/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // vid.h -- video driver defs #ifndef VID_H #define VID_H #define ENGINE_ICON ( (gamemode == GAME_NEXUIZ) ? nexuiz_xpm : darkplaces_xpm ) extern int cl_available; #define MAX_TEXTUREUNITS 16 typedef enum renderpath_e { RENDERPATH_GL11, RENDERPATH_GL13, RENDERPATH_GL20, RENDERPATH_D3D9, RENDERPATH_D3D10, RENDERPATH_D3D11, RENDERPATH_SOFT, RENDERPATH_GLES1, RENDERPATH_GLES2 } renderpath_t; typedef struct viddef_support_s { qboolean gl20shaders; qboolean gl20shaders130; // indicates glBindFragDataLocation is available int glshaderversion; // typical values: 100 110 120 130 140 ... qboolean amd_texture_texture4; qboolean arb_depth_texture; qboolean arb_draw_buffers; qboolean arb_framebuffer_object; qboolean arb_multitexture; qboolean arb_occlusion_query; qboolean arb_query_buffer_object; qboolean arb_shadow; qboolean arb_texture_compression; qboolean arb_texture_cube_map; qboolean arb_texture_env_combine; qboolean arb_texture_gather; qboolean arb_texture_non_power_of_two; qboolean arb_vertex_buffer_object; qboolean arb_uniform_buffer_object; qboolean ati_separate_stencil; qboolean ext_blend_minmax; qboolean ext_blend_subtract; qboolean ext_blend_func_separate; qboolean ext_draw_range_elements; qboolean ext_framebuffer_object; qboolean ext_packed_depth_stencil; qboolean ext_stencil_two_side; qboolean ext_texture_3d; qboolean ext_texture_compression_s3tc; qboolean ext_texture_edge_clamp; qboolean ext_texture_filter_anisotropic; qboolean ext_texture_srgb; qboolean arb_texture_float; qboolean arb_half_float_pixel; qboolean arb_half_float_vertex; qboolean arb_multisample; } viddef_support_t; typedef struct viddef_mode_s { int width; int height; int bitsperpixel; qboolean fullscreen; float refreshrate; qboolean userefreshrate; qboolean stereobuffer; int samples; } viddef_mode_t; typedef struct viddef_s { // these are set by VID_Mode viddef_mode_t mode; // used in many locations in the renderer int width; int height; int bitsperpixel; qboolean fullscreen; float refreshrate; qboolean userefreshrate; qboolean stereobuffer; int samples; qboolean stencil; qboolean sRGB2D; // whether 2D rendering is sRGB corrected (based on sRGBcapable2D) qboolean sRGB3D; // whether 3D rendering is sRGB corrected (based on sRGBcapable3D) qboolean sRGBcapable2D; // whether 2D rendering can be sRGB corrected (renderpath, v_hwgamma) qboolean sRGBcapable3D; // whether 3D rendering can be sRGB corrected (renderpath, v_hwgamma) renderpath_t renderpath; qboolean forcevbo; // some renderpaths can not operate without it qboolean useinterleavedarrays; // required by some renderpaths qboolean allowalphatocoverage; // indicates the GL_AlphaToCoverage function works on this renderpath and framebuffer unsigned int texunits; unsigned int teximageunits; unsigned int texarrayunits; unsigned int drawrangeelements_maxvertices; unsigned int drawrangeelements_maxindices; unsigned int maxtexturesize_2d; unsigned int maxtexturesize_3d; unsigned int maxtexturesize_cubemap; unsigned int max_anisotropy; unsigned int maxdrawbuffers; viddef_support_t support; // in RENDERPATH_SOFT this is a 32bpp native-endian ARGB framebuffer // (native-endian ARGB meaning that in little endian it is BGRA bytes, // in big endian it is ARGB byte order, the format is converted during // blit to the window) unsigned int *softpixels; unsigned int *softdepthpixels; int forcetextype; // always use GL_BGRA for D3D, always use GL_RGBA for GLES, etc } viddef_t; // global video state extern viddef_t vid; extern void (*vid_menudrawfn)(void); extern void (*vid_menukeyfn)(int key); #define MAXJOYAXIS 16 // if this is changed, the corresponding code in vid_shared.c must be updated #define MAXJOYBUTTON 36 typedef struct vid_joystate_s { float axis[MAXJOYAXIS]; // -1 to +1 unsigned char button[MAXJOYBUTTON]; // 0 or 1 qboolean is360; // indicates this joystick is a Microsoft Xbox 360 Controller For Windows } vid_joystate_t; extern vid_joystate_t vid_joystate; extern cvar_t joy_index; extern cvar_t joy_enable; extern cvar_t joy_detected; extern cvar_t joy_active; float VID_JoyState_GetAxis(const vid_joystate_t *joystate, int axis, float sensitivity, float deadzone); void VID_ApplyJoyState(vid_joystate_t *joystate); void VID_BuildJoyState(vid_joystate_t *joystate); void VID_Shared_BuildJoyState_Begin(vid_joystate_t *joystate); void VID_Shared_BuildJoyState_Finish(vid_joystate_t *joystate); int VID_Shared_SetJoystick(int index); qboolean VID_JoyBlockEmulatedKeys(int keycode); void VID_EnableJoystick(qboolean enable); extern qboolean vid_hidden; extern qboolean vid_activewindow; extern cvar_t vid_hardwaregammasupported; extern qboolean vid_usinghwgamma; extern qboolean vid_supportrefreshrate; extern cvar_t vid_soft; extern cvar_t vid_soft_threads; extern cvar_t vid_soft_interlace; extern cvar_t vid_fullscreen; extern cvar_t vid_width; extern cvar_t vid_height; extern cvar_t vid_bitsperpixel; extern cvar_t vid_samples; extern cvar_t vid_refreshrate; extern cvar_t vid_userefreshrate; extern cvar_t vid_touchscreen_density; extern cvar_t vid_touchscreen_xdpi; extern cvar_t vid_touchscreen_ydpi; extern cvar_t vid_vsync; extern cvar_t vid_mouse; extern cvar_t vid_grabkeyboard; extern cvar_t vid_touchscreen; extern cvar_t vid_touchscreen_showkeyboard; extern cvar_t vid_touchscreen_supportshowkeyboard; extern cvar_t vid_stick_mouse; extern cvar_t vid_resizable; extern cvar_t vid_desktopfullscreen; extern cvar_t vid_minwidth; extern cvar_t vid_minheight; extern cvar_t vid_sRGB; extern cvar_t vid_sRGB_fallback; extern cvar_t gl_finish; extern cvar_t v_gamma; extern cvar_t v_contrast; extern cvar_t v_brightness; extern cvar_t v_color_enable; extern cvar_t v_color_black_r; extern cvar_t v_color_black_g; extern cvar_t v_color_black_b; extern cvar_t v_color_grey_r; extern cvar_t v_color_grey_g; extern cvar_t v_color_grey_b; extern cvar_t v_color_white_r; extern cvar_t v_color_white_g; extern cvar_t v_color_white_b; extern cvar_t v_hwgamma; // brand of graphics chip extern const char *gl_vendor; // graphics chip model and other information extern const char *gl_renderer; // begins with 1.0.0, 1.1.0, 1.2.0, 1.2.1, 1.3.0, 1.3.1, or 1.4.0 extern const char *gl_version; // extensions list, space separated extern const char *gl_extensions; // WGL, GLX, or AGL extern const char *gl_platform; // another extensions list, containing platform-specific extensions that are // not in the main list extern const char *gl_platformextensions; // name of driver library (opengl32.dll, libGL.so.1, or whatever) extern char gl_driver[256]; void *GL_GetProcAddress(const char *name); qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent); void VID_Shared_Init(void); void GL_Init (void); void VID_ClearExtensions(void); void VID_CheckExtensions(void); void VID_Init (void); // Called at startup void VID_Shutdown (void); // Called at shutdown int VID_SetMode (int modenum); // sets the mode; only used by the Quake engine for resetting to mode 0 (the // base mode) on memory allocation failures qboolean VID_InitMode(viddef_mode_t *mode); // allocates and opens an appropriate OpenGL context (and its window) // sets hardware gamma correction, returns false if the device does not // support gamma control // (ONLY called by VID_UpdateGamma and VID_RestoreSystemGamma) int VID_SetGamma(unsigned short *ramps, int rampsize); // gets hardware gamma correction, returns false if the device does not // support gamma control // (ONLY called by VID_UpdateGamma and VID_RestoreSystemGamma) int VID_GetGamma(unsigned short *ramps, int rampsize); // makes sure ramp arrays are big enough and calls VID_GetGamma/VID_SetGamma // (ONLY to be called from VID_Finish!) void VID_UpdateGamma(qboolean force, int rampsize); // turns off hardware gamma ramps immediately // (called from various shutdown/deactivation functions) void VID_RestoreSystemGamma(void); qboolean VID_HasScreenKeyboardSupport(void); void VID_ShowKeyboard(qboolean show); qboolean VID_ShowingKeyboard(void); void VID_SetMouse (qboolean fullscreengrab, qboolean relative, qboolean hidecursor); void VID_Finish (void); void VID_Restart_f(void); void VID_Start(void); void VID_Stop(void); extern unsigned int vid_gammatables_serial; // so other subsystems can poll if gamma parameters have changed; this starts with 0 and gets increased by 1 each time the gamma parameters get changed and VID_BuildGammaTables should be called again extern qboolean vid_gammatables_trivial; // this is set to true if all color control values are at default setting, and it therefore would make no sense to use the gamma table void VID_BuildGammaTables(unsigned short *ramps, int rampsize); // builds the current gamma tables into an array (needs 3*rampsize items) void VID_ApplyGammaToColor(const float *rgb, float *out); // applies current gamma settings to a color (0-1 range) typedef struct { int width, height, bpp, refreshrate; int pixelheight_num, pixelheight_denom; } vid_mode_t; vid_mode_t *VID_GetDesktopMode(void); size_t VID_ListModes(vid_mode_t *modes, size_t maxcount); size_t VID_SortModes(vid_mode_t *modes, size_t count, qboolean usebpp, qboolean userefreshrate, qboolean useaspect); void VID_Soft_SharedSetup(void); #endif