#include "quakedef.h"
#include "cdaudio.h"
+#include "image.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
cvar_t vid_height = {CVAR_SAVE, "vid_height", "480", "resolution"};
cvar_t vid_bitsperpixel = {CVAR_SAVE, "vid_bitsperpixel", "32", "how many bits per pixel to render at (32 or 16, 32 is recommended)"};
cvar_t vid_samples = {CVAR_SAVE, "vid_samples", "1", "how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)"};
-cvar_t vid_multisampling = {CVAR_SAVE, "vid_multisampling", "0", "Make use of GL_AGB_MULTISAMPLING for advaced anti-aliasing techniques such as Alpha-To-Coverage, not yet finished"};
cvar_t vid_refreshrate = {CVAR_SAVE, "vid_refreshrate", "60", "refresh rate to use, in hz (higher values flicker less, if supported by your monitor)"};
cvar_t vid_userefreshrate = {CVAR_SAVE, "vid_userefreshrate", "0", "set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default"};
cvar_t vid_stereobuffer = {CVAR_SAVE, "vid_stereobuffer", "0", "enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers"};
cvar_t vid_gl20 = {0, "vid_gl20", "1", "enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)"};
cvar_t gl_finish = {0, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"};
cvar_t vid_sRGB = {CVAR_SAVE, "vid_sRGB", "0", "if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended"};
+cvar_t vid_sRGB_fallback = {CVAR_SAVE, "vid_sRGB_fallback", "0", "do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)"};
cvar_t vid_touchscreen = {0, "vid_touchscreen", "0", "Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons"};
cvar_t vid_stick_mouse = {CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" };
cvar_t v_color_white_b = {CVAR_SAVE, "v_color_white_b", "1", "desired color of white"};
cvar_t v_hwgamma = {CVAR_SAVE, "v_hwgamma", "0", "enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not"};
cvar_t v_glslgamma = {CVAR_SAVE, "v_glslgamma", "1", "enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma)"};
+cvar_t v_glslgamma_2d = {CVAR_SAVE, "v_glslgamma_2d", "0", "applies GLSL gamma to 2d pictures (HUD, fonts)"};
cvar_t v_psycho = {0, "v_psycho", "0", "easter egg"};
+extern cvar_t r_viewfbo;
+
// brand of graphics chip
const char *gl_vendor;
// graphics chip model and other information
// name of driver library (opengl32.dll, libGL.so.1, or whatever)
char gl_driver[256];
+#ifndef USE_GLES2
// GL_ARB_multitexture
void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat);
void (GLAPIENTRY *qglMultiTexCoord2f) (GLenum, GLfloat, GLfloat);
void (GLAPIENTRY *qglDepthFunc)(GLenum func);
void (GLAPIENTRY *qglDepthMask)(GLboolean flag);
void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val);
+void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val);
void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
void (GLAPIENTRY *qglGetQueryObjectuivARB)(GLuint qid, GLenum pname, GLuint *params);
void (GLAPIENTRY *qglSampleCoverageARB)(GLclampf value, GLboolean invert);
+#endif
#if _MSC_VER >= 1400
#define sscanf sscanf_s
return true;
}
+#ifndef USE_GLES2
static dllfunction_t opengl110funcs[] =
{
{"glClearColor", (void **) &qglClearColor},
{"glSampleCoverageARB", (void **) &qglSampleCoverageARB},
{NULL, NULL}
};
+#endif
void VID_ClearExtensions(void)
{
vid.max_anisotropy = 1;
vid.maxdrawbuffers = 1;
+#ifndef USE_GLES2
// this is a complete list of all functions that are directly checked in the renderer
qglDrawRangeElements = NULL;
qglDrawBuffer = NULL;
qglGetCompressedTexImageARB = NULL;
qglFramebufferTexture2DEXT = NULL;
qglDrawBuffersARB = NULL;
+#endif
}
+#ifndef USE_GLES2
void VID_CheckExtensions(void)
{
if (!GL_CheckExtension("glbase", opengl110funcs, NULL, false))
Sys_Error("OpenGL 1.1.0 functions not found");
- vid.support.gl20shaders = GL_CheckExtension("GL_ARB_fragment_shader", gl20shaderfuncs, "-noshaders", true);
+ vid.support.gl20shaders = GL_CheckExtension("2.0", gl20shaderfuncs, "-noshaders", true);
CHECKGLERROR
vid.support.ext_texture_filter_anisotropic = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false);
vid.support.ext_texture_srgb = GL_CheckExtension("GL_EXT_texture_sRGB", NULL, "-nosrgb", false);
vid.support.arb_multisample = GL_CheckExtension("GL_ARB_multisample", multisamplefuncs, "-nomultisample", false);
+ vid.allowalphatocoverage = false;
// COMMANDLINEOPTION: GL: -noshaders disables use of OpenGL 2.0 shaders (which allow pixel shader effects, can improve per pixel lighting performance and capabilities)
// COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
if (vid.support.ext_texture_filter_anisotropic)
qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
if (vid.support.arb_texture_cube_map)
- qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
if (vid.support.ext_texture_3d)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
if (vid.support.arb_multitexture)
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
if (vid_gl20.integer && vid.support.gl20shaders)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR
qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (int *)&vid.texarrayunits);CHECKGLERROR
vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
vid.sRGBcapable2D = false;
vid.sRGBcapable3D = true;
vid.useinterleavedarrays = false;
+ Con_Printf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
+ Con_Printf("vid.support.gl20shaders %i\n", vid.support.gl20shaders);
+ vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1
}
else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
vid.teximageunits = vid.texunits;
vid.texarrayunits = vid.texunits;
vid.useinterleavedarrays = false;
}
+ // enable multisample antialiasing if possible
+ if(vid.support.arb_multisample)
+ {
+ int samples = 0;
+ qglGetIntegerv(GL_SAMPLES_ARB, &samples);
+ vid.samples = samples;
+ if (samples > 1)
+ qglEnable(GL_MULTISAMPLE_ARB);
+ else
+ vid.allowalphatocoverage = false;
+ }
+ else
+ {
+ vid.allowalphatocoverage = false;
+ vid.samples = 1;
+ }
+
// VorteX: set other info (maybe place them in VID_InitMode?)
Cvar_SetQuick(&gl_info_vendor, gl_vendor);
Cvar_SetQuick(&gl_info_renderer, gl_renderer);
Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
Cvar_SetQuick(&gl_info_driver, gl_driver);
}
+#endif
float VID_JoyState_GetAxis(const vid_joystate_t *joystate, int axis, float sensitivity, float deadzone)
{
void VID_Shared_BuildJoyState_Finish(vid_joystate_t *joystate)
{
float f, r;
- if (!joy_axiskeyevents.integer || joystate->is360)
+ if (joystate->is360)
return;
// emulate key events for thumbstick
f = VID_JoyState_GetAxis(joystate, joy_axisforward.integer, 1, joy_axiskeyevents_deadzone.value) * joy_sensitivityforward.value;
{
{K_JOY1, K_ENTER}, {K_JOY2, K_ESCAPE}, {K_JOY3, 0}, {K_JOY4, 0}, {K_JOY5, 0}, {K_JOY6, 0}, {K_JOY7, 0}, {K_JOY8, 0}, {K_JOY9, 0}, {K_JOY10, 0}, {K_JOY11, 0}, {K_JOY12, 0}, {K_JOY13, 0}, {K_JOY14, 0}, {K_JOY15, 0}, {K_JOY16, 0},
{K_AUX1, 0}, {K_AUX2, 0}, {K_AUX3, 0}, {K_AUX4, 0}, {K_AUX5, 0}, {K_AUX6, 0}, {K_AUX7, 0}, {K_AUX8, 0}, {K_AUX9, 0}, {K_AUX10, 0}, {K_AUX11, 0}, {K_AUX12, 0}, {K_AUX13, 0}, {K_AUX14, 0}, {K_AUX15, 0}, {K_AUX16, 0},
- {K_UPARROW, K_UPARROW}, {K_DOWNARROW, K_DOWNARROW}, {K_RIGHTARROW, K_RIGHTARROW}, {K_LEFTARROW, K_LEFTARROW},
+ {K_JOY_UP, K_UPARROW}, {K_JOY_DOWN, K_DOWNARROW}, {K_JOY_RIGHT, K_RIGHTARROW}, {K_JOY_LEFT, K_LEFTARROW},
};
static int joybuttonkey360[][2] =
qboolean vid_gammatables_trivial = true;
void VID_BuildGammaTables(unsigned short *ramps, int rampsize)
{
- float srgbmul = (vid.sRGB2D || vid.sRGB3D) ? 2.2f : 1.0f;
if (cachecolorenable)
{
- BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[0]) * srgbmul, cachewhite[0], cacheblack[0], cachecontrastboost, ramps, rampsize);
- BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[1]) * srgbmul, cachewhite[1], cacheblack[1], cachecontrastboost, ramps + rampsize, rampsize);
- BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[2]) * srgbmul, cachewhite[2], cacheblack[2], cachecontrastboost, ramps + rampsize*2, rampsize);
+ BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[0]), cachewhite[0], cacheblack[0], cachecontrastboost, ramps, rampsize);
+ BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[1]), cachewhite[1], cacheblack[1], cachecontrastboost, ramps + rampsize, rampsize);
+ BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[2]), cachewhite[2], cacheblack[2], cachecontrastboost, ramps + rampsize*2, rampsize);
}
else
{
- BuildGammaTable16(1.0f, cachegamma * srgbmul, cachecontrast, cachebrightness, cachecontrastboost, ramps, rampsize);
- BuildGammaTable16(1.0f, cachegamma * srgbmul, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize, rampsize);
- BuildGammaTable16(1.0f, cachegamma * srgbmul, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize*2, rampsize);
+ BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps, rampsize);
+ BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize, rampsize);
+ BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize*2, rampsize);
+ }
+
+ if(vid.sRGB2D || vid.sRGB3D)
+ {
+ int i;
+ for(i = 0; i < 3*rampsize; ++i)
+ ramps[i] = (int)floor(bound(0.0f, Image_sRGBFloatFromLinearFloat(ramps[i] / 65535.0), 1.0f) * 65535.0 + 0.5);
}
// LordHavoc: this code came from Ben Winslow and Zinx Verituse, I have
wantgamma = 0;
#define BOUNDCVAR(cvar, m1, m2) c = &(cvar);f = bound(m1, c->value, m2);if (c->value != f) Cvar_SetValueQuick(c, f);
BOUNDCVAR(v_gamma, 0.1, 5);
- BOUNDCVAR(v_contrast, 1, 5);
- BOUNDCVAR(v_brightness, 0, 0.8);
+ BOUNDCVAR(v_contrast, 0.2, 5);
+ BOUNDCVAR(v_brightness, -v_contrast.value * 0.8, 0.8);
//BOUNDCVAR(v_contrastboost, 0.0625, 16);
BOUNDCVAR(v_color_black_r, 0, 0.8);
BOUNDCVAR(v_color_black_g, 0, 0.8);
Cvar_RegisterVariable(&v_hwgamma);
Cvar_RegisterVariable(&v_glslgamma);
+ Cvar_RegisterVariable(&v_glslgamma_2d);
Cvar_RegisterVariable(&v_psycho);
Cvar_RegisterVariable(&vid_height);
Cvar_RegisterVariable(&vid_bitsperpixel);
Cvar_RegisterVariable(&vid_samples);
- Cvar_RegisterVariable(&vid_multisampling);
Cvar_RegisterVariable(&vid_refreshrate);
Cvar_RegisterVariable(&vid_userefreshrate);
Cvar_RegisterVariable(&vid_stereobuffer);
Cvar_RegisterVariable(&vid_gl20);
Cvar_RegisterVariable(&gl_finish);
Cvar_RegisterVariable(&vid_sRGB);
+ Cvar_RegisterVariable(&vid_sRGB_fallback);
Cvar_RegisterVariable(&joy_active);
#ifdef WIN32
{
viddef_mode_t mode;
-#if 0
- // LordHavoc: FIXME: VorteX broke vid_restart with this, it is a mystery why it would ever work, commented out
- // multisampling should set at least 2 samples
- if (vid.support.arb_multisample)
- {
- GL_MultiSampling(false);
- if (vid_multisampling.integer)
- samples = max(2, samples);
- }
-#endif
-
memset(&mode, 0, sizeof(mode));
mode.fullscreen = fullscreen != 0;
mode.width = width;
mode.samples = samples;
cl_ignoremousemoves = 2;
VID_ClearExtensions();
+
+ vid.samples = vid.mode.samples;
if (VID_InitMode(&mode))
{
// accept the (possibly modified) mode
vid.refreshrate = vid.mode.refreshrate;
vid.userefreshrate = vid.mode.userefreshrate;
vid.stereobuffer = vid.mode.stereobuffer;
- vid.samples = vid.mode.samples;
vid.stencil = vid.mode.bitsperpixel > 16;
vid.sRGB2D = vid_sRGB.integer >= 1 && vid.sRGBcapable2D;
vid.sRGB3D = vid_sRGB.integer >= 1 && vid.sRGBcapable3D;
+ if(
+ (vid_sRGB_fallback.integer >= 3) // force fallback
+ ||
+ (vid_sRGB_fallback.integer >= 2 && // fallback if framebuffer is 8bit
+ !(r_viewfbo.integer >= 2 && vid.support.ext_framebuffer_object && vid.samples < 2))
+ )
+ vid.sRGB2D = vid.sRGB3D = false;
+
+ if(vid.samples != vid.mode.samples)
+ Con_Printf("NOTE: requested %dx AA, got %dx AA\n", vid.mode.samples, vid.samples);
+
Con_Printf("Video Mode: %s %dx%dx%dx%.2fhz%s%s\n", mode.fullscreen ? "fullscreen" : "window", mode.width, mode.height, mode.bitsperpixel, mode.refreshrate, mode.stereobuffer ? " stereo" : "", mode.samples > 1 ? va(" (%ix AA)", mode.samples) : "");
Cvar_SetValueQuick(&vid_fullscreen, vid.mode.fullscreen);
Cvar_SetValueQuick(&vid_refreshrate, vid.mode.refreshrate);
Cvar_SetValueQuick(&vid_stereobuffer, vid.mode.stereobuffer);
- // activate multisampling
- if (vid_multisampling.integer)
- GL_MultiSampling(true);
-
return true;
}
else