This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/engine/client/gl_vidnt.c

1964 lines
62 KiB
C

/*
gl_vidnt.c - NT GL vid component
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "mod_local.h"
#include "input.h"
#define VID_AUTOMODE "-1"
#define VID_DEFAULTMODE 3.0f
#define DISP_CHANGE_BADDUALVIEW -6 // MSVC 6.0 doesn't
#define num_vidmodes ARRAYSIZE( vidmode )
#define WINDOW_STYLE (WS_OVERLAPPED|WS_BORDER|WS_SYSMENU|WS_CAPTION|WS_VISIBLE)
#define WINDOW_EX_STYLE (0)
#define WINDOW_NAME "Xash3D Window" // Half-Life
convar_t *gl_extensions;
convar_t *gl_texture_anisotropy;
convar_t *gl_texture_lodbias;
convar_t *gl_texture_nearest;
convar_t *gl_lightmap_nearest;
convar_t *gl_keeptjunctions;
convar_t *gl_showtextures;
convar_t *gl_detailscale;
convar_t *gl_check_errors;
convar_t *gl_allow_mirrors;
convar_t *gl_polyoffset;
convar_t *gl_wireframe;
convar_t *gl_max_size;
convar_t *gl_finish;
convar_t *gl_nosort;
convar_t *gl_vsync;
convar_t *gl_clear;
convar_t *gl_test;
convar_t *window_xpos;
convar_t *window_ypos;
convar_t *r_speeds;
convar_t *r_fullbright;
convar_t *r_norefresh;
convar_t *r_lighting_extended;
convar_t *r_lighting_modulate;
convar_t *r_lighting_ambient;
convar_t *r_detailtextures;
convar_t *r_faceplanecull;
convar_t *r_drawentities;
convar_t *r_adjust_fov;
convar_t *r_decals;
convar_t *r_novis;
convar_t *r_nocull;
convar_t *r_lockpvs;
convar_t *r_lockfrustum;
convar_t *r_traceglow;
convar_t *r_dynamic;
convar_t *r_lightmap;
convar_t *vid_displayfrequency;
convar_t *vid_fullscreen;
convar_t *vid_brightness;
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[] =
{
{ "640 x 480", 640, 480, false },
{ "800 x 600", 800, 600, false },
{ "960 x 720", 960, 720, false },
{ "1024 x 768", 1024, 768, false },
{ "1152 x 864", 1152, 864, false },
{ "1280 x 800", 1280, 800, false },
{ "1280 x 960", 1280, 960, false },
{ "1280 x 1024", 1280, 1024, false },
{ "1600 x 1200", 1600, 1200, false },
{ "2048 x 1536", 2048, 1536, false },
{ "800 x 480 (wide)", 800, 480, true },
{ "856 x 480 (wide)", 856, 480, true },
{ "960 x 540 (wide)", 960, 540, true },
{ "1024 x 576 (wide)", 1024, 576, true },
{ "1024 x 600 (wide)", 1024, 600, true },
{ "1280 x 720 (wide)", 1280, 720, true },
{ "1360 x 768 (wide)", 1360, 768, true },
{ "1366 x 768 (wide)", 1366, 768, true },
{ "1440 x 900 (wide)", 1440, 900, true },
{ "1680 x 1050 (wide)", 1680, 1050, true },
{ "1920 x 1080 (wide)", 1920, 1080, true },
{ "1920 x 1200 (wide)", 1920, 1200, true },
{ "2560 x 1440 (wide)", 2560, 1440, true },
{ "2560 x 1600 (wide)", 2560, 1600, true },
{ "1600 x 900 (wide)", 1600, 900, true },
{ "3840 x 2160 (wide)", 3840, 2160, true },
};
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 },
{ "glAccum" , (void **)&pglAccum },
{ "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 },
{ "glDrawArrays" , (void **)&pglDrawArrays },
{ "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 },
{ "glTexCoord1fv" , (void **)&pglTexCoord1fv },
{ "glTexCoord2fv" , (void **)&pglTexCoord2fv },
{ "glTexCoord3fv" , (void **)&pglTexCoord3fv },
{ "glTexCoord4fv" , (void **)&pglTexCoord4fv },
{ "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 },
{ "glPushAttrib" , (void **)&pglPushAttrib },
{ "glPopAttrib" , (void **)&pglPopAttrib },
{ "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 },
{ "glIsEnabled" , (void **)&pglIsEnabled },
{ "glIsList" , (void **)&pglIsList },
{ "glIsTexture" , (void **)&pglIsTexture },
{ "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 },
{ "glGetTexImage" , (void **)&pglGetTexImage },
{ "glGetTexEnviv" , (void **)&pglGetTexEnviv },
{ "glPolygonOffset" , (void **)&pglPolygonOffset },
{ "glPolygonMode" , (void **)&pglPolygonMode },
{ "glPolygonStipple" , (void **)&pglPolygonStipple },
{ "glClipPlane" , (void **)&pglClipPlane },
{ "glGetClipPlane" , (void **)&pglGetClipPlane },
{ "glShadeModel" , (void **)&pglShadeModel },
{ "glGetTexLevelParameteriv" , (void **)&pglGetTexLevelParameteriv },
{ "glGetTexLevelParameterfv" , (void **)&pglGetTexLevelParameterfv },
{ "glFogfv" , (void **)&pglFogfv },
{ "glFogf" , (void **)&pglFogf },
{ "glFogi" , (void **)&pglFogi },
{ NULL , NULL }
};
static dllfunc_t drawrangeelementsfuncs[] =
{
{ "glDrawRangeElements" , (void **)&pglDrawRangeElements },
{ NULL , NULL }
};
static dllfunc_t drawrangeelementsextfuncs[] =
{
{ "glDrawRangeElementsEXT" , (void **)&pglDrawRangeElementsEXT },
{ NULL , NULL }
};
static dllfunc_t debugoutputfuncs[] =
{
{ "glDebugMessageControlARB" , (void **)&pglDebugMessageControlARB },
{ "glDebugMessageInsertARB" , (void **)&pglDebugMessageInsertARB },
{ "glDebugMessageCallbackARB" , (void **)&pglDebugMessageCallbackARB },
{ "glGetDebugMessageLogARB" , (void **)&pglGetDebugMessageLogARB },
{ NULL , NULL }
};
static dllfunc_t multitexturefuncs[] =
{
{ "glMultiTexCoord1fARB" , (void **)&pglMultiTexCoord1f },
{ "glMultiTexCoord2fARB" , (void **)&pglMultiTexCoord2f },
{ "glMultiTexCoord3fARB" , (void **)&pglMultiTexCoord3f },
{ "glMultiTexCoord4fARB" , (void **)&pglMultiTexCoord4f },
{ "glActiveTextureARB" , (void **)&pglActiveTexture },
{ "glActiveTextureARB" , (void **)&pglActiveTextureARB },
{ "glClientActiveTextureARB" , (void **)&pglClientActiveTexture },
{ "glClientActiveTextureARB" , (void **)&pglClientActiveTextureARB },
{ NULL , NULL }
};
static dllfunc_t texture3dextfuncs[] =
{
{ "glTexImage3DEXT" , (void **)&pglTexImage3D },
{ "glTexSubImage3DEXT" , (void **)&pglTexSubImage3D },
{ "glCopyTexSubImage3DEXT" , (void **)&pglCopyTexSubImage3D },
{ 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 },
{ "glVertexAttrib2f" , (void **)&pglVertexAttrib2fARB },
{ "glVertexAttrib2fv" , (void **)&pglVertexAttrib2fvARB },
{ "glVertexAttrib3fv" , (void **)&pglVertexAttrib3fvARB },
{ 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 vaofuncs[] =
{
{ "glBindVertexArray" , (void **)&pglBindVertexArray },
{ "glDeleteVertexArrays" , (void **)&pglDeleteVertexArrays },
{ "glGenVertexArrays" , (void **)&pglGenVertexArrays },
{ "glIsVertexArray" , (void **)&pglIsVertexArray },
{ NULL , NULL }
};
static dllfunc_t arbfbofuncs[] =
{
{ "glIsRenderbuffer" , (void **)&pglIsRenderbuffer },
{ "glBindRenderbuffer" , (void **)&pglBindRenderbuffer },
{ "glDeleteRenderbuffers" , (void **)&pglDeleteRenderbuffers },
{ "glGenRenderbuffers" , (void **)&pglGenRenderbuffers },
{ "glRenderbufferStorage" , (void **)&pglRenderbufferStorage },
{ "glRenderbufferStorageMultisample" , (void **)&pglRenderbufferStorageMultisample }, // not in GL_EXT_framebuffer_object
{ "glGetRenderbufferParameteriv" , (void **)&pglGetRenderbufferParameteriv },
{ "glIsFramebuffer" , (void **)&pglIsFramebuffer },
{ "glBindFramebuffer" , (void **)&pglBindFramebuffer },
{ "glDeleteFramebuffers" , (void **)&pglDeleteFramebuffers },
{ "glGenFramebuffers" , (void **)&pglGenFramebuffers },
{ "glCheckFramebufferStatus" , (void **)&pglCheckFramebufferStatus },
{ "glFramebufferTexture1D" , (void **)&pglFramebufferTexture1D },
{ "glFramebufferTexture2D" , (void **)&pglFramebufferTexture2D },
{ "glFramebufferTexture3D" , (void **)&pglFramebufferTexture3D },
{ "glFramebufferTextureLayer" , (void **)&pglFramebufferTextureLayer }, // not in GL_EXT_framebuffer_object
{ "glFramebufferRenderbuffer" , (void **)&pglFramebufferRenderbuffer },
{ "glGetFramebufferAttachmentParameteriv" , (void **)&pglGetFramebufferAttachmentParameteriv },
{ "glBlitFramebuffer" , (void **)&pglBlitFramebuffer }, // not in GL_EXT_framebuffer_object
{ "glGenerateMipmap" , (void **)&pglGenerateMipmap },
{ NULL , NULL}
};
static dllfunc_t extfbofuncs[] =
{
{ "glIsRenderbufferEXT" , (void **)&pglIsRenderbuffer },
{ "glBindRenderbufferEXT" , (void **)&pglBindRenderbuffer },
{ "glDeleteRenderbuffersEXT" , (void **)&pglDeleteRenderbuffers },
{ "glGenRenderbuffersEXT" , (void **)&pglGenRenderbuffers },
{ "glRenderbufferStorageEXT" , (void **)&pglRenderbufferStorage },
{ "glGetRenderbufferParameterivEXT" , (void **)&pglGetRenderbufferParameteriv },
{ "glIsFramebufferEXT" , (void **)&pglIsFramebuffer },
{ "glBindFramebufferEXT" , (void **)&pglBindFramebuffer },
{ "glDeleteFramebuffersEXT" , (void **)&pglDeleteFramebuffers },
{ "glGenFramebuffersEXT" , (void **)&pglGenFramebuffers },
{ "glCheckFramebufferStatusEXT" , (void **)&pglCheckFramebufferStatus },
{ "glFramebufferTexture1DEXT" , (void **)&pglFramebufferTexture1D },
{ "glFramebufferTexture2DEXT" , (void **)&pglFramebufferTexture2D },
{ "glFramebufferTexture3DEXT" , (void **)&pglFramebufferTexture3D },
{ "glFramebufferRenderbufferEXT" , (void **)&pglFramebufferRenderbuffer },
{ "glGetFramebufferAttachmentParameterivEXT" , (void **)&pglGetFramebufferAttachmentParameteriv },
{ "glGenerateMipmapEXT" , (void **)&pglGenerateMipmap },
{ 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 drawbuffersfuncs[] =
{
{ "glDrawBuffersARB" , (void **)&pglDrawBuffersARB },
{ NULL , NULL }
};
static dllfunc_t wgl_funcs[] =
{
{ "wglSwapBuffers" , (void **)&pwglSwapBuffers },
{ "wglCreateContext" , (void **)&pwglCreateContext },
{ "wglDeleteContext" , (void **)&pwglDeleteContext },
{ "wglMakeCurrent" , (void **)&pwglMakeCurrent },
{ "wglGetCurrentContext" , (void **)&pwglGetCurrentContext },
{ NULL , NULL }
};
static dllfunc_t wglproc_funcs[] =
{
{ "wglGetProcAddress" , (void **)&pwglGetProcAddress },
{ NULL, NULL }
};
static dllfunc_t wglswapintervalfuncs[] =
{
{ "wglSwapIntervalEXT" , (void **)&pwglSwapIntervalEXT },
{ NULL, NULL }
};
static dllfunc_t wglgetextensionsstring[] =
{
{ "wglGetExtensionsStringEXT" , (void **)&pwglGetExtensionsStringEXT },
{ NULL, NULL }
};
dll_info_t opengl_dll = { "opengl32.dll", wgl_funcs, true };
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
static void CALLBACK GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
{
switch( type )
{
case GL_DEBUG_TYPE_ERROR_ARB:
if( host.developer < D_ERROR ) // "-dev 2"
return;
Con_Printf( "^1OpenGL Error:^7 %s\n", message );
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
if( host.developer < D_WARN ) // "-dev 3"
return;
Con_Printf( "^3OpenGL Warning:^7 %s\n", message );
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
if( host.developer < D_WARN ) // "-dev 3"
return;
Con_Printf( "^3OpenGL Warning:^7 %s\n", message );
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
if( host.developer < D_REPORT ) // "-dev 4"
return;
Con_Printf( "^3OpenGL Warning:^7 %s\n", message );
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
if( host.developer < D_REPORT ) // "-dev 4"
return;
Con_Printf( "OpenGL Notify: %s\n", message );
break;
case GL_DEBUG_TYPE_OTHER_ARB:
default: if( host.developer < D_NOTE ) // "-dev 5"
return;
Con_Printf( "OpenGL: %s\n", message );
break;
}
}
/*
=================
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_MaxTextureUnits
=================
*/
int GL_MaxTextureUnits( void )
{
if( GL_Support( GL_SHADER_GLSL100_EXT ))
return Q_min( Q_max( glConfig.max_texture_coords, glConfig.max_teximage_units ), MAX_TEXTURE_UNITS );
return glConfig.max_texture_units;
}
/*
=================
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;
const char *extensions_string;
MsgDev( D_NOTE, "GL_CheckExtension: %s ", name );
if( cvarname )
{
// system config disable extensions
parm = Cvar_Get( cvarname, "1", FCVAR_GLCONFIG, va( "enable or disable %s", name ));
if( parm->value == 0 || ( gl_extensions->value == 0 && r_ext != GL_OPENGL_110 ))
{
MsgDev( D_NOTE, "- disabled\n" );
GL_SetExtension( r_ext, 0 );
return; // nothing to process at
}
GL_SetExtension( r_ext, 1 );
}
extensions_string = glConfig.extensions_string;
if( name[0] == 'W' && name[1] == 'G' && name[2] == 'L' && glConfig.wgl_extensions_string != NULL )
extensions_string = glConfig.wgl_extensions_string;
if(( name[2] == '_' || name[3] == '_' ) && !Q_strstr( extensions_string, name ))
{
GL_SetExtension( r_ext, false ); // update render info
MsgDev( D_NOTE, "- ^1failed\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, "- ^2enabled\n" );
else MsgDev( D_NOTE, "- ^1failed\n" );
}
/*
===============
GL_UpdateSwapInterval
===============
*/
void GL_UpdateSwapInterval( void )
{
// disable VSync while level is loading
if( cls.state < ca_active )
{
if( pwglSwapIntervalEXT )
pwglSwapIntervalEXT( 0 );
SetBits( gl_vsync->flags, FCVAR_CHANGED );
}
else if( FBitSet( gl_vsync->flags, FCVAR_CHANGED ))
{
ClearBits( gl_vsync->flags, FCVAR_CHANGED );
if( pwglSwapIntervalEXT )
pwglSwapIntervalEXT( bound( -1, (int)gl_vsync->value, 1 ));
}
}
/*
===============
GL_SetDefaultTexState
===============
*/
static void GL_SetDefaultTexState( void )
{
int i;
memset( glState.currentTextures, -1, MAX_TEXTURE_UNITS * sizeof( *glState.currentTextures ));
memset( glState.texCoordArrayMode, 0, MAX_TEXTURE_UNITS * sizeof( *glState.texCoordArrayMode ));
memset( glState.genSTEnabled, 0, MAX_TEXTURE_UNITS * sizeof( *glState.genSTEnabled ));
for( i = 0; i < MAX_TEXTURE_UNITS; i++ )
{
glState.currentTextureTargets[i] = GL_NONE;
glState.texIdentityMatrix[i] = true;
}
}
/*
===============
GL_SetDefaultState
===============
*/
static void GL_SetDefaultState( void )
{
memset( &glState, 0, sizeof( glState ));
GL_SetDefaultTexState ();
}
/*
===============
GL_ContextError
===============
*/
static void GL_ContextError( void )
{
DWORD error = GetLastError();
if( error == ( 0xc0070000|ERROR_INVALID_VERSION_ARB ))
MsgDev( D_ERROR, "Unsupported OpenGL context version (%s).\n", "2.0" );
else if( error == ( 0xc0070000|ERROR_INVALID_PROFILE_ARB ))
MsgDev( D_ERROR, "Unsupported OpenGL profile (%s).\n", "compat" );
else if( error == ( 0xc0070000|ERROR_INVALID_OPERATION ))
MsgDev( D_ERROR, "wglCreateContextAttribsARB returned invalid operation.\n" );
else if( error == ( 0xc0070000|ERROR_DC_NOT_FOUND ))
MsgDev( D_ERROR, "wglCreateContextAttribsARB returned dc not found.\n" );
else if( error == ( 0xc0070000|ERROR_INVALID_PIXEL_FORMAT ))
MsgDev( D_ERROR, "wglCreateContextAttribsARB returned dc not found.\n" );
else if( error == ( 0xc0070000|ERROR_NO_SYSTEM_RESOURCES ))
MsgDev( D_ERROR, "wglCreateContextAttribsARB ran out of system resources.\n" );
else if( error == ( 0xc0070000|ERROR_INVALID_PARAMETER ))
MsgDev( D_ERROR, "wglCreateContextAttribsARB reported invalid parameter.\n" );
else MsgDev( D_ERROR, "Unknown error creating an OpenGL (%s) Context.\n", "2.0" );
}
/*
=================
GL_CreateContext
=================
*/
qboolean GL_CreateContext( void )
{
HGLRC hBaseRC;
glw_state.extended = false;
if(!( glw_state.hGLRC = pwglCreateContext( glw_state.hDC )))
return GL_DeleteContext();
if(!( pwglMakeCurrent( glw_state.hDC, glw_state.hGLRC )))
return GL_DeleteContext();
if( !Sys_CheckParm( "-gldebug" ) || host.developer <= D_INFO ) // debug bit kill the perfomance
return true;
pwglCreateContextAttribsARB = GL_GetProcAddress( "wglCreateContextAttribsARB" );
if( pwglCreateContextAttribsARB != NULL )
{
int attribs[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
// WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0
};
hBaseRC = glw_state.hGLRC; // backup
glw_state.hGLRC = NULL;
if( !( glw_state.hGLRC = pwglCreateContextAttribsARB( glw_state.hDC, NULL, attribs )))
{
glw_state.hGLRC = hBaseRC;
GL_ContextError();
return true; // just use old context
}
if(!( pwglMakeCurrent( glw_state.hDC, glw_state.hGLRC )))
{
pwglDeleteContext( glw_state.hGLRC );
glw_state.hGLRC = hBaseRC;
GL_ContextError();
return true;
}
MsgDev( D_NOTE, "GL_CreateContext: using extended context\n" );
pwglDeleteContext( hBaseRC ); // release first context
glw_state.extended = true;
}
return true;
}
/*
=================
GL_UpdateContext
=================
*/
qboolean GL_UpdateContext( void )
{
if(!( pwglMakeCurrent( glw_state.hDC, glw_state.hGLRC )))
return GL_DeleteContext();
return true;
}
/*
=================
GL_DeleteContext
always return false
=================
*/
qboolean GL_DeleteContext( void )
{
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;
}
return false;
}
/*
=================
VID_ChoosePFD
=================
*/
static int VID_ChoosePFD( PIXELFORMATDESCRIPTOR *pfd, int colorBits, int alphaBits, int depthBits, int stencilBits )
{
int pixelFormat = 0;
MsgDev( D_NOTE, "VID_ChoosePFD( color %i, alpha %i, depth %i, stencil %i )\n", colorBits, alphaBits, depthBits, stencilBits );
// Fill out the PFD
pfd->nSize = sizeof (PIXELFORMATDESCRIPTOR);
pfd->nVersion = 1;
pfd->dwFlags = PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER;
pfd->iPixelType = PFD_TYPE_RGBA;
pfd->cColorBits = colorBits;
pfd->cRedBits = 0;
pfd->cRedShift = 0;
pfd->cGreenBits = 0;
pfd->cGreenShift = 0;
pfd->cBlueBits = 0;
pfd->cBlueShift = 0; // wow! Blue Shift %)
pfd->cAlphaBits = alphaBits;
pfd->cAlphaShift = 0;
pfd->cAccumBits = 0;
pfd->cAccumRedBits = 0;
pfd->cAccumGreenBits = 0;
pfd->cAccumBlueBits = 0;
pfd->cAccumAlphaBits= 0;
pfd->cDepthBits = depthBits;
pfd->cStencilBits = stencilBits;
pfd->cAuxBuffers = 0;
pfd->iLayerType = PFD_MAIN_PLANE;
pfd->bReserved = 0;
pfd->dwLayerMask = 0;
pfd->dwVisibleMask = 0;
pfd->dwDamageMask = 0;
// count PFDs
pixelFormat = ChoosePixelFormat( glw_state.hDC, pfd );
if( !pixelFormat )
{
MsgDev( D_ERROR, "VID_ChoosePFD failed\n" );
return 0;
}
return pixelFormat;
}
/*
=================
VID_StartupGamma
=================
*/
void VID_StartupGamma( void )
{
BuildGammaTable( vid_gamma->value, vid_brightness->value );
MsgDev( D_NOTE, "VID_StartupGamma: gamma %g brightness %g\n", vid_gamma->value, vid_brightness->value );
ClearBits( vid_brightness->flags, FCVAR_CHANGED );
ClearBits( vid_gamma->flags, FCVAR_CHANGED );
}
/*
=================
VID_InitDefaultResolution
=================
*/
void VID_InitDefaultResolution( void )
{
// we need to have something valid here
// until video subsystem initialized
glState.width = 640;
glState.height = 480;
}
/*
=================
VID_GetModeString
=================
*/
const char *VID_GetModeString( int vid_mode )
{
if( vid_mode >= 0 && vid_mode < num_vidmodes )
return vidmode[vid_mode].desc;
return NULL; // out of bounds
}
/*
=================
GL_SetPixelformat
=================
*/
qboolean GL_SetPixelformat( void )
{
PIXELFORMATDESCRIPTOR PFD;
int alphaBits = 8;
int stencilBits = 8;
int pixelFormat = 0;
if(( glw_state.hDC = GetDC( host.hWnd )) == NULL )
return false;
if( glw_state.desktopBitsPixel < 32 )
{
// clear alphabits in case we in 16-bit mode
alphaBits = 0;
}
// choose a pixel format
pixelFormat = VID_ChoosePFD( &PFD, 24, alphaBits, 32, stencilBits );
if( !pixelFormat )
{
// try again with default color/depth/stencil
pixelFormat = VID_ChoosePFD( &PFD, 24, 0, 32, 0 );
if( !pixelFormat )
{
MsgDev( D_ERROR, "GL_SetPixelformat: failed to find an appropriate PIXELFORMAT\n" );
return false;
}
}
// set the pixel format
if( !SetPixelFormat( glw_state.hDC, pixelFormat, &PFD ))
{
MsgDev( D_ERROR, "GL_SetPixelformat: failed\n" );
return false;
}
DescribePixelFormat( glw_state.hDC, pixelFormat, sizeof( PIXELFORMATDESCRIPTOR ), &PFD );
if( PFD.dwFlags & PFD_GENERIC_FORMAT )
{
if( PFD.dwFlags & PFD_GENERIC_ACCELERATED )
{
MsgDev( D_NOTE, "VID_ChoosePFD: using Generic MCD acceleration\n" );
}
else
{
MsgDev( D_ERROR, "GL_SetPixelformat: no hardware acceleration found\n" );
return false;
}
}
else
{
MsgDev( D_NOTE, "VID_ChoosePFD: using hardware acceleration\n");
}
glConfig.color_bits = PFD.cColorBits;
glConfig.alpha_bits = PFD.cAlphaBits;
glConfig.depth_bits = PFD.cDepthBits;
glConfig.stencil_bits = PFD.cStencilBits;
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 );
return true;
}
/*
=================
R_SaveVideoMode
=================
*/
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_SetValue( "vid_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 );
}
/*
=================
R_DescribeVIDMode
=================
*/
qboolean R_DescribeVIDMode( int width, int height )
{
int i;
for( i = 0; i < sizeof( vidmode ) / sizeof( vidmode[0] ); i++ )
{
if( vidmode[i].width == width && vidmode[i].height == height )
{
// found specified mode
Cvar_SetValue( "vid_mode", i );
return true;
}
}
return false;
}
/*
=================
VID_CreateWindow
=================
*/
qboolean VID_CreateWindow( int width, int height, qboolean fullscreen )
{
int x = 0, y = 0, w, h;
int stylebits = WINDOW_STYLE;
int exstyle = WINDOW_EX_STYLE;
static string wndname;
HWND window;
RECT rect;
WNDCLASS wc;
Q_strncpy( wndname, GI->title, sizeof( wndname ));
// 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 = WINDOW_NAME;
wc.lpszMenuName = 0;
wc.hIcon = 0;
// find the icon file in the filesystem
if( FS_FileExists( GI->iconpath, true ))
{
if( FS_GetDiskPath( GI->iconpath, true ))
{
string localPath;
Q_snprintf( localPath, sizeof( localPath ), "%s/%s", GI->gamedir, GI->iconpath );
wc.hIcon = LoadImage( NULL, localPath, IMAGE_ICON, 0, 0, LR_LOADFROMFILE|LR_DEFAULTSIZE );
}
else MsgDev( D_INFO, "Extract %s from pak if you want to see it.\n", GI->iconpath );
}
// couldn't loaded for some reasons? use default
if( !wc.hIcon ) wc.hIcon = LoadIcon( host.hInst, MAKEINTRESOURCE( 101 ));
if( !RegisterClass( &wc ))
{
MsgDev( D_ERROR, "VID_CreateWindow: couldn't register window class %s\n" WINDOW_NAME );
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 0
RECT WindowRect;
unsigned WindowHeight;
HWND WindowHandle;
WindowHandle = FindWindow("Shell_TrayWnd", NULL);
GetWindowRect(WindowHandle, &WindowRect);
WindowHeight = WindowRect.bottom - WindowRect.top;
#endif
if( !fullscreen )
{
x = window_xpos->value;
y = window_ypos->value;
// 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 )
{
// adjust window in the screen size
if( x + w > glw_state.desktopWidth )
x = ( glw_state.desktopWidth - w );
if( y + h > glw_state.desktopHeight )
y = ( glw_state.desktopHeight - h );
}
}
window = CreateWindowEx( exstyle, WINDOW_NAME, wndname, stylebits, x, y, w, h, NULL, NULL, host.hInst, NULL );
if( host.hWnd != window )
{
// make sure what CreateWindowEx call the IN_WndProc
MsgDev( D_WARN, "VID_CreateWindow: bad hWnd for '%s'\n", wndname );
}
if( !host.hWnd )
{
// host.hWnd must be filled in IN_WndProc
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( WINDOW_NAME, host.hInst );
MsgDev( D_ERROR, "OpenGL driver not installed\n" );
return false;
}
if( !glw_state.initialized )
{
if( !GL_CreateContext( ))
return false;
VID_StartupGamma();
}
else
{
if( !GL_UpdateContext( ))
return false;
}
SetForegroundWindow( host.hWnd );
SetFocus( host.hWnd );
return true;
}
/*
=================
VID_DestroyWindow
=================
*/
void VID_DestroyWindow( void )
{
if( pwglMakeCurrent )
pwglMakeCurrent( NULL, 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( WINDOW_NAME, host.hInst );
if( glState.fullScreen )
{
ChangeDisplaySettings( 0, 0 );
glState.fullScreen = false;
}
}
/*
=================
R_ChangeDisplaySettings
=================
*/
rserr_t R_ChangeDisplaySettings( int vid_mode, qboolean fullscreen )
{
int width, height;
int cds_result;
HDC hDC;
R_SaveVideoMode( vid_mode );
width = glState.width;
height = glState.height;
// 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 ) VID_DestroyWindow();
// do a CDS if needed
if( fullscreen )
{
DEVMODE dm;
memset( &dm, 0, sizeof( dm ));
dm.dmSize = sizeof( dm );
dm.dmPelsWidth = width;
dm.dmPelsHeight = height;
dm.dmFields = DM_PELSWIDTH|DM_PELSHEIGHT;
if( vid_displayfrequency->value > 0 )
{
if( vid_displayfrequency->value < 60 ) Cvar_SetValue( "vid_displayfrequency", 60 );
if( vid_displayfrequency->value > 100 ) Cvar_SetValue( "vid_displayfrequency", 100 );
dm.dmFields |= DM_DISPLAYFREQUENCY;
dm.dmDisplayFrequency = vid_displayfrequency->value;
}
cds_result = ChangeDisplaySettings( &dm, CDS_FULLSCREEN );
if( cds_result == DISP_CHANGE_SUCCESSFUL )
{
glState.fullScreen = true;
if( !VID_CreateWindow( width, height, true ))
return rserr_invalid_mode;
return rserr_ok;
}
else if( cds_result == DISP_CHANGE_BADDUALVIEW )
{
dm.dmPelsWidth = width * 2;
dm.dmPelsHeight = height;
dm.dmFields = DM_PELSWIDTH|DM_PELSHEIGHT;
// 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
{
int freq_specified = 0;
if( vid_displayfrequency->value > 0 )
{
// clear out custom frequency
freq_specified = vid_displayfrequency->value;
Cvar_SetValue( "vid_displayfrequency", 0.0f );
dm.dmFields &= ~DM_DISPLAYFREQUENCY;
dm.dmDisplayFrequency = 0;
}
// our first CDS failed, so maybe we're running with too high displayfrequency
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;
if( freq_specified )
MsgDev( D_ERROR, "VID_SetMode: display frequency %i Hz is not supported\n", freq_specified );
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;
}
/*
==================
VID_SetMode
Set the described video mode
==================
*/
qboolean VID_SetMode( void )
{
qboolean fullscreen;
rserr_t err;
if( vid_mode->value == -1 ) // trying to get resolution automatically by default
{
HDC hDCScreen = GetDC( NULL );
int iScreenWidth = GetDeviceCaps( hDCScreen, HORZRES );
int iScreenHeight = GetDeviceCaps( hDCScreen, VERTRES );
ReleaseDC( NULL, hDCScreen );
if( R_DescribeVIDMode( iScreenWidth, iScreenHeight ))
{
MsgDev( D_NOTE, "found specified vid mode %i [%ix%i]\n", (int)vid_mode->value, iScreenWidth, iScreenHeight );
Cvar_SetValue( "fullscreen", 1 );
}
else
{
MsgDev( D_NOTE, "failed to set specified vid mode [%ix%i]\n", iScreenWidth, iScreenHeight );
Cvar_SetValue( "vid_mode", VID_DEFAULTMODE );
}
}
fullscreen = vid_fullscreen->value;
SetBits( gl_vsync->flags, FCVAR_CHANGED );
if(( err = R_ChangeDisplaySettings( vid_mode->value, fullscreen )) == rserr_ok )
{
glConfig.prev_mode = vid_mode->value;
}
else
{
if( err == rserr_invalid_fullscreen )
{
Cvar_SetValue( "fullscreen", 0 );
MsgDev( D_ERROR, "VID_SetMode: fullscreen unavailable in this mode\n" );
if(( err = R_ChangeDisplaySettings( vid_mode->value, false )) == rserr_ok )
return true;
}
else if( err == rserr_invalid_mode )
{
Cvar_SetValue( "vid_mode", glConfig.prev_mode );
MsgDev( D_ERROR, "VID_SetMode: invalid mode\n" );
}
// try setting it back to something safe
if(( err = R_ChangeDisplaySettings( glConfig.prev_mode, false )) != rserr_ok )
{
MsgDev( D_ERROR, "VID_SetMode: could not revert to safe mode\n" );
return false;
}
}
return true;
}
/*
==================
VID_CheckChanges
check vid modes and fullscreen
==================
*/
void VID_CheckChanges( void )
{
if( FBitSet( cl_allow_levelshots->flags, FCVAR_CHANGED ))
{
GL_FreeTexture( cls.loadingBar );
SCR_RegisterTextures(); // reload 'lambda' image
ClearBits( cl_allow_levelshots->flags, FCVAR_CHANGED );
}
if( host.renderinfo_changed )
{
if( !VID_SetMode( ))
{
Msg( "Error: can't initialize video subsystem\n" );
Host_NewInstance( va("#%s", GI->gamefolder ), "stopped" );
}
else
{
host.renderinfo_changed = false;
SCR_VidInit(); // tell the client.dll what vid_mode has changed
}
}
}
/*
==================
R_Init_OpenGL
==================
*/
qboolean R_Init_OpenGL( void )
{
Sys_LoadLibrary( &opengl_dll ); // load opengl32.dll
if( !opengl_dll.link )
return false;
if( Sys_CheckParm( "-gldebug" ) && host.developer > D_INFO )
GL_CheckExtension( "OpenGL Internal ProcAddress", wglproc_funcs, NULL, GL_WGL_PROCADDRESS );
return VID_SetMode();
}
/*
==================
R_Free_OpenGL
==================
*/
void R_Free_OpenGL( void )
{
GL_DeleteContext ();
VID_DestroyWindow ();
Sys_FreeLibrary( &opengl_dll );
// now all extensions are disabled
memset( glConfig.extension, 0, sizeof( glConfig.extension ));
glw_state.initialized = false;
}
/*
===============
GL_SetDefaults
===============
*/
static void GL_SetDefaults( void )
{
pglFinish();
pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
pglDisable( GL_DEPTH_TEST );
pglDisable( GL_CULL_FACE );
pglDisable( GL_SCISSOR_TEST );
pglDepthFunc( GL_LEQUAL );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
if( glState.stencilEnabled )
{
pglDisable( GL_STENCIL_TEST );
pglStencilMask( ( GLuint ) ~0 );
pglStencilFunc( GL_EQUAL, 0, ~0 );
pglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
}
pglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
pglPolygonOffset( -1.0f, -2.0f );
GL_CleanupAllTextureUnits();
pglDisable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglDisable( GL_POLYGON_OFFSET_FILL );
pglAlphaFunc( GL_GREATER, 0.0f );
pglEnable( GL_TEXTURE_2D );
pglShadeModel( GL_SMOOTH );
pglFrontFace( GL_CCW );
pglPointSize( 1.2f );
pglLineWidth( 1.2f );
GL_Cull( GL_NONE );
}
/*
=================
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 );
// don't spam about extensions
if( host.developer >= D_REPORT )
{
Msg( "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
if( glConfig.wgl_extensions_string != NULL )
Msg( "\nWGL_EXTENSIONS: %s\n", glConfig.wgl_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_TEXTURE_CUBEMAP_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( GL_Support( GL_TEXTURE_2D_RECT_EXT ))
Msg( "GL_MAX_RECTANGLE_TEXTURE_SIZE: %i\n", glConfig.max_2d_rectangle_size );
if( GL_Support( GL_TEXTURE_ARRAY_EXT ))
Msg( "GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: %i\n", glConfig.max_2d_texture_layers );
if( GL_Support( GL_SHADER_GLSL100_EXT ))
{
Msg( "GL_MAX_TEXTURE_COORDS_ARB: %i\n", glConfig.max_texture_coords );
Msg( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %i\n", glConfig.max_teximage_units );
Msg( "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: %i\n", glConfig.max_vertex_uniforms );
Msg( "GL_MAX_VERTEX_ATTRIBS_ARB: %i\n", glConfig.max_vertex_attribs );
}
Msg( "\n" );
Msg( "MODE: %s\n", vidmode[(int)vid_mode->value].desc );
Msg( "\n" );
Msg( "VERTICAL SYNC: %s\n", gl_vsync->value ? "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 );
}
//=======================================================================
/*
=================
GL_InitCommands
=================
*/
void GL_InitCommands( void )
{
// system screen width and height (don't suppose for change from console at all)
r_speeds = Cvar_Get( "r_speeds", "0", FCVAR_ARCHIVE, "shows renderer speeds" );
r_fullbright = Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" );
r_norefresh = Cvar_Get( "r_norefresh", "0", 0, "disable 3D rendering (use with caution)" );
r_lighting_extended = Cvar_Get( "r_lighting_extended", "1", FCVAR_ARCHIVE, "allow to get lighting from world and bmodels" );
r_lighting_modulate = Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
r_lighting_ambient = Cvar_Get( "r_lighting_ambient", "0.3", FCVAR_ARCHIVE, "map ambient lighting scale" );
r_adjust_fov = Cvar_Get( "r_adjust_fov", "1", FCVAR_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_detailtextures = Cvar_Get( "r_detailtextures", "1", FCVAR_ARCHIVE, "enable detail textures support, use '2' for autogenerate detail.txt" );
r_lockpvs = Cvar_Get( "r_lockpvs", "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" );
r_lockfrustum = Cvar_Get( "r_lockfrustum", "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" );
r_dynamic = Cvar_Get( "r_dynamic", "1", FCVAR_ARCHIVE, "allow dynamic lighting (dlights, lightstyles)" );
r_traceglow = Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" );
r_lightmap = Cvar_Get( "r_lightmap", "0", FCVAR_CHEAT, "lightmap debugging tool" );
r_drawentities = Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT|FCVAR_ARCHIVE, "render entities" );
r_decals = Cvar_Get( "r_decals", "4096", FCVAR_ARCHIVE, "sets the maximum number of decals" );
window_xpos = Cvar_Get( "_window_xpos", "130", FCVAR_RENDERINFO, "window position by horizontal" );
window_ypos = Cvar_Get( "_window_ypos", "48", FCVAR_RENDERINFO, "window position by vertical" );
gl_extensions = Cvar_Get( "gl_allow_extensions", "1", FCVAR_GLCONFIG, "allow gl_extensions" );
gl_texture_nearest = Cvar_Get( "gl_texture_nearest", "0", FCVAR_ARCHIVE, "disable texture filter" );
gl_lightmap_nearest = Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_ARCHIVE, "disable lightmap filter" );
gl_max_size = Cvar_Get( "gl_max_size", "512", FCVAR_ARCHIVE, "no effect in Xash3D just a legacy" );
gl_check_errors = Cvar_Get( "gl_check_errors", "1", FCVAR_ARCHIVE, "ignore video engine errors" );
gl_vsync = Cvar_Get( "gl_vsync", "0", FCVAR_ARCHIVE, "enable vertical syncronization" );
gl_detailscale = Cvar_Get( "gl_detailscale", "4.0", FCVAR_ARCHIVE, "default scale applies while auto-generate list of detail textures" );
gl_texture_anisotropy = Cvar_Get( "gl_anisotropy", "2.0", FCVAR_ARCHIVE, "textures anisotropic filter" );
gl_texture_lodbias = Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_ARCHIVE, "LOD bias for mipmapped textures (prefomance|quality)" );
gl_keeptjunctions = Cvar_Get( "gl_keeptjunctions", "1", FCVAR_ARCHIVE, "removing tjuncs causes blinking pixels" );
gl_allow_mirrors = Cvar_Get( "gl_allow_mirrors", "1", FCVAR_ARCHIVE, "allow to draw mirror surfaces" );
gl_showtextures = Cvar_Get( "r_showtextures", "0", FCVAR_CHEAT, "show all uploaded textures" );
gl_finish = Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" );
gl_nosort = Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" );
gl_clear = Cvar_Get( "gl_clear", "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
gl_test = Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" );
gl_wireframe = Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" );
// these cvar not used by engine but some mods requires this
gl_polyoffset = Cvar_Get( "gl_polyoffset", "2.0", FCVAR_ARCHIVE, "polygon offset for decals" );
// make sure gl_vsync is checked after vid_restart
SetBits( gl_vsync->flags, FCVAR_CHANGED );
vid_gamma = Cvar_Get( "gamma", "2.5", FCVAR_ARCHIVE, "gamma amount" );
vid_brightness = Cvar_Get( "brightness", "0.0", FCVAR_ARCHIVE, "brighntess factor" );
vid_mode = Cvar_Get( "vid_mode", VID_AUTOMODE, FCVAR_RENDERINFO|FCVAR_VIDRESTART, "display resolution mode" );
vid_fullscreen = Cvar_Get( "fullscreen", "0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "enable fullscreen mode" );
vid_displayfrequency = Cvar_Get ( "vid_displayfrequency", "0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "fullscreen refresh rate" );
Cmd_AddCommand( "r_info", R_RenderInfo_f, "display renderer info" );
// apply actual video mode to window
Cbuf_AddText( "exec video.cfg\n" );
Cbuf_Execute();
}
/*
=================
GL_RemoveCommands
=================
*/
void GL_RemoveCommands( void )
{
Cmd_RemoveCommand( "r_info");
}
/*
=================
GL_InitExtensions
=================
*/
void GL_InitExtensions( void )
{
// 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 );
// intialize wrapper type
glConfig.context = CONTEXT_TYPE_GL;
glConfig.wrapper = GLES_WRAPPER_NONE;
if( Q_stristr( glConfig.renderer_string, "geforce" ))
glConfig.hardware_type = GLHW_NVIDIA;
else if( Q_stristr( glConfig.renderer_string, "quadro fx" ))
glConfig.hardware_type = GLHW_NVIDIA;
else if( Q_stristr(glConfig.renderer_string, "rv770" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr(glConfig.renderer_string, "radeon hd" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "eah4850" ) || Q_stristr( glConfig.renderer_string, "eah4870" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "radeon" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "intel" ))
glConfig.hardware_type = GLHW_INTEL;
else glConfig.hardware_type = GLHW_GENERIC;
// initalize until base opengl functions loaded (old-context)
if( !Sys_CheckParm( "-gldebug" ) || host.developer <= D_INFO )
GL_CheckExtension( "OpenGL Internal ProcAddress", wglproc_funcs, NULL, GL_WGL_PROCADDRESS );
// windows-specific extensions
GL_CheckExtension( "WGL Extensions String", wglgetextensionsstring, NULL, GL_WGL_EXTENSIONS );
if( pwglGetExtensionsStringEXT != NULL )
glConfig.wgl_extensions_string = pwglGetExtensionsStringEXT();
else glConfig.wgl_extensions_string = NULL;
// initalize until base opengl functions loaded
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 );
// 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;
// multitexture
glConfig.max_texture_units = glConfig.max_texture_coords = glConfig.max_teximage_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 );
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" );
}
}
// 2d texture array support
GL_CheckExtension( "GL_EXT_texture_array", texture3dextfuncs, "gl_texture_2d_array", GL_TEXTURE_ARRAY_EXT );
if( GL_Support( GL_TEXTURE_ARRAY_EXT ))
pglGetIntegerv( GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &glConfig.max_2d_texture_layers );
// hardware cubemaps
GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURE_CUBEMAP_EXT );
GL_CheckExtension( "GL_ARB_draw_buffers", drawbuffersfuncs, "gl_draw_buffers", GL_DRAW_BUFFERS_EXT );
if( GL_Support( GL_TEXTURE_CUBEMAP_EXT ))
{
pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
// check for seamless cubemaps too
GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, "gl_seamless_cubemap", GL_ARB_SEAMLESS_CUBEMAP );
}
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_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 );
if( glConfig.hardware_type != GLHW_INTEL )
GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_ext_texture_lod_bias", GL_TEXTURE_LOD_BIAS );
if( GL_Support( GL_TEXTURE_LOD_BIAS ))
pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lod_bias );
GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, "gl_ext_texborder_clamp", GL_CLAMP_TEXBORDER_EXT );
GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT );
GL_CheckExtension( "GL_ARB_vertex_array_object", vaofuncs, "gl_vertex_array_object", GL_ARB_VERTEX_ARRAY_OBJECT_EXT );
GL_CheckExtension( "GL_ARB_half_float_pixel", NULL, "gl_half_float", GL_ARB_HALF_FLOAT_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_shading_language", GL_SHADER_GLSL100_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 );
GL_CheckExtension( "GL_ARB_texture_float", NULL, "gl_arb_texture_float", GL_ARB_TEXTURE_FLOAT_EXT );
GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, "gl_arb_depth_float", GL_ARB_DEPTH_FLOAT_EXT );
GL_CheckExtension( "GL_ARB_texture_rg", NULL, "gl_arb_texture_rg", GL_ARB_TEXTURE_RG );
GL_CheckExtension( "GL_EXT_gpu_shader4", NULL, "gl_ext_gpu_shader4", GL_EXT_GPU_SHADER4 );
// this won't work without extended context
if( glw_state.extended )
GL_CheckExtension( "GL_ARB_debug_output", debugoutputfuncs, "gl_debug_output", GL_DEBUG_OUTPUT );
// FBO support
GL_CheckExtension( "GL_ARB_framebuffer_object", arbfbofuncs, "gl_framebuffer_object", GL_FRAMEBUFFER_OBJECT );
if( !GL_Support( GL_FRAMEBUFFER_OBJECT ))
GL_CheckExtension( "GL_EXT_framebuffer_object", extfbofuncs, "gl_framebuffer_object", GL_FRAMEBUFFER_OBJECT );
// occlusion queries
GL_CheckExtension( "GL_ARB_occlusion_query", occlusionfunc, "gl_occlusion_queries", GL_OCCLUSION_QUERIES_EXT );
// rectangle textures support
GL_CheckExtension( "GL_ARB_texture_rectangle", NULL, "gl_texture_rectangle", GL_TEXTURE_2D_RECT_EXT );
if( GL_Support( GL_SHADER_GLSL100_EXT ))
{
pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &glConfig.max_texture_coords );
pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_teximage_units );
// check for hardware skinning
pglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.max_vertex_uniforms );
pglGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.max_vertex_attribs );
if( glConfig.hardware_type == GLHW_RADEON )
glConfig.max_vertex_uniforms /= 4; // radeon returns not correct info
}
else
{
// just get from multitexturing
glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units;
}
pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size );
if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256;
pglGetIntegerv( GL_MAX_DRAW_BUFFERS_ARB, &glConfig.max_draw_buffers );
if( GL_Support( GL_TEXTURE_2D_RECT_EXT ))
pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size );
Cvar_Get( "gl_max_texture_size", va( "%i", glConfig.max_2d_texture_size ), FCVAR_READ_ONLY, "opengl texture max dims" );
// MCD has buffering issues
if( Q_stristr( glConfig.renderer_string, "gdi" ))
Cvar_SetValue( "gl_finish", 1 );
Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy )));
if( GL_Support( GL_TEXTURE_COMPRESSION_EXT ))
Image_AddCmdFlags( IL_DDS_HARDWARE );
// enable gldebug if allowed
if( GL_Support( GL_DEBUG_OUTPUT ))
{
if( host.developer >= D_ERROR )
pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
// force everything to happen in the main thread instead of in a separate driver thread
if( host.developer >= D_WARN )
pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
// enable all the low priority messages
if( host.developer >= D_REPORT )
pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
}
glw_state.initialized = true;
tr.framecount = tr.visframecount = 1;
}
/*
===============
R_Init
===============
*/
qboolean R_Init( void )
{
if( glw_state.initialized )
return true;
// give initial OpenGL configuration
Cbuf_AddText( "exec opengl.cfg\n" );
GL_InitCommands();
GL_InitRandomTable();
GL_SetDefaultState();
// create the window and set up the context
if( !R_Init_OpenGL( ))
{
GL_RemoveCommands();
R_Free_OpenGL();
Msg( "^1Error:^7 can't initialize video subsystem\n" );
Host_NewInstance( va( "#%s", GI->gamefolder ), "stopped" );
return false;
}
host.renderinfo_changed = false;
r_temppool = Mem_AllocPool( "Render Zone" );
GL_InitExtensions();
GL_SetDefaults();
R_InitImages();
R_SpriteInit();
R_StudioInit();
R_AliasInit();
R_ClearDecals();
R_ClearScene();
// initialize screen
SCR_Init();
return true;
}
/*
===============
R_Shutdown
===============
*/
void R_Shutdown( void )
{
int i;
if( !glw_state.initialized )
return;
// release SpriteTextures
for( i = 1; i < MAX_IMAGES; i++ )
{
if( !clgame.sprites[i].name[0] ) continue;
Mod_UnloadSpriteModel( &clgame.sprites[i] );
}
memset( clgame.sprites, 0, sizeof( clgame.sprites ));
GL_RemoveCommands();
R_ShutdownImages();
Mem_FreePool( &r_temppool );
// shut down OS specific OpenGL stuff like contexts, etc.
R_Free_OpenGL();
}
/*
=================
GL_CheckForErrors
obsolete
=================
*/
void GL_CheckForErrors_( const char *filename, const int fileline )
{
int err;
char *str;
if( !gl_check_errors->value )
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;
}
MsgDev( D_ERROR, "OpenGL: %s (called at %s:%i)\n", str, filename, fileline );
}