#include "quakedef.h" #ifdef CONFIG_CD #include "cdaudio.h" #endif #include "image.h" #ifdef SUPPORTD3D #include #ifdef _MSC_VER #pragma comment(lib, "d3d9.lib") #endif LPDIRECT3DDEVICE9 vid_d3d9dev; #endif #ifdef WIN32 //#include #define XINPUT_GAMEPAD_DPAD_UP 0x0001 #define XINPUT_GAMEPAD_DPAD_DOWN 0x0002 #define XINPUT_GAMEPAD_DPAD_LEFT 0x0004 #define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 #define XINPUT_GAMEPAD_START 0x0010 #define XINPUT_GAMEPAD_BACK 0x0020 #define XINPUT_GAMEPAD_LEFT_THUMB 0x0040 #define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 #define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 #define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 #define XINPUT_GAMEPAD_A 0x1000 #define XINPUT_GAMEPAD_B 0x2000 #define XINPUT_GAMEPAD_X 0x4000 #define XINPUT_GAMEPAD_Y 0x8000 #define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849 #define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689 #define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30 #define XUSER_INDEX_ANY 0x000000FF typedef struct xinput_gamepad_s { WORD wButtons; BYTE bLeftTrigger; BYTE bRightTrigger; SHORT sThumbLX; SHORT sThumbLY; SHORT sThumbRX; SHORT sThumbRY; } xinput_gamepad_t; typedef struct xinput_state_s { DWORD dwPacketNumber; xinput_gamepad_t Gamepad; } xinput_state_t; typedef struct xinput_keystroke_s { WORD VirtualKey; WCHAR Unicode; WORD Flags; BYTE UserIndex; BYTE HidCode; } xinput_keystroke_t; DWORD (WINAPI *qXInputGetState)(DWORD index, xinput_state_t *state); DWORD (WINAPI *qXInputGetKeystroke)(DWORD index, DWORD reserved, xinput_keystroke_t *keystroke); qboolean vid_xinputinitialized = false; int vid_xinputindex = -1; #endif // global video state viddef_t vid; // AK FIXME -> input_dest qboolean in_client_mouse = true; // AK where should it be placed ? float in_mouse_x, in_mouse_y; float in_windowmouse_x, in_windowmouse_y; // LordHavoc: if window is hidden, don't update screen qboolean vid_hidden = true; // LordHavoc: if window is not the active window, don't hog as much CPU time, // let go of the mouse, turn off sound, and restore system gamma ramps... qboolean vid_activewindow = true; vid_joystate_t vid_joystate; #ifdef WIN32 cvar_t joy_xinputavailable = {CVAR_READONLY, "joy_xinputavailable", "0", "indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together)"}; #endif cvar_t joy_active = {CVAR_READONLY, "joy_active", "0", "indicates that a joystick is active (detected and enabled)"}; 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 (0 uses the first controller, 1 uses the second, ...)"}; 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"}; cvar_t joy_axiskeyevents_deadzone = {CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"}; cvar_t joy_x360_axisforward = {0, "joy_x360_axisforward", "1", "which joystick axis to query for forward/backward movement"}; cvar_t joy_x360_axisside = {0, "joy_x360_axisside", "0", "which joystick axis to query for right/left movement"}; cvar_t joy_x360_axisup = {0, "joy_x360_axisup", "-1", "which joystick axis to query for up/down movement"}; cvar_t joy_x360_axispitch = {0, "joy_x360_axispitch", "3", "which joystick axis to query for looking up/down"}; cvar_t joy_x360_axisyaw = {0, "joy_x360_axisyaw", "2", "which joystick axis to query for looking right/left"}; cvar_t joy_x360_axisroll = {0, "joy_x360_axisroll", "-1", "which joystick axis to query for tilting head right/left"}; cvar_t joy_x360_deadzoneforward = {0, "joy_x360_deadzoneforward", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneside = {0, "joy_x360_deadzoneside", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneup = {0, "joy_x360_deadzoneup", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzonepitch = {0, "joy_x360_deadzonepitch", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneyaw = {0, "joy_x360_deadzoneyaw", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneroll = {0, "joy_x360_deadzoneroll", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_sensitivityforward = {0, "joy_x360_sensitivityforward", "1", "movement multiplier"}; cvar_t joy_x360_sensitivityside = {0, "joy_x360_sensitivityside", "1", "movement multiplier"}; cvar_t joy_x360_sensitivityup = {0, "joy_x360_sensitivityup", "1", "movement multiplier"}; cvar_t joy_x360_sensitivitypitch = {0, "joy_x360_sensitivitypitch", "-1", "movement multiplier"}; cvar_t joy_x360_sensitivityyaw = {0, "joy_x360_sensitivityyaw", "-1", "movement multiplier"}; cvar_t joy_x360_sensitivityroll = {0, "joy_x360_sensitivityroll", "1", "movement multiplier"}; // cvars for DPSOFTRAST 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", "8", "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 should interlace the screen bands occupied by each thread"}; // we don't know until we try it! cvar_t vid_hardwaregammasupported = {CVAR_READONLY,"vid_hardwaregammasupported","1", "indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)"}; // VorteX: more info cvars, mostly set in VID_CheckExtensions cvar_t gl_info_vendor = {CVAR_READONLY, "gl_info_vendor", "", "indicates brand of graphics chip"}; cvar_t gl_info_renderer = {CVAR_READONLY, "gl_info_renderer", "", "indicates graphics chip model and other information"}; cvar_t gl_info_version = {CVAR_READONLY, "gl_info_version", "", "indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc."}; cvar_t gl_info_extensions = {CVAR_READONLY, "gl_info_extensions", "", "indicates extension list found by engine, space separated."}; cvar_t gl_info_platform = {CVAR_READONLY, "gl_info_platform", "", "indicates GL platform: WGL, GLX, or AGL."}; cvar_t gl_info_driver = {CVAR_READONLY, "gl_info_driver", "", "name of driver library (opengl32.dll, libGL.so.1, or whatever)."}; // whether hardware gamma ramps are currently in effect qboolean vid_usinghwgamma = false; int vid_gammarampsize = 0; unsigned short *vid_gammaramps = NULL; unsigned short *vid_systemgammaramps = NULL; cvar_t vid_fullscreen = {CVAR_SAVE, "vid_fullscreen", "1", "use fullscreen (1) or windowed (0)"}; cvar_t vid_width = {CVAR_SAVE, "vid_width", "640", "resolution"}; 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_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"}; // the density cvars are completely optional, set and use when something needs to have a density-independent size. // TODO: set them when changing resolution, setting them from the commandline will be independent from the resolution - use only if you have a native fixed resolution. // values for the Samsung Galaxy SIII, Snapdragon version: 2.000000 density, 304.799988 xdpi, 303.850464 ydpi cvar_t vid_touchscreen_density = {0, "vid_touchscreen_density", "2.0", "Standard quantized screen density multiplier (see Android documentation for DisplayMetrics), similar values are given on iPhoneOS"}; cvar_t vid_touchscreen_xdpi = {0, "vid_touchscreen_xdpi", "300", "Horizontal DPI of the screen (only valid on Android currently)"}; cvar_t vid_touchscreen_ydpi = {0, "vid_touchscreen_ydpi", "300", "Vertical DPI of the screen (only valid on Android currently)"}; cvar_t vid_vsync = {CVAR_SAVE, "vid_vsync", "0", "sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks"}; cvar_t vid_mouse = {CVAR_SAVE, "vid_mouse", "1", "whether to use the mouse in windowed mode (fullscreen always does)"}; cvar_t vid_grabkeyboard = {CVAR_SAVE, "vid_grabkeyboard", "0", "whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)"}; cvar_t vid_minwidth = {0, "vid_minwidth", "0", "minimum vid_width that is acceptable (to be set in default.cfg in mods)"}; cvar_t vid_minheight = {0, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"}; cvar_t vid_gl13 = {0, "vid_gl13", "1", "enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)"}; 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_touchscreen_showkeyboard = {0, "vid_touchscreen_showkeyboard", "0", "shows the platform's screen keyboard for text entry, can be set by csqc or menu qc if it wants to receive text input, does nothing if the platform has no screen keyboard"}; cvar_t vid_touchscreen_supportshowkeyboard = {CVAR_READONLY, "vid_touchscreen_supportshowkeyboard", "0", "indicates if the platform supports a virtual keyboard"}; cvar_t vid_stick_mouse = {CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" }; cvar_t vid_resizable = {CVAR_SAVE, "vid_resizable", "0", "0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted" }; cvar_t vid_desktopfullscreen = {CVAR_SAVE, "vid_desktopfullscreen", "0", "force desktop resolution for fullscreen; also use some OS dependent tricks for better fullscreen integration"}; cvar_t v_gamma = {CVAR_SAVE, "v_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"}; cvar_t v_contrast = {CVAR_SAVE, "v_contrast", "1", "brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)"}; cvar_t v_brightness = {CVAR_SAVE, "v_brightness", "0", "brightness of black, useful for monitors that are too dark"}; cvar_t v_contrastboost = {CVAR_SAVE, "v_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; cvar_t v_color_enable = {CVAR_SAVE, "v_color_enable", "0", "enables black-grey-white color correction curve controls"}; cvar_t v_color_black_r = {CVAR_SAVE, "v_color_black_r", "0", "desired color of black"}; cvar_t v_color_black_g = {CVAR_SAVE, "v_color_black_g", "0", "desired color of black"}; cvar_t v_color_black_b = {CVAR_SAVE, "v_color_black_b", "0", "desired color of black"}; cvar_t v_color_grey_r = {CVAR_SAVE, "v_color_grey_r", "0.5", "desired color of grey"}; cvar_t v_color_grey_g = {CVAR_SAVE, "v_color_grey_g", "0.5", "desired color of grey"}; cvar_t v_color_grey_b = {CVAR_SAVE, "v_color_grey_b", "0.5", "desired color of grey"}; cvar_t v_color_white_r = {CVAR_SAVE, "v_color_white_r", "1", "desired color of white"}; cvar_t v_color_white_g = {CVAR_SAVE, "v_color_white_g", "1", "desired color of white"}; 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"}; // brand of graphics chip const char *gl_vendor; // graphics chip model and other information 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 const char *gl_version; // extensions list, space separated const char *gl_extensions; // WGL, GLX, or AGL const char *gl_platform; // another extensions list, containing platform-specific extensions that are // not in the main list const char *gl_platformextensions; // 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 *qglMultiTexCoord3f) (GLenum, GLfloat, GLfloat, GLfloat); void (GLAPIENTRY *qglMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloat); void (GLAPIENTRY *qglActiveTexture) (GLenum); void (GLAPIENTRY *qglClientActiveTexture) (GLenum); // general GL functions void (GLAPIENTRY *qglClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (GLAPIENTRY *qglClear)(GLbitfield mask); void (GLAPIENTRY *qglAlphaFunc)(GLenum func, GLclampf ref); void (GLAPIENTRY *qglBlendFunc)(GLenum sfactor, GLenum dfactor); void (GLAPIENTRY *qglCullFace)(GLenum mode); void (GLAPIENTRY *qglDrawBuffer)(GLenum mode); void (GLAPIENTRY *qglReadBuffer)(GLenum mode); void (GLAPIENTRY *qglEnable)(GLenum cap); void (GLAPIENTRY *qglDisable)(GLenum cap); GLboolean (GLAPIENTRY *qglIsEnabled)(GLenum cap); void (GLAPIENTRY *qglEnableClientState)(GLenum cap); void (GLAPIENTRY *qglDisableClientState)(GLenum cap); void (GLAPIENTRY *qglGetBooleanv)(GLenum pname, GLboolean *params); void (GLAPIENTRY *qglGetDoublev)(GLenum pname, GLdouble *params); void (GLAPIENTRY *qglGetFloatv)(GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetIntegerv)(GLenum pname, GLint *params); GLenum (GLAPIENTRY *qglGetError)(void); const GLubyte* (GLAPIENTRY *qglGetString)(GLenum name); void (GLAPIENTRY *qglFinish)(void); void (GLAPIENTRY *qglFlush)(void); void (GLAPIENTRY *qglClearDepth)(GLclampd depth); 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 *qglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void (GLAPIENTRY *qglDrawArrays)(GLenum mode, GLint first, GLsizei count); void (GLAPIENTRY *qglVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglNormalPointer)(GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglArrayElement)(GLint i); void (GLAPIENTRY *qglColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void (GLAPIENTRY *qglColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (GLAPIENTRY *qglTexCoord1f)(GLfloat s); void (GLAPIENTRY *qglTexCoord2f)(GLfloat s, GLfloat t); void (GLAPIENTRY *qglTexCoord3f)(GLfloat s, GLfloat t, GLfloat r); void (GLAPIENTRY *qglTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); void (GLAPIENTRY *qglVertex2f)(GLfloat x, GLfloat y); void (GLAPIENTRY *qglVertex3f)(GLfloat x, GLfloat y, GLfloat z); void (GLAPIENTRY *qglVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (GLAPIENTRY *qglBegin)(GLenum mode); void (GLAPIENTRY *qglEnd)(void); void (GLAPIENTRY *qglMatrixMode)(GLenum mode); //void (GLAPIENTRY *qglOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); //void (GLAPIENTRY *qglFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); void (GLAPIENTRY *qglViewport)(GLint x, GLint y, GLsizei width, GLsizei height); //void (GLAPIENTRY *qglPushMatrix)(void); //void (GLAPIENTRY *qglPopMatrix)(void); void (GLAPIENTRY *qglLoadIdentity)(void); //void (GLAPIENTRY *qglLoadMatrixd)(const GLdouble *m); void (GLAPIENTRY *qglLoadMatrixf)(const GLfloat *m); //void (GLAPIENTRY *qglMultMatrixd)(const GLdouble *m); //void (GLAPIENTRY *qglMultMatrixf)(const GLfloat *m); //void (GLAPIENTRY *qglRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); //void (GLAPIENTRY *qglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); //void (GLAPIENTRY *qglScaled)(GLdouble x, GLdouble y, GLdouble z); //void (GLAPIENTRY *qglScalef)(GLfloat x, GLfloat y, GLfloat z); //void (GLAPIENTRY *qglTranslated)(GLdouble x, GLdouble y, GLdouble z); //void (GLAPIENTRY *qglTranslatef)(GLfloat x, GLfloat y, GLfloat z); void (GLAPIENTRY *qglReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void (GLAPIENTRY *qglStencilFunc)(GLenum func, GLint ref, GLuint mask); void (GLAPIENTRY *qglStencilMask)(GLuint mask); void (GLAPIENTRY *qglStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); void (GLAPIENTRY *qglClearStencil)(GLint s); void (GLAPIENTRY *qglTexEnvf)(GLenum target, GLenum pname, GLfloat param); void (GLAPIENTRY *qglTexEnvfv)(GLenum target, GLenum pname, const GLfloat *params); void (GLAPIENTRY *qglTexEnvi)(GLenum target, GLenum pname, GLint param); void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param); void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglTexParameteri)(GLenum target, GLenum pname, GLint param); void (GLAPIENTRY *qglGetTexParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetTexParameteriv)(GLenum target, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); void (GLAPIENTRY *qglHint)(GLenum target, GLenum mode); void (GLAPIENTRY *qglGenTextures)(GLsizei n, GLuint *textures); void (GLAPIENTRY *qglDeleteTextures)(GLsizei n, const GLuint *textures); void (GLAPIENTRY *qglBindTexture)(GLenum target, GLuint texture); //void (GLAPIENTRY *qglPrioritizeTextures)(GLsizei n, const GLuint *textures, const GLclampf *priorities); //GLboolean (GLAPIENTRY *qglAreTexturesResident)(GLsizei n, const GLuint *textures, GLboolean *residences); //GLboolean (GLAPIENTRY *qglIsTexture)(GLuint texture); //void (GLAPIENTRY *qglPixelStoref)(GLenum pname, GLfloat param); void (GLAPIENTRY *qglPixelStorei)(GLenum pname, GLint param); //void (GLAPIENTRY *qglTexImage1D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglTexImage2D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); //void (GLAPIENTRY *qglTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); //void (GLAPIENTRY *qglCopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); void (GLAPIENTRY *qglCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); //void (GLAPIENTRY *qglCopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void (GLAPIENTRY *qglCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (GLAPIENTRY *qglDrawRangeElementsEXT)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); //void (GLAPIENTRY *qglColorTableEXT)(int, int, int, int, int, const void *); void (GLAPIENTRY *qglTexImage3D)(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (GLAPIENTRY *qglScissor)(GLint x, GLint y, GLsizei width, GLsizei height); void (GLAPIENTRY *qglPolygonOffset)(GLfloat factor, GLfloat units); void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode); void (GLAPIENTRY *qglPolygonStipple)(const GLubyte *mask); //void (GLAPIENTRY *qglClipPlane)(GLenum plane, const GLdouble *equation); //void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation); //[515]: added on 29.07.2005 void (GLAPIENTRY *qglLineWidth)(GLfloat width); void (GLAPIENTRY *qglPointSize)(GLfloat size); void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); void (GLAPIENTRY *qglStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum); void (GLAPIENTRY *qglStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint); void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum); void (GLAPIENTRY *qglDeleteShader)(GLuint obj); void (GLAPIENTRY *qglDeleteProgram)(GLuint obj); //GLuint (GLAPIENTRY *qglGetHandle)(GLenum pname); void (GLAPIENTRY *qglDetachShader)(GLuint containerObj, GLuint attachedObj); GLuint (GLAPIENTRY *qglCreateShader)(GLenum shaderType); void (GLAPIENTRY *qglShaderSource)(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length); void (GLAPIENTRY *qglCompileShader)(GLuint shaderObj); GLuint (GLAPIENTRY *qglCreateProgram)(void); void (GLAPIENTRY *qglAttachShader)(GLuint containerObj, GLuint obj); void (GLAPIENTRY *qglLinkProgram)(GLuint programObj); void (GLAPIENTRY *qglUseProgram)(GLuint programObj); void (GLAPIENTRY *qglValidateProgram)(GLuint programObj); void (GLAPIENTRY *qglUniform1f)(GLint location, GLfloat v0); void (GLAPIENTRY *qglUniform2f)(GLint location, GLfloat v0, GLfloat v1); void (GLAPIENTRY *qglUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void (GLAPIENTRY *qglUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void (GLAPIENTRY *qglUniform1i)(GLint location, GLint v0); void (GLAPIENTRY *qglUniform2i)(GLint location, GLint v0, GLint v1); void (GLAPIENTRY *qglUniform3i)(GLint location, GLint v0, GLint v1, GLint v2); void (GLAPIENTRY *qglUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void (GLAPIENTRY *qglUniform1fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform2fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform3fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform4fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform1iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform2iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform3iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform4iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglGetShaderiv)(GLuint obj, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetProgramiv)(GLuint obj, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetShaderInfoLog)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog); void (GLAPIENTRY *qglGetProgramInfoLog)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog); void (GLAPIENTRY *qglGetAttachedShaders)(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj); GLint (GLAPIENTRY *qglGetUniformLocation)(GLuint programObj, const GLchar *name); void (GLAPIENTRY *qglGetActiveUniform)(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void (GLAPIENTRY *qglGetUniformfv)(GLuint programObj, GLint location, GLfloat *params); void (GLAPIENTRY *qglGetUniformiv)(GLuint programObj, GLint location, GLint *params); void (GLAPIENTRY *qglGetShaderSource)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source); void (GLAPIENTRY *qglVertexAttrib1f)(GLuint index, GLfloat v0); void (GLAPIENTRY *qglVertexAttrib1s)(GLuint index, GLshort v0); void (GLAPIENTRY *qglVertexAttrib1d)(GLuint index, GLdouble v0); void (GLAPIENTRY *qglVertexAttrib2f)(GLuint index, GLfloat v0, GLfloat v1); void (GLAPIENTRY *qglVertexAttrib2s)(GLuint index, GLshort v0, GLshort v1); void (GLAPIENTRY *qglVertexAttrib2d)(GLuint index, GLdouble v0, GLdouble v1); void (GLAPIENTRY *qglVertexAttrib3f)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); void (GLAPIENTRY *qglVertexAttrib3s)(GLuint index, GLshort v0, GLshort v1, GLshort v2); void (GLAPIENTRY *qglVertexAttrib3d)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2); void (GLAPIENTRY *qglVertexAttrib4f)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void (GLAPIENTRY *qglVertexAttrib4s)(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3); void (GLAPIENTRY *qglVertexAttrib4d)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); void (GLAPIENTRY *qglVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); void (GLAPIENTRY *qglVertexAttrib1fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib1sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib1dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib2fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib2sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib2dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib3fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib3sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib3dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib4fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib4sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib4dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib4iv)(GLuint index, const GLint *v); void (GLAPIENTRY *qglVertexAttrib4bv)(GLuint index, const GLbyte *v); void (GLAPIENTRY *qglVertexAttrib4ubv)(GLuint index, const GLubyte *v); void (GLAPIENTRY *qglVertexAttrib4usv)(GLuint index, const GLushort *v); void (GLAPIENTRY *qglVertexAttrib4uiv)(GLuint index, const GLuint *v); void (GLAPIENTRY *qglVertexAttrib4Nbv)(GLuint index, const GLbyte *v); void (GLAPIENTRY *qglVertexAttrib4Nsv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib4Niv)(GLuint index, const GLint *v); void (GLAPIENTRY *qglVertexAttrib4Nubv)(GLuint index, const GLubyte *v); void (GLAPIENTRY *qglVertexAttrib4Nusv)(GLuint index, const GLushort *v); void (GLAPIENTRY *qglVertexAttrib4Nuiv)(GLuint index, const GLuint *v); void (GLAPIENTRY *qglVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); void (GLAPIENTRY *qglEnableVertexAttribArray)(GLuint index); void (GLAPIENTRY *qglDisableVertexAttribArray)(GLuint index); void (GLAPIENTRY *qglBindAttribLocation)(GLuint programObj, GLuint index, const GLchar *name); void (GLAPIENTRY *qglBindFragDataLocation)(GLuint programObj, GLuint index, const GLchar *name); void (GLAPIENTRY *qglGetActiveAttrib)(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GLint (GLAPIENTRY *qglGetAttribLocation)(GLuint programObj, const GLchar *name); void (GLAPIENTRY *qglGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble *params); void (GLAPIENTRY *qglGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid **pointer); //GL_ARB_vertex_buffer_object void (GLAPIENTRY *qglBindBufferARB) (GLenum target, GLuint buffer); void (GLAPIENTRY *qglDeleteBuffersARB) (GLsizei n, const GLuint *buffers); void (GLAPIENTRY *qglGenBuffersARB) (GLsizei n, GLuint *buffers); GLboolean (GLAPIENTRY *qglIsBufferARB) (GLuint buffer); GLvoid* (GLAPIENTRY *qglMapBufferARB) (GLenum target, GLenum access); GLboolean (GLAPIENTRY *qglUnmapBufferARB) (GLenum target); void (GLAPIENTRY *qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage); void (GLAPIENTRY *qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data); //GL_ARB_framebuffer_object GLboolean (GLAPIENTRY *qglIsRenderbuffer)(GLuint renderbuffer); GLvoid (GLAPIENTRY *qglBindRenderbuffer)(GLenum target, GLuint renderbuffer); GLvoid (GLAPIENTRY *qglDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); GLvoid (GLAPIENTRY *qglGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); GLvoid (GLAPIENTRY *qglRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); GLvoid (GLAPIENTRY *qglRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GLvoid (GLAPIENTRY *qglGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); GLboolean (GLAPIENTRY *qglIsFramebuffer)(GLuint framebuffer); GLvoid (GLAPIENTRY *qglBindFramebuffer)(GLenum target, GLuint framebuffer); GLvoid (GLAPIENTRY *qglDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); GLvoid (GLAPIENTRY *qglGenFramebuffers)(GLsizei n, GLuint *framebuffers); GLenum (GLAPIENTRY *qglCheckFramebufferStatus)(GLenum target); GLvoid (GLAPIENTRY *qglFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLvoid (GLAPIENTRY *qglFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLvoid (GLAPIENTRY *qglFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); GLvoid (GLAPIENTRY *qglFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); GLvoid (GLAPIENTRY *qglFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLvoid (GLAPIENTRY *qglGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params); GLvoid (GLAPIENTRY *qglBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLvoid (GLAPIENTRY *qglGenerateMipmap)(GLenum target); void (GLAPIENTRY *qglDrawBuffersARB)(GLsizei n, const GLenum *bufs); void (GLAPIENTRY *qglCompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); //void (GLAPIENTRY *qglCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglCompressedTexSubImage3DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglCompressedTexSubImage2DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); //void (GLAPIENTRY *qglCompressedTexSubImage1DARB)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglGetCompressedTexImageARB)(GLenum target, GLint lod, void *img); void (GLAPIENTRY *qglGenQueriesARB)(GLsizei n, GLuint *ids); void (GLAPIENTRY *qglDeleteQueriesARB)(GLsizei n, const GLuint *ids); GLboolean (GLAPIENTRY *qglIsQueryARB)(GLuint qid); void (GLAPIENTRY *qglBeginQueryARB)(GLenum target, GLuint qid); void (GLAPIENTRY *qglEndQueryARB)(GLenum target); void (GLAPIENTRY *qglGetQueryivARB)(GLenum target, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetQueryObjectivARB)(GLuint qid, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetQueryObjectuivARB)(GLuint qid, GLenum pname, GLuint *params); void (GLAPIENTRY *qglSampleCoverageARB)(GLclampf value, GLboolean invert); void (GLAPIENTRY *qglGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar** uniformNames, GLuint* uniformIndices); void (GLAPIENTRY *qglGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); void (GLAPIENTRY *qglGetActiveUniformName)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName); GLuint (GLAPIENTRY *qglGetUniformBlockIndex)(GLuint program, const GLchar* uniformBlockName); void (GLAPIENTRY *qglGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); void (GLAPIENTRY *qglGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); void (GLAPIENTRY *qglBindBufferRange)(GLenum target, GLuint index, GLuint buffer, GLintptrARB offset, GLsizeiptrARB size); void (GLAPIENTRY *qglBindBufferBase)(GLenum target, GLuint index, GLuint buffer); void (GLAPIENTRY *qglGetIntegeri_v)(GLenum target, GLuint index, GLint* data); void (GLAPIENTRY *qglUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void (GLAPIENTRY *qglBlendFuncSeparate)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); #endif #if _MSC_VER >= 1400 #define sscanf sscanf_s #endif qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent) { int failed = false; const dllfunction_t *func; struct { int major, minor; } min_version, curr_version; char extstr[MAX_INPUTLINE]; int ext; if(sscanf(minglver_or_ext, "%d.%d", &min_version.major, &min_version.minor) == 2) ext = 0; // opengl version else if(minglver_or_ext[0] != toupper(minglver_or_ext[0])) ext = -1; // pseudo name else ext = 1; // extension name if (ext) Con_DPrintf("checking for %s... ", minglver_or_ext); else Con_DPrintf("checking for OpenGL %s core features... ", minglver_or_ext); for (func = funcs;func && func->name;func++) *func->funcvariable = NULL; if (disableparm && (COM_CheckParm(disableparm) || COM_CheckParm("-safe"))) { Con_DPrint("disabled by commandline\n"); return false; } if (ext == 1) // opengl extension { if (!strstr(gl_extensions ? gl_extensions : "", minglver_or_ext) && !strstr(gl_platformextensions ? gl_platformextensions : "", minglver_or_ext)) { Con_DPrint("not detected\n"); return false; } } if(ext == 0) // opengl version { if (sscanf(gl_version, "%d.%d", &curr_version.major, &curr_version.minor) < 2) curr_version.major = curr_version.minor = 1; if (curr_version.major < min_version.major || (curr_version.major == min_version.major && curr_version.minor < min_version.minor)) { Con_DPrintf("not detected (OpenGL %d.%d loaded)\n", curr_version.major, curr_version.minor); return false; } } for (func = funcs;func && func->name != NULL;func++) { // Con_DPrintf("\n %s... ", func->name); // functions are cleared before all the extensions are evaluated if (!(*func->funcvariable = (void *) GL_GetProcAddress(func->name))) { if (ext && !silent) Con_DPrintf("%s is missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name); if (!ext) Con_Printf("OpenGL %s core features are missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name); failed = true; } } // delay the return so it prints all missing functions if (failed) return false; // VorteX: add to found extension list dpsnprintf(extstr, sizeof(extstr), "%s %s ", gl_info_extensions.string, minglver_or_ext); Cvar_SetQuick(&gl_info_extensions, extstr); Con_DPrint("enabled\n"); return true; } #ifndef USE_GLES2 static dllfunction_t opengl110funcs[] = { {"glClearColor", (void **) &qglClearColor}, {"glClear", (void **) &qglClear}, {"glAlphaFunc", (void **) &qglAlphaFunc}, {"glBlendFunc", (void **) &qglBlendFunc}, {"glCullFace", (void **) &qglCullFace}, {"glDrawBuffer", (void **) &qglDrawBuffer}, {"glReadBuffer", (void **) &qglReadBuffer}, {"glEnable", (void **) &qglEnable}, {"glDisable", (void **) &qglDisable}, {"glIsEnabled", (void **) &qglIsEnabled}, {"glEnableClientState", (void **) &qglEnableClientState}, {"glDisableClientState", (void **) &qglDisableClientState}, {"glGetBooleanv", (void **) &qglGetBooleanv}, {"glGetDoublev", (void **) &qglGetDoublev}, {"glGetFloatv", (void **) &qglGetFloatv}, {"glGetIntegerv", (void **) &qglGetIntegerv}, {"glGetError", (void **) &qglGetError}, {"glGetString", (void **) &qglGetString}, {"glFinish", (void **) &qglFinish}, {"glFlush", (void **) &qglFlush}, {"glClearDepth", (void **) &qglClearDepth}, {"glDepthFunc", (void **) &qglDepthFunc}, {"glDepthMask", (void **) &qglDepthMask}, {"glDepthRange", (void **) &qglDepthRange}, {"glDrawElements", (void **) &qglDrawElements}, {"glDrawArrays", (void **) &qglDrawArrays}, {"glColorMask", (void **) &qglColorMask}, {"glVertexPointer", (void **) &qglVertexPointer}, {"glNormalPointer", (void **) &qglNormalPointer}, {"glColorPointer", (void **) &qglColorPointer}, {"glTexCoordPointer", (void **) &qglTexCoordPointer}, {"glArrayElement", (void **) &qglArrayElement}, {"glColor4ub", (void **) &qglColor4ub}, {"glColor4f", (void **) &qglColor4f}, {"glTexCoord1f", (void **) &qglTexCoord1f}, {"glTexCoord2f", (void **) &qglTexCoord2f}, {"glTexCoord3f", (void **) &qglTexCoord3f}, {"glTexCoord4f", (void **) &qglTexCoord4f}, {"glVertex2f", (void **) &qglVertex2f}, {"glVertex3f", (void **) &qglVertex3f}, {"glVertex4f", (void **) &qglVertex4f}, {"glBegin", (void **) &qglBegin}, {"glEnd", (void **) &qglEnd}, //[515]: added on 29.07.2005 {"glLineWidth", (void**) &qglLineWidth}, {"glPointSize", (void**) &qglPointSize}, // {"glMatrixMode", (void **) &qglMatrixMode}, // {"glOrtho", (void **) &qglOrtho}, // {"glFrustum", (void **) &qglFrustum}, {"glViewport", (void **) &qglViewport}, // {"glPushMatrix", (void **) &qglPushMatrix}, // {"glPopMatrix", (void **) &qglPopMatrix}, {"glLoadIdentity", (void **) &qglLoadIdentity}, // {"glLoadMatrixd", (void **) &qglLoadMatrixd}, {"glLoadMatrixf", (void **) &qglLoadMatrixf}, // {"glMultMatrixd", (void **) &qglMultMatrixd}, // {"glMultMatrixf", (void **) &qglMultMatrixf}, // {"glRotated", (void **) &qglRotated}, // {"glRotatef", (void **) &qglRotatef}, // {"glScaled", (void **) &qglScaled}, // {"glScalef", (void **) &qglScalef}, // {"glTranslated", (void **) &qglTranslated}, // {"glTranslatef", (void **) &qglTranslatef}, {"glReadPixels", (void **) &qglReadPixels}, {"glStencilFunc", (void **) &qglStencilFunc}, {"glStencilMask", (void **) &qglStencilMask}, {"glStencilOp", (void **) &qglStencilOp}, {"glClearStencil", (void **) &qglClearStencil}, {"glTexEnvf", (void **) &qglTexEnvf}, {"glTexEnvfv", (void **) &qglTexEnvfv}, {"glTexEnvi", (void **) &qglTexEnvi}, {"glTexParameterf", (void **) &qglTexParameterf}, {"glTexParameterfv", (void **) &qglTexParameterfv}, {"glTexParameteri", (void **) &qglTexParameteri}, {"glGetTexImage", (void **) &qglGetTexImage}, {"glGetTexParameterfv", (void **) &qglGetTexParameterfv}, {"glGetTexParameteriv", (void **) &qglGetTexParameteriv}, {"glGetTexLevelParameterfv", (void **) &qglGetTexLevelParameterfv}, {"glGetTexLevelParameteriv", (void **) &qglGetTexLevelParameteriv}, {"glHint", (void **) &qglHint}, // {"glPixelStoref", (void **) &qglPixelStoref}, {"glPixelStorei", (void **) &qglPixelStorei}, {"glGenTextures", (void **) &qglGenTextures}, {"glDeleteTextures", (void **) &qglDeleteTextures}, {"glBindTexture", (void **) &qglBindTexture}, // {"glPrioritizeTextures", (void **) &qglPrioritizeTextures}, // {"glAreTexturesResident", (void **) &qglAreTexturesResident}, // {"glIsTexture", (void **) &qglIsTexture}, // {"glTexImage1D", (void **) &qglTexImage1D}, {"glTexImage2D", (void **) &qglTexImage2D}, // {"glTexSubImage1D", (void **) &qglTexSubImage1D}, {"glTexSubImage2D", (void **) &qglTexSubImage2D}, // {"glCopyTexImage1D", (void **) &qglCopyTexImage1D}, {"glCopyTexImage2D", (void **) &qglCopyTexImage2D}, // {"glCopyTexSubImage1D", (void **) &qglCopyTexSubImage1D}, {"glCopyTexSubImage2D", (void **) &qglCopyTexSubImage2D}, {"glScissor", (void **) &qglScissor}, {"glPolygonOffset", (void **) &qglPolygonOffset}, {"glPolygonMode", (void **) &qglPolygonMode}, {"glPolygonStipple", (void **) &qglPolygonStipple}, // {"glClipPlane", (void **) &qglClipPlane}, // {"glGetClipPlane", (void **) &qglGetClipPlane}, {NULL, NULL} }; static dllfunction_t drawrangeelementsfuncs[] = { {"glDrawRangeElements", (void **) &qglDrawRangeElements}, {NULL, NULL} }; static dllfunction_t drawrangeelementsextfuncs[] = { {"glDrawRangeElementsEXT", (void **) &qglDrawRangeElementsEXT}, {NULL, NULL} }; static dllfunction_t multitexturefuncs[] = { {"glMultiTexCoord1fARB", (void **) &qglMultiTexCoord1f}, {"glMultiTexCoord2fARB", (void **) &qglMultiTexCoord2f}, {"glMultiTexCoord3fARB", (void **) &qglMultiTexCoord3f}, {"glMultiTexCoord4fARB", (void **) &qglMultiTexCoord4f}, {"glActiveTextureARB", (void **) &qglActiveTexture}, {"glClientActiveTextureARB", (void **) &qglClientActiveTexture}, {NULL, NULL} }; static dllfunction_t texture3dextfuncs[] = { {"glTexImage3DEXT", (void **) &qglTexImage3D}, {"glTexSubImage3DEXT", (void **) &qglTexSubImage3D}, {"glCopyTexSubImage3DEXT", (void **) &qglCopyTexSubImage3D}, {NULL, NULL} }; static dllfunction_t atiseparatestencilfuncs[] = { {"glStencilOpSeparateATI", (void **) &qglStencilOpSeparate}, {"glStencilFuncSeparateATI", (void **) &qglStencilFuncSeparate}, {NULL, NULL} }; static dllfunction_t gl2separatestencilfuncs[] = { {"glStencilOpSeparate", (void **) &qglStencilOpSeparate}, {"glStencilFuncSeparate", (void **) &qglStencilFuncSeparate}, {NULL, NULL} }; static dllfunction_t stenciltwosidefuncs[] = { {"glActiveStencilFaceEXT", (void **) &qglActiveStencilFaceEXT}, {NULL, NULL} }; static dllfunction_t blendequationfuncs[] = { {"glBlendEquationEXT", (void **) &qglBlendEquationEXT}, {NULL, NULL} }; static dllfunction_t gl20shaderfuncs[] = { {"glDeleteShader", (void **) &qglDeleteShader}, {"glDeleteProgram", (void **) &qglDeleteProgram}, // {"glGetHandle", (void **) &qglGetHandle}, {"glDetachShader", (void **) &qglDetachShader}, {"glCreateShader", (void **) &qglCreateShader}, {"glShaderSource", (void **) &qglShaderSource}, {"glCompileShader", (void **) &qglCompileShader}, {"glCreateProgram", (void **) &qglCreateProgram}, {"glAttachShader", (void **) &qglAttachShader}, {"glLinkProgram", (void **) &qglLinkProgram}, {"glUseProgram", (void **) &qglUseProgram}, {"glValidateProgram", (void **) &qglValidateProgram}, {"glUniform1f", (void **) &qglUniform1f}, {"glUniform2f", (void **) &qglUniform2f}, {"glUniform3f", (void **) &qglUniform3f}, {"glUniform4f", (void **) &qglUniform4f}, {"glUniform1i", (void **) &qglUniform1i}, {"glUniform2i", (void **) &qglUniform2i}, {"glUniform3i", (void **) &qglUniform3i}, {"glUniform4i", (void **) &qglUniform4i}, {"glUniform1fv", (void **) &qglUniform1fv}, {"glUniform2fv", (void **) &qglUniform2fv}, {"glUniform3fv", (void **) &qglUniform3fv}, {"glUniform4fv", (void **) &qglUniform4fv}, {"glUniform1iv", (void **) &qglUniform1iv}, {"glUniform2iv", (void **) &qglUniform2iv}, {"glUniform3iv", (void **) &qglUniform3iv}, {"glUniform4iv", (void **) &qglUniform4iv}, {"glUniformMatrix2fv", (void **) &qglUniformMatrix2fv}, {"glUniformMatrix3fv", (void **) &qglUniformMatrix3fv}, {"glUniformMatrix4fv", (void **) &qglUniformMatrix4fv}, {"glGetShaderiv", (void **) &qglGetShaderiv}, {"glGetProgramiv", (void **) &qglGetProgramiv}, {"glGetShaderInfoLog", (void **) &qglGetShaderInfoLog}, {"glGetProgramInfoLog", (void **) &qglGetProgramInfoLog}, {"glGetAttachedShaders", (void **) &qglGetAttachedShaders}, {"glGetUniformLocation", (void **) &qglGetUniformLocation}, {"glGetActiveUniform", (void **) &qglGetActiveUniform}, {"glGetUniformfv", (void **) &qglGetUniformfv}, {"glGetUniformiv", (void **) &qglGetUniformiv}, {"glGetShaderSource", (void **) &qglGetShaderSource}, {"glVertexAttrib1f", (void **) &qglVertexAttrib1f}, {"glVertexAttrib1s", (void **) &qglVertexAttrib1s}, {"glVertexAttrib1d", (void **) &qglVertexAttrib1d}, {"glVertexAttrib2f", (void **) &qglVertexAttrib2f}, {"glVertexAttrib2s", (void **) &qglVertexAttrib2s}, {"glVertexAttrib2d", (void **) &qglVertexAttrib2d}, {"glVertexAttrib3f", (void **) &qglVertexAttrib3f}, {"glVertexAttrib3s", (void **) &qglVertexAttrib3s}, {"glVertexAttrib3d", (void **) &qglVertexAttrib3d}, {"glVertexAttrib4f", (void **) &qglVertexAttrib4f}, {"glVertexAttrib4s", (void **) &qglVertexAttrib4s}, {"glVertexAttrib4d", (void **) &qglVertexAttrib4d}, {"glVertexAttrib4Nub", (void **) &qglVertexAttrib4Nub}, {"glVertexAttrib1fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib1sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib1dv", (void **) &qglVertexAttrib1dv}, {"glVertexAttrib2fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib2sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib2dv", (void **) &qglVertexAttrib1dv}, {"glVertexAttrib3fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib3sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib3dv", (void **) &qglVertexAttrib1dv}, {"glVertexAttrib4fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib4sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib4dv", (void **) &qglVertexAttrib1dv}, // {"glVertexAttrib4iv", (void **) &qglVertexAttrib1iv}, // {"glVertexAttrib4bv", (void **) &qglVertexAttrib1bv}, // {"glVertexAttrib4ubv", (void **) &qglVertexAttrib1ubv}, // {"glVertexAttrib4usv", (void **) &qglVertexAttrib1usv}, // {"glVertexAttrib4uiv", (void **) &qglVertexAttrib1uiv}, // {"glVertexAttrib4Nbv", (void **) &qglVertexAttrib1Nbv}, // {"glVertexAttrib4Nsv", (void **) &qglVertexAttrib1Nsv}, // {"glVertexAttrib4Niv", (void **) &qglVertexAttrib1Niv}, // {"glVertexAttrib4Nubv", (void **) &qglVertexAttrib1Nubv}, // {"glVertexAttrib4Nusv", (void **) &qglVertexAttrib1Nusv}, // {"glVertexAttrib4Nuiv", (void **) &qglVertexAttrib1Nuiv}, {"glVertexAttribPointer", (void **) &qglVertexAttribPointer}, {"glEnableVertexAttribArray", (void **) &qglEnableVertexAttribArray}, {"glDisableVertexAttribArray", (void **) &qglDisableVertexAttribArray}, {"glBindAttribLocation", (void **) &qglBindAttribLocation}, {"glGetActiveAttrib", (void **) &qglGetActiveAttrib}, {"glGetAttribLocation", (void **) &qglGetAttribLocation}, {"glGetVertexAttribdv", (void **) &qglGetVertexAttribdv}, {"glGetVertexAttribfv", (void **) &qglGetVertexAttribfv}, {"glGetVertexAttribiv", (void **) &qglGetVertexAttribiv}, {"glGetVertexAttribPointerv", (void **) &qglGetVertexAttribPointerv}, {NULL, NULL} }; static dllfunction_t glsl130funcs[] = { {"glBindFragDataLocation", (void **) &qglBindFragDataLocation}, {NULL, NULL} }; static dllfunction_t vbofuncs[] = { {"glBindBufferARB" , (void **) &qglBindBufferARB}, {"glDeleteBuffersARB" , (void **) &qglDeleteBuffersARB}, {"glGenBuffersARB" , (void **) &qglGenBuffersARB}, {"glIsBufferARB" , (void **) &qglIsBufferARB}, {"glMapBufferARB" , (void **) &qglMapBufferARB}, {"glUnmapBufferARB" , (void **) &qglUnmapBufferARB}, {"glBufferDataARB" , (void **) &qglBufferDataARB}, {"glBufferSubDataARB" , (void **) &qglBufferSubDataARB}, {NULL, NULL} }; static dllfunction_t ubofuncs[] = { {"glGetUniformIndices" , (void **) &qglGetUniformIndices}, {"glGetActiveUniformsiv" , (void **) &qglGetActiveUniformsiv}, {"glGetActiveUniformName" , (void **) &qglGetActiveUniformName}, {"glGetUniformBlockIndex" , (void **) &qglGetUniformBlockIndex}, {"glGetActiveUniformBlockiv" , (void **) &qglGetActiveUniformBlockiv}, {"glGetActiveUniformBlockName", (void **) &qglGetActiveUniformBlockName}, {"glBindBufferRange" , (void **) &qglBindBufferRange}, {"glBindBufferBase" , (void **) &qglBindBufferBase}, {"glGetIntegeri_v" , (void **) &qglGetIntegeri_v}, {"glUniformBlockBinding" , (void **) &qglUniformBlockBinding}, {NULL, NULL} }; static dllfunction_t arbfbofuncs[] = { {"glIsRenderbuffer" , (void **) &qglIsRenderbuffer}, {"glBindRenderbuffer" , (void **) &qglBindRenderbuffer}, {"glDeleteRenderbuffers" , (void **) &qglDeleteRenderbuffers}, {"glGenRenderbuffers" , (void **) &qglGenRenderbuffers}, {"glRenderbufferStorage" , (void **) &qglRenderbufferStorage}, {"glRenderbufferStorageMultisample" , (void **) &qglRenderbufferStorageMultisample}, // not in GL_EXT_framebuffer_object {"glGetRenderbufferParameteriv" , (void **) &qglGetRenderbufferParameteriv}, {"glIsFramebuffer" , (void **) &qglIsFramebuffer}, {"glBindFramebuffer" , (void **) &qglBindFramebuffer}, {"glDeleteFramebuffers" , (void **) &qglDeleteFramebuffers}, {"glGenFramebuffers" , (void **) &qglGenFramebuffers}, {"glCheckFramebufferStatus" , (void **) &qglCheckFramebufferStatus}, {"glFramebufferTexture1D" , (void **) &qglFramebufferTexture1D}, {"glFramebufferTexture2D" , (void **) &qglFramebufferTexture2D}, {"glFramebufferTexture3D" , (void **) &qglFramebufferTexture3D}, {"glFramebufferTextureLayer" , (void **) &qglFramebufferTextureLayer}, // not in GL_EXT_framebuffer_object {"glFramebufferRenderbuffer" , (void **) &qglFramebufferRenderbuffer}, {"glGetFramebufferAttachmentParameteriv" , (void **) &qglGetFramebufferAttachmentParameteriv}, {"glBlitFramebuffer" , (void **) &qglBlitFramebuffer}, // not in GL_EXT_framebuffer_object {"glGenerateMipmap" , (void **) &qglGenerateMipmap}, {NULL, NULL} }; static dllfunction_t extfbofuncs[] = { {"glIsRenderbufferEXT" , (void **) &qglIsRenderbuffer}, {"glBindRenderbufferEXT" , (void **) &qglBindRenderbuffer}, {"glDeleteRenderbuffersEXT" , (void **) &qglDeleteRenderbuffers}, {"glGenRenderbuffersEXT" , (void **) &qglGenRenderbuffers}, {"glRenderbufferStorageEXT" , (void **) &qglRenderbufferStorage}, {"glGetRenderbufferParameterivEXT" , (void **) &qglGetRenderbufferParameteriv}, {"glIsFramebufferEXT" , (void **) &qglIsFramebuffer}, {"glBindFramebufferEXT" , (void **) &qglBindFramebuffer}, {"glDeleteFramebuffersEXT" , (void **) &qglDeleteFramebuffers}, {"glGenFramebuffersEXT" , (void **) &qglGenFramebuffers}, {"glCheckFramebufferStatusEXT" , (void **) &qglCheckFramebufferStatus}, {"glFramebufferTexture1DEXT" , (void **) &qglFramebufferTexture1D}, {"glFramebufferTexture2DEXT" , (void **) &qglFramebufferTexture2D}, {"glFramebufferTexture3DEXT" , (void **) &qglFramebufferTexture3D}, {"glFramebufferRenderbufferEXT" , (void **) &qglFramebufferRenderbuffer}, {"glGetFramebufferAttachmentParameterivEXT" , (void **) &qglGetFramebufferAttachmentParameteriv}, {"glGenerateMipmapEXT" , (void **) &qglGenerateMipmap}, {NULL, NULL} }; static dllfunction_t texturecompressionfuncs[] = { {"glCompressedTexImage3DARB", (void **) &qglCompressedTexImage3DARB}, {"glCompressedTexImage2DARB", (void **) &qglCompressedTexImage2DARB}, // {"glCompressedTexImage1DARB", (void **) &qglCompressedTexImage1DARB}, {"glCompressedTexSubImage3DARB", (void **) &qglCompressedTexSubImage3DARB}, {"glCompressedTexSubImage2DARB", (void **) &qglCompressedTexSubImage2DARB}, // {"glCompressedTexSubImage1DARB", (void **) &qglCompressedTexSubImage1DARB}, {"glGetCompressedTexImageARB", (void **) &qglGetCompressedTexImageARB}, {NULL, NULL} }; static dllfunction_t occlusionqueryfuncs[] = { {"glGenQueriesARB", (void **) &qglGenQueriesARB}, {"glDeleteQueriesARB", (void **) &qglDeleteQueriesARB}, {"glIsQueryARB", (void **) &qglIsQueryARB}, {"glBeginQueryARB", (void **) &qglBeginQueryARB}, {"glEndQueryARB", (void **) &qglEndQueryARB}, {"glGetQueryivARB", (void **) &qglGetQueryivARB}, {"glGetQueryObjectivARB", (void **) &qglGetQueryObjectivARB}, {"glGetQueryObjectuivARB", (void **) &qglGetQueryObjectuivARB}, {NULL, NULL} }; static dllfunction_t drawbuffersfuncs[] = { {"glDrawBuffersARB", (void **) &qglDrawBuffersARB}, {NULL, NULL} }; static dllfunction_t multisamplefuncs[] = { {"glSampleCoverageARB", (void **) &qglSampleCoverageARB}, {NULL, NULL} }; static dllfunction_t blendfuncseparatefuncs[] = { {"glBlendFuncSeparateEXT", (void **) &qglBlendFuncSeparate}, {NULL, NULL} }; #endif void VID_ClearExtensions(void) { // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension Cvar_SetQuick(&gl_info_extensions, ""); // clear the extension flags memset(&vid.support, 0, sizeof(vid.support)); vid.renderpath = RENDERPATH_GL11; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; vid.useinterleavedarrays = false; vid.forcevbo = false; vid.maxtexturesize_2d = 0; vid.maxtexturesize_3d = 0; vid.maxtexturesize_cubemap = 0; vid.texunits = 1; vid.teximageunits = 1; vid.texarrayunits = 1; 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; qglPolygonStipple = NULL; qglFlush = NULL; qglActiveTexture = NULL; qglGetCompressedTexImageARB = NULL; qglFramebufferTexture2D = 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("2.0", gl20shaderfuncs, "-noshaders", true); CHECKGLERROR Con_DPrint("Checking OpenGL extensions...\n"); if (vid.support.gl20shaders) { char *s; // detect what GLSL version is available, to enable features like r_glsl_skeletal and higher quality reliefmapping vid.support.glshaderversion = 100; s = (char *) qglGetString(GL_SHADING_LANGUAGE_VERSION); if (s) vid.support.glshaderversion = (int)(atof(s) * 100.0f + 0.5f); if (vid.support.glshaderversion < 100) vid.support.glshaderversion = 100; Con_DPrintf("Detected GLSL #version %i\n", vid.support.glshaderversion); // get the glBindFragDataLocation function if (vid.support.glshaderversion >= 130) vid.support.gl20shaders130 = GL_CheckExtension("glshaders130", glsl130funcs, "-noglsl130", true); } // GL drivers generally prefer GL_BGRA vid.forcetextype = GL_BGRA; vid.support.amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false); vid.support.arb_depth_texture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false); vid.support.arb_draw_buffers = GL_CheckExtension("GL_ARB_draw_buffers", drawbuffersfuncs, "-nodrawbuffers", false); vid.support.arb_multitexture = GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false); vid.support.arb_occlusion_query = GL_CheckExtension("GL_ARB_occlusion_query", occlusionqueryfuncs, "-noocclusionquery", false); vid.support.arb_query_buffer_object = GL_CheckExtension("GL_ARB_query_buffer_object", NULL, "-noquerybuffer", true); vid.support.arb_shadow = GL_CheckExtension("GL_ARB_shadow", NULL, "-noshadow", false); vid.support.arb_texture_compression = GL_CheckExtension("GL_ARB_texture_compression", texturecompressionfuncs, "-notexturecompression", false); vid.support.arb_texture_cube_map = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", false); vid.support.arb_texture_env_combine = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false); vid.support.arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false); #ifndef __APPLE__ // LordHavoc: too many bugs on OSX! vid.support.arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false); #endif vid.support.arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false); vid.support.arb_uniform_buffer_object = GL_CheckExtension("GL_ARB_uniform_buffer_object", ubofuncs, "-noubo", false); vid.support.ati_separate_stencil = GL_CheckExtension("separatestencil", gl2separatestencilfuncs, "-noseparatestencil", true) || GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false); vid.support.ext_blend_minmax = GL_CheckExtension("GL_EXT_blend_minmax", blendequationfuncs, "-noblendminmax", false); vid.support.ext_blend_subtract = GL_CheckExtension("GL_EXT_blend_subtract", blendequationfuncs, "-noblendsubtract", false); vid.support.ext_blend_func_separate = GL_CheckExtension("GL_EXT_blend_func_separate", blendfuncseparatefuncs, "-noblendfuncseparate", false); vid.support.ext_draw_range_elements = GL_CheckExtension("drawrangeelements", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false); vid.support.arb_framebuffer_object = GL_CheckExtension("GL_ARB_framebuffer_object", arbfbofuncs, "-nofbo", false); if (vid.support.arb_framebuffer_object) vid.support.ext_framebuffer_object = true; else vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", extfbofuncs, "-nofbo", false); vid.support.ext_packed_depth_stencil = GL_CheckExtension("GL_EXT_packed_depth_stencil", NULL, "-nopackeddepthstencil", false); vid.support.ext_stencil_two_side = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false); vid.support.ext_texture_3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false); vid.support.ext_texture_compression_s3tc = GL_CheckExtension("GL_EXT_texture_compression_s3tc", NULL, "-nos3tc", false); vid.support.ext_texture_edge_clamp = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false); 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_texture_float = GL_CheckExtension("GL_ARB_texture_float", NULL, "-notexturefloat", false); vid.support.arb_half_float_pixel = GL_CheckExtension("GL_ARB_half_float_pixel", NULL, "-nohalffloatpixel", false); vid.support.arb_half_float_vertex = GL_CheckExtension("GL_ARB_half_float_vertex", NULL, "-nohalffloatvertex", 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) // COMMANDLINEOPTION: GL: -noblendminmax disables GL_EXT_blend_minmax // COMMANDLINEOPTION: GL: -noblendsubtract disables GL_EXT_blend_subtract // COMMANDLINEOPTION: GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering) // COMMANDLINEOPTION: GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping) // COMMANDLINEOPTION: GL: -nodepthtexture disables use of GL_ARB_depth_texture (required for shadowmapping) // COMMANDLINEOPTION: GL: -nodrawbuffers disables use of GL_ARB_draw_buffers (required for r_shadow_deferredprepass) // COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster) // COMMANDLINEOPTION: GL: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method) // COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering), only used if GL_ARB_fragment_shader is also available // COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering) // COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations) // COMMANDLINEOPTION: GL: -noquerybuffer disables GL_ARB_query_buffer_object (which allows corona fading without synchronous rendering) // COMMANDLINEOPTION: GL: -nos3tc disables GL_EXT_texture_compression_s3tc (which allows use of .dds texture caching) // COMMANDLINEOPTION: GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering) // COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering) // COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering) // COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column) // COMMANDLINEOPTION: GL: -notexture4 disables GL_AMD_texture_texture4 (which provides fetch4 sampling) // COMMANDLINEOPTION: GL: -notexturecompression disables GL_ARB_texture_compression (which saves video memory if it is supported, but can also degrade image quality, see gl_texturecompression cvar documentation for more information) // COMMANDLINEOPTION: GL: -notexturegather disables GL_ARB_texture_gather (which provides fetch4 sampling) // COMMANDLINEOPTION: GL: -notexturenonpoweroftwo disables GL_ARB_texture_non_power_of_two (which saves video memory if it is supported, but crashes on some buggy drivers) // COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering) // COMMANDLINEOPTION: GL: -nosrgb disables GL_EXT_texture_sRGB (which is used for higher quality non-linear texture gamma) // COMMANDLINEOPTION: GL: -nomultisample disables GL_ARB_multisample if (vid.support.arb_draw_buffers) qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers); // disable non-power-of-two textures on Radeon X1600 and other cards that do not accelerate it with some filtering modes / repeat modes that we use // we detect these cards by checking if the hardware supports vertex texture fetch (Geforce6 does, Radeon X1600 does not, all GL3-class hardware does) if(vid.support.arb_texture_non_power_of_two && vid.support.gl20shaders) { int val = 0; qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &val);CHECKGLERROR if (val < 1) vid.support.arb_texture_non_power_of_two = false; } // we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code if (qglDrawRangeElements == NULL) qglDrawRangeElements = qglDrawRangeElementsEXT; 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, (GLint*)&vid.maxtexturesize_cubemap); if (vid.support.ext_texture_3d) qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); // 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_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n"); } vid.texunits = vid.teximageunits = vid.texarrayunits = 1; if (vid.support.arb_multitexture) qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); if (vid_gl20.integer && vid.support.gl20shaders) { 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.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); Con_DPrintf("Using GL2.0 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_GL20; 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, (GLint*)&vid.texunits); vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = vid.texunits; vid.texarrayunits = vid.texunits; Con_DPrintf("Using GL1.3 rendering path - %i texture units, single pass rendering\n", vid.texunits); vid.renderpath = RENDERPATH_GL13; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; vid.useinterleavedarrays = false; } else { vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = vid.texunits; vid.texarrayunits = vid.texunits; Con_DPrintf("Using GL1.1 rendering path - %i texture units, two pass rendering\n", vid.texunits); vid.renderpath = RENDERPATH_GL11; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; 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_version, gl_version); 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 fsensitivity, float deadzone) { float value; value = (axis >= 0 && axis < MAXJOYAXIS) ? joystate->axis[axis] : 0.0f; value = value > deadzone ? (value - deadzone) : (value < -deadzone ? (value + deadzone) : 0.0f); value *= deadzone > 0 ? (1.0f / (1.0f - deadzone)) : 1.0f; value = bound(-1, value, 1); return value * fsensitivity; } qboolean VID_JoyBlockEmulatedKeys(int keycode) { int j; vid_joystate_t joystate; if (!joy_axiskeyevents.integer) return false; if (vid_joystate.is360) return false; if (keycode != K_UPARROW && keycode != K_DOWNARROW && keycode != K_RIGHTARROW && keycode != K_LEFTARROW) return false; // block system-generated key events for arrow keys if we're emulating the arrow keys ourselves VID_BuildJoyState(&joystate); for (j = 32;j < 36;j++) if (vid_joystate.button[j] || joystate.button[j]) return true; return false; } void VID_Shared_BuildJoyState_Begin(vid_joystate_t *joystate) { #ifdef WIN32 xinput_state_t xinputstate; #endif memset(joystate, 0, sizeof(*joystate)); #ifdef WIN32 if (vid_xinputindex >= 0 && qXInputGetState && qXInputGetState(vid_xinputindex, &xinputstate) == S_OK) { joystate->is360 = true; joystate->button[ 0] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0; joystate->button[ 1] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0; joystate->button[ 2] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0; joystate->button[ 3] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0; joystate->button[ 4] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_START) != 0; joystate->button[ 5] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) != 0; joystate->button[ 6] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0; joystate->button[ 7] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0; joystate->button[ 8] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0; joystate->button[ 9] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0; joystate->button[10] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0; joystate->button[11] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_B) != 0; joystate->button[12] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_X) != 0; joystate->button[13] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_Y) != 0; joystate->button[14] = xinputstate.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; joystate->button[15] = xinputstate.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; joystate->button[16] = xinputstate.Gamepad.sThumbLY < -16384; joystate->button[17] = xinputstate.Gamepad.sThumbLY > 16384; joystate->button[18] = xinputstate.Gamepad.sThumbLX < -16384; joystate->button[19] = xinputstate.Gamepad.sThumbLX > 16384; joystate->button[20] = xinputstate.Gamepad.sThumbRY < -16384; joystate->button[21] = xinputstate.Gamepad.sThumbRY > 16384; joystate->button[22] = xinputstate.Gamepad.sThumbRX < -16384; joystate->button[23] = xinputstate.Gamepad.sThumbRX > 16384; joystate->axis[ 4] = xinputstate.Gamepad.bLeftTrigger * (1.0f / 255.0f); joystate->axis[ 5] = xinputstate.Gamepad.bRightTrigger * (1.0f / 255.0f); joystate->axis[ 0] = xinputstate.Gamepad.sThumbLX * (1.0f / 32767.0f); joystate->axis[ 1] = xinputstate.Gamepad.sThumbLY * (1.0f / 32767.0f); joystate->axis[ 2] = xinputstate.Gamepad.sThumbRX * (1.0f / 32767.0f); joystate->axis[ 3] = xinputstate.Gamepad.sThumbRY * (1.0f / 32767.0f); } #endif } void VID_Shared_BuildJoyState_Finish(vid_joystate_t *joystate) { float f, r; 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; r = VID_JoyState_GetAxis(joystate, joy_axisside.integer , 1, joy_axiskeyevents_deadzone.value) * joy_sensitivityside.value; #if MAXJOYBUTTON != 36 #error this code must be updated if MAXJOYBUTTON changes! #endif joystate->button[32] = f > 0.0f; joystate->button[33] = f < 0.0f; joystate->button[34] = r > 0.0f; joystate->button[35] = r < 0.0f; } static void VID_KeyEventForButton(qboolean oldbutton, qboolean newbutton, int key, double *timer) { if (oldbutton) { if (newbutton) { if (realtime >= *timer) { Key_Event(key, 0, true); *timer = realtime + 0.1; } } else { Key_Event(key, 0, false); *timer = 0; } } else { if (newbutton) { Key_Event(key, 0, true); *timer = realtime + 0.5; } } } #if MAXJOYBUTTON != 36 #error this code must be updated if MAXJOYBUTTON changes! #endif static int joybuttonkey[MAXJOYBUTTON][2] = { {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_JOY_UP, K_UPARROW}, {K_JOY_DOWN, K_DOWNARROW}, {K_JOY_RIGHT, K_RIGHTARROW}, {K_JOY_LEFT, K_LEFTARROW}, }; static int joybuttonkey360[][2] = { {K_X360_DPAD_UP, K_UPARROW}, {K_X360_DPAD_DOWN, K_DOWNARROW}, {K_X360_DPAD_LEFT, K_LEFTARROW}, {K_X360_DPAD_RIGHT, K_RIGHTARROW}, {K_X360_START, K_ESCAPE}, {K_X360_BACK, K_ESCAPE}, {K_X360_LEFT_THUMB, 0}, {K_X360_RIGHT_THUMB, 0}, {K_X360_LEFT_SHOULDER, 0}, {K_X360_RIGHT_SHOULDER, 0}, {K_X360_A, K_ENTER}, {K_X360_B, K_ESCAPE}, {K_X360_X, 0}, {K_X360_Y, 0}, {K_X360_LEFT_TRIGGER, 0}, {K_X360_RIGHT_TRIGGER, 0}, {K_X360_LEFT_THUMB_DOWN, K_DOWNARROW}, {K_X360_LEFT_THUMB_UP, K_UPARROW}, {K_X360_LEFT_THUMB_LEFT, K_LEFTARROW}, {K_X360_LEFT_THUMB_RIGHT, K_RIGHTARROW}, {K_X360_RIGHT_THUMB_DOWN, 0}, {K_X360_RIGHT_THUMB_UP, 0}, {K_X360_RIGHT_THUMB_LEFT, 0}, {K_X360_RIGHT_THUMB_RIGHT, 0}, }; double vid_joybuttontimer[MAXJOYBUTTON]; void VID_ApplyJoyState(vid_joystate_t *joystate) { int j; int c = joy_axiskeyevents.integer != 0; if (joystate->is360) { #if 0 // keystrokes (chatpad) // DOES NOT WORK - no driver support in xinput1_3.dll :( xinput_keystroke_t keystroke; while (qXInputGetKeystroke && qXInputGetKeystroke(XUSER_INDEX_ANY, 0, &keystroke) == S_OK) Con_Printf("XInput KeyStroke: VirtualKey %i, Unicode %i, Flags %x, UserIndex %i, HidCode %i\n", keystroke.VirtualKey, keystroke.Unicode, keystroke.Flags, keystroke.UserIndex, keystroke.HidCode); #endif // emit key events for buttons for (j = 0;j < (int)(sizeof(joybuttonkey360)/sizeof(joybuttonkey360[0]));j++) VID_KeyEventForButton(vid_joystate.button[j] != 0, joystate->button[j] != 0, joybuttonkey360[j][c], &vid_joybuttontimer[j]); // axes cl.cmd.forwardmove += VID_JoyState_GetAxis(joystate, joy_x360_axisforward.integer, joy_x360_sensitivityforward.value, joy_x360_deadzoneforward.value) * cl_forwardspeed.value; cl.cmd.sidemove += VID_JoyState_GetAxis(joystate, joy_x360_axisside.integer, joy_x360_sensitivityside.value, joy_x360_deadzoneside.value) * cl_sidespeed.value; cl.cmd.upmove += VID_JoyState_GetAxis(joystate, joy_x360_axisup.integer, joy_x360_sensitivityup.value, joy_x360_deadzoneup.value) * cl_upspeed.value; cl.viewangles[0] += VID_JoyState_GetAxis(joystate, joy_x360_axispitch.integer, joy_x360_sensitivitypitch.value, joy_x360_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; cl.viewangles[1] += VID_JoyState_GetAxis(joystate, joy_x360_axisyaw.integer, joy_x360_sensitivityyaw.value, joy_x360_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; //cl.viewangles[2] += VID_JoyState_GetAxis(joystate, joy_x360_axisroll.integer, joy_x360_sensitivityroll.value, joy_x360_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; } else { // emit key events for buttons for (j = 0;j < MAXJOYBUTTON;j++) VID_KeyEventForButton(vid_joystate.button[j] != 0, joystate->button[j] != 0, joybuttonkey[j][c], &vid_joybuttontimer[j]); // axes cl.cmd.forwardmove += VID_JoyState_GetAxis(joystate, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value; cl.cmd.sidemove += VID_JoyState_GetAxis(joystate, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value; cl.cmd.upmove += VID_JoyState_GetAxis(joystate, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value; cl.viewangles[0] += VID_JoyState_GetAxis(joystate, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; cl.viewangles[1] += VID_JoyState_GetAxis(joystate, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; //cl.viewangles[2] += VID_JoyState_GetAxis(joystate, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; } vid_joystate = *joystate; } int VID_Shared_SetJoystick(int index) { #ifdef WIN32 int i; int xinputcount = 0; int xinputindex = -1; int xinputavailable = 0; xinput_state_t state; // detect available XInput controllers for (i = 0;i < 4;i++) { if (qXInputGetState && qXInputGetState(i, &state) == S_OK) { xinputavailable |= 1<= 0) Con_Printf("Joystick %i opened (XInput Device %i)\n", index, xinputindex); } return xinputcount; #else return 0; #endif } static void Force_CenterView_f (void) { cl.viewangles[PITCH] = 0; } static int gamma_forcenextframe = false; static float cachegamma, cachebrightness, cachecontrast, cacheblack[3], cachegrey[3], cachewhite[3], cachecontrastboost; static int cachecolorenable, cachehwgamma; void VID_ApplyGammaToColor(const float *rgb, float *out) { int i; if (cachecolorenable) { for (i = 0; i < 3; i++) out[i] = pow(cachecontrastboost * rgb[i] / ((cachecontrastboost - 1) * rgb[i] + 1), 1.0 / invpow(0.5, 1 - cachegrey[i])) * cachewhite[i] + cacheblack[i]; } else { for (i = 0; i < 3; i++) out[i] = pow(cachecontrastboost * rgb[i] / ((cachecontrastboost - 1) * rgb[i] + 1), 1.0 / cachegamma) * cachecontrast + cachebrightness; } } unsigned int vid_gammatables_serial = 0; // so other subsystems can poll if gamma parameters have changed qboolean vid_gammatables_trivial = true; void VID_BuildGammaTables(unsigned short *ramps, int rampsize) { if (cachecolorenable) { 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, 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] / 65535.0f), 1.0f) * 65535.0f + 0.5f); } // LordHavoc: this code came from Ben Winslow and Zinx Verituse, I have // immensely butchered it to work with variable framerates and fit in with // the rest of darkplaces. if (v_psycho.integer) { int x, y; float t; static float n[3], nd[3], nt[3]; static int init = true; unsigned short *ramp; gamma_forcenextframe = true; if (init) { init = false; for (x = 0;x < 3;x++) { n[x] = lhrandom(0, 1); nd[x] = (rand()&1)?-0.25:0.25; nt[x] = lhrandom(1, 8.2); } } for (x = 0;x < 3;x++) { nt[x] -= cl.realframetime; if (nt[x] < 0) { nd[x] = -nd[x]; nt[x] += lhrandom(1, 8.2); } n[x] += nd[x] * cl.realframetime; n[x] -= floor(n[x]); } for (x = 0, ramp = ramps;x < 3;x++) for (y = 0, t = n[x] - 0.75f;y < rampsize;y++, t += 0.75f * (2.0f / rampsize)) *ramp++ = (unsigned short)(cos(t*(M_PI*2.0)) * 32767.0f + 32767.0f); } } void VID_UpdateGamma(qboolean force, int rampsize) { cvar_t *c; float f; int wantgamma; qboolean gamma_changed = false; // LordHavoc: don't mess with gamma tables if running dedicated if (cls.state == ca_dedicated) return; wantgamma = v_hwgamma.integer; switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: case RENDERPATH_SOFT: case RENDERPATH_GLES2: if (v_glslgamma.integer) wantgamma = 0; break; case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: break; } if(!vid_activewindow) 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, 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); BOUNDCVAR(v_color_black_b, 0, 0.8); BOUNDCVAR(v_color_grey_r, 0, 0.95); BOUNDCVAR(v_color_grey_g, 0, 0.95); BOUNDCVAR(v_color_grey_b, 0, 0.95); BOUNDCVAR(v_color_white_r, 1, 5); BOUNDCVAR(v_color_white_g, 1, 5); BOUNDCVAR(v_color_white_b, 1, 5); #undef BOUNDCVAR // set vid_gammatables_trivial to true if the current settings would generate the identity gamma table vid_gammatables_trivial = false; if(v_psycho.integer == 0) if(v_contrastboost.value == 1) if(!vid.sRGB2D) if(!vid.sRGB3D) { if(v_color_enable.integer) { if(v_color_black_r.value == 0) if(v_color_black_g.value == 0) if(v_color_black_b.value == 0) if(fabs(v_color_grey_r.value - 0.5) < 1e-6) if(fabs(v_color_grey_g.value - 0.5) < 1e-6) if(fabs(v_color_grey_b.value - 0.5) < 1e-6) if(v_color_white_r.value == 1) if(v_color_white_g.value == 1) if(v_color_white_b.value == 1) vid_gammatables_trivial = true; } else { if(v_gamma.value == 1) if(v_contrast.value == 1) if(v_brightness.value == 0) vid_gammatables_trivial = true; } } #define GAMMACHECK(cache, value) if (cache != (value)) gamma_changed = true;cache = (value) if(v_psycho.integer) gamma_changed = true; GAMMACHECK(cachegamma , v_gamma.value); GAMMACHECK(cachecontrast , v_contrast.value); GAMMACHECK(cachebrightness , v_brightness.value); GAMMACHECK(cachecontrastboost, v_contrastboost.value); GAMMACHECK(cachecolorenable, v_color_enable.integer); GAMMACHECK(cacheblack[0] , v_color_black_r.value); GAMMACHECK(cacheblack[1] , v_color_black_g.value); GAMMACHECK(cacheblack[2] , v_color_black_b.value); GAMMACHECK(cachegrey[0] , v_color_grey_r.value); GAMMACHECK(cachegrey[1] , v_color_grey_g.value); GAMMACHECK(cachegrey[2] , v_color_grey_b.value); GAMMACHECK(cachewhite[0] , v_color_white_r.value); GAMMACHECK(cachewhite[1] , v_color_white_g.value); GAMMACHECK(cachewhite[2] , v_color_white_b.value); if(gamma_changed) ++vid_gammatables_serial; GAMMACHECK(cachehwgamma , wantgamma); #undef GAMMACHECK if (!force && !gamma_forcenextframe && !gamma_changed) return; gamma_forcenextframe = false; if (cachehwgamma) { if (!vid_usinghwgamma) { vid_usinghwgamma = true; if (vid_gammarampsize != rampsize || !vid_gammaramps) { vid_gammarampsize = rampsize; if (vid_gammaramps) Z_Free(vid_gammaramps); vid_gammaramps = (unsigned short *)Z_Malloc(6 * vid_gammarampsize * sizeof(unsigned short)); vid_systemgammaramps = vid_gammaramps + 3 * vid_gammarampsize; } VID_GetGamma(vid_systemgammaramps, vid_gammarampsize); } VID_BuildGammaTables(vid_gammaramps, vid_gammarampsize); // set vid_hardwaregammasupported to true if VID_SetGamma succeeds, OR if vid_hwgamma is >= 2 (forced gamma - ignores driver return value) Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_gammaramps, vid_gammarampsize) || cachehwgamma >= 2); // if custom gamma ramps failed (Windows stupidity), restore to system gamma if(!vid_hardwaregammasupported.integer) { if (vid_usinghwgamma) { vid_usinghwgamma = false; VID_SetGamma(vid_systemgammaramps, vid_gammarampsize); } } } else { if (vid_usinghwgamma) { vid_usinghwgamma = false; VID_SetGamma(vid_systemgammaramps, vid_gammarampsize); } } } void VID_RestoreSystemGamma(void) { if (vid_usinghwgamma) { vid_usinghwgamma = false; Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_systemgammaramps, vid_gammarampsize)); // force gamma situation to be reexamined next frame gamma_forcenextframe = true; } } #ifdef WIN32 static dllfunction_t xinputdllfuncs[] = { {"XInputGetState", (void **) &qXInputGetState}, {"XInputGetKeystroke", (void **) &qXInputGetKeystroke}, {NULL, NULL} }; static const char* xinputdllnames [] = { "xinput1_3.dll", "xinput1_2.dll", "xinput1_1.dll", NULL }; static dllhandle_t xinputdll_dll = NULL; #endif void VID_Shared_Init(void) { #ifdef SSE_POSSIBLE if (Sys_HaveSSE2()) { Con_Printf("DPSOFTRAST available (SSE2 instructions detected)\n"); Cvar_RegisterVariable(&vid_soft); Cvar_RegisterVariable(&vid_soft_threads); Cvar_RegisterVariable(&vid_soft_interlace); } else Con_Printf("DPSOFTRAST not available (SSE2 disabled or not detected)\n"); #else Con_Printf("DPSOFTRAST not available (SSE2 not compiled in)\n"); #endif Cvar_RegisterVariable(&vid_hardwaregammasupported); Cvar_RegisterVariable(&gl_info_vendor); Cvar_RegisterVariable(&gl_info_renderer); Cvar_RegisterVariable(&gl_info_version); Cvar_RegisterVariable(&gl_info_extensions); Cvar_RegisterVariable(&gl_info_platform); Cvar_RegisterVariable(&gl_info_driver); Cvar_RegisterVariable(&v_gamma); Cvar_RegisterVariable(&v_brightness); Cvar_RegisterVariable(&v_contrastboost); Cvar_RegisterVariable(&v_contrast); Cvar_RegisterVariable(&v_color_enable); Cvar_RegisterVariable(&v_color_black_r); Cvar_RegisterVariable(&v_color_black_g); Cvar_RegisterVariable(&v_color_black_b); Cvar_RegisterVariable(&v_color_grey_r); Cvar_RegisterVariable(&v_color_grey_g); Cvar_RegisterVariable(&v_color_grey_b); Cvar_RegisterVariable(&v_color_white_r); Cvar_RegisterVariable(&v_color_white_g); Cvar_RegisterVariable(&v_color_white_b); Cvar_RegisterVariable(&v_hwgamma); Cvar_RegisterVariable(&v_glslgamma); Cvar_RegisterVariable(&v_glslgamma_2d); Cvar_RegisterVariable(&v_psycho); Cvar_RegisterVariable(&vid_fullscreen); Cvar_RegisterVariable(&vid_width); Cvar_RegisterVariable(&vid_height); Cvar_RegisterVariable(&vid_bitsperpixel); Cvar_RegisterVariable(&vid_samples); Cvar_RegisterVariable(&vid_refreshrate); Cvar_RegisterVariable(&vid_userefreshrate); Cvar_RegisterVariable(&vid_stereobuffer); Cvar_RegisterVariable(&vid_touchscreen_density); Cvar_RegisterVariable(&vid_touchscreen_xdpi); Cvar_RegisterVariable(&vid_touchscreen_ydpi); Cvar_RegisterVariable(&vid_vsync); Cvar_RegisterVariable(&vid_mouse); Cvar_RegisterVariable(&vid_grabkeyboard); Cvar_RegisterVariable(&vid_touchscreen); Cvar_RegisterVariable(&vid_touchscreen_showkeyboard); Cvar_RegisterVariable(&vid_touchscreen_supportshowkeyboard); Cvar_RegisterVariable(&vid_stick_mouse); Cvar_RegisterVariable(&vid_resizable); Cvar_RegisterVariable(&vid_desktopfullscreen); Cvar_RegisterVariable(&vid_minwidth); Cvar_RegisterVariable(&vid_minheight); Cvar_RegisterVariable(&vid_gl13); Cvar_RegisterVariable(&vid_gl20); Cvar_RegisterVariable(&gl_finish); Cvar_RegisterVariable(&vid_sRGB); Cvar_RegisterVariable(&vid_sRGB_fallback); Cvar_RegisterVariable(&joy_active); #ifdef WIN32 Cvar_RegisterVariable(&joy_xinputavailable); #endif 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); Cvar_RegisterVariable(&joy_axiskeyevents_deadzone); Cvar_RegisterVariable(&joy_x360_axisforward); Cvar_RegisterVariable(&joy_x360_axisside); Cvar_RegisterVariable(&joy_x360_axisup); Cvar_RegisterVariable(&joy_x360_axispitch); Cvar_RegisterVariable(&joy_x360_axisyaw); //Cvar_RegisterVariable(&joy_x360_axisroll); Cvar_RegisterVariable(&joy_x360_deadzoneforward); Cvar_RegisterVariable(&joy_x360_deadzoneside); Cvar_RegisterVariable(&joy_x360_deadzoneup); Cvar_RegisterVariable(&joy_x360_deadzonepitch); Cvar_RegisterVariable(&joy_x360_deadzoneyaw); //Cvar_RegisterVariable(&joy_x360_deadzoneroll); Cvar_RegisterVariable(&joy_x360_sensitivityforward); Cvar_RegisterVariable(&joy_x360_sensitivityside); Cvar_RegisterVariable(&joy_x360_sensitivityup); Cvar_RegisterVariable(&joy_x360_sensitivitypitch); Cvar_RegisterVariable(&joy_x360_sensitivityyaw); //Cvar_RegisterVariable(&joy_x360_sensitivityroll); #ifdef WIN32 Sys_LoadLibrary(xinputdllnames, &xinputdll_dll, xinputdllfuncs); #endif Cmd_AddCommand("force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)"); Cmd_AddCommand("vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)"); } static int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, int stereobuffer, int samples) { viddef_mode_t mode; char vabuf[1024]; memset(&mode, 0, sizeof(mode)); mode.fullscreen = fullscreen != 0; mode.width = width; mode.height = height; mode.bitsperpixel = bpp; mode.refreshrate = vid_userefreshrate.integer ? max(1, refreshrate) : 0; mode.userefreshrate = vid_userefreshrate.integer != 0; mode.stereobuffer = stereobuffer != 0; mode.samples = samples; cl_ignoremousemoves = 2; VID_ClearExtensions(); vid.samples = vid.mode.samples; if (VID_InitMode(&mode)) { // accept the (possibly modified) mode vid.mode = mode; vid.fullscreen = vid.mode.fullscreen; vid.width = vid.mode.width; vid.height = vid.mode.height; vid.bitsperpixel = vid.mode.bitsperpixel; vid.refreshrate = vid.mode.refreshrate; vid.userefreshrate = vid.mode.userefreshrate; vid.stereobuffer = vid.mode.stereobuffer; vid.stencil = vid.mode.bitsperpixel > 16; vid.sRGB2D = vid_sRGB.integer >= 1 && vid.sRGBcapable2D; vid.sRGB3D = vid_sRGB.integer >= 1 && vid.sRGBcapable3D; switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: #ifdef GL_STEREO { GLboolean stereo; qglGetBooleanv(GL_STEREO, &stereo); vid.stereobuffer = stereo != 0; } #endif break; default: vid.stereobuffer = false; break; } 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.support.arb_texture_non_power_of_two && 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(vabuf, sizeof(vabuf), " (%ix AA)", mode.samples) : ""); Cvar_SetValueQuick(&vid_fullscreen, vid.mode.fullscreen); Cvar_SetValueQuick(&vid_width, vid.mode.width); Cvar_SetValueQuick(&vid_height, vid.mode.height); Cvar_SetValueQuick(&vid_bitsperpixel, vid.mode.bitsperpixel); Cvar_SetValueQuick(&vid_samples, vid.mode.samples); if(vid_userefreshrate.integer) Cvar_SetValueQuick(&vid_refreshrate, vid.mode.refreshrate); Cvar_SetValueQuick(&vid_stereobuffer, vid.stereobuffer ? 1 : 0); if (vid_touchscreen.integer) { in_windowmouse_x = vid_width.value / 2.f; in_windowmouse_y = vid_height.value / 2.f; } return true; } else return false; } static void VID_OpenSystems(void) { R_Modules_Start(); S_Startup(); } static void VID_CloseSystems(void) { S_Shutdown(); R_Modules_Shutdown(); } qboolean vid_commandlinecheck = true; extern qboolean vid_opened; void VID_Restart_f(void) { char vabuf[1024]; char vabuf2[1024]; // don't crash if video hasn't started yet if (vid_commandlinecheck) return; if (!vid_opened) { SCR_BeginLoadingPlaque(false); return; } Con_Printf("VID_Restart: changing from %s %dx%dx%dbpp%s%s, to %s %dx%dx%dbpp%s%s.\n", vid.mode.fullscreen ? "fullscreen" : "window", vid.mode.width, vid.mode.height, vid.mode.bitsperpixel, vid.mode.fullscreen && vid.mode.userefreshrate ? va(vabuf, sizeof(vabuf), "x%.2fhz", vid.mode.refreshrate) : "", vid.mode.samples > 1 ? va(vabuf2, sizeof(vabuf2), " (%ix AA)", vid.mode.samples) : "", vid_fullscreen.integer ? "fullscreen" : "window", vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_fullscreen.integer && vid_userefreshrate.integer ? va(vabuf, sizeof(vabuf), "x%.2fhz", vid_refreshrate.value) : "", vid_samples.integer > 1 ? va(vabuf2, sizeof(vabuf2), " (%ix AA)", vid_samples.integer) : ""); VID_CloseSystems(); VID_Shutdown(); if (!VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_refreshrate.value, vid_stereobuffer.integer, vid_samples.integer)) { Con_Print("Video mode change failed\n"); if (!VID_Mode(vid.mode.fullscreen, vid.mode.width, vid.mode.height, vid.mode.bitsperpixel, vid.mode.refreshrate, vid.mode.stereobuffer, vid.mode.samples)) Sys_Error("Unable to restore to last working video mode"); } VID_OpenSystems(); } const char *vidfallbacks[][2] = { {"vid_stereobuffer", "0"}, {"vid_samples", "1"}, {"vid_userefreshrate", "0"}, {"vid_width", "640"}, {"vid_height", "480"}, {"vid_bitsperpixel", "16"}, {NULL, NULL} }; // this is only called once by Host_StartVideo and again on each FS_GameDir_f void VID_Start(void) { int i, width, height, success; if (vid_commandlinecheck) { // interpret command-line parameters vid_commandlinecheck = false; // COMMANDLINEOPTION: Video: -window performs +vid_fullscreen 0 if (COM_CheckParm("-window") || COM_CheckParm("-safe")) Cvar_SetValueQuick(&vid_fullscreen, false); // COMMANDLINEOPTION: Video: -fullscreen performs +vid_fullscreen 1 if (COM_CheckParm("-fullscreen")) Cvar_SetValueQuick(&vid_fullscreen, true); width = 0; height = 0; // COMMANDLINEOPTION: Video: -width performs +vid_width and also +vid_height if only -width is specified (example: -width 1024 sets 1024x768 mode) if ((i = COM_CheckParm("-width")) != 0) width = atoi(com_argv[i+1]); // COMMANDLINEOPTION: Video: -height performs +vid_height and also +vid_width if only -height is specified (example: -height 768 sets 1024x768 mode) if ((i = COM_CheckParm("-height")) != 0) height = atoi(com_argv[i+1]); if (width == 0) width = height * 4 / 3; if (height == 0) height = width * 3 / 4; if (width) Cvar_SetValueQuick(&vid_width, width); if (height) Cvar_SetValueQuick(&vid_height, height); // COMMANDLINEOPTION: Video: -bpp performs +vid_bitsperpixel (example -bpp 32 or -bpp 16) if ((i = COM_CheckParm("-bpp")) != 0) Cvar_SetQuick(&vid_bitsperpixel, com_argv[i+1]); // COMMANDLINEOPTION: Video: -density performs +vid_touchscreen_density (example -density 1 or -density 1.5) if ((i = COM_CheckParm("-density")) != 0) Cvar_SetQuick(&vid_touchscreen_density, com_argv[i+1]); // COMMANDLINEOPTION: Video: -xdpi performs +vid_touchscreen_xdpi (example -xdpi 160 or -xdpi 320) if ((i = COM_CheckParm("-touchscreen_xdpi")) != 0) Cvar_SetQuick(&vid_touchscreen_xdpi, com_argv[i+1]); // COMMANDLINEOPTION: Video: -ydpi performs +vid_touchscreen_ydpi (example -ydpi 160 or -ydpi 320) if ((i = COM_CheckParm("-touchscreen_ydpi")) != 0) Cvar_SetQuick(&vid_touchscreen_ydpi, com_argv[i+1]); } success = VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_refreshrate.value, vid_stereobuffer.integer, vid_samples.integer); if (!success) { Con_Print("Desired video mode fail, trying fallbacks...\n"); for (i = 0;!success && vidfallbacks[i][0] != NULL;i++) { Cvar_Set(vidfallbacks[i][0], vidfallbacks[i][1]); success = VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_refreshrate.value, vid_stereobuffer.integer, vid_samples.integer); } if (!success) Sys_Error("Video modes failed"); } VID_OpenSystems(); } void VID_Stop(void) { VID_CloseSystems(); VID_Shutdown(); } static int VID_SortModes_Compare(const void *a_, const void *b_) { vid_mode_t *a = (vid_mode_t *) a_; vid_mode_t *b = (vid_mode_t *) b_; if(a->width > b->width) return +1; if(a->width < b->width) return -1; if(a->height > b->height) return +1; if(a->height < b->height) return -1; if(a->refreshrate > b->refreshrate) return +1; if(a->refreshrate < b->refreshrate) return -1; if(a->bpp > b->bpp) return +1; if(a->bpp < b->bpp) return -1; if(a->pixelheight_num * b->pixelheight_denom > a->pixelheight_denom * b->pixelheight_num) return +1; if(a->pixelheight_num * b->pixelheight_denom < a->pixelheight_denom * b->pixelheight_num) return -1; return 0; } size_t VID_SortModes(vid_mode_t *modes, size_t count, qboolean usebpp, qboolean userefreshrate, qboolean useaspect) { size_t i; if(count == 0) return 0; // 1. sort them qsort(modes, count, sizeof(*modes), VID_SortModes_Compare); // 2. remove duplicates for(i = 0; i < count; ++i) { if(modes[i].width && modes[i].height) { if(i == 0) continue; if(modes[i].width != modes[i-1].width) continue; if(modes[i].height != modes[i-1].height) continue; if(userefreshrate) if(modes[i].refreshrate != modes[i-1].refreshrate) continue; if(usebpp) if(modes[i].bpp != modes[i-1].bpp) continue; if(useaspect) if(modes[i].pixelheight_num * modes[i-1].pixelheight_denom != modes[i].pixelheight_denom * modes[i-1].pixelheight_num) continue; } // a dupe, or a bogus mode! if(i < count-1) memmove(&modes[i], &modes[i+1], sizeof(*modes) * (count-1 - i)); --i; // check this index again, as mode i+1 is now here --count; } return count; } void VID_Soft_SharedSetup(void) { gl_platform = "DPSOFTRAST"; 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, ""); // DPSOFTRAST requires BGRA vid.forcetextype = TEXTYPE_BGRA; vid.forcevbo = false; vid.support.arb_depth_texture = true; vid.support.arb_draw_buffers = true; vid.support.arb_occlusion_query = true; vid.support.arb_query_buffer_object = false; 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.support.ext_texture_srgb = false; 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.sRGBcapable2D = false; vid.sRGBcapable3D = false; 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 #ifdef CONFIG_MENU Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); #else Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions ); #endif // clear to black (loading plaque will be seen over this) GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); }