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Xash3DArchive/engine/client/gl_vidnt.c

1663 lines
55 KiB
C

//=======================================================================
// 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 *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_drawentities;
convar_t *r_adjust_fov;
convar_t *r_novis;
convar_t *r_nocull;
convar_t *r_lockpvs;
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 },
{ "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 },
{ "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_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_lockpvs = Cvar_Get( "r_lockpvs", "0", CVAR_CHEAT, "lockpvs area at current point (pvs 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" );
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" );
// 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_InitImages();
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 );
}