X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=vid_sdl.c;h=248baac760cecccfade6af4180ae8ff37fb0de3a;hp=3211eaa17f55814a48b5dfdbdd9d800a5c6392a3;hb=2075ae43356d724bae305ce8fd36ea570718b14a;hpb=90d40131f6af428615cd0c0531c3e94f3c1cb792 diff --git a/vid_sdl.c b/vid_sdl.c index 3211eaa1..248baac7 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "image.h" -#include "dpsoftrast.h" +#include "utf8lib.h" #ifndef __IPHONEOS__ #ifdef MACOSX @@ -70,9 +70,7 @@ static qboolean vid_usingmouse_relativeworks = false; // SDL2 workaround for uni static qboolean vid_usinghidecursor = false; static qboolean vid_hasfocus = false; static qboolean vid_isfullscreen; -#if SDL_MAJOR_VERSION != 1 static qboolean vid_usingvsync = false; -#endif static SDL_Joystick *vid_sdljoystick = NULL; // GAME_STEELSTORM specific static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar @@ -82,36 +80,15 @@ static int win_half_width = 50; static int win_half_height = 50; static int video_bpp; -#if SDL_MAJOR_VERSION == 1 -static SDL_Surface *screen; -static int video_flags; -#else -static SDL_GLContext *context; +static SDL_GLContext context; static SDL_Window *window; static int window_flags; -#endif -static SDL_Surface *vid_softsurface; +static vid_mode_t desktop_mode; -///////////////////////// // Input handling -//// -//TODO: Add error checking #ifndef SDLK_PERCENT #define SDLK_PERCENT '%' -#define SDLK_PRINTSCREEN SDLK_PRINT -#define SDLK_SCROLLLOCK SDLK_SCROLLOCK -#define SDLK_NUMLOCKCLEAR SDLK_NUMLOCK -#define SDLK_KP_1 SDLK_KP1 -#define SDLK_KP_2 SDLK_KP2 -#define SDLK_KP_3 SDLK_KP3 -#define SDLK_KP_4 SDLK_KP4 -#define SDLK_KP_5 SDLK_KP5 -#define SDLK_KP_6 SDLK_KP6 -#define SDLK_KP_7 SDLK_KP7 -#define SDLK_KP_8 SDLK_KP8 -#define SDLK_KP_9 SDLK_KP9 -#define SDLK_KP_0 SDLK_KP0 #endif static int MapKey( unsigned int sdlkey ) @@ -202,10 +179,8 @@ static int MapKey( unsigned int sdlkey ) case SDLK_F10: return K_F10; case SDLK_F11: return K_F11; case SDLK_F12: return K_F12; -#if SDL_MAJOR_VERSION == 1 case SDLK_PRINTSCREEN: return K_PRINTSCREEN; case SDLK_SCROLLLOCK: return K_SCROLLOCK; -#endif case SDLK_PAUSE: return K_PAUSE; case SDLK_INSERT: return K_INS; case SDLK_HOME: return K_HOME; @@ -221,27 +196,23 @@ static int MapKey( unsigned int sdlkey ) case SDLK_LEFT: return K_LEFTARROW; case SDLK_DOWN: return K_DOWNARROW; case SDLK_UP: return K_UPARROW; -#if SDL_MAJOR_VERSION == 1 case SDLK_NUMLOCKCLEAR: return K_NUMLOCK; -#endif case SDLK_KP_DIVIDE: return K_KP_DIVIDE; case SDLK_KP_MULTIPLY: return K_KP_MULTIPLY; case SDLK_KP_MINUS: return K_KP_MINUS; case SDLK_KP_PLUS: return K_KP_PLUS; case SDLK_KP_ENTER: return K_KP_ENTER; -#if SDL_MAJOR_VERSION == 1 - case SDLK_KP_1: return K_KP_1; - case SDLK_KP_2: return K_KP_2; - case SDLK_KP_3: return K_KP_3; - case SDLK_KP_4: return K_KP_4; + case SDLK_KP_1: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_1 : K_END); + case SDLK_KP_2: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_2 : K_DOWNARROW); + case SDLK_KP_3: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_3 : K_PGDN); + case SDLK_KP_4: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_4 : K_LEFTARROW); case SDLK_KP_5: return K_KP_5; - case SDLK_KP_6: return K_KP_6; - case SDLK_KP_7: return K_KP_7; - case SDLK_KP_8: return K_KP_8; - case SDLK_KP_9: return K_KP_9; - case SDLK_KP_0: return K_KP_0; -#endif - case SDLK_KP_PERIOD: return K_KP_PERIOD; + case SDLK_KP_6: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_6 : K_RIGHTARROW); + case SDLK_KP_7: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_7 : K_HOME); + case SDLK_KP_8: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_8 : K_UPARROW); + case SDLK_KP_9: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_9 : K_PGUP); + case SDLK_KP_0: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_0 : K_INS); + case SDLK_KP_PERIOD: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_PERIOD : K_DEL); // case SDLK_APPLICATION: return K_APPLICATION; // case SDLK_POWER: return K_POWER; case SDLK_KP_EQUALS: return K_KP_EQUALS; @@ -340,7 +311,6 @@ static int MapKey( unsigned int sdlkey ) case SDLK_RALT: return K_ALT; // case SDLK_RGUI: return K_RGUI; // case SDLK_MODE: return K_MODE; -#if SDL_MAJOR_VERSION != 1 // case SDLK_AUDIONEXT: return K_AUDIONEXT; // case SDLK_AUDIOPREV: return K_AUDIOPREV; // case SDLK_AUDIOSTOP: return K_AUDIOSTOP; @@ -366,22 +336,16 @@ static int MapKey( unsigned int sdlkey ) // case SDLK_KBDILLUMUP: return K_KBDILLUMUP; // case SDLK_EJECT: return K_EJECT; // case SDLK_SLEEP: return K_SLEEP; -#endif } } qboolean VID_HasScreenKeyboardSupport(void) { -#if SDL_MAJOR_VERSION != 1 return SDL_HasScreenKeyboardSupport() != SDL_FALSE; -#else - return false; -#endif } void VID_ShowKeyboard(qboolean show) { -#if SDL_MAJOR_VERSION != 1 if (!SDL_HasScreenKeyboardSupport()) return; @@ -395,16 +359,11 @@ void VID_ShowKeyboard(qboolean show) if (SDL_IsTextInputActive()) SDL_StopTextInput(); } -#endif } qboolean VID_ShowingKeyboard(void) { -#if SDL_MAJOR_VERSION != 1 return SDL_IsTextInputActive() != 0; -#else - return false; -#endif } void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor) @@ -419,12 +378,8 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso { vid_usingmouse = relative; cl_ignoremousemoves = 2; -#if SDL_MAJOR_VERSION == 1 - SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF ); -#else vid_usingmouse_relativeworks = SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0; // Con_Printf("VID_SetMouse(%i, %i, %i) relativeworks = %i\n", (int)fullscreengrab, (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks); -#endif #ifdef MACOSX if(relative) { @@ -789,7 +744,6 @@ static void IN_Move_TouchScreen_SteelStorm(void) float move[3], aim[3]; static qboolean oldbuttons[128]; static qboolean buttons[128]; - static keydest_t oldkeydest; keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; memcpy(oldbuttons, buttons, sizeof(oldbuttons)); memset(multitouchs, 0, sizeof(multitouchs)); @@ -812,17 +766,6 @@ static void IN_Move_TouchScreen_SteelStorm(void) multitouch[MAXFINGERS-1][0] = 0; }*/ - if (oldkeydest != keydest) - { - switch(keydest) - { - case key_game: VID_ShowKeyboard(false);break; - case key_console: VID_ShowKeyboard(true);break; - case key_message: VID_ShowKeyboard(true);break; - default: break; /* qc extensions control the other cases */ - } - } - oldkeydest = keydest; // TODO: make touchscreen areas controlled by a config file or the VMs. THIS IS A MESS! // TODO: can't just clear buttons[] when entering a new keydest, some keys would remain pressed // SS:BR menuqc has many peculiarities, including that it can't accept more than one command per frame and pressing and releasing on the same frame @@ -981,11 +924,27 @@ void IN_Move( void ) { static int old_x = 0, old_y = 0; static int stuck = 0; + static keydest_t oldkeydest; + static qboolean oldshowkeyboard; int x, y; vid_joystate_t joystate; + keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; scr_numtouchscreenareas = 0; + // Only apply the new keyboard state if the input changes. + if (keydest != oldkeydest || !!vid_touchscreen_showkeyboard.integer != oldshowkeyboard) + { + switch(keydest) + { + case key_console: VID_ShowKeyboard(true);break; + case key_message: VID_ShowKeyboard(true);break; + default: VID_ShowKeyboard(!!vid_touchscreen_showkeyboard.integer); break; + } + } + oldkeydest = keydest; + oldshowkeyboard = !!vid_touchscreen_showkeyboard.integer; + if (vid_touchscreen.integer) { switch(gamemode) @@ -1010,11 +969,7 @@ void IN_Move( void ) // we need 2 frames to initialize the center position if(!stuck) { -#if SDL_MAJOR_VERSION == 1 - SDL_WarpMouse(win_half_width, win_half_height); -#else SDL_WarpMouseInWindow(window, win_half_width, win_half_height); -#endif SDL_GetMouseState(&x, &y); SDL_GetRelativeMouseState(&x, &y); ++stuck; @@ -1025,11 +980,7 @@ void IN_Move( void ) SDL_GetMouseState(&x, &y); old_x = x - win_half_width; old_y = y - win_half_height; -#if SDL_MAJOR_VERSION == 1 - SDL_WarpMouse(win_half_width, win_half_height); -#else SDL_WarpMouseInWindow(window, win_half_width, win_half_height); -#endif } } else { SDL_GetRelativeMouseState( &x, &y ); @@ -1065,13 +1016,11 @@ static void sdl_newmap(void) } #endif -static keynum_t buttonremap[18] = +static keynum_t buttonremap[] = { K_MOUSE1, K_MOUSE3, K_MOUSE2, - K_MWHEELUP, - K_MWHEELDOWN, K_MOUSE4, K_MOUSE5, K_MOUSE6, @@ -1087,111 +1036,6 @@ static keynum_t buttonremap[18] = K_MOUSE16, }; -#if SDL_MAJOR_VERSION == 1 -// SDL -void Sys_SendKeyEvents( void ) -{ - static qboolean sound_active = true; - int keycode; - SDL_Event event; - - VID_EnableJoystick(true); - - while( SDL_PollEvent( &event ) ) - switch( event.type ) { - case SDL_QUIT: - Sys_Quit(0); - break; - case SDL_KEYDOWN: - case SDL_KEYUP: - keycode = MapKey(event.key.keysym.sym); - if (!VID_JoyBlockEmulatedKeys(keycode)) - Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED)); - break; - case SDL_ACTIVEEVENT: - if( event.active.state & SDL_APPACTIVE ) - { - if( event.active.gain ) - vid_hidden = false; - else - vid_hidden = true; - } - break; - case SDL_MOUSEBUTTONDOWN: - case SDL_MOUSEBUTTONUP: - if (!vid_touchscreen.integer) - if (event.button.button <= 18) - Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); - break; - case SDL_JOYBUTTONDOWN: - case SDL_JOYBUTTONUP: - case SDL_JOYAXISMOTION: - case SDL_JOYBALLMOTION: - case SDL_JOYHATMOTION: - break; - case SDL_VIDEOEXPOSE: - break; - case SDL_VIDEORESIZE: - if(vid_resizable.integer < 2) - { - vid.width = event.resize.w; - vid.height = event.resize.h; - screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags); - if (vid_softsurface) - { - SDL_FreeSurface(vid_softsurface); - vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); - vid.softpixels = (unsigned int *)vid_softsurface->pixels; - SDL_SetAlpha(vid_softsurface, 0, 255); - if (vid.softdepthpixels) - free(vid.softdepthpixels); - vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4); - } -#ifdef SDL_R_RESTART - // better not call R_Modules_Restart from here directly, as this may wreak havoc... - // so, let's better queue it for next frame - if(!sdl_needs_restart) - { - Cbuf_AddText("\nr_restart\n"); - sdl_needs_restart = true; - } -#endif - } - break; -#if SDL_MAJOR_VERSION != 1 - case SDL_TEXTEDITING: - break; - case SDL_TEXTINPUT: - break; -#endif - case SDL_MOUSEMOTION: - break; - default: - Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type); - break; - } - - // enable/disable sound on focus gain/loss - if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer) - { - if (!sound_active) - { - S_UnblockSound (); - sound_active = true; - } - } - else - { - if (sound_active) - { - S_BlockSound (); - sound_active = false; - } - } -} - -#else - //#define DEBUGSDLEVENTS // SDL2 @@ -1200,13 +1044,14 @@ void Sys_SendKeyEvents( void ) static qboolean sound_active = true; int keycode; int i; - int j; - int unicode; + qboolean isdown; + Uchar unicode; SDL_Event event; VID_EnableJoystick(true); while( SDL_PollEvent( &event ) ) + loop_start: switch( event.type ) { case SDL_QUIT: #ifdef DEBUGSDLEVENTS @@ -1218,13 +1063,36 @@ void Sys_SendKeyEvents( void ) case SDL_KEYUP: #ifdef DEBUGSDLEVENTS if (event.type == SDL_KEYDOWN) - Con_DPrintf("SDL_Event: SDL_KEYDOWN %i unicode %i\n", event.key.keysym.sym, event.key.keysym.unicode); + Con_DPrintf("SDL_Event: SDL_KEYDOWN %i\n", event.key.keysym.sym); else - Con_DPrintf("SDL_Event: SDL_KEYUP %i unicode %i\n", event.key.keysym.sym, event.key.keysym.unicode); + Con_DPrintf("SDL_Event: SDL_KEYUP %i\n", event.key.keysym.sym); #endif keycode = MapKey(event.key.keysym.sym); + isdown = (event.key.state == SDL_PRESSED); + unicode = 0; + if(isdown) + { + if(SDL_PollEvent(&event)) + { + if(event.type == SDL_TEXTINPUT) + { + // combine key code from SDL_KEYDOWN event and character + // from SDL_TEXTINPUT event in a single Key_Event call +#ifdef DEBUGSDLEVENTS + Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text); +#endif + unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL); + } + else + { + if (!VID_JoyBlockEmulatedKeys(keycode)) + Key_Event(keycode, 0, isdown); + goto loop_start; + } + } + } if (!VID_JoyBlockEmulatedKeys(keycode)) - Key_Event(keycode, 0, (event.key.state == SDL_PRESSED)); + Key_Event(keycode, unicode, isdown); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: @@ -1235,9 +1103,23 @@ void Sys_SendKeyEvents( void ) Con_DPrintf("SDL_Event: SDL_MOUSEBUTTONUP\n"); #endif if (!vid_touchscreen.integer) - if (event.button.button <= 18) + if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap)) Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); break; + case SDL_MOUSEWHEEL: + // TODO support wheel x direction. + i = event.wheel.y; + while (i > 0) { + --i; + Key_Event( K_MWHEELUP, 0, true ); + Key_Event( K_MWHEELUP, 0, false ); + } + while (i < 0) { + ++i; + Key_Event( K_MWHEELDOWN, 0, true ); + Key_Event( K_MWHEELDOWN, 0, false ); + } + break; case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: case SDL_JOYAXISMOTION: @@ -1273,15 +1155,6 @@ void Sys_SendKeyEvents( void ) { vid.width = event.window.data1; vid.height = event.window.data2; - 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; - 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 @@ -1325,30 +1198,11 @@ void Sys_SendKeyEvents( void ) #ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text); #endif - // we have some characters to parse - { - unicode = 0; - for (i = 0;event.text.text[i];) - { - unicode = event.text.text[i++]; - if (unicode & 0x80) - { - // UTF-8 character - // strip high bits (we could count these to validate character length but we don't) - for (j = 0x80;unicode & j;j >>= 1) - unicode ^= j; - for (;(event.text.text[i] & 0xC0) == 0x80;i++) - unicode = (unicode << 6) | (event.text.text[i] & 0x3F); - // low characters are invalid and could be bad, so replace them - if (unicode < 0x80) - unicode = '?'; // we could use 0xFFFD instead, the unicode substitute character - } - //Con_DPrintf("SDL_TEXTINPUT: K_TEXT %i \n", unicode); - - Key_Event(K_TEXT, unicode, true); - Key_Event(K_TEXT, unicode, false); - } - } + // convert utf8 string to char + // NOTE: this code is supposed to run even if utf8enable is 0 + unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL); + Key_Event(K_TEXT, unicode, true); + Key_Event(K_TEXT, unicode, false); break; case SDL_MOUSEMOTION: break; @@ -1426,600 +1280,11 @@ void Sys_SendKeyEvents( void ) } } } -#endif ///////////////// // Video system //// -#ifdef USE_GLES2 -#ifndef qglClear -#ifdef __IPHONEOS__ -#include -#else -#include -#endif - -//#define PRECALL //Con_Printf("GLCALL %s:%i\n", __FILE__, __LINE__) -#define PRECALL -#define POSTCALL -GLboolean wrapglIsBuffer(GLuint buffer) {PRECALL;return glIsBuffer(buffer);POSTCALL;} -GLboolean wrapglIsEnabled(GLenum cap) {PRECALL;return glIsEnabled(cap);POSTCALL;} -GLboolean wrapglIsFramebuffer(GLuint framebuffer) {PRECALL;return glIsFramebuffer(framebuffer);POSTCALL;} -//GLboolean wrapglIsQuery(GLuint qid) {PRECALL;return glIsQuery(qid);POSTCALL;} -GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {PRECALL;return glIsRenderbuffer(renderbuffer);POSTCALL;} -//GLboolean wrapglUnmapBuffer(GLenum target) {PRECALL;return glUnmapBuffer(target);POSTCALL;} -GLenum wrapglCheckFramebufferStatus(GLenum target) {PRECALL;return glCheckFramebufferStatus(target);POSTCALL;} -GLenum wrapglGetError(void) {PRECALL;return glGetError();POSTCALL;} -GLuint wrapglCreateProgram(void) {PRECALL;return glCreateProgram();POSTCALL;} -GLuint wrapglCreateShader(GLenum shaderType) {PRECALL;return glCreateShader(shaderType);POSTCALL;} -//GLuint wrapglGetHandle(GLenum pname) {PRECALL;return glGetHandle(pname);POSTCALL;} -GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetAttribLocation(programObj, name);POSTCALL;} -GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetUniformLocation(programObj, name);POSTCALL;} -//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {PRECALL;return glMapBuffer(target, access);POSTCALL;} -const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;} -void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;} -void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;} -void wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;} -void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;} -void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;} -//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");POSTCALL;} -//void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;} -void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;} -//void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;} -void wrapglBindBuffer(GLenum target, GLuint buffer) {PRECALL;glBindBuffer(target, buffer);POSTCALL;} -void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {PRECALL;glBindFramebuffer(target, framebuffer);POSTCALL;} -void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {PRECALL;glBindRenderbuffer(target, renderbuffer);POSTCALL;} -void wrapglBindTexture(GLenum target, GLuint texture) {PRECALL;glBindTexture(target, texture);POSTCALL;} -void wrapglBlendEquation(GLenum e) {PRECALL;glBlendEquation(e);POSTCALL;} -void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {PRECALL;glBlendFunc(sfactor, dfactor);POSTCALL;} -void wrapglBufferData(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;} -void wrapglBufferSubData(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data) {PRECALL;glBufferSubData(target, offset, size, data);POSTCALL;} -void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;} -void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;} -void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;} -void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;} -void wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;} -void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;} -void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;} -void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;} -void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");POSTCALL;} -void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;} -void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;} -void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;} -void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);POSTCALL;} -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) {PRECALL;Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");POSTCALL;} -void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {PRECALL;glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);POSTCALL;} -void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);POSTCALL;} -void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");POSTCALL;} -void wrapglCullFace(GLenum mode) {PRECALL;glCullFace(mode);POSTCALL;} -void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {PRECALL;glDeleteBuffers(n, buffers);POSTCALL;} -void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {PRECALL;glDeleteFramebuffers(n, framebuffers);POSTCALL;} -void wrapglDeleteShader(GLuint obj) {PRECALL;glDeleteShader(obj);POSTCALL;} -void wrapglDeleteProgram(GLuint obj) {PRECALL;glDeleteProgram(obj);POSTCALL;} -//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {PRECALL;glDeleteQueries(n, ids);POSTCALL;} -void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {PRECALL;glDeleteRenderbuffers(n, renderbuffers);POSTCALL;} -void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {PRECALL;glDeleteTextures(n, textures);POSTCALL;} -void wrapglDepthFunc(GLenum func) {PRECALL;glDepthFunc(func);POSTCALL;} -void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;} -//void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {PRECALL;glDepthRangef((float)near_val, (float)far_val);POSTCALL;} -void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;} -void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;} -void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;} -void wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");POSTCALL;} -void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;} -void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;} -void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;} -void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {PRECALL;Con_Printf("glDrawBuffers(n, bufs)\n");POSTCALL;} -void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawElements(mode, count, type, indices);POSTCALL;} -//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} -//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} -void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;} -void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;} -void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;} -//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");POSTCALL;} -//void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;} -void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;} -void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;} -void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {PRECALL;glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);POSTCALL;} -void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {PRECALL;glFramebufferTexture2D(target, attachment, textarget, texture, level);POSTCALL;} -void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {PRECALL;Con_Printf("glFramebufferTexture3D()\n");POSTCALL;} -void wrapglGenBuffers(GLsizei n, GLuint *buffers) {PRECALL;glGenBuffers(n, buffers);POSTCALL;} -void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {PRECALL;glGenFramebuffers(n, framebuffers);POSTCALL;} -//void wrapglGenQueries(GLsizei n, GLuint *ids) {PRECALL;glGenQueries(n, ids);POSTCALL;} -void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {PRECALL;glGenRenderbuffers(n, renderbuffers);POSTCALL;} -void wrapglGenTextures(GLsizei n, GLuint *textures) {PRECALL;glGenTextures(n, textures);POSTCALL;} -void wrapglGenerateMipmap(GLenum target) {PRECALL;glGenerateMipmap(target);POSTCALL;} -void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);POSTCALL;} -void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveUniform(programObj, index, maxLength, length, size, type, name);POSTCALL;} -void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {PRECALL;glGetAttachedShaders(containerObj, maxCount, count, obj);POSTCALL;} -void wrapglGetBooleanv(GLenum pname, GLboolean *params) {PRECALL;glGetBooleanv(pname, params);POSTCALL;} -void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {PRECALL;Con_Printf("glGetCompressedTexImage(target, lod, img)\n");POSTCALL;} -void wrapglGetDoublev(GLenum pname, GLdouble *params) {PRECALL;Con_Printf("glGetDoublev(pname, params)\n");POSTCALL;} -void wrapglGetFloatv(GLenum pname, GLfloat *params) {PRECALL;glGetFloatv(pname, params);POSTCALL;} -void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {PRECALL;glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);POSTCALL;} -void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetShaderInfoLog(obj, maxLength, length, infoLog);POSTCALL;} -void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetProgramInfoLog(obj, maxLength, length, infoLog);POSTCALL;} -void wrapglGetIntegerv(GLenum pname, GLint *params) {PRECALL;glGetIntegerv(pname, params);POSTCALL;} -void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetShaderiv(obj, pname, params);POSTCALL;} -void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetProgramiv(obj, pname, params);POSTCALL;} -//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {PRECALL;glGetQueryObjectiv(qid, pname, params);POSTCALL;} -//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {PRECALL;glGetQueryObjectuiv(qid, pname, params);POSTCALL;} -//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetQueryiv(target, pname, params);POSTCALL;} -void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetRenderbufferParameteriv(target, pname, params);POSTCALL;} -void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {PRECALL;glGetShaderSource(obj, maxLength, length, source);POSTCALL;} -void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");POSTCALL;} -void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {PRECALL;Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");POSTCALL;} -void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {PRECALL;Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");POSTCALL;} -void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glGetTexParameterfv(target, pname, params);POSTCALL;} -void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetTexParameteriv(target, pname, params);POSTCALL;} -void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;} -void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;} -void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;} -void wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;} -void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;} -void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;} -void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;} -void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;} -void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;} -void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;} -void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;} -void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;} -void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");POSTCALL;} -void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;} -void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;} -//void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;} -void wrapglPolygonOffset(GLfloat factor, GLfloat units) {PRECALL;glPolygonOffset(factor, units);POSTCALL;} -void wrapglPolygonStipple(const GLubyte *mask) {PRECALL;Con_Printf("glPolygonStipple(mask)\n");POSTCALL;} -void wrapglReadBuffer(GLenum mode) {PRECALL;Con_Printf("glReadBuffer(mode)\n");POSTCALL;} -void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;glReadPixels(x, y, width, height, format, type, pixels);POSTCALL;} -void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {PRECALL;glRenderbufferStorage(target, internalformat, width, height);POSTCALL;} -void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glScissor(x, y, width, height);POSTCALL;} -void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {PRECALL;glShaderSource(shaderObj, count, string, length);POSTCALL;} -void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {PRECALL;glStencilFunc(func, ref, mask);POSTCALL;} -void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {PRECALL;Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");POSTCALL;} -void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;} -void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;} -void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;} -void wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;} -void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;} -void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;} -void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;} -void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;} -void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;} -void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;} -void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\n");POSTCALL;} -void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;} -void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;} -void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;} -void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glTexParameterfv(target, pname, params);POSTCALL;} -void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {PRECALL;glTexParameteri(target, pname, param);POSTCALL;} -void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);POSTCALL;} -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) {PRECALL;Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");POSTCALL;} -void wrapglUniform1f(GLint location, GLfloat v0) {PRECALL;glUniform1f(location, v0);POSTCALL;} -void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform1fv(location, count, value);POSTCALL;} -void wrapglUniform1i(GLint location, GLint v0) {PRECALL;glUniform1i(location, v0);POSTCALL;} -void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform1iv(location, count, value);POSTCALL;} -void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {PRECALL;glUniform2f(location, v0, v1);POSTCALL;} -void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform2fv(location, count, value);POSTCALL;} -void wrapglUniform2i(GLint location, GLint v0, GLint v1) {PRECALL;glUniform2i(location, v0, v1);POSTCALL;} -void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform2iv(location, count, value);POSTCALL;} -void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glUniform3f(location, v0, v1, v2);POSTCALL;} -void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform3fv(location, count, value);POSTCALL;} -void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {PRECALL;glUniform3i(location, v0, v1, v2);POSTCALL;} -void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform3iv(location, count, value);POSTCALL;} -void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glUniform4f(location, v0, v1, v2, v3);POSTCALL;} -void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform4fv(location, count, value);POSTCALL;} -void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {PRECALL;glUniform4i(location, v0, v1, v2, v3);POSTCALL;} -void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform4iv(location, count, value);POSTCALL;} -void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix2fv(location, count, transpose, value);POSTCALL;} -void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix3fv(location, count, transpose, value);POSTCALL;} -void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix4fv(location, count, transpose, value);POSTCALL;} -void wrapglUseProgram(GLuint programObj) {PRECALL;glUseProgram(programObj);POSTCALL;} -void wrapglValidateProgram(GLuint programObj) {PRECALL;glValidateProgram(programObj);POSTCALL;} -void wrapglVertex2f(GLfloat x, GLfloat y) {PRECALL;Con_Printf("glVertex2f(x, y)\n");POSTCALL;} -void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {PRECALL;Con_Printf("glVertex3f(x, y, z)\n");POSTCALL;} -void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {PRECALL;Con_Printf("glVertex4f(x, y, z, w)\n");POSTCALL;} -void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {PRECALL;glVertexAttribPointer(index, size, type, normalized, stride, pointer);POSTCALL;} -void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glVertexPointer(size, type, stride, ptr)\n");POSTCALL;} -void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glViewport(x, y, width, height);POSTCALL;} -void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {PRECALL;glVertexAttrib1f(index, v0);POSTCALL;} -//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {PRECALL;glVertexAttrib1s(index, v0);POSTCALL;} -//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {PRECALL;glVertexAttrib1d(index, v0);POSTCALL;} -void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {PRECALL;glVertexAttrib2f(index, v0, v1);POSTCALL;} -//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {PRECALL;glVertexAttrib2s(index, v0, v1);POSTCALL;} -//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {PRECALL;glVertexAttrib2d(index, v0, v1);POSTCALL;} -void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glVertexAttrib3f(index, v0, v1, v2);POSTCALL;} -//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {PRECALL;glVertexAttrib3s(index, v0, v1, v2);POSTCALL;} -//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {PRECALL;glVertexAttrib3d(index, v0, v1, v2);POSTCALL;} -void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glVertexAttrib4f(index, v0, v1, v2, v3);POSTCALL;} -//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {PRECALL;glVertexAttrib4s(index, v0, v1, v2, v3);POSTCALL;} -//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {PRECALL;glVertexAttrib4d(index, v0, v1, v2, v3);POSTCALL;} -//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {PRECALL;glVertexAttrib4Nub(index, x, y, z, w);POSTCALL;} -void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib1fv(index, v);POSTCALL;} -//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib1sv(index, v);POSTCALL;} -//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib1dv(index, v);POSTCALL;} -void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib2fv(index, v);POSTCALL;} -//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib2sv(index, v);POSTCALL;} -//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib2dv(index, v);POSTCALL;} -void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib3fv(index, v);POSTCALL;} -//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib3sv(index, v);POSTCALL;} -//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib3dv(index, v);POSTCALL;} -void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib4fv(index, v);POSTCALL;} -//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4sv(index, v);POSTCALL;} -//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib4dv(index, v);POSTCALL;} -//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4iv(index, v);POSTCALL;} -//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4bv(index, v);POSTCALL;} -//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4ubv(index, v);POSTCALL;} -//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4usv(index, GLushort v);POSTCALL;} -//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4uiv(index, v);POSTCALL;} -//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4Nbv(index, v);POSTCALL;} -//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4Nsv(index, v);POSTCALL;} -//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4Niv(index, v);POSTCALL;} -//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4Nubv(index, v);POSTCALL;} -//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4Nusv(index, GLushort v);POSTCALL;} -//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4Nuiv(index, v);POSTCALL;} -//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {PRECALL;glGetVertexAttribdv(index, pname, params);POSTCALL;} -void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {PRECALL;glGetVertexAttribfv(index, pname, params);POSTCALL;} -void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {PRECALL;glGetVertexAttribiv(index, pname, params);POSTCALL;} -void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {PRECALL;glGetVertexAttribPointerv(index, pname, pointer);POSTCALL;} -#endif - -#if SDL_MAJOR_VERSION == 1 -#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x)) -#endif - -void GLES_Init(void) -{ -#ifndef qglClear - qglIsBufferARB = wrapglIsBuffer; - qglIsEnabled = wrapglIsEnabled; - qglIsFramebufferEXT = wrapglIsFramebuffer; -// qglIsQueryARB = wrapglIsQuery; - qglIsRenderbufferEXT = wrapglIsRenderbuffer; -// qglUnmapBufferARB = wrapglUnmapBuffer; - qglCheckFramebufferStatus = wrapglCheckFramebufferStatus; - qglGetError = wrapglGetError; - qglCreateProgram = wrapglCreateProgram; - qglCreateShader = wrapglCreateShader; -// qglGetHandleARB = wrapglGetHandle; - qglGetAttribLocation = wrapglGetAttribLocation; - qglGetUniformLocation = wrapglGetUniformLocation; -// qglMapBufferARB = wrapglMapBuffer; - qglGetString = wrapglGetString; -// qglActiveStencilFaceEXT = wrapglActiveStencilFace; - qglActiveTexture = wrapglActiveTexture; - qglAlphaFunc = wrapglAlphaFunc; - qglArrayElement = wrapglArrayElement; - qglAttachShader = wrapglAttachShader; -// qglBegin = wrapglBegin; -// qglBeginQueryARB = wrapglBeginQuery; - qglBindAttribLocation = wrapglBindAttribLocation; -// qglBindFragDataLocation = wrapglBindFragDataLocation; - qglBindBufferARB = wrapglBindBuffer; - qglBindFramebuffer = wrapglBindFramebuffer; - qglBindRenderbuffer = wrapglBindRenderbuffer; - qglBindTexture = wrapglBindTexture; - qglBlendEquationEXT = wrapglBlendEquation; - qglBlendFunc = wrapglBlendFunc; - qglBufferDataARB = wrapglBufferData; - qglBufferSubDataARB = wrapglBufferSubData; - qglClear = wrapglClear; - qglClearColor = wrapglClearColor; - qglClearDepth = wrapglClearDepth; - qglClearStencil = wrapglClearStencil; - qglClientActiveTexture = wrapglClientActiveTexture; - qglColor4f = wrapglColor4f; - qglColor4ub = wrapglColor4ub; - qglColorMask = wrapglColorMask; - qglColorPointer = wrapglColorPointer; - qglCompileShader = wrapglCompileShader; - qglCompressedTexImage2DARB = wrapglCompressedTexImage2D; - qglCompressedTexImage3DARB = wrapglCompressedTexImage3D; - qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D; - qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D; - qglCopyTexImage2D = wrapglCopyTexImage2D; - qglCopyTexSubImage2D = wrapglCopyTexSubImage2D; - qglCopyTexSubImage3D = wrapglCopyTexSubImage3D; - qglCullFace = wrapglCullFace; - qglDeleteBuffersARB = wrapglDeleteBuffers; - qglDeleteFramebuffers = wrapglDeleteFramebuffers; - qglDeleteProgram = wrapglDeleteProgram; - qglDeleteShader = wrapglDeleteShader; -// qglDeleteQueriesARB = wrapglDeleteQueries; - qglDeleteRenderbuffers = wrapglDeleteRenderbuffers; - qglDeleteTextures = wrapglDeleteTextures; - qglDepthFunc = wrapglDepthFunc; - qglDepthMask = wrapglDepthMask; - qglDepthRangef = wrapglDepthRangef; - qglDetachShader = wrapglDetachShader; - qglDisable = wrapglDisable; - qglDisableClientState = wrapglDisableClientState; - qglDisableVertexAttribArray = wrapglDisableVertexAttribArray; - qglDrawArrays = wrapglDrawArrays; -// qglDrawBuffer = wrapglDrawBuffer; -// qglDrawBuffersARB = wrapglDrawBuffers; - qglDrawElements = wrapglDrawElements; -// qglDrawRangeElements = wrapglDrawRangeElements; - qglEnable = wrapglEnable; - qglEnableClientState = wrapglEnableClientState; - qglEnableVertexAttribArray = wrapglEnableVertexAttribArray; -// qglEnd = wrapglEnd; -// qglEndQueryARB = wrapglEndQuery; - qglFinish = wrapglFinish; - qglFlush = wrapglFlush; - qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer; - qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D; - qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D; - qglGenBuffersARB = wrapglGenBuffers; - qglGenFramebuffers = wrapglGenFramebuffers; -// qglGenQueriesARB = wrapglGenQueries; - qglGenRenderbuffers = 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; - qglRenderbufferStorage = wrapglRenderbufferStorage; - qglScissor = wrapglScissor; - qglShaderSource = wrapglShaderSource; - qglStencilFunc = wrapglStencilFunc; - qglStencilFuncSeparate = wrapglStencilFuncSeparate; - qglStencilMask = wrapglStencilMask; - qglStencilOp = wrapglStencilOp; - qglStencilOpSeparate = wrapglStencilOpSeparate; - qglTexCoord1f = wrapglTexCoord1f; - qglTexCoord2f = wrapglTexCoord2f; - qglTexCoord3f = wrapglTexCoord3f; - qglTexCoord4f = wrapglTexCoord4f; - qglTexCoordPointer = wrapglTexCoordPointer; - qglTexEnvf = wrapglTexEnvf; - qglTexEnvfv = wrapglTexEnvfv; - qglTexEnvi = wrapglTexEnvi; - qglTexImage2D = wrapglTexImage2D; - qglTexImage3D = wrapglTexImage3D; - qglTexParameterf = wrapglTexParameterf; - qglTexParameterfv = wrapglTexParameterfv; - qglTexParameteri = wrapglTexParameteri; - qglTexSubImage2D = wrapglTexSubImage2D; - qglTexSubImage3D = wrapglTexSubImage3D; - qglUniform1f = wrapglUniform1f; - qglUniform1fv = wrapglUniform1fv; - qglUniform1i = wrapglUniform1i; - qglUniform1iv = wrapglUniform1iv; - qglUniform2f = wrapglUniform2f; - qglUniform2fv = wrapglUniform2fv; - qglUniform2i = wrapglUniform2i; - qglUniform2iv = wrapglUniform2iv; - qglUniform3f = wrapglUniform3f; - qglUniform3fv = wrapglUniform3fv; - qglUniform3i = wrapglUniform3i; - qglUniform3iv = wrapglUniform3iv; - qglUniform4f = wrapglUniform4f; - qglUniform4fv = wrapglUniform4fv; - qglUniform4i = wrapglUniform4i; - qglUniform4iv = wrapglUniform4iv; - qglUniformMatrix2fv = wrapglUniformMatrix2fv; - qglUniformMatrix3fv = wrapglUniformMatrix3fv; - qglUniformMatrix4fv = wrapglUniformMatrix4fv; - qglUseProgram = wrapglUseProgram; - qglValidateProgram = wrapglValidateProgram; - qglVertex2f = wrapglVertex2f; - qglVertex3f = wrapglVertex3f; - qglVertex4f = wrapglVertex4f; - qglVertexAttribPointer = wrapglVertexAttribPointer; - qglVertexPointer = wrapglVertexPointer; - qglViewport = wrapglViewport; - qglVertexAttrib1f = wrapglVertexAttrib1f; -// qglVertexAttrib1s = wrapglVertexAttrib1s; -// qglVertexAttrib1d = wrapglVertexAttrib1d; - qglVertexAttrib2f = wrapglVertexAttrib2f; -// qglVertexAttrib2s = wrapglVertexAttrib2s; -// qglVertexAttrib2d = wrapglVertexAttrib2d; - qglVertexAttrib3f = wrapglVertexAttrib3f; -// qglVertexAttrib3s = wrapglVertexAttrib3s; -// qglVertexAttrib3d = wrapglVertexAttrib3d; - qglVertexAttrib4f = wrapglVertexAttrib4f; -// qglVertexAttrib4s = wrapglVertexAttrib4s; -// qglVertexAttrib4d = wrapglVertexAttrib4d; -// qglVertexAttrib4Nub = wrapglVertexAttrib4Nub; - qglVertexAttrib1fv = wrapglVertexAttrib1fv; -// qglVertexAttrib1sv = wrapglVertexAttrib1sv; -// qglVertexAttrib1dv = wrapglVertexAttrib1dv; - qglVertexAttrib2fv = wrapglVertexAttrib2fv; -// qglVertexAttrib2sv = wrapglVertexAttrib2sv; -// qglVertexAttrib2dv = wrapglVertexAttrib2dv; - qglVertexAttrib3fv = wrapglVertexAttrib3fv; -// qglVertexAttrib3sv = wrapglVertexAttrib3sv; -// qglVertexAttrib3dv = wrapglVertexAttrib3dv; - qglVertexAttrib4fv = wrapglVertexAttrib4fv; -// qglVertexAttrib4sv = wrapglVertexAttrib4sv; -// qglVertexAttrib4dv = wrapglVertexAttrib4dv; -// qglVertexAttrib4iv = wrapglVertexAttrib4iv; -// qglVertexAttrib4bv = wrapglVertexAttrib4bv; -// qglVertexAttrib4ubv = wrapglVertexAttrib4ubv; -// qglVertexAttrib4usv = wrapglVertexAttrib4usv; -// qglVertexAttrib4uiv = wrapglVertexAttrib4uiv; -// qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv; -// qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv; -// qglVertexAttrib4Niv = wrapglVertexAttrib4Niv; -// qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv; -// qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv; -// qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv; -// qglGetVertexAttribdv = wrapglGetVertexAttribdv; - qglGetVertexAttribfv = wrapglGetVertexAttribfv; - qglGetVertexAttribiv = wrapglGetVertexAttribiv; - qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv; -#endif - - gl_renderer = (const char *)qglGetString(GL_RENDERER); - gl_vendor = (const char *)qglGetString(GL_VENDOR); - gl_version = (const char *)qglGetString(GL_VERSION); - gl_extensions = (const char *)qglGetString(GL_EXTENSIONS); - - if (!gl_extensions) - gl_extensions = ""; - if (!gl_platformextensions) - gl_platformextensions = ""; - - Con_Printf("GL_VENDOR: %s\n", gl_vendor); - Con_Printf("GL_RENDERER: %s\n", gl_renderer); - Con_Printf("GL_VERSION: %s\n", gl_version); - Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); - Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); - - // LordHavoc: report supported extensions - Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); - - // GLES devices in general do not like GL_BGRA, so use GL_RGBA - vid.forcetextype = TEXTYPE_RGBA; - - vid.support.gl20shaders = true; - vid.support.amd_texture_texture4 = false; - vid.support.arb_depth_texture = SDL_GL_ExtensionSupported("GL_OES_depth_texture") != 0; // renderbuffer used anyway on gles2? - vid.support.arb_draw_buffers = false; - vid.support.arb_multitexture = false; - vid.support.arb_occlusion_query = false; - vid.support.arb_shadow = false; - vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL... - vid.support.arb_texture_cube_map = SDL_GL_ExtensionSupported("GL_OES_texture_cube_map") != 0; - vid.support.arb_texture_env_combine = false; - vid.support.arb_texture_gather = false; - vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL; - vid.support.arb_vertex_buffer_object = true; // GLES2 core - vid.support.ati_separate_stencil = false; - vid.support.ext_blend_minmax = false; - vid.support.ext_blend_subtract = true; // GLES2 core - vid.support.ext_blend_func_separate = true; // GLES2 core - vid.support.ext_draw_range_elements = false; - - /* ELUAN: - Note: "In OS 2.1, the functions in GL_OES_framebuffer_object were not usable from the Java API. - Calling them just threw an exception. Android developer relations confirmed that they forgot to implement these. (yeah...) - It's apparently been fixed in 2.2, though I haven't tested." - */ - vid.support.ext_framebuffer_object = false;//true; - - vid.support.ext_packed_depth_stencil = false; - vid.support.ext_stencil_two_side = false; - vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D") != 0; - vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0; - vid.support.ext_texture_edge_clamp = true; // GLES2 core - vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... - vid.support.ext_texture_srgb = false; - - // NOTE: On some devices, a value of 512 gives better FPS than the maximum. - qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); - -#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - if (vid.support.ext_texture_filter_anisotropic) - qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); -#endif - if (vid.support.arb_texture_cube_map) - qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap); -#ifdef GL_MAX_3D_TEXTURE_SIZE - if (vid.support.ext_texture_3d) - qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); -#endif - Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap); - Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d); - { -#define GL_ALPHA_BITS 0x0D55 -#define GL_RED_BITS 0x0D52 -#define GL_GREEN_BITS 0x0D53 -#define GL_BLUE_BITS 0x0D54 -#define GL_DEPTH_BITS 0x0D56 -#define GL_STENCIL_BITS 0x0D57 - int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1; - qglGetIntegerv(GL_RED_BITS , &fb_r); - qglGetIntegerv(GL_GREEN_BITS , &fb_g); - qglGetIntegerv(GL_BLUE_BITS , &fb_b); - qglGetIntegerv(GL_ALPHA_BITS , &fb_a); - qglGetIntegerv(GL_DEPTH_BITS , &fb_d); - qglGetIntegerv(GL_STENCIL_BITS, &fb_s); - Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s); - } - - // verify that cubemap textures are really supported - if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256) - vid.support.arb_texture_cube_map = false; - - // verify that 3d textures are really supported - if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32) - { - vid.support.ext_texture_3d = false; - Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n"); - } - - vid.texunits = 4; - vid.teximageunits = 8; - vid.texarrayunits = 5; - //qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); - qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&vid.teximageunits);CHECKGLERROR - //qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (GLint*)&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_GLES2; - vid.useinterleavedarrays = false; - vid.sRGBcapable2D = false; - vid.sRGBcapable3D = false; - - // VorteX: set other info (maybe place them in VID_InitMode?) - extern cvar_t gl_info_vendor; - extern cvar_t gl_info_renderer; - extern cvar_t gl_info_version; - extern cvar_t gl_info_platform; - extern cvar_t gl_info_driver; - Cvar_SetQuick(&gl_info_vendor, gl_vendor); - Cvar_SetQuick(&gl_info_renderer, gl_renderer); - Cvar_SetQuick(&gl_info_version, gl_version); - Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); - Cvar_SetQuick(&gl_info_driver, gl_driver); -} -#endif - void *GL_GetProcAddress(const char *name) { void *p = NULL; @@ -2027,6 +1292,11 @@ void *GL_GetProcAddress(const char *name) return p; } +qboolean GL_ExtensionSupported(const char *name) +{ + return SDL_GL_ExtensionSupported(name); +} + static qboolean vid_sdl_initjoysticksystem = false; void VID_Init (void) @@ -2085,11 +1355,7 @@ void VID_EnableJoystick(qboolean enable) vid_sdljoystick = SDL_JoystickOpen(sdlindex); if (vid_sdljoystick) { -#if SDL_MAJOR_VERSION == 1 - const char *joystickname = SDL_JoystickName(sdlindex); -#else const char *joystickname = SDL_JoystickName(vid_sdljoystick); -#endif Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick)); } else @@ -2107,311 +1373,65 @@ void VID_EnableJoystick(qboolean enable) Cvar_SetValueQuick(&joy_active, success ? 1 : 0); } -#if SDL_MAJOR_VERSION == 1 -// set the icon (we dont use SDL here since it would be too much a PITA) -#ifdef WIN32 -#include "resource.h" -#include -static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) -{ - SDL_Surface *screen = NULL; - SDL_SysWMinfo info; - HICON icon; - SDL_WM_SetCaption( gamename, NULL ); - screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); - if (screen) - { - // get the HWND handle - SDL_VERSION( &info.version ); - if (SDL_GetWMInfo(&info)) - { - icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) ); -#ifndef _W64 //If Windows 64bit data types don't exist -#ifndef SetClassLongPtr -#define SetClassLongPtr SetClassLong -#endif -#ifndef GCLP_HICON -#define GCLP_HICON GCL_HICON -#endif -#ifndef LONG_PTR -#define LONG_PTR LONG -#endif -#endif - SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon ); - } - } - return screen; -} -#elif defined(MACOSX) -static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) -{ - SDL_Surface *screen = NULL; - SDL_WM_SetCaption( gamename, NULL ); - screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); - // we don't use SDL_WM_SetIcon here because the icon in the .app should be used - return screen; -} -#else -// Adding the OS independent XPM version --blub -#include "darkplaces.xpm" -#include "nexuiz.xpm" -#if SDL_MAJOR_VERSION == 1 -#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ -#include -#endif -#endif -static SDL_Surface *icon = NULL; -static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) -{ - /* - * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at - * default settings with less than 91 colors and transparency. - */ - - int width, height, colors, isize, i, j; - int thenone = -1; - static SDL_Color palette[256]; - unsigned short palenc[256]; // store color id by char - char *xpm; - char **idata, *data; - const SDL_version *version; - SDL_Surface *screen = NULL; - - if (icon) - SDL_FreeSurface(icon); - icon = NULL; - version = SDL_Linked_Version(); - // only use non-XPM icon support in SDL v1.3 and higher - // SDL v1.2 does not support "smooth" transparency, and thus is better - // off the xpm way - if(version->major >= 2 || (version->major == 1 && version->minor >= 3)) - { - data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL); - if(data) - { - unsigned int red = 0x00FF0000; - unsigned int green = 0x0000FF00; - unsigned int blue = 0x000000FF; - unsigned int alpha = 0xFF000000; - width = image_width; - height = image_height; - - // reallocate with malloc, as this is in tempmempool (do not want) - xpm = data; - data = (char *) 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) - icon->pixels = data; - else - { - Con_Printf( "Failed to create surface for the window Icon!\n" - "%s\n", SDL_GetError()); - free(data); - } - } - } - - // we only get here if non-XPM icon was missing, or SDL version is not - // sufficient for transparent non-XPM icons - if(!icon) - { - xpm = (char *) FS_LoadFile("darkplaces-icon.xpm", tempmempool, false, NULL); - idata = NULL; - if(xpm) - idata = XPM_DecodeString(xpm); - if(!idata) - idata = ENGINE_ICON; - if(xpm) - Mem_Free(xpm); - - data = idata[0]; - - if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4) - { - if(isize == 1) - { - for(i = 0; i < colors; ++i) - { - unsigned int r, g, b; - char idx; - - if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4) - { - char foo[2]; - if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0 - break; - else - { - palette[i].r = 255; // color key - palette[i].g = 0; - palette[i].b = 255; - thenone = i; // weeeee - palenc[(unsigned char) idx] = i; - } - } - else - { - palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key - palette[i].g = g; - palette[i].b = b; - palenc[(unsigned char) idx] = i; - } - } - - if (i == colors) - { - // allocate the image data - data = (char*) malloc(width*height); - - for(j = 0; j < height; ++j) - { - for(i = 0; i < width; ++i) - { - // casting to the safest possible datatypes ^^ - data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]]; - } - } - - if(icon != NULL) - { - // SDL_FreeSurface should free the data too - // but for completeness' sake... - if(icon->flags & SDL_PREALLOC) - { - free(icon->pixels); - icon->pixels = NULL; // safety - } - SDL_FreeSurface(icon); - } - - icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed - // 8 bit surfaces get an empty palette allocated according to the docs - // so it's a palette image for sure :) no endian check necessary for the mask - - if(icon) - { - icon->pixels = data; - SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors); - SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone); - } - else - { - Con_Printf( "Failed to create surface for the window Icon!\n" - "%s\n", SDL_GetError()); - free(data); - } - } - else - { - Con_Printf("This XPM's palette looks odd. Can't continue.\n"); - } - } - else - { - // 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); - } - } - else - { - // NOTE: Only 1-char colornames are supported - Con_Printf("Sorry, but this does not even look similar to an XPM.\n"); - } - } - - if (icon) - SDL_WM_SetIcon(icon, NULL); - - SDL_WM_SetCaption( gamename, NULL ); - screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); - -#if SDL_MAJOR_VERSION == 1 -// 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 - - 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(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3)))) - { - // in this case, we did not set the good icon yet - SDL_SysWMinfo info; - SDL_VERSION(&info.version); - if(SDL_GetWMInfo(&info) == 1 && info.subsystem == SDL_SYSWM_X11) - { - data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL); - if(data) - { - // use _NET_WM_ICON too - static long netwm_icon[MAX_NETWM_ICON]; - int pos = 0; - int i = 1; - char vabuf[1024]; - - 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(vabuf, sizeof(vabuf), "darkplaces-icon%d", i), false, false, false, NULL); - } - - info.info.x11.lock_func(); - { - Atom net_wm_icon = XInternAtom(info.info.x11.display, "_NET_WM_ICON", false); - XChangeProperty(info.info.x11.display, info.info.x11.wmwindow, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (const unsigned char *) netwm_icon, pos); - } - info.info.x11.unlock_func(); - } - } - } -#endif -#endif - return screen; -} - -#endif -#endif - static void VID_OutputVersion(void) { SDL_version version; -#if SDL_MAJOR_VERSION == 1 - version = *SDL_Linked_Version(); -#else SDL_GetVersion(&version); -#endif Con_Printf( "Linked against SDL version %d.%d.%d\n" "Using SDL library version %d.%d.%d\n", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL, version.major, version.minor, version.patch ); } +#ifdef WIN32 +static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) +{ + LONG width = mode->width; // vid_width + LONG height = mode->height; // vid_height + + // adjust width and height for the space occupied by window decorators (title bar, borders) + rect->top = 0; + rect->left = 0; + rect->right = width; + rect->bottom = height; + AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0); + + RECT workArea; + SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0); + int workWidth = workArea.right - workArea.left; + int workHeight = workArea.bottom - workArea.top; + + // SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar) + // If the task bar is docked to the the left screen border and we move the window to negative y, + // there would be some part of the regular desktop visible on the bottom of the screen. + int titleBarPixels = 2; + int screenHeight = GetSystemMetrics(SM_CYSCREEN); + if (screenHeight == workHeight) + titleBarPixels = -rect->top; + + //Con_Printf("window mode: %dx%d, workArea: %d/%d-%d/%d (%dx%d), title: %d\n", width, height, workArea.left, workArea.top, workArea.right, workArea.bottom, workArea.right - workArea.left, workArea.bottom - workArea.top, titleBarPixels); + + // if height and width matches the physical or previously adjusted screen height and width, adjust it to available desktop area + if ((width == GetSystemMetrics(SM_CXSCREEN) || width == workWidth) && (height == screenHeight || height == workHeight - titleBarPixels)) + { + rect->left = workArea.left; + mode->width = workWidth; + rect->top = workArea.top + titleBarPixels; + mode->height = workHeight - titleBarPixels; + } + else + { + rect->left = workArea.left + max(0, (workWidth - width) / 2); + rect->top = workArea.top + max(0, (workHeight - height) / 2); + } +} +#endif + static qboolean VID_InitModeGL(viddef_mode_t *mode) { -#if SDL_MAJOR_VERSION == 1 - static int notfirstvideomode = false; - int flags = SDL_OPENGL; -#else int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL; -#endif + int xPos = SDL_WINDOWPOS_UNDEFINED; + int yPos = SDL_WINDOWPOS_UNDEFINED; #ifndef USE_GLES2 int i; const char *drivername; @@ -2421,25 +1441,10 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) win_half_height = mode->height>>1; if(vid_resizable.integer) -#if SDL_MAJOR_VERSION == 1 - flags |= SDL_RESIZABLE; -#else windowflags |= SDL_WINDOW_RESIZABLE; -#endif VID_OutputVersion(); -#if SDL_MAJOR_VERSION == 1 - /* - SDL 1.2 Hack - We cant switch from one OpenGL video mode to another. - Thus we first switch to some stupid 2D mode and then back to OpenGL. - */ - if (notfirstvideomode) - SDL_SetVideoMode( 0, 0, 0, 0 ); - notfirstvideomode = true; -#endif - #ifndef USE_GLES2 // SDL usually knows best drivername = NULL; @@ -2461,45 +1466,39 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) // hide the menu with SDL_WINDOW_BORDERLESS windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS; #endif -#ifndef USE_GLES2 - if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL) - { - VID_Shutdown(); - Con_Print("Required OpenGL function glGetString not found\n"); - return false; - } -#endif - - // Knghtbrd: should do platform-specific extension string function here vid_isfullscreen = false; - if (mode->fullscreen) { -#if SDL_MAJOR_VERSION == 1 - flags |= SDL_FULLSCREEN; -#else - windowflags |= SDL_WINDOW_FULLSCREEN; + { + if (mode->fullscreen) { + if (vid_desktopfullscreen.integer) + { + vid_mode_t *m = VID_GetDesktopMode(); + mode->width = m->width; + mode->height = m->height; + windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; + } + else + windowflags |= SDL_WINDOW_FULLSCREEN; + vid_isfullscreen = true; + } + else { +#ifdef WIN32 + RECT rect; + AdjustWindowBounds(mode, &rect); + xPos = rect.left; + yPos = rect.top; #endif - vid_isfullscreen = true; + } } //flags |= SDL_HWSURFACE; SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); - if (mode->bitsperpixel >= 32) - { - SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8); - SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8); - SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8); - SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8); - SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); - SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8); - } - else - { - SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 5); - SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 5); - SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 5); - SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); - } + SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8); + SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8); + SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8); + SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8); + SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8); if (mode->stereobuffer) SDL_GL_SetAttribute (SDL_GL_STEREO, 1); if (mode->samples > 1) @@ -2508,34 +1507,19 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples); } -#if SDL_MAJOR_VERSION == 1 - if (vid_vsync.integer) - SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1); - else - SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0); -#else #ifdef USE_GLES2 SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1); -#endif +#else + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0)); #endif video_bpp = mode->bitsperpixel; -#if SDL_MAJOR_VERSION == 1 - video_flags = flags; - screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); - 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; - } - mode->width = screen->w; - mode->height = screen->h; -#else window_flags = windowflags; - window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags); + window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags); if (window == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); @@ -2550,41 +1534,42 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) VID_Shutdown(); return false; } -#endif - - vid_softsurface = NULL; - vid.softpixels = NULL; -#if SDL_MAJOR_VERSION == 1 - // init keyboard - SDL_EnableUNICODE( SDL_ENABLE ); - // enable key repeat since everyone expects it - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); -#endif - -#if SDL_MAJOR_VERSION != 1 - SDL_GL_SetSwapInterval(vid_vsync.integer != 0); + SDL_GL_SetSwapInterval(bound(-1, vid_vsync.integer, 1)); vid_usingvsync = (vid_vsync.integer != 0); -#endif gl_platform = "SDL"; - gl_platformextensions = ""; -#ifdef USE_GLES2 - GLES_Init(); + GL_Setup(); + + // VorteX: set other info + 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); + + // LordHavoc: report supported extensions +#ifdef CONFIG_MENU + Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions); #else - GL_Init(); + Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions); #endif + // clear to black (loading plaque will be seen over this) + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0); + vid_hidden = false; vid_activewindow = false; vid_hasfocus = true; vid_usingmouse = false; vid_usinghidecursor = false; -#if SDL_MAJOR_VERSION == 1 - SDL_WM_GrabInput(SDL_GRAB_OFF); -#endif return true; } @@ -2595,103 +1580,6 @@ extern cvar_t gl_info_version; extern cvar_t gl_info_platform; extern cvar_t gl_info_driver; -static qboolean VID_InitModeSoft(viddef_mode_t *mode) -{ -#if SDL_MAJOR_VERSION == 1 - int flags = SDL_HWSURFACE; - if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT; -#else - int windowflags = SDL_WINDOW_SHOWN; -#endif - - win_half_width = mode->width>>1; - win_half_height = mode->height>>1; - - if(vid_resizable.integer) -#if SDL_MAJOR_VERSION == 1 - flags |= SDL_RESIZABLE; -#else - windowflags |= SDL_WINDOW_RESIZABLE; -#endif - - VID_OutputVersion(); - - vid_isfullscreen = false; - if (mode->fullscreen) { -#if SDL_MAJOR_VERSION == 1 - flags |= SDL_FULLSCREEN; -#else - windowflags |= SDL_WINDOW_FULLSCREEN; -#endif - vid_isfullscreen = true; - } - - video_bpp = mode->bitsperpixel; -#if SDL_MAJOR_VERSION == 1 - video_flags = flags; - screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); - 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; - } - mode->width = screen->w; - mode->height = screen->h; -#else - window_flags = windowflags; - window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags); - if (window == NULL) - { - Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); - VID_Shutdown(); - return false; - } - SDL_GetWindowSize(window, &mode->width, &mode->height); -#endif - - // 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; - } -#if SDL_MAJOR_VERSION == 1 - SDL_SetAlpha(vid_softsurface, 0, 255); -#endif - - vid.softpixels = (unsigned int *)vid_softsurface->pixels; - vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); - if (DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels) < 0) - { - Con_Printf("Failed to initialize software rasterizer\n"); - VID_Shutdown(); - return false; - } - -#if SDL_MAJOR_VERSION == 1 - // init keyboard - SDL_EnableUNICODE( SDL_ENABLE ); - // enable key repeat since everyone expects it - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); -#endif - - VID_Soft_SharedSetup(); - - vid_hidden = false; - vid_activewindow = false; - vid_hasfocus = true; - vid_usingmouse = false; - vid_usinghidecursor = false; - -#if SDL_MAJOR_VERSION == 1 - SDL_WM_GrabInput(SDL_GRAB_OFF); -#endif - return true; -} - qboolean VID_InitMode(viddef_mode_t *mode) { // GAME_STEELSTORM specific @@ -2701,165 +1589,79 @@ 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()); -#if SDL_MAJOR_VERSION != 1 Cvar_SetValueQuick(&vid_touchscreen_supportshowkeyboard, SDL_HasScreenKeyboardSupport() ? 1 : 0); -#endif -#ifdef SSE_POSSIBLE - if (vid_soft.integer) - return VID_InitModeSoft(mode); - else -#endif - return VID_InitModeGL(mode); + return VID_InitModeGL(mode); } void VID_Shutdown (void) { VID_EnableJoystick(false); VID_SetMouse(false, false, false); - VID_RestoreSystemGamma(); - -#if SDL_MAJOR_VERSION == 1 -#ifndef WIN32 -#ifndef MACOSX - if (icon) - SDL_FreeSurface(icon); - icon = NULL; -#endif -#endif -#endif - - if (vid_softsurface) - SDL_FreeSurface(vid_softsurface); - vid_softsurface = NULL; - vid.softpixels = NULL; - if (vid.softdepthpixels) - free(vid.softdepthpixels); - vid.softdepthpixels = NULL; -#if SDL_MAJOR_VERSION != 1 SDL_DestroyWindow(window); window = NULL; -#endif SDL_QuitSubSystem(SDL_INIT_VIDEO); gl_driver[0] = 0; gl_extensions = ""; gl_platform = ""; - gl_platformextensions = ""; -} - -int VID_SetGamma (unsigned short *ramps, int rampsize) -{ -#if SDL_MAJOR_VERSION == 1 - return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); -#else - return !SDL_SetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2); -#endif -} - -int VID_GetGamma (unsigned short *ramps, int rampsize) -{ -#if SDL_MAJOR_VERSION == 1 - return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); -#else - return !SDL_GetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2); -#endif } void VID_Finish (void) { -#if SDL_MAJOR_VERSION == 1 - Uint8 appstate; - - //react on appstate changes - appstate = SDL_GetAppState(); - - vid_hidden = !(appstate & SDL_APPACTIVE); - vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0; -#endif + qboolean vid_usevsync; vid_activewindow = !vid_hidden && vid_hasfocus; - VID_UpdateGamma(false, 256); + VID_UpdateGamma(); if (!vid_hidden) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) GL_Finish(); -#if SDL_MAJOR_VERSION != 1 -{ - 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 -#if SDL_MAJOR_VERSION == 1 - SDL_GL_SwapBuffers(); -#else - SDL_GL_SwapWindow(window); -#endif - break; - case RENDERPATH_SOFT: - DPSOFTRAST_Finish(); -#if SDL_MAJOR_VERSION == 1 -// if (!r_test.integer) - { - SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); - SDL_Flip(screen); - } -#else + vid_usevsync = (vid_vsync.integer && !cls.timedemo); + if (vid_usingvsync != vid_usevsync) { - SDL_Surface *screen = SDL_GetWindowSurface(window); - SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); - SDL_UpdateWindowSurface(window); + 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 - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - if (r_speeds.integer == 2 || gl_finish.integer) - GL_Finish(); + SDL_GL_SwapWindow(window); break; } } } +vid_mode_t *VID_GetDesktopMode(void) +{ + SDL_DisplayMode mode; + int bpp; + Uint32 rmask, gmask, bmask, amask; + SDL_GetDesktopDisplayMode(0, &mode); + SDL_PixelFormatEnumToMasks(mode.format, &bpp, &rmask, &gmask, &bmask, &amask); + desktop_mode.width = mode.w; + desktop_mode.height = mode.h; + desktop_mode.bpp = bpp; + desktop_mode.refreshrate = mode.refresh_rate; + desktop_mode.pixelheight_num = 1; + desktop_mode.pixelheight_denom = 1; // SDL does not provide this + // TODO check whether this actually works, or whether we do still need + // a read-window-size-after-entering-desktop-fullscreen hack for + // multiscreen setups. + return &desktop_mode; +} + size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) { size_t k = 0; -#if SDL_MAJOR_VERSION == 1 - SDL_Rect **vidmodes; - int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel; - - for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != (SDL_Rect**)(-1) && *vidmodes; ++vidmodes) - { - if(k >= maxcount) - break; - modes[k].width = (*vidmodes)->w; - modes[k].height = (*vidmodes)->h; - modes[k].bpp = bpp; - modes[k].refreshrate = 60; // no support for refresh rate in SDL - modes[k].pixelheight_num = 1; - modes[k].pixelheight_denom = 1; // SDL does not provide this - ++k; - } -#else int modenum; int nummodes = SDL_GetNumDisplayModes(0); SDL_DisplayMode mode; @@ -2871,12 +1673,11 @@ size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) continue; modes[k].width = mode.w; modes[k].height = mode.h; + // FIXME bpp? modes[k].refreshrate = mode.refresh_rate; modes[k].pixelheight_num = 1; - modes[k].pixelheight_num = 1; modes[k].pixelheight_denom = 1; // SDL does not provide this k++; } -#endif return k; }