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Xash3DArchive/vid_gl/r_register.c

1124 lines
44 KiB
C

/*
Copyright (C) 2007 Victor Luchits
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_register.c
#include "r_local.h"
#include "mathlib.h"
glconfig_t glConfig;
glstate_t glState;
byte *r_temppool;
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawworld;
cvar_t *r_speeds;
cvar_t *r_drawelements;
cvar_t *r_fullbright;
cvar_t *r_lightmap;
cvar_t *r_novis;
cvar_t *r_nocull;
cvar_t *r_ignorehwgamma;
cvar_t *r_check_errors;
cvar_t *r_overbrightbits;
cvar_t *r_vertexbuffers;
cvar_t *r_flares;
cvar_t *r_flaresize;
cvar_t *r_flarefade;
cvar_t *r_spriteflares;
cvar_t *r_cullflares;
cvar_t *r_dynamiclight;
cvar_t *r_coronascale;
cvar_t *r_detailtextures;
cvar_t *r_subdivisions;
cvar_t *r_faceplanecull;
cvar_t *gl_wireframe;
cvar_t *r_shownormals;
cvar_t *r_showtextures;
cvar_t *r_draworder;
cvar_t *r_width;
cvar_t *r_height;
cvar_t *r_fastsky;
cvar_t *r_portalonly;
cvar_t *r_portalmaps;
cvar_t *r_portalmaps_maxtexsize;
cvar_t *r_lighting_bumpscale;
cvar_t *r_lighting_deluxemapping;
cvar_t *r_lighting_diffuse2heightmap;
cvar_t *r_lighting_specular;
cvar_t *r_lighting_glossintensity;
cvar_t *r_lighting_glossexponent;
cvar_t *r_lighting_models_followdeluxe;
cvar_t *r_lighting_ambientscale;
cvar_t *r_lighting_directedscale;
cvar_t *r_lighting_modulate;
cvar_t *r_offsetmapping;
cvar_t *r_offsetmapping_scale;
cvar_t *r_offsetmapping_reliefmapping;
cvar_t *r_occlusion_queries;
cvar_t *r_occlusion_queries_finish;
cvar_t *r_shadows;
cvar_t *r_shadows_alpha;
cvar_t *r_shadows_nudge;
cvar_t *r_shadows_projection_distance;
cvar_t *r_shadows_maxtexsize;
cvar_t *r_shadows_pcf;
cvar_t *r_shadows_self_shadow;
cvar_t *r_bloom_alpha;
cvar_t *r_bloom_diamond_size;
cvar_t *r_bloom_intensity;
cvar_t *r_bloom_darken;
cvar_t *r_bloom_sample_size;
cvar_t *r_bloom_fast_sample;
cvar_t *r_allow_software;
cvar_t *r_3dlabs_broken;
cvar_t *r_decals;
cvar_t *r_himodels;
cvar_t *r_lefthand;
cvar_t *r_physbdebug;
cvar_t *r_environment_color;
cvar_t *r_stencilbits;
cvar_t *r_gamma;
cvar_t *r_colorbits;
cvar_t *r_depthbits;
cvar_t *r_texturebits;
cvar_t *gl_texturemode;
cvar_t *gl_texture_anisotropy;
cvar_t *gl_texture_lodbias;
cvar_t *gl_round_down;
cvar_t *gl_compress_textures;
cvar_t *r_mode;
cvar_t *r_picmip;
cvar_t *r_skymip;
cvar_t *r_nobind;
cvar_t *gl_clear;
cvar_t *r_polyblend;
cvar_t *r_lockpvs;
cvar_t *r_swapInterval;
cvar_t *r_frontbuffer;
cvar_t *gl_extensions;
cvar_t *gl_driver;
cvar_t *gl_finish;
cvar_t *gl_delayfinish;
cvar_t *gl_cull;
cvar_t *vid_fullscreen;
cvar_t *vid_displayfrequency;
static void GL_SetDefaultState( void );
// set initial values
extern dll_info_t opengl_dll;
static dllfunc_t wglswapintervalfuncs[] =
{
{"wglSwapIntervalEXT", (void **) &pwglSwapIntervalEXT},
{NULL, NULL}
};
static dllfunc_t wgl3DFXgammacontrolfuncs[] =
{
{"wglGetDeviceGammaRamp3DFX", (void **) &pwglGetDeviceGammaRamp3DFX},
{"wglSetDeviceGammaRamp3DFX", (void **) &pwglSetDeviceGammaRamp3DFX},
{NULL, NULL}
};
static dllfunc_t opengl_110funcs[] =
{
{"glClearColor", (void **) &pglClearColor},
{"glClear", (void **) &pglClear},
{"glAlphaFunc", (void **) &pglAlphaFunc},
{"glBlendFunc", (void **) &pglBlendFunc},
{"glCullFace", (void **) &pglCullFace},
{"glDrawBuffer", (void **) &pglDrawBuffer},
{"glReadBuffer", (void **) &pglReadBuffer},
{"glEnable", (void **) &pglEnable},
{"glDisable", (void **) &pglDisable},
{"glEnableClientState", (void **) &pglEnableClientState},
{"glDisableClientState", (void **) &pglDisableClientState},
{"glGetBooleanv", (void **) &pglGetBooleanv},
{"glGetDoublev", (void **) &pglGetDoublev},
{"glGetFloatv", (void **) &pglGetFloatv},
{"glGetIntegerv", (void **) &pglGetIntegerv},
{"glGetError", (void **) &pglGetError},
{"glGetString", (void **) &pglGetString},
{"glFinish", (void **) &pglFinish},
{"glFlush", (void **) &pglFlush},
{"glClearDepth", (void **) &pglClearDepth},
{"glDepthFunc", (void **) &pglDepthFunc},
{"glDepthMask", (void **) &pglDepthMask},
{"glDepthRange", (void **) &pglDepthRange},
{"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}
};
/*
=================
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( R_ARB_MULTITEXTURE ))
Msg("GL_MAX_TEXTURE_UNITS_ARB: %i\n", glConfig.max_texture_units );
if( GL_Support( R_TEXTURECUBEMAP_EXT ))
Msg("GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: %i\n", glConfig.max_cubemap_texture_size );
if( GL_Support( R_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", r_mode->integer, r_width->integer, r_height->integer, (glState.fullScreen) ? "fullscreen" : "windowed" );
Msg("GAMMA: %s w/ %i overbright bits\n", (glConfig.deviceSupportsGamma) ? "hardware" : "software", (glConfig.deviceSupportsGamma) ? r_overbrightbits->integer : 0 );
Msg("\n");
Msg( "CDS: %s\n", glConfig.allowCDS ? "enabled" : "disabled" );
Msg( "PICMIP: %i\n", r_picmip->integer );
Msg( "TEXTUREMODE: %s\n", gl_texturemode->string );
Msg( "VERTICAL SYNC: %s\n", r_swapInterval->integer ? "enabled" : "disabled" );
}
//=======================================================================
void GL_InitCommands( void )
{
Cmd_ExecuteString( "vidlatch\n" );
// 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_norefresh = Cvar_Get( "r_norefresh", "0", 0, "disable rendering (use with caution)" );
r_fullbright = Cvar_Get( "r_fullbright", "0", CVAR_CHEAT, "disable lightmaps, get fullbright for entities" );
r_lightmap = Cvar_Get( "r_lightmap", "0", CVAR_CHEAT, "lightmap debugging tool" );
r_drawentities = Cvar_Get( "r_drawentities", "1", CVAR_CHEAT|CVAR_ARCHIVE, "render entities" );
r_drawworld = Cvar_Get( "r_drawworld", "1", CVAR_CHEAT, "render world" );
r_novis = Cvar_Get( "r_novis", "0", 0, "ignore vis information (perfomance test)" );
r_nocull = Cvar_Get( "r_nocull", "0", 0, "ignore frustrum culling (perfomance test)" );
r_speeds = Cvar_Get( "r_speeds", "0", CVAR_ARCHIVE, "shows r_speeds" );
r_drawelements = Cvar_Get( "r_drawelements", "1", 0, "use gldrawElements or glDrawRangeElements" );
gl_wireframe = Cvar_Get( "gl_wireframe", "0", CVAR_CHEAT, "show mesh triangles" );
r_lockpvs = Cvar_Get( "r_lockpvs", "0", CVAR_CHEAT, "lockpvs area at current point (pvs test)" );
gl_clear = Cvar_Get( "gl_clear", "0", CVAR_ARCHIVE, "clearing screen after each frame" );
r_mode = Cvar_Get( "r_mode", VID_DEFAULTMODE, CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "display resolution mode" );
r_nobind = Cvar_Get( "r_nobind", "0", 0, "disable all textures (perfomance test)" );
r_picmip = Cvar_Get( "r_picmip", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "reduces resolution of textures by powers of 2" );
r_skymip = Cvar_Get( "r_skymip", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "reduces resolution of skybox textures by powers of 2" );
r_polyblend = Cvar_Get( "r_polyblend", "1", 0, "tints view while underwater, hurt, etc" );
r_lefthand = Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE, "viewmodel handedness" );
r_physbdebug = Cvar_Get( "cm_debugdraw", "0", CVAR_ARCHIVE, "draw physics hulls" );
r_bloom_alpha = Cvar_Get( "r_bloom_alpha", "0.2", CVAR_ARCHIVE, "bloom alpha multiplier" );
r_bloom_diamond_size = Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE, "bloom diamond size (can be 1, 2, 4, 6 or 8)" );
r_bloom_intensity = Cvar_Get( "r_bloom_intensity", "0", CVAR_ARCHIVE, "bloom intensity scale" );
r_bloom_darken = Cvar_Get( "r_bloom_darken", "4", CVAR_ARCHIVE, "bloom darken scale" );
r_bloom_sample_size = Cvar_Get( "r_bloom_sample_size", "320", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "bloom rendering viewport size (must be power of two)" );
r_bloom_fast_sample = Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "enable fast bloom pass" );
r_environment_color = Cvar_Get( "r_environment_color", "128 128 128", CVAR_ARCHIVE, "map environment light color" );
r_ignorehwgamma = Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "ignore hardware gamma (e.g. not support)" );
r_overbrightbits = Cvar_Get( "r_overbrightbits", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "renderer overbright bits" );
r_vertexbuffers = Cvar_Get( "r_vertexbuffers", "0", CVAR_ARCHIVE, "store vertex data in VBOs" );
r_detailtextures = Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE, "enable or disable detail textures" );
r_flares = Cvar_Get( "r_flares", "0", CVAR_ARCHIVE, "enable auto-flares rendering" );
r_flaresize = Cvar_Get( "r_flaresize", "40", CVAR_ARCHIVE, "override shader flare size" );
r_flarefade = Cvar_Get( "r_flarefade", "3", CVAR_ARCHIVE, "override shader flare fading" );
r_spriteflares = Cvar_Get( "r_spriteflares", "0", CVAR_ARCHIVE, "enable env_sprite flares rendering" );
r_cullflares = Cvar_Get( "r_cullflares", "0", CVAR_ARCHIVE, "enable precision env_sprite flares culling" );
r_dynamiclight = Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE, "allow dinamic lights on a map" );
r_coronascale = Cvar_Get( "r_coronascale", "0.2", 0, "light coronas scale" );
r_subdivisions = Cvar_Get( "r_subdivisions", "4", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "bezier curve subdivision" );
r_faceplanecull = Cvar_Get( "r_faceplanecull", "1", CVAR_ARCHIVE, "culling face planes" );
r_shownormals = Cvar_Get( "r_shownormals", "0", CVAR_CHEAT, "show mesh normals" );
r_showtextures = Cvar_Get("r_showtextures", "0", CVAR_CHEAT, "show all uploaded textures" );
r_draworder = Cvar_Get( "r_draworder", "0", CVAR_CHEAT, "ignore mesh sorting" );
r_fastsky = Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE, "enable algorhytem fo fast sky rendering (for old machines)" );
r_portalonly = Cvar_Get( "r_portalonly", "0", 0, "render only portals" );
r_portalmaps = Cvar_Get( "r_portalmaps", "1", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "use portal maps for portal rendering" );
r_portalmaps_maxtexsize = Cvar_Get( "r_portalmaps_maxtexsize", "512", CVAR_ARCHIVE, "portal maps texture dims" );
r_allow_software = Cvar_Get( "r_allow_software", "0", CVAR_ARCHIVE, "allow OpenGL software emulation" );
r_3dlabs_broken = Cvar_Get( "r_3dlabs_broken", "1", CVAR_ARCHIVE, "3dLabs renderer issues" );
r_lighting_bumpscale = Cvar_Get( "r_lighting_bumpscale", "8", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "lighting bumpscale" );
r_lighting_deluxemapping = Cvar_Get( "r_lighting_deluxemapping", "1", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "allow deluxemapping for some maps" );
r_lighting_diffuse2heightmap = Cvar_Get( "r_lighting_diffuse2heightmap", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "convert diffuse maps to heightmaps" );
r_lighting_specular = Cvar_Get( "r_lighting_specular", "1", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "using lighting specular" );
r_lighting_glossintensity = Cvar_Get( "r_lighting_glossintensity", "2", CVAR_ARCHIVE, "gloss intensity" );
r_lighting_glossexponent = Cvar_Get( "r_lighting_glossexponent", "48", CVAR_ARCHIVE, "gloss exponent factor" );
r_lighting_models_followdeluxe = Cvar_Get( "r_lighting_models_followdeluxe", "1", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "no description" );
r_lighting_ambientscale = Cvar_Get( "r_lighting_ambientscale", "0.6", 0, "map ambient lighting scale" );
r_lighting_directedscale = Cvar_Get( "r_lighting_directedscale", "1", 0, "map directed lighting scale" );
r_lighting_modulate = Cvar_Get( "r_lighting_modulate", "1", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "lightstyles modulate scale" );
r_offsetmapping = Cvar_Get( "r_offsetmapping", "2", CVAR_ARCHIVE, "offsetmapping factor" );
r_offsetmapping_scale = Cvar_Get( "r_offsetmapping_scale", "0.02", CVAR_ARCHIVE, "offsetmapping scale" );
r_offsetmapping_reliefmapping = Cvar_Get( "r_offsetmapping_reliefmapping", "0", CVAR_ARCHIVE, "use reliefmapping instead offesetmapping" );
r_occlusion_queries = Cvar_Get( "r_occlusion_queries", "2", CVAR_ARCHIVE, "use occlusion queries culling" );
r_occlusion_queries_finish = Cvar_Get( "r_occlusion_queries_finish", "1", CVAR_ARCHIVE, "use glFinish for occlusion queries" );
r_shadows = Cvar_Get( "r_shadows", "0", CVAR_ARCHIVE, "enable model shadows (1 - simple planar, 2 - shadowmaps)" );
r_shadows_alpha = Cvar_Get( "r_shadows_alpha", "0.4", CVAR_ARCHIVE, "planar shadows alpha-value" );
r_shadows_nudge = Cvar_Get( "r_shadows_nudge", "1", CVAR_ARCHIVE, "planar shadows nudge factor" );
r_shadows_projection_distance = Cvar_Get( "r_shadows_projection_distance", "32", CVAR_ARCHIVE, "maximum projection dist for planar shadows" );
r_shadows_maxtexsize = Cvar_Get( "r_shadows_maxtexsize", "0", CVAR_ARCHIVE, "shadowmaps texture size (0 - custom)" );
r_shadows_pcf = Cvar_Get( "r_shadows_pcf", "0", CVAR_ARCHIVE, "allow pcf filtration" );
r_shadows_self_shadow = Cvar_Get( "r_shadows_self_shadow", "0", CVAR_ARCHIVE, "allow self-shadowing" );
r_himodels = Cvar_Get( "cl_himodels", "1", CVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
r_decals = Cvar_Get( "r_decals", "4096", CVAR_ARCHIVE, "sets the maximum number of decals" );
r_gamma = Cvar_Get( "vid_gamma", "1.0", CVAR_ARCHIVE, "gamma amount" );
r_colorbits = Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH_VIDEO, "pixelformat color bits (0 - auto)" );
r_depthbits = Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH_VIDEO, "pixelformat depth bits (0 - auto)" );
r_texturebits = Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH_VIDEO, "no description" );
gl_texturemode = Cvar_Get( "gl_texturemode", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE, "texture filter" );
gl_texture_anisotropy = Cvar_Get( "r_anisotropy", "2.0", CVAR_ARCHIVE | CVAR_LATCH_VIDEO, "textures anisotropic filter" );
gl_texture_lodbias = Cvar_Get( "r_texture_lodbias", "0.0", CVAR_ARCHIVE, "LOD bias for mipmapped textures" );
gl_round_down = Cvar_Get( "gl_round_down", "0", CVAR_SYSTEMINFO, "down size non-power of two textures" );
gl_compress_textures = Cvar_Get( "gl_compress_textures", "0", CVAR_ARCHIVE|CVAR_LATCH, "compress textures in video memory" );
r_stencilbits = Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "pixelformat stencil bits (0 - auto)" );
r_check_errors = Cvar_Get("r_check_errors", "1", CVAR_ARCHIVE, "ignore video engine errors" );
r_swapInterval = Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE, "time beetween frames (in msec)" );
// make sure r_swapinterval is checked after vid_restart
r_swapInterval->modified = true;
gl_finish = Cvar_Get( "gl_finish", "0", CVAR_ARCHIVE, "use glFinish instead of glFlush" );
gl_delayfinish = Cvar_Get( "gl_delayfinish", "1", CVAR_ARCHIVE, "no description" );
gl_cull = Cvar_Get( "gl_cull", "1", 0, "allow GL_CULL_FACE" );
gl_driver = Cvar_Get( "gl_driver", "opengl32.dll", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "OpenGl default driver name" );
r_frontbuffer = Cvar_Get( "r_frontbuffer", "0", 0, "use back or front buffer" );
gl_extensions = Cvar_Get( "gl_extensions", "1", CVAR_SYSTEMINFO, "allow gl_extensions" );
vid_displayfrequency = Cvar_Get ( "vid_displayfrequency", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "fullscreen refresh rate" );
vid_fullscreen = Cvar_Get( "fullscreen", "0", CVAR_ARCHIVE|CVAR_LATCH_VIDEO, "set in 1 to enable fullscreen mode" );
Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
Cmd_AddCommand( "shaderlist", R_ShaderList_f, "display loaded shaders list" );
Cmd_AddCommand( "shaderdump", R_ShaderDump_f, "dump specified shader into console" );
Cmd_AddCommand( "modellist", Mod_Modellist_f, "display loaded models list" );
Cmd_AddCommand( "r_info", R_RenderInfo_f, "display openGL supported extensions" );
Cmd_AddCommand( "glslprogramlist", R_ProgramList_f, "display loaded GLSL shaders list" );
Cmd_AddCommand( "glslprogramdump", R_ProgramDump_f, "sump GLSL shaders into text file" );
if( r_lighting_modulate->value < 1.0f ) Cvar_Set( "r_lighting_modulate", "1" );
}
void GL_RemoveCommands( void )
{
Cmd_RemoveCommand( "modellist" );
Cmd_RemoveCommand( "shaderlist" );
Cmd_RemoveCommand( "shaderdump" );
Cmd_RemoveCommand( "modellist" );
Cmd_RemoveCommand( "texturelist" );
Cmd_RemoveCommand( "glslprogramlist" );
Cmd_RemoveCommand( "glslprogramdump" );
Cmd_RemoveCommand( "r_info");
}
void GL_InitBackend( void )
{
GL_InitCommands();
glw_state.wndproc = ri.WndProc;
glw_state.hInst = GetModuleHandle( NULL );
r_temppool = Mem_AllocPool( "Render Memory" );
// get developer mode
glw_state.developer = SI->developer;
GL_SetDefaultState();
}
void GL_ShutdownBackend( void )
{
GL_RemoveCommands();
Mem_FreePool( &r_temppool );
}
void GL_SetExtension( int r_ext, int enable )
{
if( r_ext >= 0 && r_ext < R_EXTCOUNT )
glConfig.extension[r_ext] = enable ? GL_TRUE : GL_FALSE;
else MsgDev( D_ERROR, "GL_SetExtension: invalid extension %d\n", r_ext );
}
bool GL_Support( int r_ext )
{
if( r_ext >= 0 && r_ext < R_EXTCOUNT )
return glConfig.extension[r_ext] ? true : false;
MsgDev( D_ERROR, "GL_Support: invalid extension %d\n", r_ext );
return false;
}
void *GL_GetProcAddress( const char *name )
{
void *p = NULL;
if( pwglGetProcAddress != NULL )
p = (void *)pwglGetProcAddress( name );
if( !p ) p = (void *)Sys_GetProcAddress( &opengl_dll, name );
return p;
}
void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext )
{
const dllfunc_t *func;
cvar_t *parm;
MsgDev( D_NOTE, "GL_CheckExtension: %s ", name );
if( gl_extensions->integer == 0 && r_ext != R_OPENGL_110 )
{
GL_SetExtension( r_ext, 0 ); // update render info
return;
}
if( cvarname )
{
// system config disable extensions
parm = Cvar_Get( cvarname, "1", CVAR_SYSTEMINFO, 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");
}
void GL_BuildGammaTable( void )
{
int i, v;
double invGamma, div;
invGamma = 1.0 / bound( 0.5f, r_gamma->value, 3.0f );
div = (double)( 1 << max( 0, r_overbrightbits->integer )) / 255.5f;
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 ));
}
}
void GL_UpdateGammaRamp( void )
{
if( r_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( r_swapInterval->modified )
{
r_swapInterval->modified = false;
if( pwglSwapIntervalEXT )
pwglSwapIntervalEXT( r_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_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 );
}
void GL_InitExtensions( void )
{
int flags = 0;
// initialize gl extensions
GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, R_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, R_WGL_3DFX_GAMMA_CONTROL );
GL_CheckExtension( "WGL_EXT_swap_control", wglswapintervalfuncs, NULL, R_WGL_SWAPCONTROL );
GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelments", R_DRAW_RANGEELEMENTS_EXT );
if(!GL_Support( R_DRAW_RANGEELEMENTS_EXT )) GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "gl_drawrangeelments", R_DRAW_RANGEELEMENTS_EXT );
// multitexture
glConfig.max_texture_units = 1;
GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", R_ARB_MULTITEXTURE );
if(GL_Support( R_ARB_MULTITEXTURE ))
{
pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
GL_CheckExtension( "GL_ARB_texture_env_combine", NULL, "gl_texture_env_combine", R_ENV_COMBINE_EXT );
if(!GL_Support( R_ENV_COMBINE_EXT )) GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "gl_texture_env_combine", R_ENV_COMBINE_EXT );
if(GL_Support( R_ENV_COMBINE_EXT )) GL_CheckExtension( "GL_ARB_texture_env_dot3", NULL, "gl_texture_env_dot3", R_DOT3_ARB_EXT );
}
else
{
GL_CheckExtension( "GL_SGIS_multitexture", sgis_multitexturefuncs, "gl_sgis_multitexture", R_ARB_MULTITEXTURE );
if( GL_Support( R_ARB_MULTITEXTURE )) glConfig.max_texture_units = 2;
}
if( glConfig.max_texture_units == 1 ) GL_SetExtension( R_ARB_MULTITEXTURE, false );
// 3d texture support
GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", R_TEXTURE_3D_EXT );
if(GL_Support( R_TEXTURE_3D_EXT ))
{
pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size );
if( glConfig.max_3d_texture_size < 32 )
{
GL_SetExtension( R_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", R_SGIS_MIPMAPS_EXT );
// hardware cubemaps
GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", R_TEXTURECUBEMAP_EXT );
if(GL_Support( R_TEXTURECUBEMAP_EXT )) pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_texture_size );
// point particles extension
GL_CheckExtension( "GL_EXT_point_parameters", pointparametersfunc, NULL, R_EXT_POINTPARAMETERS );
GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", R_ARB_TEXTURE_NPOT_EXT );
GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", R_TEXTURE_COMPRESSION_EXT );
GL_CheckExtension( "GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", R_CUSTOM_VERTEX_ARRAY_EXT );
if(!GL_Support(R_CUSTOM_VERTEX_ARRAY_EXT)) GL_CheckExtension( "GL_SGI_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", R_CUSTOM_VERTEX_ARRAY_EXT );
GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", R_CLAMPTOEDGE_EXT );
if(!GL_Support( R_CLAMPTOEDGE_EXT )) GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", R_CLAMPTOEDGE_EXT );
glConfig.max_texture_anisotropy = 0.0f;
GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", R_ANISOTROPY_EXT );
if(GL_Support( R_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", R_TEXTURE_LODBIAS );
if(GL_Support( R_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", R_CLAMP_TEXBORDER_EXT );
GL_CheckExtension( "GL_EXT_blend_minmax", blendequationfuncs, "gl_ext_customblend", R_BLEND_MINMAX_EXT );
GL_CheckExtension( "GL_EXT_blend_subtract", blendequationfuncs, "gl_ext_customblend", R_BLEND_SUBTRACT_EXT );
GL_CheckExtension( "glStencilOpSeparate", gl2separatestencilfuncs, "gl_separate_stencil",R_SEPARATESTENCIL_EXT );
if(!GL_Support( R_SEPARATESTENCIL_EXT )) GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "gl_separate_stencil", R_SEPARATESTENCIL_EXT );
GL_CheckExtension( "GL_EXT_stencil_two_side", stenciltwosidefuncs, "gl_stenciltwoside", R_STENCILTWOSIDE_EXT );
GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", R_ARB_VERTEX_BUFFER_OBJECT_EXT );
// we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
if( pglDrawRangeElementsEXT == NULL ) pglDrawRangeElementsEXT = pglDrawRangeElements;
GL_CheckExtension( "GL_ARB_texture_env_add", NULL, "gl_texture_env_add", R_TEXTURE_ENV_ADD_EXT );
// vp and fp shaders
GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", R_SHADER_OBJECTS_EXT );
GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", R_SHADER_GLSL100_EXT );
GL_CheckExtension( "GL_ARB_vertex_shader", vertexshaderfuncs, "gl_vertexshader", R_VERTEX_SHADER_EXT );
GL_CheckExtension( "GL_ARB_fragment_shader", NULL, "gl_pixelshader", R_FRAGMENT_SHADER_EXT );
GL_CheckExtension( "GL_ARB_depth_texture", NULL, "gl_depthtexture", R_DEPTH_TEXTURE );
GL_CheckExtension( "GL_ARB_shadow", NULL, "gl_arb_shadow", R_SHADOW_EXT );
GL_CheckExtension( "GLSL_no_half_types", NULL, "glsl_no_half_types", R_GLSL_NO_HALF_TYPES );
GL_CheckExtension( "GLSL_branching", NULL, "glsl_branching", R_GLSL_BRANCHING );
// occlusion queries
GL_CheckExtension( "GL_ARB_occlusion_query", occlusionfunc, "gl_occlusion_queries", R_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_SetValue( "gl_finish", 1 );
glConfig.allowCDS = true;
if( com.strstr( glConfig.renderer_string, "permedia" ) || com.strstr( glConfig.renderer_string, "glint" ))
{
if( r_3dlabs_broken->integer )
glConfig.allowCDS = false;
else glConfig.allowCDS = true;
}
Cvar_Set( "r_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( R_SGIS_MIPMAPS_EXT )) GL_SetExtension( R_ARB_TEXTURE_NPOT_EXT, false );
if( GL_Support( R_TEXTURE_COMPRESSION_EXT )) flags |= IL_DDS_HARDWARE;
flags |= IL_USE_LERPING|IL_ALLOW_OVERWRITE;
Image_Init( NULL, flags );
glw_state.initialized = true;
}
/*
===============
R_InitMedia
===============
*/
static void R_InitMedia( void )
{
if( glState.initializedMedia )
return;
R_InitMeshLists();
R_InitGLSLPrograms();
R_InitImages();
R_InitCinematics ();
R_InitShaders();
R_InitModels();
R_InitDecals();
R_InitCoronas();
R_InitShadows();
R_InitOcclusionQueries();
R_InitCustomColors ();
GL_SetDefaultTexState ();
Mem_Set( &RI, 0, sizeof( refinst_t ));
glState.initializedMedia = true;
}
/*
===============
R_FreeMedia
===============
*/
static void R_FreeMedia( void )
{
if( !glState.initializedMedia )
return;
R_ShutdownOcclusionQueries();
R_ShutdownDecals();
R_ShutdownShadows();
R_ShutdownModels();
R_ShutdownShaders();
R_ShutdownCinematics ();
R_ShutdownImages();
R_ShutdownGLSLPrograms();
R_FreeMeshLists();
glState.initializedMedia = false;
}
bool R_Init( bool full )
{
if( full )
{
GL_InitBackend();
// create the window and set up the context
if( !R_Init_OpenGL())
{
R_Free_OpenGL();
return false;
}
GL_InitExtensions();
GL_SetDefaults();
R_BackendInit();
R_ClearScene();
}
R_InitMedia();
R_CheckForErrors();
return true;
}
/*
===============
R_Shutdown
===============
*/
void R_Shutdown( bool full )
{
// free shaders, models, etc.
R_FreeMedia();
if( full )
{
GL_ShutdownBackend ();
// shutdown rendering backend
R_BackendShutdown();
// shut down OS specific OpenGL stuff like contexts, etc.
R_Free_OpenGL();
}
}
/*
===============
R_NewMap
do some cleanup operations
===============
*/
void R_NewMap( void )
{
R_ShutdownOcclusionQueries();
R_FreeMeshLists();
R_InitMeshLists();
R_InitOcclusionQueries();
R_InitCustomColors(); // clear custom colors
R_InitCoronas(); // update corona shader (because we can't make it static)
R_StudioFreeAllExtradata(); // free boneposes
R_ClearDecals(); // purge all decals
Mem_EmptyPool( r_temppool ); // release all temp data
GL_SetDefaultTexState ();
Mem_Set( &RI, 0, sizeof( refinst_t ));
r_worldbrushmodel = NULL; // during loading process
r_worldmodel = NULL;
}