#include "gl_local.h" 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_emboss_scale; convar_t *gl_detailscale; convar_t *gl_check_errors; convar_t *gl_polyoffset; convar_t *gl_wireframe; convar_t *gl_finish; convar_t *gl_nosort; convar_t *gl_vsync; convar_t *gl_clear; convar_t *gl_test; convar_t *gl_msaa; convar_t *gl_stencilbits; convar_t *r_speeds; convar_t *r_fullbright; convar_t *r_norefresh; convar_t *r_showtree; convar_t *r_lighting_extended; convar_t *r_lighting_modulate; convar_t *r_lighting_ambient; convar_t *r_detailtextures; 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 *gl_round_down; convar_t *r_vbo; convar_t *r_vbo_dlightmode; byte *r_temppool; gl_globals_t tr; glconfig_t glConfig; glstate_t glState; glwstate_t glw_state; #define GL_CALL( x ) #x, (void**)&p##x static dllfunc_t opengl_110funcs[] = { { GL_CALL( glClearColor ) }, { GL_CALL( glClear ) }, { GL_CALL( glAlphaFunc ) }, { GL_CALL( glBlendFunc ) }, { GL_CALL( glCullFace ) }, { GL_CALL( glDrawBuffer ) }, { GL_CALL( glReadBuffer ) }, { GL_CALL( glAccum ) }, { GL_CALL( glEnable ) }, { GL_CALL( glDisable ) }, { GL_CALL( glEnableClientState ) }, { GL_CALL( glDisableClientState ) }, { GL_CALL( glGetBooleanv ) }, { GL_CALL( glGetDoublev ) }, { GL_CALL( glGetFloatv ) }, { GL_CALL( glGetIntegerv ) }, { GL_CALL( glGetError ) }, { GL_CALL( glGetString ) }, { GL_CALL( glFinish ) }, { GL_CALL( glFlush ) }, { GL_CALL( glClearDepth ) }, { GL_CALL( glDepthFunc ) }, { GL_CALL( glDepthMask ) }, { GL_CALL( glDepthRange ) }, { GL_CALL( glFrontFace ) }, { GL_CALL( glDrawElements ) }, { GL_CALL( glDrawArrays ) }, { GL_CALL( glColorMask ) }, { GL_CALL( glIndexPointer ) }, { GL_CALL( glVertexPointer ) }, { GL_CALL( glNormalPointer ) }, { GL_CALL( glColorPointer ) }, { GL_CALL( glTexCoordPointer ) }, { GL_CALL( glArrayElement ) }, { GL_CALL( glColor3f ) }, { GL_CALL( glColor3fv ) }, { GL_CALL( glColor4f ) }, { GL_CALL( glColor4fv ) }, { GL_CALL( glColor3ub ) }, { GL_CALL( glColor4ub ) }, { GL_CALL( glColor4ubv ) }, { GL_CALL( glTexCoord1f ) }, { GL_CALL( glTexCoord2f ) }, { GL_CALL( glTexCoord3f ) }, { GL_CALL( glTexCoord4f ) }, { GL_CALL( glTexCoord1fv ) }, { GL_CALL( glTexCoord2fv ) }, { GL_CALL( glTexCoord3fv ) }, { GL_CALL( glTexCoord4fv ) }, { GL_CALL( glTexGenf ) }, { GL_CALL( glTexGenfv ) }, { GL_CALL( glTexGeni ) }, { GL_CALL( glVertex2f ) }, { GL_CALL( glVertex3f ) }, { GL_CALL( glVertex3fv ) }, { GL_CALL( glNormal3f ) }, { GL_CALL( glNormal3fv ) }, { GL_CALL( glBegin ) }, { GL_CALL( glEnd ) }, { GL_CALL( glLineWidth ) }, { GL_CALL( glPointSize ) }, { GL_CALL( glMatrixMode ) }, { GL_CALL( glOrtho ) }, { GL_CALL( glRasterPos2f ) }, { GL_CALL( glFrustum ) }, { GL_CALL( glViewport ) }, { GL_CALL( glPushMatrix ) }, { GL_CALL( glPopMatrix ) }, { GL_CALL( glPushAttrib ) }, { GL_CALL( glPopAttrib ) }, { GL_CALL( glLoadIdentity ) }, { GL_CALL( glLoadMatrixd ) }, { GL_CALL( glLoadMatrixf ) }, { GL_CALL( glMultMatrixd ) }, { GL_CALL( glMultMatrixf ) }, { GL_CALL( glRotated ) }, { GL_CALL( glRotatef ) }, { GL_CALL( glScaled ) }, { GL_CALL( glScalef ) }, { GL_CALL( glTranslated ) }, { GL_CALL( glTranslatef ) }, { GL_CALL( glReadPixels ) }, { GL_CALL( glDrawPixels ) }, { GL_CALL( glStencilFunc ) }, { GL_CALL( glStencilMask ) }, { GL_CALL( glStencilOp ) }, { GL_CALL( glClearStencil ) }, { GL_CALL( glIsEnabled ) }, { GL_CALL( glIsList ) }, { GL_CALL( glIsTexture ) }, { GL_CALL( glTexEnvf ) }, { GL_CALL( glTexEnvfv ) }, { GL_CALL( glTexEnvi ) }, { GL_CALL( glTexParameterf ) }, { GL_CALL( glTexParameterfv ) }, { GL_CALL( glTexParameteri ) }, { GL_CALL( glHint ) }, { GL_CALL( glPixelStoref ) }, { GL_CALL( glPixelStorei ) }, { GL_CALL( glGenTextures ) }, { GL_CALL( glDeleteTextures ) }, { GL_CALL( glBindTexture ) }, { GL_CALL( glTexImage1D ) }, { GL_CALL( glTexImage2D ) }, { GL_CALL( glTexSubImage1D ) }, { GL_CALL( glTexSubImage2D ) }, { GL_CALL( glCopyTexImage1D ) }, { GL_CALL( glCopyTexImage2D ) }, { GL_CALL( glCopyTexSubImage1D ) }, { GL_CALL( glCopyTexSubImage2D ) }, { GL_CALL( glScissor ) }, { GL_CALL( glGetTexImage ) }, { GL_CALL( glGetTexEnviv ) }, { GL_CALL( glPolygonOffset ) }, { GL_CALL( glPolygonMode ) }, { GL_CALL( glPolygonStipple ) }, { GL_CALL( glClipPlane ) }, { GL_CALL( glGetClipPlane ) }, { GL_CALL( glShadeModel ) }, { GL_CALL( glGetTexLevelParameteriv ) }, { GL_CALL( glGetTexLevelParameterfv ) }, { GL_CALL( glFogfv ) }, { GL_CALL( glFogf ) }, { GL_CALL( glFogi ) }, { NULL , NULL } }; static dllfunc_t debugoutputfuncs[] = { { GL_CALL( glDebugMessageControlARB ) }, { GL_CALL( glDebugMessageInsertARB ) }, { GL_CALL( glDebugMessageCallbackARB ) }, { GL_CALL( glGetDebugMessageLogARB ) }, { NULL , NULL } }; static dllfunc_t multitexturefuncs[] = { { GL_CALL( glMultiTexCoord1f ) }, { GL_CALL( glMultiTexCoord2f ) }, { GL_CALL( glMultiTexCoord3f ) }, { GL_CALL( glMultiTexCoord4f ) }, { GL_CALL( glActiveTexture ) }, { GL_CALL( glActiveTextureARB ) }, { GL_CALL( glClientActiveTexture ) }, { GL_CALL( glClientActiveTextureARB ) }, { NULL , NULL } }; static dllfunc_t texture3dextfuncs[] = { { GL_CALL( glTexImage3D ) }, { GL_CALL( glTexSubImage3D ) }, { GL_CALL( glCopyTexSubImage3D ) }, { NULL , NULL } }; static dllfunc_t texturecompressionfuncs[] = { { GL_CALL( glCompressedTexImage3DARB ) }, { GL_CALL( glCompressedTexImage2DARB ) }, { GL_CALL( glCompressedTexImage1DARB ) }, { GL_CALL( glCompressedTexSubImage3DARB ) }, { GL_CALL( glCompressedTexSubImage2DARB ) }, { GL_CALL( glCompressedTexSubImage1DARB ) }, { GL_CALL( glGetCompressedTexImage ) }, { NULL , NULL } }; static dllfunc_t vbofuncs[] = { { GL_CALL( glBindBufferARB ) }, { GL_CALL( glDeleteBuffersARB ) }, { GL_CALL( glGenBuffersARB ) }, { GL_CALL( glIsBufferARB ) }, { GL_CALL( glMapBufferARB ) }, { GL_CALL( glUnmapBufferARB ) }, // , { GL_CALL( glBufferDataARB ) }, { GL_CALL( glBufferSubDataARB ) }, { NULL, NULL} }; /* ======================== DebugCallback For ARB_debug_output ======================== */ static void APIENTRY 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: gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message ); break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_PORTABILITY_ARB: gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_PERFORMANCE_ARB: gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message ); break; case GL_DEBUG_TYPE_OTHER_ARB: default: gEngfuncs.Con_Printf( S_OPENGL_NOTE "%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 gEngfuncs.Con_Printf( S_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; gEngfuncs.Con_Printf( S_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_CheckExtension ================= */ void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext ) { const dllfunc_t *func; convar_t *parm = NULL; const char *extensions_string; gEngfuncs.Con_Reportf( "GL_CheckExtension: %s ", name ); GL_SetExtension( r_ext, true ); if( cvarname ) { // system config disable extensions parm = Cvar_Get( cvarname, "1", FCVAR_GLCONFIG, va( CVAR_GLCONFIG_DESCRIPTION, name )); } if(( parm && !CVAR_TO_BOOL( parm )) || ( !CVAR_TO_BOOL( gl_extensions ) && r_ext != GL_OPENGL_110 )) { gEngfuncs.Con_Reportf( "- disabled\n" ); GL_SetExtension( r_ext, false ); return; // nothing to process at } extensions_string = glConfig.extensions_string; if(( name[2] == '_' || name[3] == '_' ) && !Q_strstr( extensions_string, name )) { GL_SetExtension( r_ext, false ); // update render info gEngfuncs.Con_Reportf( "- ^1failed\n" ); return; } // clear exports for( func = funcs; func && func->name; func++ ) *func->func = NULL; for( func = funcs; func && func->name != NULL; func++ ) { // functions are cleared before all the extensions are evaluated if((*func->func = (void *)gEngfuncs.GL_GetProcAddress( func->name )) == NULL ) GL_SetExtension( r_ext, false ); // one or more functions are invalid, extension will be disabled } if( GL_Support( r_ext )) gEngfuncs.Con_Reportf( "- ^2enabled\n" ); else gEngfuncs.Con_Reportf( "- ^1failed\n" ); } /* =============== 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 (); // init draw stack tr.draw_list = &tr.draw_stack[0]; tr.draw_stack_pos = 0; } /* =============== 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, DEFAULT_ALPHATEST ); 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 ) { gEngfuncs.Con_Printf( "\n" ); gEngfuncs.Con_Printf( "GL_VENDOR: %s\n", glConfig.vendor_string ); gEngfuncs.Con_Printf( "GL_RENDERER: %s\n", glConfig.renderer_string ); gEngfuncs.Con_Printf( "GL_VERSION: %s\n", glConfig.version_string ); // don't spam about extensions gEngfuncs.Con_Reportf( "GL_EXTENSIONS: %s\n", glConfig.extensions_string ); gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_SIZE: %i\n", glConfig.max_2d_texture_size ); if( GL_Support( GL_ARB_MULTITEXTURE )) gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_UNITS_ARB: %i\n", glConfig.max_texture_units ); if( GL_Support( GL_TEXTURE_CUBEMAP_EXT )) gEngfuncs.Con_Printf( "GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: %i\n", glConfig.max_cubemap_size ); if( GL_Support( GL_ANISOTROPY_EXT )) gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: %.1f\n", glConfig.max_texture_anisotropy ); if( GL_Support( GL_TEXTURE_2D_RECT_EXT )) gEngfuncs.Con_Printf( "GL_MAX_RECTANGLE_TEXTURE_SIZE: %i\n", glConfig.max_2d_rectangle_size ); if( GL_Support( GL_TEXTURE_ARRAY_EXT )) gEngfuncs.Con_Printf( "GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: %i\n", glConfig.max_2d_texture_layers ); if( GL_Support( GL_SHADER_GLSL100_EXT )) { gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_COORDS_ARB: %i\n", glConfig.max_texture_coords ); gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %i\n", glConfig.max_teximage_units ); gEngfuncs.Con_Printf( "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: %i\n", glConfig.max_vertex_uniforms ); gEngfuncs.Con_Printf( "GL_MAX_VERTEX_ATTRIBS_ARB: %i\n", glConfig.max_vertex_attribs ); } gEngfuncs.Con_Printf( "\n" ); gEngfuncs.Con_Printf( "MODE: %ix%i\n", vidState.width, vidState.height ); gEngfuncs.Con_Printf( "\n" ); gEngfuncs.Con_Printf( "VERTICAL SYNC: %s\n", gl_vsync->value ? "enabled" : "disabled" ); gEngfuncs.Con_Printf( "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 ); } #ifdef XASH_GLES void GL_InitExtensionsGLES( void ) { // intialize wrapper type #ifdef XASH_NANOGL glConfig.context = CONTEXT_TYPE_GLES_1_X; glConfig.wrapper = GLES_WRAPPER_NANOGL; #elif defined( XASH_WES ) glConfig.context = CONTEXT_TYPE_GLES_2_X; glConfig.wrapper = GLES_WRAPPER_WES; #endif glConfig.hardware_type = GLHW_GENERIC; // initalize until base opengl functions loaded GL_SetExtension( GL_DRAW_RANGEELEMENTS_EXT, true ); GL_SetExtension( GL_ARB_MULTITEXTURE, true ); pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units ); glConfig.max_texture_coords = glConfig.max_texture_units = 4; GL_SetExtension( GL_ENV_COMBINE_EXT, true ); GL_SetExtension( GL_DOT3_ARB_EXT, true ); GL_SetExtension( GL_TEXTURE_3D_EXT, false ); GL_SetExtension( GL_SGIS_MIPMAPS_EXT, true ); // gles specs GL_SetExtension( GL_ARB_VERTEX_BUFFER_OBJECT_EXT, true ); // gles specs // hardware cubemaps GL_CheckExtension( "GL_OES_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURECUBEMAP_EXT ); if( GL_Support( GL_TEXTURECUBEMAP_EXT )) pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size ); GL_SetExtension( GL_ARB_SEAMLESS_CUBEMAP, false ); GL_SetExtension( GL_EXT_POINTPARAMETERS, false ); GL_CheckExtension( "GL_OES_texture_npot", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT ); GL_SetExtension( GL_TEXTURE_COMPRESSION_EXT, false ); GL_SetExtension( GL_CUSTOM_VERTEX_ARRAY_EXT, false ); GL_SetExtension( GL_CLAMPTOEDGE_EXT, true ); // by gles1 specs GL_SetExtension( GL_ANISOTROPY_EXT, false ); GL_SetExtension( GL_TEXTURE_LODBIAS, false ); GL_SetExtension( GL_CLAMP_TEXBORDER_EXT, false ); GL_SetExtension( GL_BLEND_MINMAX_EXT, false ); GL_SetExtension( GL_BLEND_SUBTRACT_EXT, false ); GL_SetExtension( GL_SEPARATESTENCIL_EXT, false ); GL_SetExtension( GL_STENCILTWOSIDE_EXT, false ); GL_SetExtension( GL_TEXTURE_ENV_ADD_EXT,false ); GL_SetExtension( GL_SHADER_OBJECTS_EXT, false ); GL_SetExtension( GL_SHADER_GLSL100_EXT, false ); GL_SetExtension( GL_VERTEX_SHADER_EXT,false ); GL_SetExtension( GL_FRAGMENT_SHADER_EXT, false ); GL_SetExtension( GL_SHADOW_EXT, false ); GL_SetExtension( GL_ARB_DEPTH_FLOAT_EXT, false ); GL_SetExtension( GL_OCCLUSION_QUERIES_EXT,false ); GL_CheckExtension( "GL_OES_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE ); glConfig.texRectangle = glConfig.max_2d_rectangle_size = 0; // no rectangle Cvar_FullSet( "gl_allow_mirrors", "0", CVAR_READ_ONLY); // No support for GLES } #else void GL_InitExtensionsBigGL() { // 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; // 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 ); gEngfuncs.Con_Printf( S_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 ); // cubemaps support GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURE_CUBEMAP_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_texture_cubemap_seamless", 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 ); #ifdef _WIN32 // Win32 only drivers? // g-cont. because lodbias it too glitchy on Intel's cards if( glConfig.hardware_type != GLHW_INTEL ) #endif GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_texture_mipmap_biasing", 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_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE ); 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_EXT_gpu_shader4", NULL, NULL, GL_EXT_GPU_SHADER4 ); // don't confuse users GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", GL_SHADER_GLSL100_EXT ); GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT ); // rectangle textures support GL_CheckExtension( "GL_ARB_texture_rectangle", NULL, "gl_texture_rectangle", GL_TEXTURE_2D_RECT_EXT ); // this won't work without extended context if( glw_state.extended ) GL_CheckExtension( "GL_ARB_debug_output", debugoutputfuncs, "gl_debug_output", GL_DEBUG_OUTPUT ); 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 ); #ifdef _WIN32 // Win32 only drivers? if( glConfig.hardware_type == GLHW_RADEON && glConfig.max_vertex_uniforms > 512 ) glConfig.max_vertex_uniforms /= 4; // radeon returns not correct info #endif } 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; if( GL_Support( GL_TEXTURE_2D_RECT_EXT )) pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size ); #ifndef XASH_GL_STATIC // enable gldebug if allowed if( GL_Support( GL_DEBUG_OUTPUT )) { if( gpGlobals->developer ) { gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n"); pglDebugMessageCallbackARB( GL_DebugOutput, NULL ); // force everything to happen in the main thread instead of in a separate driver thread pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB ); } // enable all the low priority messages pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true ); } #endif } #endif 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 ); gEngfuncs.Con_Reportf( "^3Video^7: %s\n", glConfig.renderer_string ); #ifdef XASH_GLES GL_InitExtensionsGLES(); #else GL_InitExtensionsBigGL(); #endif if( GL_Support( GL_TEXTURE_2D_RECT_EXT )) pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size ); Cvar_Get( "gl_max_size", va( "%i", glConfig.max_2d_texture_size ), 0, "opengl texture max dims" ); Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy ))); if( GL_Support( GL_TEXTURE_COMPRESSION_EXT )) gEngfuncs.Image_AddCmdFlags( IL_DDS_HARDWARE ); // MCD has buffering issues #ifdef _WIN32 if( Q_strstr( glConfig.renderer_string, "gdi" )) Cvar_SetValue( "gl_finish", 1 ); #endif tr.framecount = tr.visframecount = 1; glw_state.initialized = true; } void GL_ClearExtensions( void ) { // now all extensions are disabled memset( glConfig.extension, 0, sizeof( glConfig.extension )); glw_state.initialized = false; } //======================================================================= /* ================= GL_InitCommands ================= */ void GL_InitCommands( void ) { 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_showtree = Cvar_Get( "r_showtree", "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" ); 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_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_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, "render entities" ); r_decals = gEngfuncs.pfnGetCvarPointer( "r_decals" ); 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_check_errors = Cvar_Get( "gl_check_errors", "1", FCVAR_ARCHIVE, "ignore video engine errors" ); gl_vsync = gEngfuncs.pfnGetCvarPointer( "gl_vsync" ); 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", "8", FCVAR_ARCHIVE, "textures anisotropic filter" ); gl_texture_lodbias = Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_ARCHIVE, "LOD bias for mipmapped textures (perfomance|quality)" ); gl_keeptjunctions = Cvar_Get( "gl_keeptjunctions", "1", FCVAR_ARCHIVE, "removing tjuncs causes blinking pixels" ); gl_emboss_scale = Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" ); gl_showtextures = gEngfuncs.pfnGetCvarPointer( "r_showtextures" ); 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" ); gl_wgl_msaa_samples = Cvar_Get( "gl_wgl_msaa_samples", "0", FCVAR_GLCONFIG, "samples number for multisample anti-aliasing" ); gl_msaa = Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" ); gl_stencilbits = Cvar_Get( "gl_stencilbits", "8", FCVAR_GLCONFIG, "pixelformat stencil bits (0 - auto)" ); gl_round_down = Cvar_Get( "gl_round_down", "2", FCVAR_RENDERINFO, "round texture sizes to nearest POT value" ); // 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 = gEngfuncs.pfnGetCvarPointer( "gamma" ); vid_brightness = gEngfuncs.pfnGetCvarPointer( "brightness" ); gEngfuncs.Cmd_AddCommand( "r_info", R_RenderInfo_f, "display renderer info" ); gEngfuncs.Cmd_AddCommand( "timerefresh", SCR_TimeRefresh_f, "turn quickly and print rendering statistcs" ); // give initial OpenGL configuration gEngfuncs.Cbuf_SetOpenGLConfigHack( true ); gEngfuncs.Cbuf_AddText( "exec opengl.cfg\n" ); gEngfuncs.Cbuf_Execute(); gEngfuncs.Cbuf_SetOpenGLConfigHack( false ); // apply actual video mode to window gEngfuncs.Cbuf_AddText( "exec video.cfg\n" ); gEngfuncs.Cbuf_Execute(); } /* =============== R_CheckVBO register VBO cvars and get default value =============== */ static void R_CheckVBO( void ) { const char *def = "1"; const char *dlightmode = "1"; int flags = FCVAR_ARCHIVE; qboolean disable = false; // some bad GLES1 implementations breaks dlights completely if( glConfig.max_texture_units < 3 ) disable = true; #ifdef XASH_MOBILE_PLATFORM // VideoCore4 drivers have a problem with mixing VBO and client arrays // Disable it, as there is no suitable workaround here if( Q_stristr( glConfig.renderer_string, "VideoCore IV" ) || Q_stristr( glConfig.renderer_string, "vc4" ) ) disable = true; // dlightmode 1 is not too much tested on android // so better to left it off dlightmode = "0"; #endif if( disable ) { // do not keep in config unless dev > 3 and enabled flags = 0; def = "0"; } r_vbo = Cvar_Get( "r_vbo", def, flags, "draw world using VBO" ); r_vbo_dlightmode = Cvar_Get( "r_vbo_dlightmode", dlightmode, FCVAR_ARCHIVE, "vbo dlight rendering mode(0-1)" ); // check if enabled manually if( CVAR_TO_BOOL(r_vbo) ) r_vbo->flags |= FCVAR_ARCHIVE; } /* =============== R_Init =============== */ qboolean R_Init( void ) { if( glw_state.initialized ) return true; GL_InitCommands(); GL_InitRandomTable(); GL_SetDefaultState(); // create the window and set up the context #if 0 // REFTODO: just make it compile if( !R_Init_Video( )) { GL_RemoveCommands(); R_Free_Video(); gEngfuncs.Host_Error( "Can't initialize video subsystem\nProbably driver was not installed" ); return false; } host.renderinfo_changed = false; #endif r_temppool = Mem_AllocPool( "Render Zone" ); GL_SetDefaults(); R_CheckVBO(); R_InitImages(); R_SpriteInit(); R_StudioInit(); R_AliasInit(); R_ClearDecals(); R_ClearScene(); return true; } /* ================= GL_RemoveCommands ================= */ void GL_RemoveCommands( void ) { gEngfuncs.Cmd_RemoveCommand( "r_info" ); } /* =============== R_Shutdown =============== */ void R_Shutdown( void ) { if( !glw_state.initialized ) return; GL_RemoveCommands(); R_ShutdownImages(); Mem_FreePool( &r_temppool ); #if 0 // REFTODO: just make it compile // shut down OS specific OpenGL stuff like contexts, etc. R_Free_Video(); #endif // 0 } /* ================= GL_ErrorString convert errorcode to string ================= */ const char *GL_ErrorString( int err ) { switch( err ) { case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW"; case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW"; case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; default: return "UNKNOWN ERROR"; } } /* ================= GL_CheckForErrors obsolete ================= */ void GL_CheckForErrors_( const char *filename, const int fileline ) { int err; if( !CVAR_TO_BOOL( gl_check_errors )) return; if(( err = pglGetError( )) == GL_NO_ERROR ) return; gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s (called at %s:%i)\n", GL_ErrorString( err ), filename, fileline ); }