]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - vid_sdl.c
changed use of GL_ARB_fragment_shader and friends to the core GL 2.0
[xonotic/darkplaces.git] / vid_sdl.c
index a00029bfc6658c8988b5903c49eb1a51a6194750..59b1f3f589fa07ea2d7d6aa4fe91397a1266e639 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -18,9 +18,44 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 #undef WIN32_LEAN_AND_MEAN  //hush a warning, SDL.h redefines this
 #include <SDL.h>
+#include <SDL_syswm.h>
 #include <stdio.h>
 
 #include "quakedef.h"
+#include "image.h"
+#include "dpsoftrast.h"
+
+#ifndef __IPHONEOS__
+#ifdef MACOSX
+#include <Carbon/Carbon.h>
+#include <IOKit/hidsystem/IOHIDLib.h>
+#include <IOKit/hidsystem/IOHIDParameter.h>
+#include <IOKit/hidsystem/event_status_driver.h>
+static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
+static qboolean vid_usingnoaccel;
+static double originalMouseSpeed = -1.0;
+io_connect_t IN_GetIOHandle(void)
+{
+       io_connect_t iohandle = MACH_PORT_NULL;
+       kern_return_t status;
+       io_service_t iohidsystem = MACH_PORT_NULL;
+       mach_port_t masterport;
+
+       status = IOMasterPort(MACH_PORT_NULL, &masterport);
+       if(status != KERN_SUCCESS)
+               return 0;
+
+       iohidsystem = IORegistryEntryFromPath(masterport, kIOServicePlane ":/IOResources/IOHIDSystem");
+       if(!iohidsystem)
+               return 0;
+
+       status = IOServiceOpen(iohidsystem, mach_task_self(), kIOHIDParamConnectType, &iohandle);
+       IOObjectRelease(iohidsystem);
+
+       return iohandle;
+}
+#endif
+#endif
 
 #ifdef WIN32
 #define SDL_R_RESTART
@@ -31,6 +66,8 @@ int cl_available = true;
 
 qboolean vid_supportrefreshrate = false;
 
+cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"};
+cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "2", "the number of threads the DarkPlaces Software Rasterizer should use"}; 
 cvar_t 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"};
@@ -52,10 +89,14 @@ cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"};
 cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"};
 cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"};
 cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"};
+cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"};
 
 static qboolean vid_usingmouse = false;
 static qboolean vid_usinghidecursor = false;
 static qboolean vid_isfullscreen;
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+static qboolean vid_usingvsync = false;
+#endif
 static int vid_numjoysticks = 0;
 #define MAX_JOYSTICKS 8
 static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS];
@@ -65,6 +106,17 @@ static int win_half_height = 50;
 static int video_bpp, video_flags;
 
 static SDL_Surface *screen;
+static SDL_Surface *vid_softsurface;
+
+// joystick axes state
+#define MAX_JOYSTICK_AXES      16
+typedef struct
+{
+       float oldmove;
+       float move;
+       double keytime;
+}joy_axiscache_t;
+static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES];
 
 /////////////////////////
 // Input handling
@@ -239,11 +291,72 @@ static int MapKey( unsigned int sdlkey )
 
 void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
 {
+#ifndef __IPHONEOS__
+#ifdef MACOSX
+       if(relative)
+               if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer))
+                       VID_SetMouse(false, false, false); // ungrab first!
+#endif
+#endif
        if (vid_usingmouse != relative)
        {
                vid_usingmouse = relative;
                cl_ignoremousemoves = 2;
                SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF );
+#ifndef __IPHONEOS__
+#ifdef MACOSX
+               if(relative)
+               {
+                       // Save the status of mouse acceleration
+                       originalMouseSpeed = -1.0; // in case of error
+                       if(apple_mouse_noaccel.integer)
+                       {
+                               io_connect_t mouseDev = IN_GetIOHandle();
+                               if(mouseDev != 0)
+                               {
+                                       if(IOHIDGetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), &originalMouseSpeed) == kIOReturnSuccess)
+                                       {
+                                               Con_DPrintf("previous mouse acceleration: %f\n", originalMouseSpeed);
+                                               if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), -1.0) != kIOReturnSuccess)
+                                               {
+                                                       Con_Print("Could not disable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n");
+                                                       Cvar_SetValueQuick(&apple_mouse_noaccel, 0);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               Con_Print("Could not disable mouse acceleration (failed at IOHIDGetAccelerationWithKey).\n");
+                                               Cvar_SetValueQuick(&apple_mouse_noaccel, 0);
+                                       }
+                                       IOServiceClose(mouseDev);
+                               }
+                               else
+                               {
+                                       Con_Print("Could not disable mouse acceleration (failed at IO_GetIOHandle).\n");
+                                       Cvar_SetValueQuick(&apple_mouse_noaccel, 0);
+                               }
+                       }
+
+                       vid_usingnoaccel = !!apple_mouse_noaccel.integer;
+               }
+               else
+               {
+                       if(originalMouseSpeed != -1.0)
+                       {
+                               io_connect_t mouseDev = IN_GetIOHandle();
+                               if(mouseDev != 0)
+                               {
+                                       Con_DPrintf("restoring mouse acceleration to: %f\n", originalMouseSpeed);
+                                       if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), originalMouseSpeed) != kIOReturnSuccess)
+                                               Con_Print("Could not re-enable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n");
+                                       IOServiceClose(mouseDev);
+                               }
+                               else
+                                       Con_Print("Could not re-enable mouse acceleration (failed at IO_GetIOHandle).\n");
+                       }
+               }
+#endif
+#endif
        }
        if (vid_usinghidecursor != hidecursor)
        {
@@ -264,12 +377,79 @@ static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity
        return value * sensitivity;
 }
 
+/////////////////////
+// Joystick axis keyevents
+// a sort of hack emulating Arrow keys for joystick axises
+// as some drives dont send such keyevents for them
+// additionally we should block drivers that do send arrow keyevents to prevent double events
+////
+
+static void IN_JoystickKeyeventForAxis(SDL_Joystick *joy, int axis, int key_pos, int key_neg)
+{
+       double joytime;
+
+       if (axis < 0 || axis >= SDL_JoystickNumAxes(joy))
+               return; // no such axis on this joystick
+
+       joytime = Sys_DoubleTime();
+       // no key event, continuous keydown event
+       if (joy_axescache[axis].move == joy_axescache[axis].oldmove)
+       {
+               if (joy_axescache[axis].move != 0 && joytime > joy_axescache[axis].keytime)
+               {
+                       //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time);
+                       Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1);
+                       joy_axescache[axis].keytime = joytime + 0.5 / 20;
+               }
+               return;
+       }
+       // generate key up event
+       if (joy_axescache[axis].oldmove)
+       {
+               //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg), 1, cl.time);
+               Key_Event((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg, 0, 0);
+       }
+       // generate key down event
+       if (joy_axescache[axis].move)
+       {
+               //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time);
+               Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1);
+               joy_axescache[axis].keytime = joytime + 0.5;
+       }
+}
+
+static qboolean IN_JoystickBlockDoubledKeyEvents(int keycode)
+{
+       if (!joy_axiskeyevents.integer)
+               return false;
+
+       // block keyevent if it's going to be provided by joystick keyevent system
+       if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks)
+       {
+               SDL_Joystick *joy = vid_joysticks[joy_index.integer];
+
+               if (keycode == K_UPARROW || keycode == K_DOWNARROW)
+                       if (IN_JoystickGetAxis(joy, joy_axisforward.integer, 1, 0.01) || joy_axescache[joy_axisforward.integer].move || joy_axescache[joy_axisforward.integer].oldmove)
+                               return true;
+               if (keycode == K_RIGHTARROW || keycode == K_LEFTARROW)
+                       if (IN_JoystickGetAxis(joy, joy_axisside.integer, 1, 0.01) || joy_axescache[joy_axisside.integer].move || joy_axescache[joy_axisside.integer].oldmove)
+                               return true;
+       }
+
+       return false;
+}
+
+/////////////////////
+// Movement handling
+////
+
 void IN_Move( void )
 {
        int j;
        static int old_x = 0, old_y = 0;
        static int stuck = 0;
-       int x, y;
+       int x, y, numaxes, numballs;
+
        if (vid_usingmouse)
        {
                if(vid_stick_mouse.integer)
@@ -307,19 +487,38 @@ void IN_Move( void )
        if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks)
        {
                SDL_Joystick *joy = vid_joysticks[joy_index.integer];
-               int numballs = SDL_JoystickNumBalls(joy);
+
+               // balls convert to mousemove
+               numballs = SDL_JoystickNumBalls(joy);
                for (j = 0;j < numballs;j++)
                {
                        SDL_JoystickGetBall(joy, j, &x, &y);
                        in_mouse_x += x;
                        in_mouse_y += y;
                }
+
+               // axes
                cl.cmd.forwardmove += IN_JoystickGetAxis(joy, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value;
                cl.cmd.sidemove    += IN_JoystickGetAxis(joy, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value;
                cl.cmd.upmove      += IN_JoystickGetAxis(joy, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value;
                cl.viewangles[0]   += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value;
                cl.viewangles[1]   += IN_JoystickGetAxis(joy, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value;
                //cl.viewangles[2]   += IN_JoystickGetAxis(joy, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value;
+       
+               // cache state of axes to emulate button events for them
+               numaxes = min(MAX_JOYSTICK_AXES, SDL_JoystickNumAxes(joy));
+               for (j = 0; j < numaxes; j++)
+               {
+                       joy_axescache[j].oldmove = joy_axescache[j].move;
+                       joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, 0.01);
+               }
+
+               // run keyevents
+               if (joy_axiskeyevents.integer)
+               {
+                       IN_JoystickKeyeventForAxis(joy, joy_axisforward.integer, K_DOWNARROW, K_UPARROW);
+                       IN_JoystickKeyeventForAxis(joy, joy_axisside.integer, K_RIGHTARROW, K_LEFTARROW);
+               }
        }
 }
 
@@ -327,6 +526,7 @@ void IN_Move( void )
 // Message Handling
 ////
 
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
 static int Sys_EventFilter( SDL_Event *event )
 {
        //TODO: Add a quit query in linux, too - though linux user are more likely to know what they do
@@ -339,6 +539,7 @@ static int Sys_EventFilter( SDL_Event *event )
        }
        return 1;
 }
+#endif
 
 #ifdef SDL_R_RESTART
 static qboolean sdl_needs_restart;
@@ -379,16 +580,25 @@ static keynum_t buttonremap[18] =
 void Sys_SendKeyEvents( void )
 {
        static qboolean sound_active = true;
+       int keycode;
        SDL_Event event;
 
        while( SDL_PollEvent( &event ) )
                switch( event.type ) {
                        case SDL_QUIT:
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+#ifdef WIN32
+                               if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO)
+                                       return 0;
+#endif
+#endif
                                Sys_Quit(0);
                                break;
                        case SDL_KEYDOWN:
                        case SDL_KEYUP:
-                               Key_Event( MapKey( event.key.keysym.sym ), event.key.keysym.unicode, (event.key.state == SDL_PRESSED) );
+                               keycode = MapKey(event.key.keysym.sym);
+                               if (!IN_JoystickBlockDoubledKeyEvents(keycode))
+                                       Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED));
                                break;
                        case SDL_ACTIVEEVENT:
                                if( event.active.state & SDL_APPACTIVE )
@@ -417,6 +627,16 @@ void Sys_SendKeyEvents( void )
                                        vid.width = event.resize.w;
                                        vid.height = event.resize.h;
                                        SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
+                                       if (vid_softsurface)
+                                       {
+                                               SDL_FreeSurface(vid_softsurface);
+                                               vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
+                                               vid.softpixels = (unsigned int *)vid_softsurface->pixels;
+                                               SDL_SetAlpha(vid_softsurface, 0, 255);
+                                               if (vid.softdepthpixels)
+                                                       free(vid.softdepthpixels);
+                                               vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
+                                       }
 #ifdef SDL_R_RESTART
                                        // better not call R_Modules_Restart from here directly, as this may wreak havoc...
                                        // so, let's better queue it for next frame
@@ -453,18 +673,457 @@ void Sys_SendKeyEvents( void )
 // Video system
 ////
 
+#ifdef __IPHONEOS__
+//#include <SDL_opengles.h>
+#include <OpenGLES/ES2/gl.h>
+
+GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);}
+GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);}
+GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);}
+//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);}
+GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);}
+//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);}
+GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);}
+GLenum wrapglGetError(void) {return glGetError();}
+GLuint wrapglCreateProgram(void) {return glCreateProgram();}
+GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);}
+//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);}
+GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);}
+GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);}
+//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);}
+const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);}
+//void wrapglActiveStencilFace(GLenum e) {glActiveStencilFace(e);}
+void wrapglActiveTexture(GLenum e) {glActiveTexture(e);}
+//void wrapglAlphaFunc(GLenum func, GLclampf ref) {glAlphaFunc(func, ref);}
+//void wrapglArrayElement(GLint i) {glArrayElement(i);}
+void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);}
+//void wrapglBegin(GLenum mode) {glBegin(mode);}
+//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);}
+void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);}
+void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);}
+void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);}
+void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);}
+void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);}
+void wrapglBlendEquation(GLenum e) {glBlendEquation(e);}
+void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);}
+void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);}
+void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);}
+void wrapglClear(GLbitfield mask) {glClear(mask);}
+void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);}
+void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);}
+void wrapglClearStencil(GLint s) {glClearStencil(s);}
+void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");}
+void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");}
+void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");}
+void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {Con_Printf("glColorMask(red, green, blue, alpha)\n");}
+void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");}
+void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);}
+void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,  GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);}
+//void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);}
+void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);}
+//void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);}
+void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);}
+void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);}
+//void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);}
+void wrapglCullFace(GLenum mode) {glCullFace(mode);}
+void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);}
+void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);}
+void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);}
+void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);}
+//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);}
+void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);}
+void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);}
+void wrapglDepthFunc(GLenum func) {glDepthFunc(func);}
+void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);}
+void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);}
+void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);}
+void wrapglDisable(GLenum cap) {glDisable(cap);}
+void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");}
+void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);}
+void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);}
+//void wrapglDrawBuffer(GLenum mode) {glDrawBuffer(mode);}
+//void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {glDrawBuffers(n, bufs);}
+void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);}
+//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
+//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
+void wrapglEnable(GLenum cap) {glEnable(cap);}
+void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");}
+void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);}
+//void wrapglEnd(void) {glEnd();}
+//void wrapglEndQuery(GLenum target) {glEndQuery(target);}
+void wrapglFinish(void) {glFinish();}
+void wrapglFlush(void) {glFlush();}
+void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);}
+void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);}
+//void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {glFramebufferTexture3D();}
+void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);}
+void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);}
+//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);}
+void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);}
+void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);}
+void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);}
+void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);}
+void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);}
+void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);}
+void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);}
+//void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {glGetCompressedTexImage(target, lod, img);}
+//void wrapglGetDoublev(GLenum pname, GLdouble *params) {glGetDoublev(pname, params);}
+void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);}
+void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);}
+void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);}
+void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);}
+void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);}
+void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);}
+void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);}
+//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);}
+//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);}
+//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);}
+void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);}
+void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);}
+//void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {glGetTexImage(target, level, format, type, pixels);}
+//void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {glGetTexLevelParameterfv(target, level, pname, params);}
+//void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {glGetTexLevelParameteriv(target, level, pname, params);}
+void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);}
+void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);}
+void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);}
+void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);}
+void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);}
+void wrapglLineWidth(GLfloat width) {glLineWidth(width);}
+void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);}
+void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");}
+void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");}
+void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");}
+void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");}
+void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");}
+void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");}
+void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");}
+void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");}
+void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);}
+//void wrapglPointSize(GLfloat size) {glPointSize(size);}
+void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");}
+void wrapglPolygonOffset(GLfloat factor, GLfloat units) {Con_Printf("glPolygonOffset(factor, units)\n");}
+void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");}
+void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");}
+void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);}
+void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);}
+void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);}
+void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);}
+void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);}
+void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {glStencilFuncSeparate(func1, func2, ref, mask);}
+void wrapglStencilMask(GLuint mask) {glStencilMask(mask);}
+void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);}
+void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {glStencilOpSeparate(e1, e2, e3, e4);}
+//void wrapglTexCoord1f(GLfloat s) {glTexCoord1f(s);}
+//void wrapglTexCoord2f(GLfloat s, GLfloat t) {glTexCoord2f(s, t);}
+//void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {glTexCoord3f(s, t, r);}
+//void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {glTexCoord4f(s, t, r, q);}
+//void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {glTexCoordPointer(size, type, stride, ptr);}
+//void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {glTexEnvf(target, pname, param);}
+//void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {glTexEnvfv(target, pname, params);}
+//void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {glTexEnvi(target, pname, param);}
+void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);}
+//void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);}
+void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);}
+void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);}
+void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);}
+void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);}
+//void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);}
+void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);}
+void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);}
+void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);}
+void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);}
+void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);}
+void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);}
+void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);}
+void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);}
+void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);}
+void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);}
+void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);}
+void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);}
+void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);}
+void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);}
+void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);}
+void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);}
+void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);}
+void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);}
+void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);}
+void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);}
+void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);}
+//void wrapglVertex2f(GLfloat x, GLfloat y) {glVertex2f(x, y);}
+//void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {glVertex3f(x, y, z);}
+//void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {glVertex4f(x, y, z, w);}
+void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);}
+void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");}
+void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);}
+
+void GLES_Init(void)
+{
+       qglIsBufferARB = wrapglIsBuffer;
+       qglIsEnabled = wrapglIsEnabled;
+       qglIsFramebufferEXT = wrapglIsFramebuffer;
+//     qglIsQueryARB = wrapglIsQuery;
+       qglIsRenderbufferEXT = wrapglIsRenderbuffer;
+//     qglUnmapBufferARB = wrapglUnmapBuffer;
+       qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus;
+       qglGetError = wrapglGetError;
+       qglCreateProgram = wrapglCreateProgram;
+       qglCreateShader = wrapglCreateShader;
+//     qglGetHandleARB = wrapglGetHandle;
+       qglGetAttribLocation = wrapglGetAttribLocation;
+       qglGetUniformLocation = wrapglGetUniformLocation;
+//     qglMapBufferARB = wrapglMapBuffer;
+       qglGetString = wrapglGetString;
+//     qglActiveStencilFaceEXT = wrapglActiveStencilFace;
+       qglActiveTexture = wrapglActiveTexture;
+//     qglAlphaFunc = wrapglAlphaFunc;
+//     qglArrayElement = wrapglArrayElement;
+       qglAttachShader = wrapglAttachShader;
+//     qglBegin = wrapglBegin;
+//     qglBeginQueryARB = wrapglBeginQuery;
+       qglBindAttribLocationARB = wrapglBindAttribLocation;
+       qglBindBufferARB = wrapglBindBuffer;
+       qglBindFramebufferEXT = wrapglBindFramebuffer;
+       qglBindRenderbufferEXT = wrapglBindRenderbuffer;
+       qglBindTexture = wrapglBindTexture;
+       qglBlendEquationEXT = wrapglBlendEquation;
+       qglBlendFunc = wrapglBlendFunc;
+       qglBufferDataARB = wrapglBufferData;
+       qglBufferSubDataARB = wrapglBufferSubData;
+       qglClear = wrapglClear;
+       qglClearColor = wrapglClearColor;
+       qglClearDepth = wrapglClearDepth;
+       qglClearStencil = wrapglClearStencil;
+       qglClientActiveTexture = wrapglClientActiveTexture;
+       qglColor4f = wrapglColor4f;
+       qglColor4ub = wrapglColor4ub;
+       qglColorMask = wrapglColorMask;
+       qglColorPointer = wrapglColorPointer;
+       qglCompileShaderARB = wrapglCompileShader;
+       qglCompressedTexImage2DARB = wrapglCompressedTexImage2D;
+//     qglCompressedTexImage3DARB = wrapglCompressedTexImage3D;
+       qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D;
+//     qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D;
+       qglCopyTexImage2D = wrapglCopyTexImage2D;
+       qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
+//     qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
+       qglCullFace = wrapglCullFace;
+       qglDeleteBuffersARB = wrapglDeleteBuffers;
+       qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers;
+       qglDeleteProgram = wrapglDeleteProgram;
+       qglDeleteShader = wrapglDeleteShader;
+//     qglDeleteQueriesARB = wrapglDeleteQueries;
+       qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers;
+       qglDeleteTextures = wrapglDeleteTextures;
+       qglDepthFunc = wrapglDepthFunc;
+       qglDepthMask = wrapglDepthMask;
+       qglDepthRange = wrapglDepthRange;
+       qglDetachShader = wrapglDetachShader;
+       qglDisable = wrapglDisable;
+       qglDisableClientState = wrapglDisableClientState;
+       qglDisableVertexAttribArrayARB = wrapglDisableVertexAttribArray;
+       qglDrawArrays = wrapglDrawArrays;
+//     qglDrawBuffer = wrapglDrawBuffer;
+//     qglDrawBuffersARB = wrapglDrawBuffers;
+       qglDrawElements = wrapglDrawElements;
+//     qglDrawRangeElements = wrapglDrawRangeElements;
+       qglEnable = wrapglEnable;
+       qglEnableClientState = wrapglEnableClientState;
+       qglEnableVertexAttribArrayARB = wrapglEnableVertexAttribArray;
+//     qglEnd = wrapglEnd;
+//     qglEndQueryARB = wrapglEndQuery;
+       qglFinish = wrapglFinish;
+       qglFlush = wrapglFlush;
+       qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
+       qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
+//     qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
+       qglGenBuffersARB = wrapglGenBuffers;
+       qglGenFramebuffersEXT = wrapglGenFramebuffers;
+//     qglGenQueriesARB = wrapglGenQueries;
+       qglGenRenderbuffersEXT = wrapglGenRenderbuffers;
+       qglGenTextures = wrapglGenTextures;
+       qglGenerateMipmapEXT = wrapglGenerateMipmap;
+       qglGetActiveAttrib = wrapglGetActiveAttrib;
+       qglGetActiveUniform = wrapglGetActiveUniform;
+       qglGetAttachedShaders = wrapglGetAttachedShaders;
+       qglGetBooleanv = wrapglGetBooleanv;
+//     qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
+//     qglGetDoublev = wrapglGetDoublev;
+       qglGetFloatv = wrapglGetFloatv;
+       qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
+       qglGetProgramInfoLog = wrapglGetProgramInfoLog;
+       qglGetShaderInfoLog = wrapglGetShaderInfoLog;
+       qglGetIntegerv = wrapglGetIntegerv;
+       qglGetShaderiv = wrapglGetShaderiv;
+       qglGetProgramiv = wrapglGetProgramiv;
+//     qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
+//     qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
+//     qglGetQueryivARB = wrapglGetQueryiv;
+       qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv;
+       qglGetShaderSource = wrapglGetShaderSource;
+//     qglGetTexImage = wrapglGetTexImage;
+//     qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv;
+//     qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv;
+       qglGetTexParameterfv = wrapglGetTexParameterfv;
+       qglGetTexParameteriv = wrapglGetTexParameteriv;
+       qglGetUniformfv = wrapglGetUniformfv;
+       qglGetUniformiv = wrapglGetUniformiv;
+       qglHint = wrapglHint;
+       qglLineWidth = wrapglLineWidth;
+       qglLinkProgram = wrapglLinkProgram;
+       qglLoadIdentity = wrapglLoadIdentity;
+       qglLoadMatrixf = wrapglLoadMatrixf;
+       qglMatrixMode = wrapglMatrixMode;
+       qglMultiTexCoord1f = wrapglMultiTexCoord1f;
+       qglMultiTexCoord2f = wrapglMultiTexCoord2f;
+       qglMultiTexCoord3f = wrapglMultiTexCoord3f;
+       qglMultiTexCoord4f = wrapglMultiTexCoord4f;
+       qglNormalPointer = wrapglNormalPointer;
+       qglPixelStorei = wrapglPixelStorei;
+//     qglPointSize = wrapglPointSize;
+       qglPolygonMode = wrapglPolygonMode;
+       qglPolygonOffset = wrapglPolygonOffset;
+       qglPolygonStipple = wrapglPolygonStipple;
+       qglReadBuffer = wrapglReadBuffer;
+       qglReadPixels = wrapglReadPixels;
+       qglRenderbufferStorageEXT = wrapglRenderbufferStorage;
+       qglScissor = wrapglScissor;
+       qglShaderSource = wrapglShaderSource;
+       qglStencilFunc = wrapglStencilFunc;
+       qglStencilFuncSeparate = wrapglStencilFuncSeparate;
+       qglStencilMask = wrapglStencilMask;
+       qglStencilOp = wrapglStencilOp;
+       qglStencilOpSeparate = wrapglStencilOpSeparate;
+//     qglTexCoord1f = wrapglTexCoord1f;
+//     qglTexCoord2f = wrapglTexCoord2f;
+//     qglTexCoord3f = wrapglTexCoord3f;
+//     qglTexCoord4f = wrapglTexCoord4f;
+//     qglTexCoordPointer = wrapglTexCoordPointer;
+//     qglTexEnvf = wrapglTexEnvf;
+//     qglTexEnvfv = wrapglTexEnvfv;
+//     qglTexEnvi = wrapglTexEnvi;
+       qglTexImage2D = wrapglTexImage2D;
+//     qglTexImage3D = wrapglTexImage3D;
+       qglTexParameterf = wrapglTexParameterf;
+       qglTexParameterfv = wrapglTexParameterfv;
+       qglTexParameteri = wrapglTexParameteri;
+       qglTexSubImage2D = wrapglTexSubImage2D;
+//     qglTexSubImage3D = wrapglTexSubImage3D;
+       qglUniform1f = wrapglUniform1f;
+       qglUniform1fv = wrapglUniform1fv;
+       qglUniform1i = wrapglUniform1i;
+       qglUniform1iv = wrapglUniform1iv;
+       qglUniform2f = wrapglUniform2f;
+       qglUniform2fv = wrapglUniform2fv;
+       qglUniform2i = wrapglUniform2i;
+       qglUniform2iv = wrapglUniform2iv;
+       qglUniform3f = wrapglUniform3f;
+       qglUniform3fv = wrapglUniform3fv;
+       qglUniform3i = wrapglUniform3i;
+       qglUniform3iv = wrapglUniform3iv;
+       qglUniform4f = wrapglUniform4f;
+       qglUniform4fv = wrapglUniform4fv;
+       qglUniform4i = wrapglUniform4i;
+       qglUniform4iv = wrapglUniform4iv;
+       qglUniformMatrix2fv = wrapglUniformMatrix2fv;
+       qglUniformMatrix3fv = wrapglUniformMatrix3fv;
+       qglUniformMatrix4fv = wrapglUniformMatrix4fv;
+       qglUseProgram = wrapglUseProgram;
+       qglValidateProgram = wrapglValidateProgram;
+//     qglVertex2f = wrapglVertex2f;
+//     qglVertex3f = wrapglVertex3f;
+//     qglVertex4f = wrapglVertex4f;
+       qglVertexAttribPointer = wrapglVertexAttribPointer;
+       qglVertexPointer = wrapglVertexPointer;
+       qglViewport = wrapglViewport;
+
+       vid.support.amd_texture_texture4 = false;
+       vid.support.arb_depth_texture = false;
+       vid.support.arb_draw_buffers = false;
+       vid.support.arb_fragment_shader = true;
+       vid.support.arb_multitexture = false;
+       vid.support.arb_occlusion_query = false;
+       vid.support.arb_shader_objects = true;
+       vid.support.arb_shading_language_100 = true;
+       vid.support.arb_shadow = false;
+       vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL...
+       vid.support.arb_texture_cube_map = true;
+       vid.support.arb_texture_env_combine = false;
+       vid.support.arb_texture_gather = false;
+       vid.support.arb_texture_non_power_of_two = SDL_GL_ExtensionSupported("GL_OES_texture_npot");
+       vid.support.arb_vertex_buffer_object = true;
+       vid.support.arb_vertex_shader = true;
+       vid.support.ati_separate_stencil = false;
+       vid.support.ext_blend_minmax = false;
+       vid.support.ext_blend_subtract = true;
+       vid.support.ext_draw_range_elements = true;
+       vid.support.ext_framebuffer_object = true;
+       vid.support.ext_stencil_two_side = false;
+       vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd...
+       vid.support.ext_texture_compression_s3tc = false;
+       vid.support.ext_texture_edge_clamp = true;
+       vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
+
+       qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+       if (vid.support.ext_texture_filter_anisotropic)
+               qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+       if (vid.support.arb_texture_cube_map)
+               qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+       if (vid.support.ext_texture_3d)
+               qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+
+       // verify that 3d textures are really supported
+       if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
+       {
+               vid.support.ext_texture_3d = false;
+               Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
+       }
+
+       vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
+       qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+       qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&vid.teximageunits);CHECKGLERROR
+       qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&vid.texarrayunits);CHECKGLERROR
+       vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
+       vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
+       vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
+       Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
+       vid.renderpath = RENDERPATH_GL20;
+       vid.useinterleavedarrays = false;
+
+       // VorteX: set other info (maybe place them in VID_InitMode?)
+       extern cvar_t gl_info_vendor;
+       extern cvar_t gl_info_renderer;
+       extern cvar_t gl_info_version;
+       extern cvar_t gl_info_platform;
+       extern cvar_t gl_info_driver;
+       Cvar_SetQuick(&gl_info_vendor, gl_vendor);
+       Cvar_SetQuick(&gl_info_renderer, gl_renderer);
+       Cvar_SetQuick(&gl_info_version, gl_version);
+       Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
+       Cvar_SetQuick(&gl_info_driver, gl_driver);
+}
+#else
 void *GL_GetProcAddress(const char *name)
 {
        void *p = NULL;
        p = SDL_GL_GetProcAddress(name);
        return p;
 }
+#endif
 
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
 static int Sys_EventFilter( SDL_Event *event );
+#endif
 static qboolean vid_sdl_initjoysticksystem = false;
 
 void VID_Init (void)
 {
+#ifndef __IPHONEOS__
+#ifdef MACOSX
+       Cvar_RegisterVariable(&apple_mouse_noaccel);
+#endif
+#endif
+       Cvar_RegisterVariable(&vid_soft);
+       Cvar_RegisterVariable(&vid_soft_threads);
        Cvar_RegisterVariable(&joy_detected);
        Cvar_RegisterVariable(&joy_enable);
        Cvar_RegisterVariable(&joy_index);
@@ -486,14 +1145,15 @@ void VID_Init (void)
        Cvar_RegisterVariable(&joy_sensitivitypitch);
        Cvar_RegisterVariable(&joy_sensitivityyaw);
        //Cvar_RegisterVariable(&joy_sensitivityroll);
+       Cvar_RegisterVariable(&joy_axiskeyevents);
        
 #ifdef SDL_R_RESTART
-       R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap);
+       R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
 #endif
 
        if (SDL_Init(SDL_INIT_VIDEO) < 0)
                Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
-       vid_sdl_initjoysticksystem = SDL_Init(SDL_INIT_JOYSTICK) >= 0;
+       vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0;
        if (vid_sdl_initjoysticksystem)
                Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
        vid_isfullscreen = false;
@@ -530,7 +1190,10 @@ static void VID_SetCaption(void)
 #endif
        SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
 }
-static void VID_SetIcon(void)
+static void VID_SetIcon_Pre(void)
+{
+}
+static void VID_SetIcon_Post(void)
 {
 }
 #else
@@ -538,7 +1201,7 @@ static void VID_SetIcon(void)
 #include "darkplaces.xpm"
 #include "nexuiz.xpm"
 static SDL_Surface *icon = NULL;
-static void VID_SetIcon(void)
+static void VID_SetIcon_Pre(void)
 {
        /*
         * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
@@ -549,94 +1212,206 @@ static void VID_SetIcon(void)
        int thenone = -1;
        static SDL_Color palette[256];
        unsigned short palenc[256]; // store color id by char
+       char *xpm;
+       char **idata, *data;
+       const SDL_version *version;
 
-       char **idata = ENGINE_ICON;
-       char *data = idata[0];
-
-       if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4)
+       version = SDL_Linked_Version();
+       // only use non-XPM icon support in SDL v1.3 and higher
+       // SDL v1.2 does not support "smooth" transparency, and thus is better
+       // off the xpm way
+       if(version->major >= 2 || (version->major == 1 && version->minor >= 3))
        {
-               // NOTE: Only 1-char colornames are supported
-               Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
-               return;
-       }
+               data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL);
+               if(data)
+               {
+                       unsigned int red = 0x00FF0000;
+                       unsigned int green = 0x0000FF00;
+                       unsigned int blue = 0x000000FF;
+                       unsigned int alpha = 0xFF000000;
+                       width = image_width;
+                       height = image_height;
+
+                       // reallocate with malloc, as this is in tempmempool (do not want)
+                       xpm = data;
+                       data = malloc(width * height * 4);
+                       memcpy(data, xpm, width * height * 4);
+                       Mem_Free(xpm);
+                       xpm = NULL;
+
+                       icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha));
+
+                       if(icon == NULL) {
+                               Con_Printf(     "Failed to create surface for the window Icon!\n"
+                                               "%s\n", SDL_GetError());
+                               free(data);
+                               return;
+                       }
 
-       if(isize != 1)
-       {
-               // NOTE: Only 1-char colornames are supported
-               Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
-               return;
+                       icon->pixels = data;
+               }
        }
 
-       for(i = 0; i < colors; ++i)
+       // we only get here if non-XPM icon was missing, or SDL version is not
+       // sufficient for transparent non-XPM icons
+       if(!icon)
        {
-               unsigned int r, g, b;
-               char idx;
+               xpm = (char *) FS_LoadFile("darkplaces-icon.xpm", tempmempool, false, NULL);
+               idata = NULL;
+               if(xpm)
+                       idata = XPM_DecodeString(xpm);
+               if(!idata)
+                       idata = ENGINE_ICON;
+               if(xpm)
+                       Mem_Free(xpm);
+
+               data = idata[0];
+
+               if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4)
+               {
+                       // NOTE: Only 1-char colornames are supported
+                       Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
+                       return;
+               }
 
-               if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
+               if(isize != 1)
                {
-                       char foo[2];
-                       if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+                       // NOTE: Only 1-char colornames are supported
+                       Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
+                       return;
+               }
+
+               for(i = 0; i < colors; ++i)
+               {
+                       unsigned int r, g, b;
+                       char idx;
+
+                       if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
                        {
-                               Con_Printf("This XPM's palette looks odd. Can't continue.\n");
-                               return;
+                               char foo[2];
+                               if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+                               {
+                                       Con_Printf("This XPM's palette looks odd. Can't continue.\n");
+                                       return;
+                               }
+                               else
+                               {
+                                       palette[i].r = 255; // color key
+                                       palette[i].g = 0;
+                                       palette[i].b = 255;
+                                       thenone = i; // weeeee
+                               }
                        }
                        else
                        {
-                               palette[i].r = 255; // color key
-                               palette[i].g = 0;
-                               palette[i].b = 255;
-                               thenone = i; // weeeee
+                               palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
+                               palette[i].g = g;
+                               palette[i].b = b;
                        }
+
+                       palenc[(unsigned char) idx] = i;
                }
-               else
+
+               // allocate the image data
+               data = (char*) malloc(width*height);
+
+               for(j = 0; j < height; ++j)
                {
-                       palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
-                       palette[i].g = g;
-                       palette[i].b = b;
+                       for(i = 0; i < width; ++i)
+                       {
+                               // casting to the safest possible datatypes ^^
+                               data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+                       }
                }
 
-               palenc[(unsigned char) idx] = i;
-       }
+               if(icon != NULL)
+               {
+                       // SDL_FreeSurface should free the data too
+                       // but for completeness' sake...
+                       if(icon->flags & SDL_PREALLOC)
+                       {
+                               free(icon->pixels);
+                               icon->pixels = NULL; // safety
+                       }
+                       SDL_FreeSurface(icon);
+               }
 
-       // allocate the image data
-       data = (char*) malloc(width*height);
+               icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
+               // 8 bit surfaces get an empty palette allocated according to the docs
+               // so it's a palette image for sure :) no endian check necessary for the mask
 
-       for(j = 0; j < height; ++j)
-       {
-               for(i = 0; i < width; ++i)
-               {
-                       // casting to the safest possible datatypes ^^
-                       data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+               if(icon == NULL) {
+                       Con_Printf(     "Failed to create surface for the window Icon!\n"
+                                       "%s\n", SDL_GetError());
+                       free(data);
+                       return;
                }
+
+               icon->pixels = data;
+               SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
+               SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
        }
 
-       if(icon != NULL)
+       SDL_WM_SetIcon(icon, NULL);
+}
+static void VID_SetIcon_Post(void)
+{
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+// LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3
+#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
+       int j;
+       char *data;
+       const SDL_version *version;
+
+       version = SDL_Linked_Version();
+       // only use non-XPM icon support in SDL v1.3 and higher
+       // SDL v1.2 does not support "smooth" transparency, and thus is better
+       // off the xpm way
+       if(!(version->major >= 2 || (version->major == 1 && version->minor >= 3)))
        {
-               // SDL_FreeSurface should free the data too
-               // but for completeness' sake...
-               if(icon->flags & SDL_PREALLOC)
+               // in this case, we did not set the good icon yet
+               SDL_SysWMinfo info;
+               SDL_VERSION(&info.version);
+               if(SDL_GetWMInfo(&info) == 1 && info.subsystem == SDL_SYSWM_X11)
                {
-                       free(icon->pixels);
-                       icon->pixels = NULL; // safety
-               }
-               SDL_FreeSurface(icon);
-       }
+                       data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL);
+                       if(data)
+                       {
+                               // use _NET_WM_ICON too
+                               static long netwm_icon[MAX_NETWM_ICON];
+                               int pos = 0;
+                               int i = 1;
 
-       icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
-       // 8 bit surfaces get an empty palette allocated according to the docs
-       // so it's a palette image for sure :) no endian check necessary for the mask
+                               while(data)
+                               {
+                                       if(pos + 2 * image_width * image_height < MAX_NETWM_ICON)
+                                       {
+                                               netwm_icon[pos++] = image_width;
+                                               netwm_icon[pos++] = image_height;
+                                               for(i = 0; i < image_height; ++i)
+                                                       for(j = 0; j < image_width; ++j)
+                                                               netwm_icon[pos++] = BuffLittleLong((unsigned char *) &data[(i*image_width+j)*4]);
+                                       }
+                                       else
+                                       {
+                                               Con_Printf("Skipping NETWM icon #%d because there is no space left\n", i);
+                                       }
+                                       ++i;
+                                       Mem_Free(data);
+                                       data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL);
+                               }
 
-       if(icon == NULL) {
-               Con_Printf(     "Failed to create surface for the window Icon!\n"
-                               "%s\n", SDL_GetError());
-               free(data);
-               return;
+                               info.info.x11.lock_func();
+                               {
+                                       Atom net_wm_icon = XInternAtom(info.info.x11.display, "_NET_WM_ICON", false);
+                                       XChangeProperty(info.info.x11.display, info.info.x11.wmwindow, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (const unsigned char *) netwm_icon, pos);
+                               }
+                               info.info.x11.unlock_func();
+                       }
+               }
        }
-       icon->pixels = data;
-       SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
-       SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
-
-       SDL_WM_SetIcon(icon, NULL);
+#endif
+#endif
 }
 
 
@@ -656,9 +1431,10 @@ static void VID_OutputVersion(void)
                                        version->major, version->minor, version->patch );
 }
 
-qboolean VID_InitMode(viddef_mode_t *mode)
+qboolean VID_InitModeGL(viddef_mode_t *mode)
 {
        int i;
+// FIXME SDL_SetVideoMode
        static int notfirstvideomode = false;
        int flags = SDL_OPENGL;
        const char *drivername;
@@ -728,20 +1504,25 @@ qboolean VID_InitMode(viddef_mode_t *mode)
        }
        if (mode->stereobuffer)
                SDL_GL_SetAttribute (SDL_GL_STEREO, 1);
-       if (vid_vsync.integer)
-               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
-       else
-               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
        if (mode->samples > 1)
        {
                SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
                SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples);
        }
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+       if (vid_vsync.integer)
+               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
+       else
+               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
+#else
+       // TODO: SDL_GL_CONTEXT_MAJOR_VERSION, SDL_GL_CONTEXT_MINOR_VERSION
+#endif
 
        video_bpp = mode->bitsperpixel;
        video_flags = flags;
-       VID_SetIcon();
+       VID_SetIcon_Pre();
        screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
+       VID_SetIcon_Post();
 
        if (screen == NULL)
        {
@@ -750,19 +1531,181 @@ qboolean VID_InitMode(viddef_mode_t *mode)
                return false;
        }
 
+       vid_softsurface = NULL;
+       vid.softpixels = NULL;
+
        // set window title
        VID_SetCaption();
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
        // set up an event filter to ask confirmation on close button in WIN32
        SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
+#endif
        // init keyboard
        SDL_EnableUNICODE( SDL_ENABLE );
        // enable key repeat since everyone expects it
        SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
 
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+       SDL_GL_SetSwapInterval(vid_vsync.integer != 0);
+       vid_usingvsync = (vid_vsync.integer != 0);
+#endif
+
        gl_platform = "SDL";
        gl_platformextensions = "";
 
+#ifdef __IPHONEOS__
+       GLES_Init();
+#else
        GL_Init();
+#endif
+
+       vid_numjoysticks = SDL_NumJoysticks();
+       vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
+       Cvar_SetValueQuick(&joy_detected, vid_numjoysticks);
+       Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks);
+       memset(vid_joysticks, 0, sizeof(vid_joysticks));
+       for (i = 0;i < vid_numjoysticks;i++)
+       {
+               SDL_Joystick *joy;
+               joy = vid_joysticks[i] = SDL_JoystickOpen(i);
+               if (!joy)
+               {
+                       Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError());
+                       continue;
+               }
+               Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy));
+       }
+
+       vid_hidden = false;
+       vid_activewindow = false;
+       vid_usingmouse = false;
+       vid_usinghidecursor = false;
+
+       SDL_WM_GrabInput(SDL_GRAB_OFF);
+       return true;
+}
+
+extern cvar_t gl_info_extensions;
+extern cvar_t gl_info_vendor;
+extern cvar_t gl_info_renderer;
+extern cvar_t gl_info_version;
+extern cvar_t gl_info_platform;
+extern cvar_t gl_info_driver;
+
+qboolean VID_InitModeSoft(viddef_mode_t *mode)
+{
+// FIXME SDL_SetVideoMode
+       int i;
+       int flags = SDL_HWSURFACE;
+
+       win_half_width = mode->width>>1;
+       win_half_height = mode->height>>1;
+
+       if(vid_resizable.integer)
+               flags |= SDL_RESIZABLE;
+
+       VID_OutputVersion();
+
+       vid_isfullscreen = false;
+       if (mode->fullscreen) {
+               flags |= SDL_FULLSCREEN;
+               vid_isfullscreen = true;
+       }
+
+       video_bpp = mode->bitsperpixel;
+       video_flags = flags;
+       VID_SetIcon_Pre();
+       screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
+       VID_SetIcon_Post();
+
+       if (screen == NULL)
+       {
+               Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+               VID_Shutdown();
+               return false;
+       }
+
+       // create a framebuffer using our specific color format, we let the SDL blit function convert it in VID_Finish
+       vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 32, 0x00FF0000, 0x0000FF00, 0x00000000FF, 0xFF000000);
+       if (vid_softsurface == NULL)
+       {
+               Con_Printf("Failed to setup software rasterizer framebuffer %ix%ix32bpp: %s\n", mode->width, mode->height, SDL_GetError());
+               VID_Shutdown();
+               return false;
+       }
+       SDL_SetAlpha(vid_softsurface, 0, 255);
+
+       vid.softpixels = (unsigned int *)vid_softsurface->pixels;
+       vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4);
+       DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels);
+
+       // set window title
+       VID_SetCaption();
+       // set up an event filter to ask confirmation on close button in WIN32
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+       SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
+#endif
+       // init keyboard
+       SDL_EnableUNICODE( SDL_ENABLE );
+       // enable key repeat since everyone expects it
+       SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+
+       gl_platform = "SDLSoft";
+       gl_platformextensions = "";
+
+       gl_renderer = "DarkPlaces-Soft";
+       gl_vendor = "Forest Hale";
+       gl_version = "0.0";
+       gl_extensions = "";
+
+       // clear the extension flags
+       memset(&vid.support, 0, sizeof(vid.support));
+       Cvar_SetQuick(&gl_info_extensions, "");
+
+       vid.forcevbo = false;
+       vid.support.arb_depth_texture = true;
+       vid.support.arb_draw_buffers = true;
+       vid.support.arb_occlusion_query = true;
+       vid.support.arb_shadow = true;
+       //vid.support.arb_texture_compression = true;
+       vid.support.arb_texture_cube_map = true;
+       vid.support.arb_texture_non_power_of_two = false;
+       vid.support.arb_vertex_buffer_object = true;
+       vid.support.ext_blend_subtract = true;
+       vid.support.ext_draw_range_elements = true;
+       vid.support.ext_framebuffer_object = true;
+       vid.support.ext_texture_3d = true;
+       //vid.support.ext_texture_compression_s3tc = true;
+       vid.support.ext_texture_filter_anisotropic = true;
+       vid.support.ati_separate_stencil = true;
+
+       vid.maxtexturesize_2d = 16384;
+       vid.maxtexturesize_3d = 512;
+       vid.maxtexturesize_cubemap = 16384;
+       vid.texunits = 4;
+       vid.teximageunits = 32;
+       vid.texarrayunits = 8;
+       vid.max_anisotropy = 1;
+       vid.maxdrawbuffers = 4;
+
+       vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
+       vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
+       vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
+       Con_DPrintf("Using DarkPlaces Software Rasterizer rendering path\n");
+       vid.renderpath = RENDERPATH_SOFT;
+       vid.useinterleavedarrays = false;
+
+       Cvar_SetQuick(&gl_info_vendor, gl_vendor);
+       Cvar_SetQuick(&gl_info_renderer, gl_renderer);
+       Cvar_SetQuick(&gl_info_version, gl_version);
+       Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
+       Cvar_SetQuick(&gl_info_driver, gl_driver);
+
+       // LordHavoc: report supported extensions
+       Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+
+       // clear to black (loading plaque will be seen over this)
+       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
 
        vid_numjoysticks = SDL_NumJoysticks();
        vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
@@ -790,11 +1733,37 @@ qboolean VID_InitMode(viddef_mode_t *mode)
        return true;
 }
 
+qboolean VID_InitMode(viddef_mode_t *mode)
+{
+       if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
+               Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
+#ifdef SSE2_PRESENT
+       if (vid_soft.integer)
+               return VID_InitModeSoft(mode);
+       else
+#endif
+               return VID_InitModeGL(mode);
+}
+
 void VID_Shutdown (void)
 {
        VID_SetMouse(false, false, false);
        VID_RestoreSystemGamma();
 
+#ifndef WIN32
+       if (icon)
+               SDL_FreeSurface(icon);
+       icon = NULL;
+#endif
+
+       if (vid_softsurface)
+               SDL_FreeSurface(vid_softsurface);
+       vid_softsurface = NULL;
+       vid.softpixels = NULL;
+       if (vid.softdepthpixels)
+               free(vid.softdepthpixels);
+       vid.softdepthpixels = NULL;
+
        SDL_QuitSubSystem(SDL_INIT_VIDEO);
 
        gl_driver[0] = 0;
@@ -831,12 +1800,42 @@ void VID_Finish (void)
 
        if (!vid_hidden)
        {
-               CHECKGLERROR
-               if (r_speeds.integer == 2 || gl_finish.integer)
+               switch(vid.renderpath)
                {
-                       qglFinish();CHECKGLERROR
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       CHECKGLERROR
+                       if (r_speeds.integer == 2 || gl_finish.integer)
+                       {
+                               qglFinish();CHECKGLERROR
+                       }
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+{
+       qboolean vid_usevsync;
+       vid_usevsync = (vid_vsync.integer && !cls.timedemo);
+       if (vid_usingvsync != vid_usevsync)
+       {
+               if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
+                       Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
+               else
+                       Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate");
+       }
+}
+#endif
+                       SDL_GL_SwapBuffers();
+                       break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_Finish();
+                       SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
+                       SDL_Flip(screen);
+                       break;
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+                       break;
                }
-               SDL_GL_SwapBuffers();
        }
 }