int gl_max_texture_size = 0;
int gl_max_3d_texture_size = 0;
int gl_max_cube_map_texture_size = 0;
+int gl_max_rectangle_texture_size = 0;
// GL_ARB_multitexture
int gl_textureunits = 1;
// GL_ARB_texture_env_combine or GL_EXT_texture_env_combine
int gl_texture3d = false;
// GL_ARB_texture_cubemap
int gl_texturecubemap = false;
+// GL_ARB_texture_rectangle
+int gl_texturerectangle = false;
// GL_ARB_texture_non_power_of_two
int gl_support_arb_texture_non_power_of_two = false;
// GL_ARB_texture_env_dot3
int gl_dot3arb = false;
+// GL_ARB_depth_texture
+int gl_depthtexture = false;
+// GL_ARB_shadow
+int gl_support_arb_shadow = false;
// GL_SGIS_texture_edge_clamp
int gl_support_clamptoedge = false;
// GL_EXT_texture_filter_anisotropic
int gl_support_fragment_shader = false;
//GL_ARB_vertex_buffer_object
int gl_support_arb_vertex_buffer_object = false;
+//GL_EXT_framebuffer_object
+int gl_support_ext_framebuffer_object = false;
//GL_ARB_texture_compression
int gl_support_texture_compression = false;
//GL_ARB_occlusion_query
int gl_support_arb_occlusion_query = false;
+//GL_AMD_texture_texture4
+int gl_support_amd_texture_texture4 = false;
+//GL_ARB_texture_gather
+int gl_support_arb_texture_gather = false;
// LordHavoc: if window is hidden, don't update screen
qboolean vid_hidden = true;
cvar_t vid_grabkeyboard = {CVAR_SAVE, "vid_grabkeyboard", "0", "whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)"};
cvar_t vid_minwidth = {0, "vid_minwidth", "0", "minimum vid_width that is acceptable (to be set in default.cfg in mods)"};
cvar_t vid_minheight = {0, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"};
-cvar_t gl_combine = {0, "gl_combine", "1", "faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)"};
+cvar_t gl_combine = {0, "gl_combine", "1", "enables faster rendering using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)"};
cvar_t gl_finish = {0, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"};
cvar_t vid_stick_mouse = {CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" };
void (GLAPIENTRY *qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
void (GLAPIENTRY *qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
+//GL_EXT_framebuffer_object
+GLboolean (GLAPIENTRY *qglIsRenderbufferEXT)(GLuint renderbuffer);
+void (GLAPIENTRY *qglBindRenderbufferEXT)(GLenum target, GLuint renderbuffer);
+void (GLAPIENTRY *qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint *renderbuffers);
+void (GLAPIENTRY *qglGenRenderbuffersEXT)(GLsizei n, GLuint *renderbuffers);
+void (GLAPIENTRY *qglRenderbufferStorageEXT)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+void (GLAPIENTRY *qglGetRenderbufferParameterivEXT)(GLenum target, GLenum pname, GLint *params);
+GLboolean (GLAPIENTRY *qglIsFramebufferEXT)(GLuint framebuffer);
+void (GLAPIENTRY *qglBindFramebufferEXT)(GLenum target, GLuint framebuffer);
+void (GLAPIENTRY *qglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers);
+void (GLAPIENTRY *qglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers);
+GLenum (GLAPIENTRY *qglCheckFramebufferStatusEXT)(GLenum target);
+void (GLAPIENTRY *qglFramebufferTexture1DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void (GLAPIENTRY *qglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void (GLAPIENTRY *qglFramebufferTexture3DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+void (GLAPIENTRY *qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+void (GLAPIENTRY *qglGetFramebufferAttachmentParameterivEXT)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+void (GLAPIENTRY *qglGenerateMipmapEXT)(GLenum target);
+
void (GLAPIENTRY *qglCompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
void (GLAPIENTRY *qglCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
void (GLAPIENTRY *qglCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
{NULL, NULL}
};
+static dllfunction_t fbofuncs[] =
+{
+ {"glIsRenderbufferEXT" , (void **) &qglIsRenderbufferEXT},
+ {"glBindRenderbufferEXT" , (void **) &qglBindRenderbufferEXT},
+ {"glDeleteRenderbuffersEXT" , (void **) &qglDeleteRenderbuffersEXT},
+ {"glGenRenderbuffersEXT" , (void **) &qglGenRenderbuffersEXT},
+ {"glRenderbufferStorageEXT" , (void **) &qglRenderbufferStorageEXT},
+ {"glGetRenderbufferParameterivEXT" , (void **) &qglGetRenderbufferParameterivEXT},
+ {"glIsFramebufferEXT" , (void **) &qglIsFramebufferEXT},
+ {"glBindFramebufferEXT" , (void **) &qglBindFramebufferEXT},
+ {"glDeleteFramebuffersEXT" , (void **) &qglDeleteFramebuffersEXT},
+ {"glGenFramebuffersEXT" , (void **) &qglGenFramebuffersEXT},
+ {"glCheckFramebufferStatusEXT" , (void **) &qglCheckFramebufferStatusEXT},
+ {"glFramebufferTexture1DEXT" , (void **) &qglFramebufferTexture1DEXT},
+ {"glFramebufferTexture2DEXT" , (void **) &qglFramebufferTexture2DEXT},
+ {"glFramebufferTexture3DEXT" , (void **) &qglFramebufferTexture3DEXT},
+ {"glFramebufferRenderbufferEXT" , (void **) &qglFramebufferRenderbufferEXT},
+ {"glGetFramebufferAttachmentParameterivEXT" , (void **) &qglGetFramebufferAttachmentParameterivEXT},
+ {"glGenerateMipmapEXT" , (void **) &qglGenerateMipmapEXT},
+ {NULL, NULL}
+};
+
static dllfunction_t texturecompressionfuncs[] =
{
{"glCompressedTexImage3DARB", (void **) &qglCompressedTexImage3DARB},
gl_supportslockarrays = false;
gl_texture3d = false;
gl_texturecubemap = false;
+ gl_texturerectangle = false;
gl_support_arb_texture_non_power_of_two = false;
gl_dot3arb = false;
+ gl_depthtexture = false;
+ gl_support_arb_shadow = false;
gl_support_clamptoedge = false;
gl_support_anisotropy = false;
gl_max_anisotropy = 1;
gl_support_vertex_shader = false;
gl_support_fragment_shader = false;
gl_support_arb_vertex_buffer_object = false;
+ gl_support_ext_framebuffer_object = false;
gl_support_texture_compression = false;
gl_support_arb_occlusion_query = false;
+ gl_support_amd_texture_texture4 = false;
+ gl_support_arb_texture_gather = false;
if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false))
Sys_Error("OpenGL 1.1.0 functions not found");
// COMMANDLINEOPTION: GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping)
if ((gl_texturecubemap = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", false)))
qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &gl_max_cube_map_texture_size);
+// COMMANDLINEOPTION: GL: -norectangle disables GL_ARB_texture_rectangle (required for bumpmapping)
+ if ((gl_texturerectangle = GL_CheckExtension("GL_ARB_texture_rectangle", NULL, "-norectangle", false)))
+ qglGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &gl_max_rectangle_texture_size);
+// COMMANDLINEOPTION: GL: -nodepthtexture disables use of GL_ARB_depth_texture (required for shadowmapping)
+ gl_depthtexture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false);
+// COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering)
+ gl_support_arb_shadow = GL_CheckExtension("GL_ARB_shadow", NULL, "-noshadow", false);
+
// COMMANDLINEOPTION: GL: -notexturecompression disables GL_ARB_texture_compression (which saves video memory if it is supported, but can also degrade image quality, see gl_texturecompression cvar documentation for more information)
gl_support_texture_compression = GL_CheckExtension("GL_ARB_texture_compression", texturecompressionfuncs, "-notexturecompression", false);
// COMMANDLINEOPTION: GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster)
// COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering)
gl_support_arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
+// COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering)
+ gl_support_ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", fbofuncs, "-nofbo", false);
+
// we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
if (qglDrawRangeElements == NULL)
qglDrawRangeElements = qglDrawRangeElementsEXT;
// COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations)
gl_support_arb_occlusion_query = GL_CheckExtension("GL_ARB_occlusion_query", occlusionqueryfuncs, "-noocclusionquery", false);
+
+// COMMANDLINEOPTION: GL: -notexture4 disables GL_AMD_texture_texture4 (which provides fetch4 sampling)
+ gl_support_amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false);
+// COMMANDLINEOPTION: GL: -notexturegather disables GL_ARB_texture_gather (which provides fetch4 sampling)
+ gl_support_arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false);
}
void Force_CenterView_f (void)
BOUNDCVAR(v_gamma, 0.1, 5);
BOUNDCVAR(v_contrast, 1, 5);
BOUNDCVAR(v_brightness, 0, 0.8);
- BOUNDCVAR(v_contrastboost, 0.0625, 16);
+ //BOUNDCVAR(v_contrastboost, 0.0625, 16);
BOUNDCVAR(v_color_black_r, 0, 0.8);
BOUNDCVAR(v_color_black_g, 0, 0.8);
BOUNDCVAR(v_color_black_b, 0, 0.8);
Con_Printf("Initializing Video Mode: %s %dx%dx%dx%dhz%s%s\n", fullscreen ? "fullscreen" : "window", width, height, bpp, refreshrate, stereobuffer ? " stereo" : "", samples > 1 ? va(" (%ix AA)", samples) : "");
if (VID_InitMode(fullscreen, &width, &height, bpp, vid_userefreshrate.integer ? max(1, refreshrate) : 0, stereobuffer, samples))
{
- vid.fullscreen = fullscreen;
+ vid.fullscreen = fullscreen != 0;
vid.width = width;
vid.height = height;
vid.bitsperpixel = bpp;
vid.samples = samples;
vid.refreshrate = refreshrate;
- vid.stereobuffer = stereobuffer;
- vid.userefreshrate = vid_userefreshrate.integer;
+ vid.stereobuffer = stereobuffer != 0;
+ vid.userefreshrate = vid_userefreshrate.integer != 0;
Cvar_SetValueQuick(&vid_fullscreen, fullscreen);
Cvar_SetValueQuick(&vid_width, width);
Cvar_SetValueQuick(&vid_height, height);
VID_OpenSystems();
}
+int VID_SortModes_Compare(const void *a_, const void *b_)
+{
+ vid_mode_t *a = (vid_mode_t *) a_;
+ vid_mode_t *b = (vid_mode_t *) b_;
+ if(a->width > b->width)
+ return +1;
+ if(a->width < b->width)
+ return -1;
+ if(a->height > b->height)
+ return +1;
+ if(a->height < b->height)
+ return -1;
+ if(a->refreshrate > b->refreshrate)
+ return +1;
+ if(a->refreshrate < b->refreshrate)
+ return -1;
+ if(a->bpp > b->bpp)
+ return +1;
+ if(a->bpp < b->bpp)
+ return -1;
+ if(a->pixelheight_num * b->pixelheight_denom > a->pixelheight_denom * b->pixelheight_num)
+ return +1;
+ if(a->pixelheight_num * b->pixelheight_denom < a->pixelheight_denom * b->pixelheight_num)
+ return -1;
+ return 0;
+}
+size_t VID_SortModes(vid_mode_t *modes, size_t count, qboolean usebpp, qboolean userefreshrate, qboolean useaspect)
+{
+ size_t i;
+ if(count == 0)
+ return 0;
+ // 1. sort them
+ qsort(modes, count, sizeof(*modes), VID_SortModes_Compare);
+ // 2. remove duplicates
+ for(i = 0; i < count; ++i)
+ {
+ if(modes[i].width && modes[i].height)
+ {
+ if(i == 0)
+ continue;
+ if(modes[i].width != modes[i-1].width)
+ continue;
+ if(modes[i].height != modes[i-1].height)
+ continue;
+ if(userefreshrate)
+ if(modes[i].refreshrate != modes[i-1].refreshrate)
+ continue;
+ if(usebpp)
+ if(modes[i].bpp != modes[i-1].bpp)
+ continue;
+ if(useaspect)
+ if(modes[i].pixelheight_num * modes[i-1].pixelheight_denom != modes[i].pixelheight_denom * modes[i-1].pixelheight_num)
+ continue;
+ }
+ // a dupe, or a bogus mode!
+ if(i < count-1)
+ memmove(&modes[i], &modes[i+1], sizeof(*modes) * (count-1 - i));
+ --i; // check this index again, as mode i+1 is now here
+ --count;
+ }
+ return count;
+}