X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=vid_sdl.c;h=c3c272284c4e29d0c14e48a58e56c9bb056be241;hb=f39d8e13bcff76fc9d9ca7ae0886786b66f1f384;hp=3acdc478265534ab55c8aacfe588c7160c3bad39;hpb=083d909f667012334c3b69c61cb04121356d1924;p=xonotic%2Fdarkplaces.git diff --git a/vid_sdl.c b/vid_sdl.c index 3acdc478..c3c27228 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -16,20 +16,108 @@ 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. */ +#undef WIN32_LEAN_AND_MEAN //hush a warning, SDL.h redefines this #include +#include #include #include "quakedef.h" +#include "image.h" +#include "dpsoftrast.h" + +#ifndef __IPHONEOS__ +#ifdef MACOSX +#include +#include +#include +#include +static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"}; +static qboolean vid_usingnoaccel; +static double originalMouseSpeed = -1.0; +io_connect_t IN_GetIOHandle(void) +{ + io_connect_t iohandle = MACH_PORT_NULL; + kern_return_t status; + io_service_t iohidsystem = MACH_PORT_NULL; + mach_port_t masterport; + + status = IOMasterPort(MACH_PORT_NULL, &masterport); + if(status != KERN_SUCCESS) + return 0; + + iohidsystem = IORegistryEntryFromPath(masterport, kIOServicePlane ":/IOResources/IOHIDSystem"); + if(!iohidsystem) + return 0; + + status = IOServiceOpen(iohidsystem, mach_task_self(), kIOHIDParamConnectType, &iohandle); + IOObjectRelease(iohidsystem); + + return iohandle; +} +#endif +#endif + +#ifdef WIN32 +#define SDL_R_RESTART +#endif // Tell startup code that we have a client int cl_available = true; -static int vid_usingmouse; -static int vid_isfullscreen; + +qboolean vid_supportrefreshrate = false; + +cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"}; +cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "2", "the number of threads the DarkPlaces Software Rasterizer should use"}; +cvar_t vid_soft_interlace = {CVAR_SAVE, "vid_soft_interlace", "1", "whether the DarkPlaces Software Rasterizer shoud interlace the screen bands occupied by each thread"}; +cvar_t joy_detected = {CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"}; +cvar_t joy_enable = {CVAR_SAVE, "joy_enable", "0", "enables joystick support"}; +cvar_t joy_index = {0, "joy_index", "0", "selects which joystick to use if you have multiple"}; +cvar_t joy_axisforward = {0, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"}; +cvar_t joy_axisside = {0, "joy_axisside", "0", "which joystick axis to query for right/left movement"}; +cvar_t joy_axisup = {0, "joy_axisup", "-1", "which joystick axis to query for up/down movement"}; +cvar_t joy_axispitch = {0, "joy_axispitch", "3", "which joystick axis to query for looking up/down"}; +cvar_t joy_axisyaw = {0, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"}; +cvar_t joy_axisroll = {0, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"}; +cvar_t joy_deadzoneforward = {0, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; +cvar_t joy_deadzoneside = {0, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; +cvar_t joy_deadzoneup = {0, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; +cvar_t joy_deadzonepitch = {0, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; +cvar_t joy_deadzoneyaw = {0, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; +cvar_t joy_deadzoneroll = {0, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; +cvar_t joy_sensitivityforward = {0, "joy_sensitivityforward", "-1", "movement multiplier"}; +cvar_t joy_sensitivityside = {0, "joy_sensitivityside", "1", "movement multiplier"}; +cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"}; +cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"}; +cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"}; +cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"}; +cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"}; + +static qboolean vid_usingmouse = false; +static qboolean vid_usinghidecursor = false; +static qboolean vid_isfullscreen; +#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) +static qboolean vid_usingvsync = false; +#endif +static int vid_numjoysticks = 0; +#define MAX_JOYSTICKS 8 +static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS]; + +static int win_half_width = 50; +static int win_half_height = 50; +static int video_bpp, video_flags; static SDL_Surface *screen; +static SDL_Surface *vid_softsurface; -static void IN_Init( void ); -static void IN_Shutdown( void ); +// joystick axes state +#define MAX_JOYSTICK_AXES 16 +typedef struct +{ + float oldmove; + float move; + double keytime; +}joy_axiscache_t; +static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES]; ///////////////////////// // Input handling @@ -42,7 +130,7 @@ static void IN_Shutdown( void ); #define tenoh 0,0,0,0,0, 0,0,0,0,0 #define fiftyoh tenoh, tenoh, tenoh, tenoh, tenoh #define hundredoh fiftyoh, fiftyoh -static unsigned int tbl_sdltoquake[] = +static unsigned int tbl_sdltoquake[] = { 0,0,0,0, //SDLK_UNKNOWN = 0, 0,0,0,0, //SDLK_FIRST = 0, @@ -180,7 +268,7 @@ static unsigned int tbl_sdltoquake[] = 0, //SDLK_LMETA = 310, 0, //SDLK_LSUPER = 311, /* Left "Windows" key */ 0, //SDLK_RSUPER = 312, /* Right "Windows" key */ - 0, //SDLK_MODE = 313, /* "Alt Gr" key */ + K_ALT, //SDLK_MODE = 313, /* "Alt Gr" key */ 0, //SDLK_COMPOSE = 314, /* Multi-key compose key */ 0, //SDLK_HELP = 315, 0, //SDLK_PRINT = 316, @@ -202,85 +290,319 @@ static int MapKey( unsigned int sdlkey ) return tbl_sdltoquake[ sdlkey ]; } -static void IN_Activate( void ) +void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor) { - SDL_WM_GrabInput( SDL_GRAB_ON ); - SDL_ShowCursor( SDL_DISABLE ); -} +#ifndef __IPHONEOS__ +#ifdef MACOSX + if(relative) + if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer)) + VID_SetMouse(false, false, false); // ungrab first! +#endif +#endif + if (vid_usingmouse != relative) + { + vid_usingmouse = relative; + cl_ignoremousemoves = 2; + SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF ); +#ifndef __IPHONEOS__ +#ifdef MACOSX + if(relative) + { + // Save the status of mouse acceleration + originalMouseSpeed = -1.0; // in case of error + if(apple_mouse_noaccel.integer) + { + io_connect_t mouseDev = IN_GetIOHandle(); + if(mouseDev != 0) + { + if(IOHIDGetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), &originalMouseSpeed) == kIOReturnSuccess) + { + Con_DPrintf("previous mouse acceleration: %f\n", originalMouseSpeed); + if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), -1.0) != kIOReturnSuccess) + { + Con_Print("Could not disable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n"); + Cvar_SetValueQuick(&apple_mouse_noaccel, 0); + } + } + else + { + Con_Print("Could not disable mouse acceleration (failed at IOHIDGetAccelerationWithKey).\n"); + Cvar_SetValueQuick(&apple_mouse_noaccel, 0); + } + IOServiceClose(mouseDev); + } + else + { + Con_Print("Could not disable mouse acceleration (failed at IO_GetIOHandle).\n"); + Cvar_SetValueQuick(&apple_mouse_noaccel, 0); + } + } -static void IN_Deactivate( void ) -{ - SDL_WM_GrabInput( SDL_GRAB_OFF ); - SDL_ShowCursor( SDL_ENABLE ); + vid_usingnoaccel = !!apple_mouse_noaccel.integer; + } + else + { + if(originalMouseSpeed != -1.0) + { + io_connect_t mouseDev = IN_GetIOHandle(); + if(mouseDev != 0) + { + Con_DPrintf("restoring mouse acceleration to: %f\n", originalMouseSpeed); + if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), originalMouseSpeed) != kIOReturnSuccess) + Con_Print("Could not re-enable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n"); + IOServiceClose(mouseDev); + } + else + Con_Print("Could not re-enable mouse acceleration (failed at IO_GetIOHandle).\n"); + } + } +#endif +#endif + } + if (vid_usinghidecursor != hidecursor) + { + vid_usinghidecursor = hidecursor; + SDL_ShowCursor( hidecursor ? SDL_DISABLE : SDL_ENABLE); + } } -void IN_Commands (void) +static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity, double deadzone) { + double value; + if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) + return 0; // no such axis on this joystick + value = SDL_JoystickGetAxis(joy, axis) * (1.0 / 32767.0); + value = bound(-1, value, 1); + if (fabs(value) < deadzone) + return 0; // within deadzone around center + return value * sensitivity; } -static void IN_MouseMove (usercmd_t *cmd) +///////////////////// +// Joystick axis keyevents +// a sort of hack emulating Arrow keys for joystick axises +// as some drives dont send such keyevents for them +// additionally we should block drivers that do send arrow keyevents to prevent double events +//// + +static void IN_JoystickKeyeventForAxis(SDL_Joystick *joy, int axis, int key_pos, int key_neg) { - int x, y; + double joytime; + + if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) + return; // no such axis on this joystick - if( !vid_usingmouse ) { - IN_Mouse( cmd, 0, 0 ); + joytime = Sys_DoubleTime(); + // no key event, continuous keydown event + if (joy_axescache[axis].move == joy_axescache[axis].oldmove) + { + if (joy_axescache[axis].move != 0 && joytime > joy_axescache[axis].keytime) + { + //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); + Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); + joy_axescache[axis].keytime = joytime + 0.5 / 20; + } return; } - - SDL_GetRelativeMouseState( &x, &y ); - IN_Mouse( cmd, x, y ); + // generate key up event + if (joy_axescache[axis].oldmove) + { + //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg), 1, cl.time); + Key_Event((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg, 0, 0); + } + // generate key down event + if (joy_axescache[axis].move) + { + //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); + Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); + joy_axescache[axis].keytime = joytime + 0.5; + } } -void IN_Move( usercmd_t *cmd ) +static qboolean IN_JoystickBlockDoubledKeyEvents(int keycode) { - IN_MouseMove( cmd ); -} + if (!joy_axiskeyevents.integer) + return false; -static void IN_Init( void ) -{ - // init keyboard - SDL_EnableUNICODE( SDL_ENABLE ); + // block keyevent if it's going to be provided by joystick keyevent system + if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) + { + SDL_Joystick *joy = vid_joysticks[joy_index.integer]; - // init mouse - vid_usingmouse = false; + if (keycode == K_UPARROW || keycode == K_DOWNARROW) + if (IN_JoystickGetAxis(joy, joy_axisforward.integer, 1, 0.01) || joy_axescache[joy_axisforward.integer].move || joy_axescache[joy_axisforward.integer].oldmove) + return true; + if (keycode == K_RIGHTARROW || keycode == K_LEFTARROW) + if (IN_JoystickGetAxis(joy, joy_axisside.integer, 1, 0.01) || joy_axescache[joy_axisside.integer].move || joy_axescache[joy_axisside.integer].oldmove) + return true; + } + + return false; } -static void IN_Shutdown( void ) +///////////////////// +// Movement handling +//// + +void IN_Move( void ) { + int j; + static int old_x = 0, old_y = 0; + static int stuck = 0; + int x, y, numaxes, numballs; + + if (vid_usingmouse) + { + if(vid_stick_mouse.integer) + { + // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using + // window grabbing. --blub + + // we need 2 frames to initialize the center position + if(!stuck) + { + SDL_WarpMouse(win_half_width, win_half_height); + SDL_GetMouseState(&x, &y); + SDL_GetRelativeMouseState(&x, &y); + ++stuck; + } else { + SDL_GetRelativeMouseState(&x, &y); + in_mouse_x = x + old_x; + in_mouse_y = y + old_y; + SDL_GetMouseState(&x, &y); + old_x = x - win_half_width; + old_y = y - win_half_height; + SDL_WarpMouse(win_half_width, win_half_height); + } + } else { + SDL_GetRelativeMouseState( &x, &y ); + in_mouse_x = x; + in_mouse_y = y; + } + } + + SDL_GetMouseState(&x, &y); + in_windowmouse_x = x; + in_windowmouse_y = y; + + if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) + { + SDL_Joystick *joy = vid_joysticks[joy_index.integer]; + + // balls convert to mousemove + numballs = SDL_JoystickNumBalls(joy); + for (j = 0;j < numballs;j++) + { + SDL_JoystickGetBall(joy, j, &x, &y); + in_mouse_x += x; + in_mouse_y += y; + } + + // axes + cl.cmd.forwardmove += IN_JoystickGetAxis(joy, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value; + cl.cmd.sidemove += IN_JoystickGetAxis(joy, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value; + cl.cmd.upmove += IN_JoystickGetAxis(joy, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value; + cl.viewangles[0] += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; + cl.viewangles[1] += IN_JoystickGetAxis(joy, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; + //cl.viewangles[2] += IN_JoystickGetAxis(joy, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; + + // cache state of axes to emulate button events for them + numaxes = min(MAX_JOYSTICK_AXES, SDL_JoystickNumAxes(joy)); + for (j = 0; j < numaxes; j++) + { + joy_axescache[j].oldmove = joy_axescache[j].move; + joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, 0.01); + } + + // run keyevents + if (joy_axiskeyevents.integer) + { + IN_JoystickKeyeventForAxis(joy, joy_axisforward.integer, K_DOWNARROW, K_UPARROW); + IN_JoystickKeyeventForAxis(joy, joy_axisside.integer, K_RIGHTARROW, K_LEFTARROW); + } + } } ///////////////////// // Message Handling //// -static int Sys_EventFilter( SDL_Event *event ) +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 +static int Sys_EventFilter( SDL_Event *event ) { //TODO: Add a quit query in linux, too - though linux user are more likely to know what they do + if (event->type == SDL_QUIT) + { #ifdef WIN32 - if( event->type == SDL_QUIT && MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO ) - return 0; - else - return 1; -#else + if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO) + return 0; +#endif + } return 1; +} #endif + +#ifdef SDL_R_RESTART +static qboolean sdl_needs_restart; +static void sdl_start(void) +{ +} +static void sdl_shutdown(void) +{ + sdl_needs_restart = false; +} +static void sdl_newmap(void) +{ } +#endif + +static keynum_t buttonremap[18] = +{ + K_MOUSE1, + K_MOUSE3, + K_MOUSE2, + K_MWHEELUP, + K_MWHEELDOWN, + K_MOUSE4, + K_MOUSE5, + K_MOUSE6, + K_MOUSE7, + K_MOUSE8, + K_MOUSE9, + K_MOUSE10, + K_MOUSE11, + K_MOUSE12, + K_MOUSE13, + K_MOUSE14, + K_MOUSE15, + K_MOUSE16, +}; void Sys_SendKeyEvents( void ) { + static qboolean sound_active = true; + int keycode; SDL_Event event; while( SDL_PollEvent( &event ) ) switch( event.type ) { case SDL_QUIT: - Sys_Quit(); +#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) +#ifdef WIN32 + if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO) + return 0; +#endif +#endif + Sys_Quit(0); break; case SDL_KEYDOWN: case SDL_KEYUP: - Key_Event( MapKey( event.key.keysym.sym ), event.key.keysym.unicode, (event.key.state == SDL_PRESSED) ); + keycode = MapKey(event.key.keysym.sym); + if (!IN_JoystickBlockDoubledKeyEvents(keycode)) + Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED)); break; case SDL_ACTIVEEVENT: - if( event.active.state == SDL_APPACTIVE ) + if( event.active.state & SDL_APPACTIVE ) { if( event.active.gain ) vid_hidden = false; @@ -289,26 +611,600 @@ void Sys_SendKeyEvents( void ) } break; case SDL_MOUSEBUTTONDOWN: - if( event.button.button == SDL_BUTTON_MIDDLE ) - event.button.button = SDL_BUTTON_RIGHT; - else if( event.button.button == SDL_BUTTON_RIGHT ) - event.button.button = SDL_BUTTON_MIDDLE; - Key_Event( K_MOUSE1 + event.button.button - 1, 0, true ); - break; case SDL_MOUSEBUTTONUP: - if( event.button.button == SDL_BUTTON_MIDDLE ) - event.button.button = SDL_BUTTON_RIGHT; - else if( event.button.button == SDL_BUTTON_RIGHT ) - event.button.button = SDL_BUTTON_MIDDLE; - Key_Event( K_MOUSE1 + event.button.button - 1, 0, false ); + if (event.button.button <= 18) + Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); + break; + case SDL_JOYBUTTONDOWN: + if (!joy_enable.integer) + break; // ignore down events if joystick has been disabled + case SDL_JOYBUTTONUP: + if (event.jbutton.button < 48) + Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) ); + break; + case SDL_VIDEORESIZE: + if(vid_resizable.integer < 2) + { + vid.width = event.resize.w; + vid.height = event.resize.h; + SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags); + if (vid_softsurface) + { + SDL_FreeSurface(vid_softsurface); + vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); + vid.softpixels = (unsigned int *)vid_softsurface->pixels; + SDL_SetAlpha(vid_softsurface, 0, 255); + if (vid.softdepthpixels) + free(vid.softdepthpixels); + vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4); + } +#ifdef SDL_R_RESTART + // better not call R_Modules_Restart from here directly, as this may wreak havoc... + // so, let's better queue it for next frame + if(!sdl_needs_restart) + { + Cbuf_AddText("\nr_restart\n"); + sdl_needs_restart = true; + } +#endif + } break; } + + // enable/disable sound on focus gain/loss + if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer) + { + if (!sound_active) + { + S_UnblockSound (); + sound_active = true; + } + } + else + { + if (sound_active) + { + S_BlockSound (); + sound_active = false; + } + } } ///////////////// // Video system //// +#ifdef __IPHONEOS__ +//#include +#include + +GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);} +GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);} +GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);} +//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);} +GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);} +//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);} +GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);} +GLenum wrapglGetError(void) {return glGetError();} +GLuint wrapglCreateProgram(void) {return glCreateProgram();} +GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);} +//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);} +GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);} +GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);} +//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);} +const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);} +void wrapglActiveStencilFace(GLenum e) {Con_Printf("glActiveStencilFace(e)\n");} +void wrapglActiveTexture(GLenum e) {glActiveTexture(e);} +void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");} +void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");} +void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);} +void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");} +//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);} +void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);} +void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);} +void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);} +void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);} +void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);} +void wrapglBlendEquation(GLenum e) {glBlendEquation(e);} +void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);} +void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);} +void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);} +void wrapglClear(GLbitfield mask) {glClear(mask);} +void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);} +void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);} +void wrapglClearStencil(GLint s) {glClearStencil(s);} +void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");} +void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");} +void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");} +void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {Con_Printf("glColorMask(red, green, blue, alpha)\n");} +void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");} +void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);} +void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);} +void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");} +void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);} +void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");} +void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);} +void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);} +void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");} +void wrapglCullFace(GLenum mode) {glCullFace(mode);} +void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);} +void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);} +void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);} +void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);} +//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);} +void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);} +void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);} +void wrapglDepthFunc(GLenum func) {glDepthFunc(func);} +void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);} +void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);} +void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);} +void wrapglDisable(GLenum cap) {glDisable(cap);} +void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");} +void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);} +void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);} +void wrapglDrawBuffer(GLenum mode) {Con_Printf("glDrawBuffer(mode)\n");} +void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");} +void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);} +//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} +//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} +void wrapglEnable(GLenum cap) {glEnable(cap);} +void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");} +void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);} +void wrapglEnd(void) {Con_Printf("glEnd()\n");} +//void wrapglEndQuery(GLenum target) {glEndQuery(target);} +void wrapglFinish(void) {glFinish();} +void wrapglFlush(void) {glFlush();} +void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);} +void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);} +void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {Con_Printf("glFramebufferTexture3D()\n");} +void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);} +void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);} +//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);} +void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);} +void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);} +void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);} +void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);} +void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);} +void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);} +void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);} +void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");} +void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");} +void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);} +void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);} +void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);} +void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);} +void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);} +void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);} +void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);} +//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);} +//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);} +//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);} +void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);} +void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);} +void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");} +void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");} +void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");} +void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);} +void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);} +void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);} +void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);} +void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);} +void wrapglLineWidth(GLfloat width) {glLineWidth(width);} +void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);} +void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");} +void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");} +void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");} +void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");} +void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");} +void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");} +void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");} +void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");} +void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);} +void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");} +void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");} +void wrapglPolygonOffset(GLfloat factor, GLfloat units) {Con_Printf("glPolygonOffset(factor, units)\n");} +void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");} +void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");} +void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);} +void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);} +void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);} +void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);} +void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);} +void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");} +void wrapglStencilMask(GLuint mask) {glStencilMask(mask);} +void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);} +void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");} +void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");} +void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");} +void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");} +void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");} +void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");} +void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");} +void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");} +void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");} +void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);} +void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");} +void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);} +void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);} +void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);} +void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);} +void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");} +void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);} +void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);} +void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);} +void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);} +void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);} +void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);} +void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);} +void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);} +void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);} +void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);} +void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);} +void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);} +void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);} +void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);} +void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);} +void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);} +void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);} +void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);} +void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);} +void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);} +void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);} +void wrapglVertex2f(GLfloat x, GLfloat y) {Con_Printf("glVertex2f(x, y)\n");} +void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");} +void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");} +void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);} +void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");} +void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);} +void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {glVertexAttrib1f(index, v0);} +void wrapglVertexAttrib1s(GLuint index, GLshort v0) {glVertexAttrib1s(index, v0);} +void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {glVertexAttrib1d(index, v0);} +void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {glVertexAttrib2f(index, v0, v1);} +void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {glVertexAttrib2s(index, v0, v1);} +void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {glVertexAttrib2d(index, v0, v1);} +void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {glVertexAttrib3f(index, v0, v1, v2);} +void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {glVertexAttrib3s(index, v0, v1, v2);} +void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {glVertexAttrib3d(index, v0, v1, v2);} +void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glVertexAttrib4f(index, v0, v1, v2, v3);} +void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {glVertexAttrib4s(index, v0, v1, v2, v3);} +void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {glVertexAttrib4d(index, v0, v1, v2, v3);} +void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {glVertexAttrib4Nub(index, x, y, z, w);} +void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {glVertexAttrib1fv(index, v);} +void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {glVertexAttrib1sv(index, v);} +void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {glVertexAttrib1dv(index, v);} +void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {glVertexAttrib2fv(index, v);} +void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {glVertexAttrib2sv(index, v);} +void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {glVertexAttrib2dv(index, v);} +void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {glVertexAttrib3fv(index, v);} +void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {glVertexAttrib3sv(index, v);} +void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {glVertexAttrib3dv(index, v);} +void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {glVertexAttrib4fv(index, v);} +void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {glVertexAttrib4sv(index, v);} +void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {glVertexAttrib4dv(index, v);} +void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {glVertexAttrib4iv(index, v);} +void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {glVertexAttrib4bv(index, v);} +void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {glVertexAttrib4ubv(index, v);} +void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {glVertexAttrib4usv(index, GLushort v);} +void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {glVertexAttrib4uiv(index, v);} +void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {glVertexAttrib4Nbv(index, v);} +void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {glVertexAttrib4Nsv(index, v);} +void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {glVertexAttrib4Niv(index, v);} +void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {glVertexAttrib4Nubv(index, v);} +void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {glVertexAttrib4Nusv(index, GLushort v);} +void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {glVertexAttrib4Nuiv(index, v);} +void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {glGetVertexAttribdv(index, pname, params);} +void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {glGetVertexAttribfv(index, pname, params);} +void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {glGetVertexAttribiv(index, pname, params);} +void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {glGetVertexAttribPointerv(index, pname, pointer);} + +void GLES_Init(void) +{ + qglIsBufferARB = wrapglIsBuffer; + qglIsEnabled = wrapglIsEnabled; + qglIsFramebufferEXT = wrapglIsFramebuffer; +// qglIsQueryARB = wrapglIsQuery; + qglIsRenderbufferEXT = wrapglIsRenderbuffer; +// qglUnmapBufferARB = wrapglUnmapBuffer; + qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus; + qglGetError = wrapglGetError; + qglCreateProgram = wrapglCreateProgram; + qglCreateShader = wrapglCreateShader; +// qglGetHandleARB = wrapglGetHandle; + qglGetAttribLocation = wrapglGetAttribLocation; + qglGetUniformLocation = wrapglGetUniformLocation; +// qglMapBufferARB = wrapglMapBuffer; + qglGetString = wrapglGetString; +// qglActiveStencilFaceEXT = wrapglActiveStencilFace; + qglActiveTexture = wrapglActiveTexture; + qglAlphaFunc = wrapglAlphaFunc; + qglArrayElement = wrapglArrayElement; + qglAttachShader = wrapglAttachShader; + qglBegin = wrapglBegin; +// qglBeginQueryARB = wrapglBeginQuery; + qglBindAttribLocation = wrapglBindAttribLocation; + qglBindBufferARB = wrapglBindBuffer; + qglBindFramebufferEXT = wrapglBindFramebuffer; + qglBindRenderbufferEXT = wrapglBindRenderbuffer; + qglBindTexture = wrapglBindTexture; + qglBlendEquationEXT = wrapglBlendEquation; + qglBlendFunc = wrapglBlendFunc; + qglBufferDataARB = wrapglBufferData; + qglBufferSubDataARB = wrapglBufferSubData; + qglClear = wrapglClear; + qglClearColor = wrapglClearColor; + qglClearDepth = wrapglClearDepth; + qglClearStencil = wrapglClearStencil; + qglClientActiveTexture = wrapglClientActiveTexture; + qglColor4f = wrapglColor4f; + qglColor4ub = wrapglColor4ub; + qglColorMask = wrapglColorMask; + qglColorPointer = wrapglColorPointer; + qglCompileShader = wrapglCompileShader; + qglCompressedTexImage2DARB = wrapglCompressedTexImage2D; + qglCompressedTexImage3DARB = wrapglCompressedTexImage3D; + qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D; + qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D; + qglCopyTexImage2D = wrapglCopyTexImage2D; + qglCopyTexSubImage2D = wrapglCopyTexSubImage2D; + qglCopyTexSubImage3D = wrapglCopyTexSubImage3D; + qglCullFace = wrapglCullFace; + qglDeleteBuffersARB = wrapglDeleteBuffers; + qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers; + qglDeleteProgram = wrapglDeleteProgram; + qglDeleteShader = wrapglDeleteShader; +// qglDeleteQueriesARB = wrapglDeleteQueries; + qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers; + qglDeleteTextures = wrapglDeleteTextures; + qglDepthFunc = wrapglDepthFunc; + qglDepthMask = wrapglDepthMask; + qglDepthRange = wrapglDepthRange; + qglDetachShader = wrapglDetachShader; + qglDisable = wrapglDisable; + qglDisableClientState = wrapglDisableClientState; + qglDisableVertexAttribArray = wrapglDisableVertexAttribArray; + qglDrawArrays = wrapglDrawArrays; + qglDrawBuffer = wrapglDrawBuffer; + qglDrawBuffersARB = wrapglDrawBuffers; + qglDrawElements = wrapglDrawElements; +// qglDrawRangeElements = wrapglDrawRangeElements; + qglEnable = wrapglEnable; + qglEnableClientState = wrapglEnableClientState; + qglEnableVertexAttribArray = wrapglEnableVertexAttribArray; + qglEnd = wrapglEnd; +// qglEndQueryARB = wrapglEndQuery; + qglFinish = wrapglFinish; + qglFlush = wrapglFlush; + qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer; + qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D; + qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D; + qglGenBuffersARB = wrapglGenBuffers; + qglGenFramebuffersEXT = wrapglGenFramebuffers; +// qglGenQueriesARB = wrapglGenQueries; + qglGenRenderbuffersEXT = wrapglGenRenderbuffers; + qglGenTextures = wrapglGenTextures; + qglGenerateMipmapEXT = wrapglGenerateMipmap; + qglGetActiveAttrib = wrapglGetActiveAttrib; + qglGetActiveUniform = wrapglGetActiveUniform; + qglGetAttachedShaders = wrapglGetAttachedShaders; + qglGetBooleanv = wrapglGetBooleanv; + qglGetCompressedTexImageARB = wrapglGetCompressedTexImage; + qglGetDoublev = wrapglGetDoublev; + qglGetFloatv = wrapglGetFloatv; + qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv; + qglGetProgramInfoLog = wrapglGetProgramInfoLog; + qglGetShaderInfoLog = wrapglGetShaderInfoLog; + qglGetIntegerv = wrapglGetIntegerv; + qglGetShaderiv = wrapglGetShaderiv; + qglGetProgramiv = wrapglGetProgramiv; +// qglGetQueryObjectivARB = wrapglGetQueryObjectiv; +// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv; +// qglGetQueryivARB = wrapglGetQueryiv; + qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv; + qglGetShaderSource = wrapglGetShaderSource; + qglGetTexImage = wrapglGetTexImage; + qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv; + qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv; + qglGetTexParameterfv = wrapglGetTexParameterfv; + qglGetTexParameteriv = wrapglGetTexParameteriv; + qglGetUniformfv = wrapglGetUniformfv; + qglGetUniformiv = wrapglGetUniformiv; + qglHint = wrapglHint; + qglLineWidth = wrapglLineWidth; + qglLinkProgram = wrapglLinkProgram; + qglLoadIdentity = wrapglLoadIdentity; + qglLoadMatrixf = wrapglLoadMatrixf; + qglMatrixMode = wrapglMatrixMode; + qglMultiTexCoord1f = wrapglMultiTexCoord1f; + qglMultiTexCoord2f = wrapglMultiTexCoord2f; + qglMultiTexCoord3f = wrapglMultiTexCoord3f; + qglMultiTexCoord4f = wrapglMultiTexCoord4f; + qglNormalPointer = wrapglNormalPointer; + qglPixelStorei = wrapglPixelStorei; + qglPointSize = wrapglPointSize; + qglPolygonMode = wrapglPolygonMode; + qglPolygonOffset = wrapglPolygonOffset; + qglPolygonStipple = wrapglPolygonStipple; + qglReadBuffer = wrapglReadBuffer; + qglReadPixels = wrapglReadPixels; + qglRenderbufferStorageEXT = wrapglRenderbufferStorage; + qglScissor = wrapglScissor; + qglShaderSource = wrapglShaderSource; + qglStencilFunc = wrapglStencilFunc; + qglStencilFuncSeparate = wrapglStencilFuncSeparate; + qglStencilMask = wrapglStencilMask; + qglStencilOp = wrapglStencilOp; + qglStencilOpSeparate = wrapglStencilOpSeparate; + qglTexCoord1f = wrapglTexCoord1f; + qglTexCoord2f = wrapglTexCoord2f; + qglTexCoord3f = wrapglTexCoord3f; + qglTexCoord4f = wrapglTexCoord4f; + qglTexCoordPointer = wrapglTexCoordPointer; + qglTexEnvf = wrapglTexEnvf; + qglTexEnvfv = wrapglTexEnvfv; + qglTexEnvi = wrapglTexEnvi; + qglTexImage2D = wrapglTexImage2D; + qglTexImage3D = wrapglTexImage3D; + qglTexParameterf = wrapglTexParameterf; + qglTexParameterfv = wrapglTexParameterfv; + qglTexParameteri = wrapglTexParameteri; + qglTexSubImage2D = wrapglTexSubImage2D; + qglTexSubImage3D = wrapglTexSubImage3D; + qglUniform1f = wrapglUniform1f; + qglUniform1fv = wrapglUniform1fv; + qglUniform1i = wrapglUniform1i; + qglUniform1iv = wrapglUniform1iv; + qglUniform2f = wrapglUniform2f; + qglUniform2fv = wrapglUniform2fv; + qglUniform2i = wrapglUniform2i; + qglUniform2iv = wrapglUniform2iv; + qglUniform3f = wrapglUniform3f; + qglUniform3fv = wrapglUniform3fv; + qglUniform3i = wrapglUniform3i; + qglUniform3iv = wrapglUniform3iv; + qglUniform4f = wrapglUniform4f; + qglUniform4fv = wrapglUniform4fv; + qglUniform4i = wrapglUniform4i; + qglUniform4iv = wrapglUniform4iv; + qglUniformMatrix2fv = wrapglUniformMatrix2fv; + qglUniformMatrix3fv = wrapglUniformMatrix3fv; + qglUniformMatrix4fv = wrapglUniformMatrix4fv; + qglUseProgram = wrapglUseProgram; + qglValidateProgram = wrapglValidateProgram; + qglVertex2f = wrapglVertex2f; + qglVertex3f = wrapglVertex3f; + qglVertex4f = wrapglVertex4f; + qglVertexAttribPointer = wrapglVertexAttribPointer; + qglVertexPointer = wrapglVertexPointer; + qglViewport = wrapglViewport; + qglVertexAttrib1f = wrapglVertexAttrib1f; + qglVertexAttrib1s = wrapglVertexAttrib1s; + qglVertexAttrib1d = wrapglVertexAttrib1d; + qglVertexAttrib2f = wrapglVertexAttrib2f; + qglVertexAttrib2s = wrapglVertexAttrib2s; + qglVertexAttrib2d = wrapglVertexAttrib2d; + qglVertexAttrib3f = wrapglVertexAttrib3f; + qglVertexAttrib3s = wrapglVertexAttrib3s; + qglVertexAttrib3d = wrapglVertexAttrib3d; + qglVertexAttrib4f = wrapglVertexAttrib4f; + qglVertexAttrib4s = wrapglVertexAttrib4s; + qglVertexAttrib4d = wrapglVertexAttrib4d; + qglVertexAttrib4Nub = wrapglVertexAttrib4Nub; + qglVertexAttrib1fv = wrapglVertexAttrib1fv; + qglVertexAttrib1sv = wrapglVertexAttrib1sv; + qglVertexAttrib1dv = wrapglVertexAttrib1dv; + qglVertexAttrib2fv = wrapglVertexAttrib2fv; + qglVertexAttrib2sv = wrapglVertexAttrib2sv; + qglVertexAttrib2dv = wrapglVertexAttrib2dv; + qglVertexAttrib3fv = wrapglVertexAttrib3fv; + qglVertexAttrib3sv = wrapglVertexAttrib3sv; + qglVertexAttrib3dv = wrapglVertexAttrib3dv; + qglVertexAttrib4fv = wrapglVertexAttrib4fv; + qglVertexAttrib4sv = wrapglVertexAttrib4sv; + qglVertexAttrib4dv = wrapglVertexAttrib4dv; + qglVertexAttrib4iv = wrapglVertexAttrib4iv; + qglVertexAttrib4bv = wrapglVertexAttrib4bv; + qglVertexAttrib4ubv = wrapglVertexAttrib4ubv; + qglVertexAttrib4usv = wrapglVertexAttrib4usv; + qglVertexAttrib4uiv = wrapglVertexAttrib4uiv; + qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv; + qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv; + qglVertexAttrib4Niv = wrapglVertexAttrib4Niv; + qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv; + qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv; + qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv; + qglGetVertexAttribdv = wrapglGetVertexAttribdv; + qglGetVertexAttribfv = wrapglGetVertexAttribfv; + qglGetVertexAttribiv = wrapglGetVertexAttribiv; + qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv; + + gl_renderer = (const char *)qglGetString(GL_RENDERER); + gl_vendor = (const char *)qglGetString(GL_VENDOR); + gl_version = (const char *)qglGetString(GL_VERSION); + gl_extensions = (const char *)qglGetString(GL_EXTENSIONS); + + if (!gl_extensions) + gl_extensions = ""; + if (!gl_platformextensions) + gl_platformextensions = ""; + + Con_Printf("GL_VENDOR: %s\n", gl_vendor); + Con_Printf("GL_RENDERER: %s\n", gl_renderer); + Con_Printf("GL_VERSION: %s\n", gl_version); + Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); + Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); + + // LordHavoc: report supported extensions + Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); + + vid.support.gl20shaders = true; + vid.support.amd_texture_texture4 = false; + vid.support.arb_depth_texture = false; + vid.support.arb_draw_buffers = false; + vid.support.arb_multitexture = false; + vid.support.arb_occlusion_query = false; + vid.support.arb_shadow = false; + vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL... + vid.support.arb_texture_cube_map = true; + vid.support.arb_texture_env_combine = false; + vid.support.arb_texture_gather = false; + vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL; + vid.support.arb_vertex_buffer_object = true; + vid.support.ati_separate_stencil = false; + vid.support.ext_blend_minmax = false; + vid.support.ext_blend_subtract = true; + vid.support.ext_draw_range_elements = true; + vid.support.ext_framebuffer_object = true; + vid.support.ext_stencil_two_side = false; + vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd... + vid.support.ext_texture_compression_s3tc = false; + vid.support.ext_texture_edge_clamp = true; + vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... + + qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); + 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); + if (vid.support.ext_texture_3d) + qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); + Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap); + Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d); + + // verify that cubemap textures are really supported + if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256) + vid.support.arb_texture_cube_map = false; + + // verify that 3d textures are really supported + if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32) + { + vid.support.ext_texture_3d = false; + Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n"); + } + + vid.texunits = 4; + vid.teximageunits = 8; + vid.texarrayunits = 5; + vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); + vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS); + vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS); + Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : ""); + vid.renderpath = RENDERPATH_GLES2; + vid.useinterleavedarrays = false; + + // VorteX: set other info (maybe place them in VID_InitMode?) + extern cvar_t gl_info_vendor; + extern cvar_t gl_info_renderer; + extern cvar_t gl_info_version; + extern cvar_t gl_info_platform; + extern cvar_t gl_info_driver; + Cvar_SetQuick(&gl_info_vendor, gl_vendor); + Cvar_SetQuick(&gl_info_renderer, gl_renderer); + Cvar_SetQuick(&gl_info_version, gl_version); + Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); + Cvar_SetQuick(&gl_info_driver, gl_driver); +} +#endif + void *GL_GetProcAddress(const char *name) { void *p = NULL; @@ -316,22 +1212,61 @@ void *GL_GetProcAddress(const char *name) return p; } +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 static int Sys_EventFilter( SDL_Event *event ); +#endif +static qboolean vid_sdl_initjoysticksystem = false; + void VID_Init (void) { +#ifndef __IPHONEOS__ +#ifdef MACOSX + Cvar_RegisterVariable(&apple_mouse_noaccel); +#endif +#endif + Cvar_RegisterVariable(&vid_soft); + Cvar_RegisterVariable(&vid_soft_threads); + Cvar_RegisterVariable(&vid_soft_interlace); + Cvar_RegisterVariable(&joy_detected); + Cvar_RegisterVariable(&joy_enable); + Cvar_RegisterVariable(&joy_index); + Cvar_RegisterVariable(&joy_axisforward); + Cvar_RegisterVariable(&joy_axisside); + Cvar_RegisterVariable(&joy_axisup); + Cvar_RegisterVariable(&joy_axispitch); + Cvar_RegisterVariable(&joy_axisyaw); + //Cvar_RegisterVariable(&joy_axisroll); + Cvar_RegisterVariable(&joy_deadzoneforward); + Cvar_RegisterVariable(&joy_deadzoneside); + Cvar_RegisterVariable(&joy_deadzoneup); + Cvar_RegisterVariable(&joy_deadzonepitch); + Cvar_RegisterVariable(&joy_deadzoneyaw); + //Cvar_RegisterVariable(&joy_deadzoneroll); + Cvar_RegisterVariable(&joy_sensitivityforward); + Cvar_RegisterVariable(&joy_sensitivityside); + Cvar_RegisterVariable(&joy_sensitivityup); + Cvar_RegisterVariable(&joy_sensitivitypitch); + Cvar_RegisterVariable(&joy_sensitivityyaw); + //Cvar_RegisterVariable(&joy_sensitivityroll); + Cvar_RegisterVariable(&joy_axiskeyevents); + +#ifdef SDL_R_RESTART + R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL); +#endif + if (SDL_Init(SDL_INIT_VIDEO) < 0) - Sys_Error ("Failed to init video: %s\n", SDL_GetError()); + Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); + vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0; + if (vid_sdl_initjoysticksystem) + Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError()); vid_isfullscreen = false; - - SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter ); - IN_Init(); } // set the icon (we dont use SDL here since it would be too much a PITA) #ifdef WIN32 #include "resource.h" #include -static void VID_SetCaption() +static void VID_SetCaption(void) { SDL_SysWMinfo info; HICON icon; @@ -339,46 +1274,290 @@ static void VID_SetCaption() // set the caption SDL_WM_SetCaption( gamename, NULL ); - // get the HWND handle + // get the HWND handle SDL_VERSION( &info.version ); if( !SDL_GetWMInfo( &info ) ) return; - //icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) ); - icon = LoadIcon( NULL, IDI_ERROR ); - SetClassLong( info.window, GCL_HICON, (LONG) icon ); + icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) ); +#ifndef _W64 //If Windows 64bit data types don't exist +#ifndef SetClassLongPtr +#define SetClassLongPtr SetClassLong +#endif +#ifndef GCLP_HICON +#define GCLP_HICON GCL_HICON +#endif +#ifndef LONG_PTR +#define LONG_PTR LONG +#endif +#endif + SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon ); +} +static void VID_SetIcon_Pre(void) +{ +} +static void VID_SetIcon_Post(void) +{ } #else -static void VID_SetCaption() +// Adding the OS independent XPM version --blub +#include "darkplaces.xpm" +#include "nexuiz.xpm" +static SDL_Surface *icon = NULL; +static void VID_SetIcon_Pre(void) +{ + /* + * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at + * default settings with less than 91 colors and transparency. + */ + + int width, height, colors, isize, i, j; + int thenone = -1; + static SDL_Color palette[256]; + unsigned short palenc[256]; // store color id by char + char *xpm; + char **idata, *data; + const SDL_version *version; + + version = SDL_Linked_Version(); + // only use non-XPM icon support in SDL v1.3 and higher + // SDL v1.2 does not support "smooth" transparency, and thus is better + // off the xpm way + if(version->major >= 2 || (version->major == 1 && version->minor >= 3)) + { + data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL); + if(data) + { + unsigned int red = 0x00FF0000; + unsigned int green = 0x0000FF00; + unsigned int blue = 0x000000FF; + unsigned int alpha = 0xFF000000; + width = image_width; + height = image_height; + + // reallocate with malloc, as this is in tempmempool (do not want) + xpm = data; + data = malloc(width * height * 4); + memcpy(data, xpm, width * height * 4); + Mem_Free(xpm); + xpm = NULL; + + icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha)); + + if(icon == NULL) { + Con_Printf( "Failed to create surface for the window Icon!\n" + "%s\n", SDL_GetError()); + free(data); + return; + } + + icon->pixels = data; + } + } + + // we only get here if non-XPM icon was missing, or SDL version is not + // sufficient for transparent non-XPM icons + if(!icon) + { + xpm = (char *) FS_LoadFile("darkplaces-icon.xpm", tempmempool, false, NULL); + idata = NULL; + if(xpm) + idata = XPM_DecodeString(xpm); + if(!idata) + idata = ENGINE_ICON; + if(xpm) + Mem_Free(xpm); + + data = idata[0]; + + if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4) + { + // NOTE: Only 1-char colornames are supported + Con_Printf("Sorry, but this does not even look similar to an XPM.\n"); + return; + } + + if(isize != 1) + { + // NOTE: Only 1-char colornames are supported + Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize); + return; + } + + for(i = 0; i < colors; ++i) + { + unsigned int r, g, b; + char idx; + + if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4) + { + char foo[2]; + if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0 + { + Con_Printf("This XPM's palette looks odd. Can't continue.\n"); + return; + } + else + { + palette[i].r = 255; // color key + palette[i].g = 0; + palette[i].b = 255; + thenone = i; // weeeee + } + } + else + { + palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key + palette[i].g = g; + palette[i].b = b; + } + + palenc[(unsigned char) idx] = i; + } + + // allocate the image data + data = (char*) malloc(width*height); + + for(j = 0; j < height; ++j) + { + for(i = 0; i < width; ++i) + { + // casting to the safest possible datatypes ^^ + data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]]; + } + } + + if(icon != NULL) + { + // SDL_FreeSurface should free the data too + // but for completeness' sake... + if(icon->flags & SDL_PREALLOC) + { + free(icon->pixels); + icon->pixels = NULL; // safety + } + SDL_FreeSurface(icon); + } + + icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed + // 8 bit surfaces get an empty palette allocated according to the docs + // so it's a palette image for sure :) no endian check necessary for the mask + + if(icon == NULL) { + Con_Printf( "Failed to create surface for the window Icon!\n" + "%s\n", SDL_GetError()); + free(data); + return; + } + + icon->pixels = data; + SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors); + SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone); + } + + SDL_WM_SetIcon(icon, NULL); +} +static void VID_SetIcon_Post(void) +{ +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 +// LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3 +#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ + int j; + char *data; + const SDL_version *version; + + version = SDL_Linked_Version(); + // only use non-XPM icon support in SDL v1.3 and higher + // SDL v1.2 does not support "smooth" transparency, and thus is better + // off the xpm way + if(!(version->major >= 2 || (version->major == 1 && version->minor >= 3))) + { + // in this case, we did not set the good icon yet + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if(SDL_GetWMInfo(&info) == 1 && info.subsystem == SDL_SYSWM_X11) + { + data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL); + if(data) + { + // use _NET_WM_ICON too + static long netwm_icon[MAX_NETWM_ICON]; + int pos = 0; + int i = 1; + + while(data) + { + if(pos + 2 * image_width * image_height < MAX_NETWM_ICON) + { + netwm_icon[pos++] = image_width; + netwm_icon[pos++] = image_height; + for(i = 0; i < image_height; ++i) + for(j = 0; j < image_width; ++j) + netwm_icon[pos++] = BuffLittleLong((unsigned char *) &data[(i*image_width+j)*4]); + } + else + { + Con_Printf("Skipping NETWM icon #%d because there is no space left\n", i); + } + ++i; + Mem_Free(data); + data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL); + } + + info.info.x11.lock_func(); + { + Atom net_wm_icon = XInternAtom(info.info.x11.display, "_NET_WM_ICON", false); + XChangeProperty(info.info.x11.display, info.info.x11.wmwindow, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (const unsigned char *) netwm_icon, pos); + } + info.info.x11.unlock_func(); + } + } + } +#endif +#endif +} + + +static void VID_SetCaption(void) { SDL_WM_SetCaption( gamename, NULL ); } #endif -static void VID_OutputVersion() +static void VID_OutputVersion(void) { const SDL_version *version; version = SDL_Linked_Version(); - Con_DPrintf( "Linked against SDL version %d.%d.%d\n" + Con_Printf( "Linked against SDL version %d.%d.%d\n" "Using SDL library version %d.%d.%d\n", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL, - version->major, version->minor, version->patch ); + version->major, version->minor, version->patch ); } -int VID_InitMode(int fullscreen, int width, int height, int bpp) +qboolean VID_InitModeGL(viddef_mode_t *mode) { int i; +// FIXME SDL_SetVideoMode + static int notfirstvideomode = false; int flags = SDL_OPENGL; const char *drivername; + win_half_width = mode->width>>1; + win_half_height = mode->height>>1; + + if(vid_resizable.integer) + flags |= SDL_RESIZABLE; + VID_OutputVersion(); - /* - SDL Hack + /* + SDL Hack We cant switch from one OpenGL video mode to another. Thus we first switch to some stupid 2D mode and then back to OpenGL. */ - SDL_SetVideoMode( 0, 0, 0, 0 ); + if (notfirstvideomode) + SDL_SetVideoMode( 0, 0, 0, 0 ); + notfirstvideomode = true; // SDL usually knows best drivername = NULL; @@ -387,31 +1566,32 @@ int VID_InitMode(int fullscreen, int width, int height, int bpp) i = COM_CheckParm("-gl_driver"); if (i && i < com_argc - 1) drivername = com_argv[i + 1]; - if (SDL_GL_LoadLibrary(drivername)) - { - Con_Printf("Unable to load GL driver \"%s\": ", drivername, SDL_GetError()); + if (SDL_GL_LoadLibrary(drivername) < 0) + { + Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError()); return false; } - qglGetString = GL_GetProcAddress("glGetString"); - - // Knghtbrd: should do platform-specific extension string function here - - if (qglGetString == NULL) +#ifndef __IPHONEOS__ + if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL) { VID_Shutdown(); Con_Print("Required OpenGL function glGetString not found\n"); return false; } +#endif + + // Knghtbrd: should do platform-specific extension string function here vid_isfullscreen = false; - if (fullscreen) { + if (mode->fullscreen) { flags |= SDL_FULLSCREEN; vid_isfullscreen = true; } + //flags |= SDL_HWSURFACE; SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); - if (bpp >= 32) + if (mode->bitsperpixel >= 32) { SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8); @@ -422,93 +1602,367 @@ int VID_InitMode(int fullscreen, int width, int height, int bpp) } else { - SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 1); - SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1); - SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1); + SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 5); + SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); } + if (mode->stereobuffer) + SDL_GL_SetAttribute (SDL_GL_STEREO, 1); + if (mode->samples > 1) + { + SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); + SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples); + } +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 + if (vid_vsync.integer) + SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1); + else + SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0); +#else + // TODO: SDL_GL_CONTEXT_MAJOR_VERSION, SDL_GL_CONTEXT_MINOR_VERSION +#endif + + video_bpp = mode->bitsperpixel; + video_flags = flags; + VID_SetIcon_Pre(); + screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); + VID_SetIcon_Post(); - screen = SDL_SetVideoMode(width, height, bpp, flags); if (screen == NULL) { - Con_Printf("Failed to set video mode to %ix%i: %s\n", width, height, SDL_GetError); + Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); VID_Shutdown(); return false; } + + vid_softsurface = NULL; + vid.softpixels = NULL; + + // set window title VID_SetCaption(); - - gl_renderer = qglGetString(GL_RENDERER); - gl_vendor = qglGetString(GL_VENDOR); - gl_version = qglGetString(GL_VERSION); - gl_extensions = qglGetString(GL_EXTENSIONS); +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 + // set up an event filter to ask confirmation on close button in WIN32 + SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter ); +#endif + // init keyboard + SDL_EnableUNICODE( SDL_ENABLE ); + // enable key repeat since everyone expects it + SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); + +#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) + SDL_GL_SetSwapInterval(vid_vsync.integer != 0); + vid_usingvsync = (vid_vsync.integer != 0); +#endif + gl_platform = "SDL"; - // Knghtbrd: should assign platform-specific extensions here - //TODO: maybe ;) gl_platformextensions = ""; - gl_videosyncavailable = false; - + +#ifdef __IPHONEOS__ + GLES_Init(); +#else GL_Init(); +#endif + + vid_numjoysticks = SDL_NumJoysticks(); + vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); + Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); + Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); + memset(vid_joysticks, 0, sizeof(vid_joysticks)); + for (i = 0;i < vid_numjoysticks;i++) + { + SDL_Joystick *joy; + joy = vid_joysticks[i] = SDL_JoystickOpen(i); + if (!joy) + { + Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); + continue; + } + Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); + } vid_hidden = false; vid_activewindow = false; vid_usingmouse = false; - IN_Init(); + vid_usinghidecursor = false; + + SDL_WM_GrabInput(SDL_GRAB_OFF); return true; } -void VID_Shutdown (void) +extern cvar_t gl_info_extensions; +extern cvar_t gl_info_vendor; +extern cvar_t gl_info_renderer; +extern cvar_t gl_info_version; +extern cvar_t gl_info_platform; +extern cvar_t gl_info_driver; + +qboolean VID_InitModeSoft(viddef_mode_t *mode) { - IN_Shutdown(); - SDL_QuitSubSystem(SDL_INIT_VIDEO); +// FIXME SDL_SetVideoMode + int i; + int flags = SDL_HWSURFACE; + + win_half_width = mode->width>>1; + win_half_height = mode->height>>1; + + if(vid_resizable.integer) + flags |= SDL_RESIZABLE; + + VID_OutputVersion(); + + vid_isfullscreen = false; + if (mode->fullscreen) { + flags |= SDL_FULLSCREEN; + vid_isfullscreen = true; + } + + video_bpp = mode->bitsperpixel; + video_flags = flags; + VID_SetIcon_Pre(); + screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); + VID_SetIcon_Post(); + + if (screen == NULL) + { + Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); + VID_Shutdown(); + return false; + } + + // create a framebuffer using our specific color format, we let the SDL blit function convert it in VID_Finish + vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 32, 0x00FF0000, 0x0000FF00, 0x00000000FF, 0xFF000000); + if (vid_softsurface == NULL) + { + Con_Printf("Failed to setup software rasterizer framebuffer %ix%ix32bpp: %s\n", mode->width, mode->height, SDL_GetError()); + VID_Shutdown(); + return false; + } + SDL_SetAlpha(vid_softsurface, 0, 255); + + vid.softpixels = (unsigned int *)vid_softsurface->pixels; + vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); + DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels); + + // set window title + VID_SetCaption(); + // set up an event filter to ask confirmation on close button in WIN32 +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 + SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter ); +#endif + // init keyboard + SDL_EnableUNICODE( SDL_ENABLE ); + // enable key repeat since everyone expects it + SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); + + gl_platform = "SDLSoft"; + gl_platformextensions = ""; + + gl_renderer = "DarkPlaces-Soft"; + gl_vendor = "Forest Hale"; + gl_version = "0.0"; + gl_extensions = ""; + + // clear the extension flags + memset(&vid.support, 0, sizeof(vid.support)); + Cvar_SetQuick(&gl_info_extensions, ""); + + vid.forcevbo = false; + vid.support.arb_depth_texture = true; + vid.support.arb_draw_buffers = true; + vid.support.arb_occlusion_query = true; + vid.support.arb_shadow = true; + //vid.support.arb_texture_compression = true; + vid.support.arb_texture_cube_map = true; + vid.support.arb_texture_non_power_of_two = false; + vid.support.arb_vertex_buffer_object = true; + vid.support.ext_blend_subtract = true; + vid.support.ext_draw_range_elements = true; + vid.support.ext_framebuffer_object = true; + vid.support.ext_texture_3d = true; + //vid.support.ext_texture_compression_s3tc = true; + vid.support.ext_texture_filter_anisotropic = true; + vid.support.ati_separate_stencil = true; + + vid.maxtexturesize_2d = 16384; + vid.maxtexturesize_3d = 512; + vid.maxtexturesize_cubemap = 16384; + vid.texunits = 4; + vid.teximageunits = 32; + vid.texarrayunits = 8; + vid.max_anisotropy = 1; + vid.maxdrawbuffers = 4; + + vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); + vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); + vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); + Con_DPrintf("Using DarkPlaces Software Rasterizer rendering path\n"); + vid.renderpath = RENDERPATH_SOFT; + vid.useinterleavedarrays = false; + + Cvar_SetQuick(&gl_info_vendor, gl_vendor); + Cvar_SetQuick(&gl_info_renderer, gl_renderer); + Cvar_SetQuick(&gl_info_version, gl_version); + Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); + Cvar_SetQuick(&gl_info_driver, gl_driver); + + // LordHavoc: report supported extensions + Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); + + // clear to black (loading plaque will be seen over this) + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); + + vid_numjoysticks = SDL_NumJoysticks(); + vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); + Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); + Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); + memset(vid_joysticks, 0, sizeof(vid_joysticks)); + for (i = 0;i < vid_numjoysticks;i++) + { + SDL_Joystick *joy; + joy = vid_joysticks[i] = SDL_JoystickOpen(i); + if (!joy) + { + Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); + continue; + } + Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); + } + + vid_hidden = false; + vid_activewindow = false; + vid_usingmouse = false; + vid_usinghidecursor = false; + + SDL_WM_GrabInput(SDL_GRAB_OFF); + return true; } -int VID_SetGamma (unsigned short *ramps) +qboolean VID_InitMode(viddef_mode_t *mode) { - return !SDL_SetGammaRamp (ramps, ramps + 256, ramps + 512); + if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) + Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); +#ifdef SSE2_PRESENT + if (vid_soft.integer) + return VID_InitModeSoft(mode); + else +#endif + return VID_InitModeGL(mode); +} + +void VID_Shutdown (void) +{ + VID_SetMouse(false, false, false); + VID_RestoreSystemGamma(); + +#ifndef WIN32 + if (icon) + SDL_FreeSurface(icon); + icon = NULL; +#endif + + if (vid_softsurface) + SDL_FreeSurface(vid_softsurface); + vid_softsurface = NULL; + vid.softpixels = NULL; + if (vid.softdepthpixels) + free(vid.softdepthpixels); + vid.softdepthpixels = NULL; + + SDL_QuitSubSystem(SDL_INIT_VIDEO); + + gl_driver[0] = 0; + gl_extensions = ""; + gl_platform = ""; + gl_platformextensions = ""; } -int VID_GetGamma (unsigned short *ramps) +int VID_SetGamma (unsigned short *ramps, int rampsize) { - return !SDL_GetGammaRamp( ramps, ramps + 256, ramps + 512); + return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); } -void VID_GetWindowSize (int *x, int *y, int *width, int *height) +int VID_GetGamma (unsigned short *ramps, int rampsize) { - *x = *y = 0; - *width = screen->w; - *height = screen->h; + return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); } void VID_Finish (void) { Uint8 appstate; - int vid_usemouse; - - if (r_speeds.integer || gl_finish.integer) - qglFinish(); - SDL_GL_SwapBuffers(); //react on appstate changes appstate = SDL_GetAppState(); - if( !( appstate & SDL_APPMOUSEFOCUS ) || !( appstate & SDL_APPINPUTFOCUS ) ) + vid_hidden = !(appstate & SDL_APPACTIVE); + + if( vid_hidden || !( appstate & SDL_APPMOUSEFOCUS ) || !( appstate & SDL_APPINPUTFOCUS ) ) vid_activewindow = false; - else + else vid_activewindow = true; - vid_usemouse = false; - if( vid_mouse.integer && !key_consoleactive ) - vid_usemouse = true; - if( vid_isfullscreen ) - vid_usemouse = true; - if( !vid_activewindow ) - vid_usemouse = false; - - if( vid_usemouse && !vid_usingmouse ) { - vid_usingmouse = true; - IN_Activate(); - } else if( !vid_usemouse && vid_usingmouse ) { - vid_usingmouse = false; - IN_Deactivate(); + VID_UpdateGamma(false, 256); + + if (!vid_hidden) + { + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + case RENDERPATH_GLES2: + CHECKGLERROR + if (r_speeds.integer == 2 || gl_finish.integer) + { + qglFinish();CHECKGLERROR + } +#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) +{ + qboolean vid_usevsync; + vid_usevsync = (vid_vsync.integer && !cls.timedemo); + if (vid_usingvsync != vid_usevsync) + { + if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0) + Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated"); + else + Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate"); + } +} +#endif + SDL_GL_SwapBuffers(); + break; + case RENDERPATH_SOFT: + DPSOFTRAST_Finish(); + SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); + SDL_Flip(screen); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } + } +} + +size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) +{ + size_t k; + SDL_Rect **vidmodes; + int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel; + + k = 0; + for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); *vidmodes; ++vidmodes) + { + if(k >= maxcount) + break; + modes[k].width = (*vidmodes)->w; + modes[k].height = (*vidmodes)->h; + modes[k].bpp = bpp; + modes[k].refreshrate = 60; // no support for refresh rate in SDL + modes[k].pixelheight_num = 1; + modes[k].pixelheight_denom = 1; // SDL does not provide this + ++k; } + return k; }