_DISPLAYFREQUENCY; dm.dmDisplayFrequency = vid_displayfrequency->integer; } if( ChangeDisplaySettings( &dm, CDS_FULLSCREEN ) == DISP_CHANGE_SUCCESSFUL ) { glState.fullScreen = true; if( !VID_CreateWindow( width, height, true )) return rserr_invalid_mode; return rserr_ok; } else { dm.dmPelsWidth = width * 2; dm.dmPelsHeight = height; dm.dmFields = DM_PELSWIDTH|DM_PELSHEIGHT; if( gl_depthbits->integer != 0 ) { dm.dmBitsPerPel = gl_depthbits->integer; dm.dmFields |= DM_BITSPERPEL; } // our first CDS failed, so maybe we're running on some weird dual monitor system if( ChangeDisplaySettings( &dm, CDS_FULLSCREEN ) != DISP_CHANGE_SUCCESSFUL ) { ChangeDisplaySettings( 0, 0 ); glState.fullScreen = false; if( !VID_CreateWindow( width, height, false )) return rserr_invalid_mode; return rserr_invalid_fullscreen; } else { if( !VID_CreateWindow( width, height, true )) return rserr_invalid_mode; glState.fullScreen = true; return rserr_ok; } } } else { ChangeDisplaySettings( 0, 0 ); glState.fullScreen = false; if( !VID_CreateWindow( width, height, false )) return rserr_invalid_mode; } return rserr_ok; } /* ================== R_Init_OpenGL ================== */ qboolean R_Init_OpenGL( void ) { rserr_t err; qboolean fullscreen; fullscreen = vid_fullscreen->integer; vid_fullscreen->modified = false; vid_mode->modified = false; if(( err = R_ChangeDisplaySettings( vid_mode->integer, fullscreen )) == rserr_ok ) { glConfig.prev_mode = vid_mode->integer; } else { if( err == rserr_invalid_fullscreen ) { Cvar_SetFloat( "fullscreen", 0 ); vid_fullscreen->modified = false; MsgDev( D_ERROR, "R_SetMode: fullscreen unavailable in this mode\n" ); if(( err = R_ChangeDisplaySettings( vid_mode->integer, false )) == rserr_ok ) return true; } else if( err == rserr_invalid_mode ) { Cvar_SetFloat( "vid_mode", glConfig.prev_mode ); vid_mode->modified = false; MsgDev( D_ERROR, "R_SetMode: invalid mode\n" ); } // try setting it back to something safe if(( err = R_ChangeDisplaySettings( glConfig.prev_mode, false )) != rserr_ok ) { MsgDev( D_ERROR, "R_SetMode: could not revert to safe mode\n" ); return false; } } return true; } /* =============== GL_SetDefaults =============== */ static void GL_SetDefaults( void ) { int i; pglFinish(); pglClearColor( 1, 0, 0.5, 0.5 ); pglEnable( GL_DEPTH_TEST ); pglDisable( GL_CULL_FACE ); pglEnable( GL_SCISSOR_TEST ); pglDepthFunc( GL_LEQUAL ); pglDepthMask( GL_FALSE ); pglColor4f( 1, 1, 1, 1 ); if( glState.stencilEnabled ) { pglDisable( GL_STENCIL_TEST ); pglStencilMask( ( GLuint ) ~0 ); pglStencilFunc( GL_EQUAL, 128, 0xFF ); pglStencilOp( GL_KEEP, GL_KEEP, GL_INCR ); } // enable gouraud shading pglShadeModel( GL_SMOOTH ); pglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); pglPolygonOffset( -1, -2 ); // properly disable multitexturing at startup for( i = glConfig.max_texture_units - 1; i > 0; i-- ) { GL_SelectTexture( i ); GL_TexEnv( GL_MODULATE ); pglDisable( GL_BLEND ); pglDisable( GL_TEXTURE_2D ); } GL_SelectTexture( 0 ); pglDisable( GL_BLEND ); pglDisable( GL_ALPHA_TEST ); pglDisable( GL_POLYGON_OFFSET_FILL ); pglEnable( GL_TEXTURE_2D ); GL_Cull( 0 ); GL_FrontFace( 0 ); GL_SetState( GLSTATE_DEPTHWRITE ); GL_TexEnv( GL_MODULATE ); R_SetTextureParameters(); pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); } /* ================= R_RenderInfo_f ================= */ void R_RenderInfo_f( void ) { Msg( "\n" ); Msg( "GL_VENDOR: %s\n", glConfig.vendor_string ); Msg( "GL_RENDERER: %s\n", glConfig.renderer_string ); Msg( "GL_VERSION: %s\n", glConfig.version_string ); Msg( "GL_EXTENSIONS: %s\n", glConfig.extensions_string ); Msg( "GL_MAX_TEXTURE_SIZE: %i\n", glConfig.max_2d_texture_size ); if( GL_Support( GL_ARB_MULTITEXTURE )) Msg( "GL_MAX_TEXTURE_UNITS_ARB: %i\n", glConfig.max_texture_units ); if( GL_Support( GL_TEXTURECUBEMAP_EXT )) Msg( "GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: %i\n", glConfig.max_cubemap_size ); if( GL_Support( GL_ANISOTROPY_EXT )) Msg( "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: %.1f\n", glConfig.max_texture_anisotropy ); if( glConfig.texRectangle ) Msg( "GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: %i\n", glConfig.max_2d_rectangle_size ); Msg( "\n" ); Msg( "MODE: %i, %i x %i %s\n", vid_mode->integer, r_width->integer, r_height->integer ); Msg( "GAMMA: %s\n", (glConfig.deviceSupportsGamma) ? "hardware" : "software" ); Msg( "\n" ); Msg( "PICMIP: %i\n", gl_picmip->integer ); Msg( "SKYMIP: %i\n", gl_skymip->integer ); Msg( "TEXTUREMODE: %s\n", gl_texturemode->string ); Msg( "VERTICAL SYNC: %s\n", gl_swapInterval->integer ? "enabled" : "disabled" ); Msg( "Color %d bits, Alpha %d bits, Depth %d bits, Stencil %d bits\n", glConfig.color_bits, glConfig.alpha_bits, glConfig.depth_bits, glConfig.stencil_bits ); } //======================================================================= void GL_InitCommands( void ) { Cbuf_AddText( "vidlatch\n" ); Cbuf_Execute(); // system screen width and height (don't suppose for change from console at all) r_width = Cvar_Get( "width", "640", CVAR_READ_ONLY, "screen width" ); r_height = Cvar_Get( "height", "480", CVAR_READ_ONLY, "screen height" ); r_speeds = Cvar_Get( "r_speeds", "0", CVAR_ARCHIVE, "shows renderer speeds" ); r_fullbright = Cvar_Get( "r_fullbright", "0", CVAR_CHEAT, "disable lightmaps, get fullbright for entities" ); r_norefresh = Cvar_Get( "r_norefresh", "0", 0, "disable 3D rendering (use with caution)" ); r_lighting_modulate = Cvar_Get( "r_lighting_modulate", "0.6", CVAR_ARCHIVE, "lightstyles modulate scale" ); r_lighting_ambient = Cvar_Get( "r_lighting_ambient", "0.6", 0, "map ambient lighting scale" ); r_lighting_direct = Cvar_Get( "r_lighting_direct", "1", 0, "map directed lighting scale" ); r_adjust_fov = Cvar_Get( "r_adjust_fov", "1", CVAR_ARCHIVE, "making FOV adjustment for wide-screens" ); 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_faceplanecull = Cvar_Get( "r_faceplanecull", "1", 0, "ignore face plane culling (perfomance test)" ); r_lockpvs = Cvar_Get( "r_lockpvs", "0", CVAR_CHEAT, "lockpvs area at current point (pvs test)" ); r_lockcull = Cvar_Get( "r_lockcull", "0", CVAR_CHEAT, "lock frustrum area at current point (cull test)" ); r_wateralpha = Cvar_Get( "r_wateralpha", "1", CVAR_ARCHIVE, "world water transparency factor" ); r_dynamic = Cvar_Get( "r_dynamic", "1", CVAR_ARCHIVE, "allow dynamic lighting (dlights, lightstyles)" ); r_lightmap = Cvar_Get( "r_lightmap", "0", CVAR_CHEAT, "lightmap debugging tool" ); r_shadows = Cvar_Get( "r_shadows", "0", CVAR_ARCHIVE, "enable model shadows" ); r_fastsky = Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE, "enable algorhytm fo fast sky rendering (for old machines)" ); r_drawentities = Cvar_Get( "r_drawentities", "1", CVAR_CHEAT|CVAR_ARCHIVE, "render entities" ); r_lefthand = Cvar_Get( "hand", "0", CVAR_ARCHIVE, "viewmodel handedness" ); gl_picmip = Cvar_Get( "gl_picmip", "0", CVAR_RENDERINFO|CVAR_LATCH_VIDEO, "reduces resolution of textures by powers of 2" ); gl_skymip = Cvar_Get( "gl_skymip", "0", CVAR_RENDERINFO|CVAR_LATCH_VIDEO, "reduces resolution of skybox textures by powers of 2" ); gl_ignorehwgamma = Cvar_Get( "gl_ignorehwgamma", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "ignore hardware gamma (e.g. not support)" ); gl_allow_software = Cvar_Get( "gl_allow_software", "0", CVAR_ARCHIVE, "allow OpenGL software emulation" ); gl_colorbits = Cvar_Get( "gl_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH_VIDEO, "pixelformat color bits (0 - auto)" ); gl_alphabits = Cvar_Get( "gl_alphabits", "0", CVAR_ARCHIVE | CVAR_LATCH_VIDEO, "pixelformat alpha bits (0 - auto)" ); gl_depthbits = Cvar_Get( "gl_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH_VIDEO, "pixelformat depth bits (0 - auto)" ); gl_texturemode = Cvar_Get( "gl_texturemode", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE, "texture filter" ); gl_texturebits = Cvar_Get( "gl_texturebits", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "set texture upload format (0 - auto)" ); gl_round_down = Cvar_Get( "gl_round_down", "0", CVAR_RENDERINFO, "down size non-power of two textures" ); gl_stencilbits = Cvar_Get( "gl_stencilbits", "8", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "pixelformat stencil bits (0 - auto)" ); gl_check_errors = Cvar_Get( "gl_check_errors", "1", CVAR_ARCHIVE, "ignore video engine errors" ); gl_swapInterval = Cvar_Get( "gl_swapInterval", "0", CVAR_ARCHIVE, "time beetween frames (in msec)" ); gl_extensions = Cvar_Get( "gl_extensions", "1", CVAR_RENDERINFO, "allow gl_extensions" ); gl_texture_anisotropy = Cvar_Get( "r_anisotropy", "2.0", CVAR_ARCHIVE, "textures anisotropic filter" ); gl_nobind = Cvar_Get( "gl_nobind", "0", 0, "replace all textures with '*notexture' (perfomance test)" ); gl_texture_lodbias = Cvar_Get( "gl_texture_lodbias", "0.0", CVAR_ARCHIVE, "LOD bias for mipmapped textures" ); gl_compress_textures = Cvar_Get( "gl_compress_textures", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "compress textures to safe video memory" ); gl_showtextures = Cvar_Get( "r_showtextures", "0", CVAR_CHEAT, "show all uploaded textures (type values from 1 to 9)" ); gl_finish = Cvar_Get( "gl_finish", "0", CVAR_ARCHIVE, "use glFinish instead of glFlush" ); gl_clear = Cvar_Get( "gl_clear", "0", CVAR_ARCHIVE, "clearing screen after each frame" ); gl_test = Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" ); // make sure r_swapinterval is checked after vid_restart gl_swapInterval->modified = true; vid_gamma = Cvar_Get( "vid_gamma", "1.0", CVAR_ARCHIVE, "gamma amount" ); vid_mode = Cvar_Get( "vid_mode", VID_DEFAULTMODE, CVAR_RENDERINFO, "display resolution mode" ); vid_fullscreen = Cvar_Get( "fullscreen", "0", CVAR_RENDERINFO|CVAR_LATCH_VIDEO, "set in 1 to enable fullscreen mode" ); vid_displayfrequency = Cvar_Get ( "vid_displayfrequency", "0", CVAR_RENDERINFO|CVAR_LATCH_VIDEO, "fullscreen refresh rate" ); Cmd_AddCommand( "r_info", R_RenderInfo_f, "display renderer info" ); Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" ); } void GL_RemoveCommands( void ) { Cmd_RemoveCommand( "r_info"); Cmd_RemoveCommand( "texturelist" ); } void GL_InitExtensions( void ) { int flags = 0; // initialize gl extensions GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110 ); // get our various GL strings glConfig.vendor_string = pglGetString( GL_VENDOR ); glConfig.renderer_string = pglGetString( GL_RENDERER ); glConfig.version_string = pglGetString( GL_VERSION ); glConfig.extensions_string = pglGetString( GL_EXTENSIONS ); MsgDev( D_INFO, "Video: %s\n", glConfig.renderer_string ); GL_CheckExtension( "WGL_3DFX_gamma_control", wgl3DFXgammacontrolfuncs, NULL, GL_WGL_3DFX_GAMMA_CONTROL ); GL_CheckExtension( "WGL_EXT_swap_control", wglswapintervalfuncs, NULL, GL_WGL_SWAPCONTROL ); GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelments", GL_DRAW_RANGEELEMENTS_EXT ); if( !GL_Support( GL_DRAW_RANGEELEMENTS_EXT )) GL_CheckExtension( "GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "gl_drawrangeelments", GL_DRAW_RANGEELEMENTS_EXT ); // multitexture glConfig.max_texture_units = 1; GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE ); if( GL_Support( GL_ARB_MULTITEXTURE )) { pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units ); GL_CheckExtension( "GL_ARB_texture_env_combine", NULL, "gl_texture_env_combine", GL_ENV_COMBINE_EXT ); if( !GL_Support( GL_ENV_COMBINE_EXT )) GL_CheckExtension( "GL_EXT_texture_env_combine", NULL, "gl_texture_env_combine", GL_ENV_COMBINE_EXT ); if( GL_Support( GL_ENV_COMBINE_EXT )) GL_CheckExtension( "GL_ARB_texture_env_dot3", NULL, "gl_texture_env_dot3", GL_DOT3_ARB_EXT ); } else { GL_CheckExtension( "GL_SGIS_multitexture", sgis_multitexturefuncs, "gl_sgis_multitexture", GL_ARB_MULTITEXTURE ); if( GL_Support( GL_ARB_MULTITEXTURE )) glConfig.max_texture_units = 2; } if( glConfig.max_texture_units == 1 ) GL_SetExtension( GL_ARB_MULTITEXTURE, false ); // 3d texture support GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", GL_TEXTURE_3D_EXT ); if( GL_Support( GL_TEXTURE_3D_EXT )) { pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size ); if( glConfig.max_3d_texture_size < 32 ) { GL_SetExtension( GL_TEXTURE_3D_EXT, false ); MsgDev( D_ERROR, "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" ); } } GL_CheckExtension( "GL_SGIS_generate_mipmap", NULL, "gl_sgis_generate_mipmaps", GL_SGIS_MIPMAPS_EXT ); // hardware cubemaps GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURECUBEMAP_EXT ); if( GL_Support( GL_TEXTURECUBEMAP_EXT )) pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size ); // point particles extension GL_CheckExtension( "GL_EXT_point_parameters", pointparametersfunc, NULL, GL_EXT_POINTPARAMETERS ); GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT ); GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", GL_TEXTURE_COMPRESSION_EXT ); GL_CheckExtension( "GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", GL_CUSTOM_VERTEX_ARRAY_EXT ); if( !GL_Support( GL_CUSTOM_VERTEX_ARRAY_EXT )) GL_CheckExtension( "GL_SGI_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", GL_CUSTOM_VERTEX_ARRAY_EXT ); GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT ); if( !GL_Support( GL_CLAMPTOEDGE_EXT )) GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT ); glConfig.max_texture_anisotropy = 0.0f; GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", GL_ANISOTROPY_EXT ); if( GL_Support( GL_ANISOTROPY_EXT )) pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy ); GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_ext_texture_lodbias", GL_TEXTURE_LODBIAS ); if( GL_Support( GL_TEXTURE_LODBIAS )) pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lodbias ); GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, "gl_ext_texborder_clamp", GL_CLAMP_TEXBORDER_EXT ); GL_CheckExtension( "GL_EXT_blend_minmax", blendequationfuncs, "gl_ext_customblend", GL_BLEND_MINMAX_EXT ); GL_CheckExtension( "GL_EXT_blend_subtract", blendequationfuncs, "gl_ext_customblend", GL_BLEND_SUBTRACT_EXT ); GL_CheckExtension( "glStencilOpSeparate", gl2separatestencilfuncs, "gl_separate_stencil", GL_SEPARATESTENCIL_EXT ); if( !GL_Support( GL_SEPARATESTENCIL_EXT )) GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "gl_separate_stencil", GL_SEPARATESTENCIL_EXT ); GL_CheckExtension( "GL_EXT_stencil_two_side", stenciltwosidefuncs, "gl_stenciltwoside", GL_STENCILTWOSIDE_EXT ); GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_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( pglDrawRangeElementsEXT == NULL ) pglDrawRangeElementsEXT = pglDrawRangeElements; GL_CheckExtension( "GL_ARB_texture_env_add", NULL, "gl_texture_env_add", GL_TEXTURE_ENV_ADD_EXT ); // vp and fp shaders GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", GL_SHADER_OBJECTS_EXT ); GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", GL_SHADER_GLSL100_EXT ); GL_CheckExtension( "GL_ARB_vertex_shader", vertexshaderfuncs, "gl_vertexshader", GL_VERTEX_SHADER_EXT ); GL_CheckExtension( "GL_ARB_fragment_shader", NULL, "gl_pixelshader", GL_FRAGMENT_SHADER_EXT ); GL_CheckExtension( "GL_ARB_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE ); GL_CheckExtension( "GL_ARB_shadow", NULL, "gl_arb_shadow", GL_SHADOW_EXT ); // occlusion queries GL_CheckExtension( "GL_ARB_occlusion_query", occlusionfunc, "gl_occlusion_queries", GL_OCCLUSION_QUERIES_EXT ); // rectangle textures support if( com.strstr( glConfig.extensions_string, "GL_NV_texture_rectangle" )) { glConfig.texRectangle = GL_TEXTURE_RECTANGLE_NV; pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &glConfig.max_2d_rectangle_size ); } else if( com.strstr( glConfig.extensions_string, "GL_EXT_texture_rectangle" )) { glConfig.texRectangle = GL_TEXTURE_RECTANGLE_EXT; pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size ); } else glConfig.texRectangle = glConfig.max_2d_rectangle_size = 0; // no rectangle glConfig.max_2d_texture_size = 0; pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size ); if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256; Cvar_Get( "gl_max_texture_size", "0", CVAR_INIT, "opengl texture max dims" ); Cvar_Set( "gl_max_texture_size", va( "%i", glConfig.max_2d_texture_size )); // MCD has buffering issues if(com.strstr( glConfig.renderer_string, "gdi" )) Cvar_SetFloat( "gl_finish", 1 ); Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy ))); // software mipmap generator does wrong result with NPOT textures ... if( !GL_Support( GL_SGIS_MIPMAPS_EXT )) GL_SetExtension( GL_ARB_TEXTURE_NPOT_EXT, false ); flags |= IL_USE_LERPING|IL_ALLOW_OVERWRITE; Image_Init( NULL, flags ); glw_state.initialized = true; } /* =============== R_Init =============== */ qboolean R_Init( void ) { if( glw_state.initialized ) return true; GL_InitCommands(); GL_SetDefaultState(); // create the window and set up the context if( !R_Init_OpenGL( )) { GL_RemoveCommands(); R_Free_OpenGL(); return false; } r_temppool = Mem_AllocPool( "Render Zone" ); GL_InitExtensions(); GL_SetDefaults(); R_InitMathlib(); R_InitImages(); R_SpriteInit(); R_StudioInit(); R_ClearScene(); GL_CheckForErrors(); return true; } /* =============== R_Shutdown =============== */ void R_Shutdown( void ) { if( !glw_state.initialized ) return; GL_RemoveCommands(); R_ShutdownImages(); Mem_FreePool( &r_temppool ); // shut down OS specific OpenGL stuff like contexts, etc. R_Free_OpenGL(); } /* ================= GL_CheckForErrors ================= */ void GL_CheckForErrors_( const char *filename, const int fileline ) { int err; char *str; if( !gl_check_errors->integer ) return; if(( err = pglGetError( )) == GL_NO_ERROR ) return; switch( err ) { case GL_STACK_OVERFLOW: str = "GL_STACK_OVERFLOW"; break; case GL_STACK_UNDERFLOW: str = "GL_STACK_UNDERFLOW"; break; case GL_INVALID_ENUM: str = "GL_INVALID_ENUM"; break; case GL_INVALID_VALUE: str = "GL_INVALID_VALUE"; break; case GL_INVALID_OPERATION: str = "GL_INVALID_OPERATION"; break; case GL_OUT_OF_MEMORY: str = "GL_OUT_OF_MEMORY"; break; default: str = "UNKNOWN ERROR"; break; } Host_Error( "GL_CheckForErrors: %s (called at %s:%i)\n", str, filename, fileline ); }