#include "quakedef.h" #include "cdaudio.h" // global video state viddef_t vid; // LordHavoc: these are only set in wgl qboolean isG200 = false; // LordHavoc: the Matrox G200 can't do per pixel alpha, and it uses a D3D driver for GL... ugh... qboolean isRagePro = false; // LordHavoc: the ATI Rage Pro has limitations with per pixel alpha (the color scaler does not apply to per pixel alpha images...), although not as bad as a G200. // AK FIXME -> input_dest qboolean in_client_mouse = true; // AK where should it be placed ? float in_mouse_x, in_mouse_y; // GL_ARB_multitexture int gl_textureunits = 1; // GL_ARB_texture_env_combine or GL_EXT_texture_env_combine int gl_combine_extension = false; // GL_EXT_compiled_vertex_array int gl_supportslockarrays = false; // GLX_SGI_swap_control or WGL_EXT_swap_control int gl_videosyncavailable = false; // stencil available int gl_stencil = false; // 3D textures available int gl_texture3d = false; // GL_ARB_texture_cubemap int gl_texturecubemap = false; // GL_ARB_texture_env_dot3 int gl_dot3arb = false; // GL_SGIS_texture_edge_clamp int gl_support_clamptoedge = false; // GL_EXT_texture_filter_anisotropic int gl_support_anisotropy = false; int gl_max_anisotropy = 1; // GL_NV_texture_shader int gl_textureshader = false; // GL_EXT_stencil_two_side int gl_support_stenciltwoside = false; // GL_ARB_shader_objects int gl_support_shader_objects = false; // GL_ARB_shading_language_100 int gl_support_shading_language_100 = false; // GL_ARB_vertex_shader int gl_support_vertex_shader = false; // GL_ARB_fragment_shader int gl_support_fragment_shader = false; // GL_NV_half_float int gl_support_half_float = false; // 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; // we don't know until we try it! cvar_t vid_hardwaregammasupported = {CVAR_READONLY,"vid_hardwaregammasupported","1"}; // whether hardware gamma ramps are currently in effect qboolean vid_usinghwgamma = false; unsigned short vid_gammaramps[768]; unsigned short vid_systemgammaramps[768]; cvar_t vid_fullscreen = {CVAR_SAVE, "vid_fullscreen", "1"}; cvar_t vid_width = {CVAR_SAVE, "vid_width", "640"}; cvar_t vid_height = {CVAR_SAVE, "vid_height", "480"}; cvar_t vid_bitsperpixel = {CVAR_SAVE, "vid_bitsperpixel", "32"}; cvar_t vid_vsync = {CVAR_SAVE, "vid_vsync", "0"}; cvar_t vid_mouse = {CVAR_SAVE, "vid_mouse", "1"}; cvar_t gl_combine = {0, "gl_combine", "1"}; cvar_t gl_finish = {0, "gl_finish", "0"}; cvar_t v_gamma = {CVAR_SAVE, "v_gamma", "1"}; cvar_t v_contrast = {CVAR_SAVE, "v_contrast", "1"}; cvar_t v_brightness = {CVAR_SAVE, "v_brightness", "0"}; cvar_t v_color_enable = {CVAR_SAVE, "v_color_enable", "0"}; cvar_t v_color_black_r = {CVAR_SAVE, "v_color_black_r", "0"}; cvar_t v_color_black_g = {CVAR_SAVE, "v_color_black_g", "0"}; cvar_t v_color_black_b = {CVAR_SAVE, "v_color_black_b", "0"}; cvar_t v_color_grey_r = {CVAR_SAVE, "v_color_grey_r", "0.5"}; cvar_t v_color_grey_g = {CVAR_SAVE, "v_color_grey_g", "0.5"}; cvar_t v_color_grey_b = {CVAR_SAVE, "v_color_grey_b", "0.5"}; cvar_t v_color_white_r = {CVAR_SAVE, "v_color_white_r", "1"}; cvar_t v_color_white_g = {CVAR_SAVE, "v_color_white_g", "1"}; cvar_t v_color_white_b = {CVAR_SAVE, "v_color_white_b", "1"}; cvar_t v_hwgamma = {CVAR_SAVE, "v_hwgamma", "1"}; cvar_t v_psycho = {0, "v_psycho", "0"}; // 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]; // 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); // GL_EXT_compiled_vertex_array void (GLAPIENTRY *qglLockArraysEXT) (GLint first, GLint count); void (GLAPIENTRY *qglUnlockArraysEXT) (void); //GL_NV_vertex_array_range GLvoid *(GLAPIENTRY *qglAllocateMemoryNV)(GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); GLvoid (GLAPIENTRY *qglFreeMemoryNV)(GLvoid *pointer); GLvoid (GLAPIENTRY *qglVertexArrayRangeNV)(GLsizei length, GLvoid *pointer); GLvoid (GLAPIENTRY *qglFlushVertexArrayRangeNV)(GLvoid); // 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 *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 *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 *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 *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 *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 *qglActiveStencilFaceEXT)(GLenum); void (GLAPIENTRY *qglDeleteObjectARB)(GLhandleARB obj); GLhandleARB (GLAPIENTRY *qglGetHandleARB)(GLenum pname); void (GLAPIENTRY *qglDetachObjectARB)(GLhandleARB containerObj, GLhandleARB attachedObj); GLhandleARB (GLAPIENTRY *qglCreateShaderObjectARB)(GLenum shaderType); void (GLAPIENTRY *qglShaderSourceARB)(GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); void (GLAPIENTRY *qglCompileShaderARB)(GLhandleARB shaderObj); GLhandleARB (GLAPIENTRY *qglCreateProgramObjectARB)(void); void (GLAPIENTRY *qglAttachObjectARB)(GLhandleARB containerObj, GLhandleARB obj); void (GLAPIENTRY *qglLinkProgramARB)(GLhandleARB programObj); void (GLAPIENTRY *qglUseProgramObjectARB)(GLhandleARB programObj); void (GLAPIENTRY *qglValidateProgramARB)(GLhandleARB programObj); void (GLAPIENTRY *qglUniform1fARB)(GLint location, GLfloat v0); void (GLAPIENTRY *qglUniform2fARB)(GLint location, GLfloat v0, GLfloat v1); void (GLAPIENTRY *qglUniform3fARB)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void (GLAPIENTRY *qglUniform4fARB)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void (GLAPIENTRY *qglUniform1iARB)(GLint location, GLint v0); void (GLAPIENTRY *qglUniform2iARB)(GLint location, GLint v0, GLint v1); void (GLAPIENTRY *qglUniform3iARB)(GLint location, GLint v0, GLint v1, GLint v2); void (GLAPIENTRY *qglUniform4iARB)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void (GLAPIENTRY *qglUniform1fvARB)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform2fvARB)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform3fvARB)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform4fvARB)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform1ivARB)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform2ivARB)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform3ivARB)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform4ivARB)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniformMatrix2fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglUniformMatrix3fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglUniformMatrix4fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglGetObjectParameterfvARB)(GLhandleARB obj, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetObjectParameterivARB)(GLhandleARB obj, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetInfoLogARB)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); void (GLAPIENTRY *qglGetAttachedObjectsARB)(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); GLint (GLAPIENTRY *qglGetUniformLocationARB)(GLhandleARB programObj, const GLcharARB *name); void (GLAPIENTRY *qglGetActiveUniformARB)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); void (GLAPIENTRY *qglGetUniformfvARB)(GLhandleARB programObj, GLint location, GLfloat *params); void (GLAPIENTRY *qglGetUniformivARB)(GLhandleARB programObj, GLint location, GLint *params); void (GLAPIENTRY *qglGetShaderSourceARB)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); //void (GLAPIENTRY *qglVertexAttrib1fARB)(GLuint index, GLfloat v0); //void (GLAPIENTRY *qglVertexAttrib1sARB)(GLuint index, GLshort v0); //void (GLAPIENTRY *qglVertexAttrib1dARB)(GLuint index, GLdouble v0); //void (GLAPIENTRY *qglVertexAttrib2fARB)(GLuint index, GLfloat v0, GLfloat v1); //void (GLAPIENTRY *qglVertexAttrib2sARB)(GLuint index, GLshort v0, GLshort v1); //void (GLAPIENTRY *qglVertexAttrib2dARB)(GLuint index, GLdouble v0, GLdouble v1); //void (GLAPIENTRY *qglVertexAttrib3fARB)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); //void (GLAPIENTRY *qglVertexAttrib3sARB)(GLuint index, GLshort v0, GLshort v1, GLshort v2); //void (GLAPIENTRY *qglVertexAttrib3dARB)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2); //void (GLAPIENTRY *qglVertexAttrib4fARB)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); //void (GLAPIENTRY *qglVertexAttrib4sARB)(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3); //void (GLAPIENTRY *qglVertexAttrib4dARB)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); //void (GLAPIENTRY *qglVertexAttrib4NubARB)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); //void (GLAPIENTRY *qglVertexAttrib1fvARB)(GLuint index, const GLfloat *v); //void (GLAPIENTRY *qglVertexAttrib1svARB)(GLuint index, const GLshort *v); //void (GLAPIENTRY *qglVertexAttrib1dvARB)(GLuint index, const GLdouble *v); //void (GLAPIENTRY *qglVertexAttrib2fvARB)(GLuint index, const GLfloat *v); //void (GLAPIENTRY *qglVertexAttrib2svARB)(GLuint index, const GLshort *v); //void (GLAPIENTRY *qglVertexAttrib2dvARB)(GLuint index, const GLdouble *v); //void (GLAPIENTRY *qglVertexAttrib3fvARB)(GLuint index, const GLfloat *v); //void (GLAPIENTRY *qglVertexAttrib3svARB)(GLuint index, const GLshort *v); //void (GLAPIENTRY *qglVertexAttrib3dvARB)(GLuint index, const GLdouble *v); //void (GLAPIENTRY *qglVertexAttrib4fvARB)(GLuint index, const GLfloat *v); //void (GLAPIENTRY *qglVertexAttrib4svARB)(GLuint index, const GLshort *v); //void (GLAPIENTRY *qglVertexAttrib4dvARB)(GLuint index, const GLdouble *v); //void (GLAPIENTRY *qglVertexAttrib4ivARB)(GLuint index, const GLint *v); //void (GLAPIENTRY *qglVertexAttrib4bvARB)(GLuint index, const GLbyte *v); //void (GLAPIENTRY *qglVertexAttrib4ubvARB)(GLuint index, const GLubyte *v); //void (GLAPIENTRY *qglVertexAttrib4usvARB)(GLuint index, const GLushort *v); //void (GLAPIENTRY *qglVertexAttrib4uivARB)(GLuint index, const GLuint *v); //void (GLAPIENTRY *qglVertexAttrib4NbvARB)(GLuint index, const GLbyte *v); //void (GLAPIENTRY *qglVertexAttrib4NsvARB)(GLuint index, const GLshort *v); //void (GLAPIENTRY *qglVertexAttrib4NivARB)(GLuint index, const GLint *v); //void (GLAPIENTRY *qglVertexAttrib4NubvARB)(GLuint index, const GLubyte *v); //void (GLAPIENTRY *qglVertexAttrib4NusvARB)(GLuint index, const GLushort *v); //void (GLAPIENTRY *qglVertexAttrib4NuivARB)(GLuint index, const GLuint *v); void (GLAPIENTRY *qglVertexAttribPointerARB)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); void (GLAPIENTRY *qglEnableVertexAttribArrayARB)(GLuint index); void (GLAPIENTRY *qglDisableVertexAttribArrayARB)(GLuint index); void (GLAPIENTRY *qglBindAttribLocationARB)(GLhandleARB programObj, GLuint index, const GLcharARB *name); void (GLAPIENTRY *qglGetActiveAttribARB)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); GLint (GLAPIENTRY *qglGetAttribLocationARB)(GLhandleARB programObj, const GLcharARB *name); //void (GLAPIENTRY *qglGetVertexAttribdvARB)(GLuint index, GLenum pname, GLdouble *params); //void (GLAPIENTRY *qglGetVertexAttribfvARB)(GLuint index, GLenum pname, GLfloat *params); //void (GLAPIENTRY *qglGetVertexAttribivARB)(GLuint index, GLenum pname, GLint *params); //void (GLAPIENTRY *qglGetVertexAttribPointervARB)(GLuint index, GLenum pname, GLvoid **pointer); int GL_CheckExtension(const char *name, const dllfunction_t *funcs, const char *disableparm, int silent) { int failed = false; const dllfunction_t *func; Con_Printf("checking for %s... ", name); for (func = funcs;func && func->name;func++) *func->funcvariable = NULL; if (disableparm && (COM_CheckParm(disableparm) || COM_CheckParm("-safe"))) { Con_Print("disabled by commandline\n"); return false; } if (strstr(gl_extensions, name) || strstr(gl_platformextensions, name) || (strncmp(name, "GL_", 3) && strncmp(name, "WGL_", 4) && strncmp(name, "GLX_", 4) && strncmp(name, "AGL_", 4))) { for (func = funcs;func && func->name != NULL;func++) { // functions are cleared before all the extensions are evaluated if (!(*func->funcvariable = (void *) GL_GetProcAddress(func->name))) { if (!silent) Con_Printf("OpenGL extension \"%s\" is missing function \"%s\" - broken driver!\n", name, func->name); failed = true; } } // delay the return so it prints all missing functions if (failed) return false; Con_Print("enabled\n"); return true; } else { Con_Print("not detected\n"); return false; } } 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}, {"glColorMask", (void **) &qglColorMask}, {"glVertexPointer", (void **) &qglVertexPointer}, {"glNormalPointer", (void **) &qglNormalPointer}, {"glColorPointer", (void **) &qglColorPointer}, {"glTexCoordPointer", (void **) &qglTexCoordPointer}, {"glArrayElement", (void **) &qglArrayElement}, {"glColor4f", (void **) &qglColor4f}, {"glTexCoord1f", (void **) &qglTexCoord1f}, {"glTexCoord2f", (void **) &qglTexCoord2f}, {"glTexCoord3f", (void **) &qglTexCoord3f}, {"glTexCoord4f", (void **) &qglTexCoord4f}, {"glVertex2f", (void **) &qglVertex2f}, {"glVertex3f", (void **) &qglVertex3f}, {"glBegin", (void **) &qglBegin}, {"glEnd", (void **) &qglEnd}, {"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}, {"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}, {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 compiledvertexarrayfuncs[] = { {"glLockArraysEXT", (void **) &qglLockArraysEXT}, {"glUnlockArraysEXT", (void **) &qglUnlockArraysEXT}, {NULL, NULL} }; static dllfunction_t texture3dextfuncs[] = { {"glTexImage3DEXT", (void **) &qglTexImage3D}, {"glTexSubImage3DEXT", (void **) &qglTexSubImage3D}, {"glCopyTexSubImage3DEXT", (void **) &qglCopyTexSubImage3D}, {NULL, NULL} }; static dllfunction_t stenciltwosidefuncs[] = { {"glActiveStencilFaceEXT", (void **) &qglActiveStencilFaceEXT}, {NULL, NULL} }; static dllfunction_t shaderobjectsfuncs[] = { {"glDeleteObjectARB", (void **) &qglDeleteObjectARB}, {"glGetHandleARB", (void **) &qglGetHandleARB}, {"glDetachObjectARB", (void **) &qglDetachObjectARB}, {"glCreateShaderObjectARB", (void **) &qglCreateShaderObjectARB}, {"glShaderSourceARB", (void **) &qglShaderSourceARB}, {"glCompileShaderARB", (void **) &qglCompileShaderARB}, {"glCreateProgramObjectARB", (void **) &qglCreateProgramObjectARB}, {"glAttachObjectARB", (void **) &qglAttachObjectARB}, {"glLinkProgramARB", (void **) &qglLinkProgramARB}, {"glUseProgramObjectARB", (void **) &qglUseProgramObjectARB}, {"glValidateProgramARB", (void **) &qglValidateProgramARB}, {"glUniform1fARB", (void **) &qglUniform1fARB}, {"glUniform2fARB", (void **) &qglUniform2fARB}, {"glUniform3fARB", (void **) &qglUniform3fARB}, {"glUniform4fARB", (void **) &qglUniform4fARB}, {"glUniform1iARB", (void **) &qglUniform1iARB}, {"glUniform2iARB", (void **) &qglUniform2iARB}, {"glUniform3iARB", (void **) &qglUniform3iARB}, {"glUniform4iARB", (void **) &qglUniform4iARB}, {"glUniform1fvARB", (void **) &qglUniform1fvARB}, {"glUniform2fvARB", (void **) &qglUniform2fvARB}, {"glUniform3fvARB", (void **) &qglUniform3fvARB}, {"glUniform4fvARB", (void **) &qglUniform4fvARB}, {"glUniform1ivARB", (void **) &qglUniform1ivARB}, {"glUniform2ivARB", (void **) &qglUniform2ivARB}, {"glUniform3ivARB", (void **) &qglUniform3ivARB}, {"glUniform4ivARB", (void **) &qglUniform4ivARB}, {"glUniformMatrix2fvARB", (void **) &qglUniformMatrix2fvARB}, {"glUniformMatrix3fvARB", (void **) &qglUniformMatrix3fvARB}, {"glUniformMatrix4fvARB", (void **) &qglUniformMatrix4fvARB}, {"glGetObjectParameterfvARB", (void **) &qglGetObjectParameterfvARB}, {"glGetObjectParameterivARB", (void **) &qglGetObjectParameterivARB}, {"glGetInfoLogARB", (void **) &qglGetInfoLogARB}, {"glGetAttachedObjectsARB", (void **) &qglGetAttachedObjectsARB}, {"glGetUniformLocationARB", (void **) &qglGetUniformLocationARB}, {"glGetActiveUniformARB", (void **) &qglGetActiveUniformARB}, {"glGetUniformfvARB", (void **) &qglGetUniformfvARB}, {"glGetUniformivARB", (void **) &qglGetUniformivARB}, {"glGetShaderSourceARB", (void **) &qglGetShaderSourceARB}, {NULL, NULL} }; static dllfunction_t vertexshaderfuncs[] = { // {"glVertexAttrib1fARB", (void **) &qglVertexAttrib1fARB}, // {"glVertexAttrib1sARB", (void **) &qglVertexAttrib1sARB}, // {"glVertexAttrib1dARB", (void **) &qglVertexAttrib1dARB}, // {"glVertexAttrib2fARB", (void **) &qglVertexAttrib2fARB}, // {"glVertexAttrib2sARB", (void **) &qglVertexAttrib2sARB}, // {"glVertexAttrib2dARB", (void **) &qglVertexAttrib2dARB}, // {"glVertexAttrib3fARB", (void **) &qglVertexAttrib3fARB}, // {"glVertexAttrib3sARB", (void **) &qglVertexAttrib3sARB}, // {"glVertexAttrib3dARB", (void **) &qglVertexAttrib3dARB}, // {"glVertexAttrib4fARB", (void **) &qglVertexAttrib4fARB}, // {"glVertexAttrib4sARB", (void **) &qglVertexAttrib4sARB}, // {"glVertexAttrib4dARB", (void **) &qglVertexAttrib4dARB}, // {"glVertexAttrib4NubARB", (void **) &qglVertexAttrib4NubARB}, // {"glVertexAttrib1fvARB", (void **) &qglVertexAttrib1fvARB}, // {"glVertexAttrib1svARB", (void **) &qglVertexAttrib1svARB}, // {"glVertexAttrib1dvARB", (void **) &qglVertexAttrib1dvARB}, // {"glVertexAttrib2fvARB", (void **) &qglVertexAttrib1fvARB}, // {"glVertexAttrib2svARB", (void **) &qglVertexAttrib1svARB}, // {"glVertexAttrib2dvARB", (void **) &qglVertexAttrib1dvARB}, // {"glVertexAttrib3fvARB", (void **) &qglVertexAttrib1fvARB}, // {"glVertexAttrib3svARB", (void **) &qglVertexAttrib1svARB}, // {"glVertexAttrib3dvARB", (void **) &qglVertexAttrib1dvARB}, // {"glVertexAttrib4fvARB", (void **) &qglVertexAttrib1fvARB}, // {"glVertexAttrib4svARB", (void **) &qglVertexAttrib1svARB}, // {"glVertexAttrib4dvARB", (void **) &qglVertexAttrib1dvARB}, // {"glVertexAttrib4ivARB", (void **) &qglVertexAttrib1ivARB}, // {"glVertexAttrib4bvARB", (void **) &qglVertexAttrib1bvARB}, // {"glVertexAttrib4ubvARB", (void **) &qglVertexAttrib1ubvARB}, // {"glVertexAttrib4usvARB", (void **) &qglVertexAttrib1usvARB}, // {"glVertexAttrib4uivARB", (void **) &qglVertexAttrib1uivARB}, // {"glVertexAttrib4NbvARB", (void **) &qglVertexAttrib1NbvARB}, // {"glVertexAttrib4NsvARB", (void **) &qglVertexAttrib1NsvARB}, // {"glVertexAttrib4NivARB", (void **) &qglVertexAttrib1NivARB}, // {"glVertexAttrib4NubvARB", (void **) &qglVertexAttrib1NubvARB}, // {"glVertexAttrib4NusvARB", (void **) &qglVertexAttrib1NusvARB}, // {"glVertexAttrib4NuivARB", (void **) &qglVertexAttrib1NuivARB}, {"glVertexAttribPointerARB", (void **) &qglVertexAttribPointerARB}, {"glEnableVertexAttribArrayARB", (void **) &qglEnableVertexAttribArrayARB}, {"glDisableVertexAttribArrayARB", (void **) &qglDisableVertexAttribArrayARB}, {"glBindAttribLocationARB", (void **) &qglBindAttribLocationARB}, {"glGetActiveAttribARB", (void **) &qglGetActiveAttribARB}, {"glGetAttribLocationARB", (void **) &qglGetAttribLocationARB}, // {"glGetVertexAttribdvARB", (void **) &qglGetVertexAttribdvARB}, // {"glGetVertexAttribfvARB", (void **) &qglGetVertexAttribfvARB}, // {"glGetVertexAttribivARB", (void **) &qglGetVertexAttribivARB}, // {"glGetVertexAttribPointervARB", (void **) &qglGetVertexAttribPointervARB}, {NULL, NULL} }; void VID_CheckExtensions(void) { gl_stencil = vid_bitsperpixel.integer == 32; // reset all the gl extension variables here // this should match the declarations gl_textureunits = 1; gl_combine_extension = false; gl_supportslockarrays = false; gl_texture3d = false; gl_texturecubemap = false; gl_dot3arb = false; gl_support_clamptoedge = false; gl_support_anisotropy = false; gl_max_anisotropy = 1; gl_textureshader = false; gl_support_stenciltwoside = false; gl_support_shader_objects = false; gl_support_shading_language_100 = false; gl_support_vertex_shader = false; gl_support_fragment_shader = false; if (!GL_CheckExtension("OpenGL 1.1.0", opengl110funcs, NULL, false)) Sys_Error("OpenGL 1.1.0 functions not found\n"); Con_Printf("GL_VENDOR: %s\n", gl_vendor); Con_Printf("GL_RENDERER: %s\n", gl_renderer); Con_Printf("GL_VERSION: %s\n", gl_version); Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions); Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); Con_Print("Checking OpenGL extensions...\n"); // COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster) if (!GL_CheckExtension("glDrawRangeElements", drawrangeelementsfuncs, "-nodrawrangeelements", true)) GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false); // COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering) if (GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false)) { qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_textureunits); // COMMANDLINEOPTION: GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering) gl_combine_extension = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false); // COMMANDLINEOPTION: GL: -nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping) if (gl_combine_extension) gl_dot3arb = GL_CheckExtension("GL_ARB_texture_env_dot3", NULL, "-nodot3", false); } // COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column) gl_texture3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false); // COMMANDLINEOPTION: GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping) gl_texturecubemap = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", false); // COMMANDLINEOPTION: GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster) gl_supportslockarrays = GL_CheckExtension("GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "-nocva", false); // 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) gl_support_clamptoedge = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false); // COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing) if ((gl_support_anisotropy = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false))) qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max_anisotropy); // COMMANDLINEOPTION: GL: -notextureshader disables GL_NV_texture_shader (required for the Geforce3 water shader, NVIDIA only) gl_textureshader = GL_CheckExtension("GL_NV_texture_shader", NULL, "-notextureshader", false); // COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (accelerates shadow rendering) gl_support_stenciltwoside = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", 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; // COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader) // COMMANDLINEOPTION: GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader) // COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects) // COMMANDLINEOPTION: GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities) if ((gl_support_shader_objects = GL_CheckExtension("GL_ARB_shader_objects", shaderobjectsfuncs, "-noshaderobjects", false))) if ((gl_support_shading_language_100 = GL_CheckExtension("GL_ARB_shading_language_100", NULL, "-noshadinglanguage100", false))) if ((gl_support_vertex_shader = GL_CheckExtension("GL_ARB_vertex_shader", vertexshaderfuncs, "-novertexshader", false))) gl_support_fragment_shader = GL_CheckExtension("GL_ARB_fragment_shader", NULL, "-nofragmentshader", false); // COMMANDLINEOPTION: GL: -nohalffloat disables GL_NV_half_float extension gl_support_half_float = GL_CheckExtension("GL_NV_half_float", NULL, "-nohalffloat", false); } qboolean vid_vertexarrays_are_var = false; void *VID_AllocVertexArrays(mempool_t *pool, int size, int fast, float readfrequency, float writefrequency, float priority) { void *m; vid_vertexarrays_are_var = false; if (fast && qglAllocateMemoryNV) { CHECKGLERROR m = qglAllocateMemoryNV(size, readfrequency, writefrequency, priority); CHECKGLERROR if (m) { vid_vertexarrays_are_var = true; return m; } } return Mem_Alloc(pool, size); } void VID_FreeVertexArrays(void *pointer) { if (vid_vertexarrays_are_var) { CHECKGLERROR qglFreeMemoryNV(pointer); CHECKGLERROR } else Mem_Free(pointer); vid_vertexarrays_are_var = false; } void Force_CenterView_f (void) { cl.viewangles[PITCH] = 0; } static float cachegamma, cachebrightness, cachecontrast, cacheblack[3], cachegrey[3], cachewhite[3]; static int cachecolorenable, cachehwgamma; #define BOUNDCVAR(cvar, m1, m2) c = &(cvar);f = bound(m1, c->value, m2);if (c->value != f) Cvar_SetValueQuick(c, f); void VID_UpdateGamma(qboolean force) { cvar_t *c; float f; static int forcenextframe = false; // LordHavoc: don't mess with gamma tables if running dedicated if (cls.state == ca_dedicated) return; if (!force && !forcenextframe && !v_psycho.integer && vid_usinghwgamma == (vid_activewindow && v_hwgamma.integer) && v_gamma.value == cachegamma && v_contrast.value == cachecontrast && v_brightness.value == cachebrightness && cachecolorenable == v_color_enable.integer && cacheblack[0] == v_color_black_r.value && cacheblack[1] == v_color_black_g.value && cacheblack[2] == v_color_black_b.value && cachegrey[0] == v_color_grey_r.value && cachegrey[1] == v_color_grey_g.value && cachegrey[2] == v_color_grey_b.value && cachewhite[0] == v_color_white_r.value && cachewhite[1] == v_color_white_g.value && cachewhite[2] == v_color_white_b.value) return; forcenextframe = false; if (vid_activewindow && v_hwgamma.integer) { if (!vid_usinghwgamma) { vid_usinghwgamma = true; Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_GetGamma(vid_systemgammaramps)); } BOUNDCVAR(v_gamma, 0.1, 5);cachegamma = v_gamma.value; BOUNDCVAR(v_contrast, 1, 5);cachecontrast = v_contrast.value; BOUNDCVAR(v_brightness, 0, 0.8);cachebrightness = v_brightness.value; BOUNDCVAR(v_color_black_r, 0, 0.8);cacheblack[0] = v_color_black_r.value; BOUNDCVAR(v_color_black_g, 0, 0.8);cacheblack[1] = v_color_black_g.value; BOUNDCVAR(v_color_black_b, 0, 0.8);cacheblack[2] = v_color_black_b.value; BOUNDCVAR(v_color_grey_r, 0, 0.95);cachegrey[0] = v_color_grey_r.value; BOUNDCVAR(v_color_grey_g, 0, 0.95);cachegrey[1] = v_color_grey_g.value; BOUNDCVAR(v_color_grey_b, 0, 0.95);cachegrey[2] = v_color_grey_b.value; BOUNDCVAR(v_color_white_r, 1, 5);cachewhite[0] = v_color_white_r.value; BOUNDCVAR(v_color_white_g, 1, 5);cachewhite[1] = v_color_white_g.value; BOUNDCVAR(v_color_white_b, 1, 5);cachewhite[2] = v_color_white_b.value; cachecolorenable = v_color_enable.integer; cachehwgamma = v_hwgamma.integer; if (cachecolorenable) { BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[0]), cachewhite[0], cacheblack[0], vid_gammaramps); BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[1]), cachewhite[1], cacheblack[1], vid_gammaramps + 256); BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[2]), cachewhite[2], cacheblack[2], vid_gammaramps + 512); } else { BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, vid_gammaramps); BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, vid_gammaramps + 256); BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, vid_gammaramps + 512); } // 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; 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] -= host_realframetime; if (nt[x] < 0) { nd[x] = -nd[x]; nt[x] += lhrandom(1, 8.2); } n[x] += nd[x] * host_realframetime; n[x] -= floor(n[x]); } for (x = 0, ramp = vid_gammaramps;x < 3;x++) for (y = 0, t = n[x] - 0.75f;y < 256;y++, t += 0.75f * (2.0f / 256.0f)) *ramp++ = cos(t*(M_PI*2.0)) * 32767.0f + 32767.0f; } Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_gammaramps)); // if custom gamma ramps failed (Windows stupidity), restore to system gamma if(!vid_hardwaregammasupported.integer) VID_SetGamma(vid_systemgammaramps); } else { if (vid_usinghwgamma) { vid_usinghwgamma = false; Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_systemgammaramps)); } } } void VID_RestoreSystemGamma(void) { if (vid_usinghwgamma) { vid_usinghwgamma = false; VID_SetGamma(vid_systemgammaramps); } } void VID_Shared_Init(void) { Cvar_RegisterVariable(&vid_hardwaregammasupported); Cvar_RegisterVariable(&v_gamma); Cvar_RegisterVariable(&v_brightness); 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_psycho); Cvar_RegisterVariable(&vid_fullscreen); Cvar_RegisterVariable(&vid_width); Cvar_RegisterVariable(&vid_height); Cvar_RegisterVariable(&vid_bitsperpixel); Cvar_RegisterVariable(&vid_vsync); Cvar_RegisterVariable(&vid_mouse); Cvar_RegisterVariable(&gl_combine); Cvar_RegisterVariable(&gl_finish); Cmd_AddCommand("force_centerview", Force_CenterView_f); Cmd_AddCommand("vid_restart", VID_Restart_f); if (gamemode == GAME_GOODVSBAD2) Cvar_Set("gl_combine", "0"); } int VID_Mode(int fullscreen, int width, int height, int bpp) { Con_Printf("Video: %s %dx%dx%d\n", fullscreen ? "fullscreen" : "window", width, height, bpp); if (VID_InitMode(fullscreen, width, height, bpp)) { vid.fullscreen = fullscreen; vid.width = width; vid.height = height; vid.bitsperpixel = bpp; Cvar_SetValueQuick(&vid_fullscreen, fullscreen); Cvar_SetValueQuick(&vid_width, width); Cvar_SetValueQuick(&vid_height, height); Cvar_SetValueQuick(&vid_bitsperpixel, bpp); 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; void VID_Restart_f(void) { // don't crash if video hasn't started yet if (vid_commandlinecheck) return; Con_Printf("VID_Restart: changing from %s %dx%dx%dbpp, to %s %dx%dx%dbpp.\n", vid.fullscreen ? "fullscreen" : "window", vid.width, vid.height, vid.bitsperpixel, vid_fullscreen.integer ? "fullscreen" : "window", vid_width.integer, vid_height.integer, vid_bitsperpixel.integer); VID_CloseSystems(); VID_Shutdown(); if (!VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer)) { Con_Print("Video mode change failed\n"); if (!VID_Mode(vid.fullscreen, vid.width, vid.height, vid.bitsperpixel)) Sys_Error("Unable to restore to last working video mode\n"); } VID_OpenSystems(); } // this is only called once by Host_StartVideo 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]); } Con_Print("Starting video system\n"); success = VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer); if (!success) { Con_Print("Desired video mode fail, trying fallbacks...\n"); if (!success && vid_bitsperpixel.integer > 16) success = VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, 16); if (!success && (vid_width.integer > 640 || vid_height.integer > 480)) success = VID_Mode(vid_fullscreen.integer, 640, 480, 16); if (!success && vid_fullscreen.integer) success = VID_Mode(false, 640, 480, 16); if (!success) Sys_Error("Video modes failed\n"); } VID_OpenSystems(); }