#include "quakedef.h"
#include "cdaudio.h"
+#ifdef SUPPORTCG
+#include <Cg/cgGL.h>
+#endif
+
// global video state
viddef_t vid;
float in_mouse_x, in_mouse_y;
float in_windowmouse_x, in_windowmouse_y;
-// value of GL_MAX_TEXTURE_<various>_SIZE
-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_combine_extension = false;
-// GL_EXT_compiled_vertex_array
-int gl_supportslockarrays = false;
-// GLX_SGI_swap_control or WGL_EXT_swap_control
-int gl_videosyncavailable = false;
-// 3D textures available
-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_anisotropy = false;
-int gl_max_anisotropy = 1;
-// OpenGL2.0 core glStencilOpSeparate, or GL_ATI_separate_stencil
-int gl_support_separatestencil = false;
-// GL_EXT_stencil_two_side
-int gl_support_stenciltwoside = false;
-// GL_EXT_blend_minmax
-int gl_support_ext_blend_minmax = false;
-// GL_EXT_blend_subtract
-int gl_support_ext_blend_subtract = false;
-// GL_ARB_shader_objects
-int gl_support_shader_objects = false;
-// GL_ARB_shading_language_100
-int gl_support_shading_language_100 = false;
-// GL_ARB_vertex_shader
-int gl_support_vertex_shader = false;
-// GL_ARB_fragment_shader
-int gl_support_fragment_shader = false;
-//GL_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;
// LordHavoc: if window is not the active window, don't hog as much CPU time,
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", "enables faster rendering using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)"};
+cvar_t vid_gl13 = {0, "vid_gl13", "1", "enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)"};
+cvar_t vid_gl20 = {0, "vid_gl20", "1", "enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)"};
+#ifdef SUPPORTCG
+cvar_t vid_cggl = {0, "vid_glcg", "1", "enables faster rendering using the Cg shader library"};
+#endif
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 *qglEnd)(void);
void (GLAPIENTRY *qglMatrixMode)(GLenum mode);
-void (GLAPIENTRY *qglOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
-void (GLAPIENTRY *qglFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
+//void (GLAPIENTRY *qglOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
+//void (GLAPIENTRY *qglFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
void (GLAPIENTRY *qglViewport)(GLint x, GLint y, GLsizei width, GLsizei height);
-void (GLAPIENTRY *qglPushMatrix)(void);
-void (GLAPIENTRY *qglPopMatrix)(void);
+//void (GLAPIENTRY *qglPushMatrix)(void);
+//void (GLAPIENTRY *qglPopMatrix)(void);
void (GLAPIENTRY *qglLoadIdentity)(void);
-void (GLAPIENTRY *qglLoadMatrixd)(const GLdouble *m);
+//void (GLAPIENTRY *qglLoadMatrixd)(const GLdouble *m);
void (GLAPIENTRY *qglLoadMatrixf)(const GLfloat *m);
-void (GLAPIENTRY *qglMultMatrixd)(const GLdouble *m);
-void (GLAPIENTRY *qglMultMatrixf)(const GLfloat *m);
-void (GLAPIENTRY *qglRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
-void (GLAPIENTRY *qglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
-void (GLAPIENTRY *qglScaled)(GLdouble x, GLdouble y, GLdouble z);
-void (GLAPIENTRY *qglScalef)(GLfloat x, GLfloat y, GLfloat z);
-void (GLAPIENTRY *qglTranslated)(GLdouble x, GLdouble y, GLdouble z);
-void (GLAPIENTRY *qglTranslatef)(GLfloat x, GLfloat y, GLfloat z);
+//void (GLAPIENTRY *qglMultMatrixd)(const GLdouble *m);
+//void (GLAPIENTRY *qglMultMatrixf)(const GLfloat *m);
+//void (GLAPIENTRY *qglRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
+//void (GLAPIENTRY *qglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
+//void (GLAPIENTRY *qglScaled)(GLdouble x, GLdouble y, GLdouble z);
+//void (GLAPIENTRY *qglScalef)(GLfloat x, GLfloat y, GLfloat z);
+//void (GLAPIENTRY *qglTranslated)(GLdouble x, GLdouble y, GLdouble z);
+//void (GLAPIENTRY *qglTranslatef)(GLfloat x, GLfloat y, GLfloat z);
void (GLAPIENTRY *qglReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param);
void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params);
void (GLAPIENTRY *qglTexParameteri)(GLenum target, GLenum pname, GLint param);
+void (GLAPIENTRY *qglGetTexParameterfv)(GLenum target, GLenum pname, GLfloat *params);
+void (GLAPIENTRY *qglGetTexParameteriv)(GLenum target, GLenum pname, GLint *params);
+void (GLAPIENTRY *qglGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat *params);
+void (GLAPIENTRY *qglGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint *params);
+void (GLAPIENTRY *qglGetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
void (GLAPIENTRY *qglHint)(GLenum target, GLenum mode);
void (GLAPIENTRY *qglGenTextures)(GLsizei n, GLuint *textures);
void (GLAPIENTRY *qglBindTexture)(GLenum target, GLuint texture);
//void (GLAPIENTRY *qglPrioritizeTextures)(GLsizei n, const GLuint *textures, const GLclampf *priorities);
//GLboolean (GLAPIENTRY *qglAreTexturesResident)(GLsizei n, const GLuint *textures, GLboolean *residences);
-GLboolean (GLAPIENTRY *qglIsTexture)(GLuint texture);
-void (GLAPIENTRY *qglPixelStoref)(GLenum pname, GLfloat param);
+//GLboolean (GLAPIENTRY *qglIsTexture)(GLuint texture);
+//void (GLAPIENTRY *qglPixelStoref)(GLenum pname, GLfloat param);
void (GLAPIENTRY *qglPixelStorei)(GLenum pname, GLint param);
//void (GLAPIENTRY *qglTexImage1D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode);
void (GLAPIENTRY *qglPolygonStipple)(const GLubyte *mask);
-void (GLAPIENTRY *qglClipPlane)(GLenum plane, const GLdouble *equation);
-void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation);
+//void (GLAPIENTRY *qglClipPlane)(GLenum plane, const GLdouble *equation);
+//void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation);
//[515]: added on 29.07.2005
void (GLAPIENTRY *qglLineWidth)(GLfloat width);
void (GLAPIENTRY *qglGetFramebufferAttachmentParameterivEXT)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
void (GLAPIENTRY *qglGenerateMipmapEXT)(GLenum target);
+void (GLAPIENTRY *qglDrawBuffersARB)(GLsizei n, const GLenum *bufs);
+
void (GLAPIENTRY *qglCompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
void (GLAPIENTRY *qglCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
//void (GLAPIENTRY *qglCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
if(ext == 0) // opengl version
{
- sscanf(gl_version, "%d.%d", &curr_version.major, &curr_version.minor);
+ if (sscanf(gl_version, "%d.%d", &curr_version.major, &curr_version.minor) < 2)
+ curr_version.major = curr_version.minor = 1;
if (curr_version.major < min_version.major || (curr_version.major == min_version.major && curr_version.minor < min_version.minor))
{
// functions are cleared before all the extensions are evaluated
if (!(*func->funcvariable = (void *) GL_GetProcAddress(func->name)))
{
- if (!silent)
- {
- if (ext)
- Con_DPrintf("%s is missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name);
- else
- Con_DPrintf("OpenGL %s core features are missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name);
- }
+ if (ext && !silent)
+ Con_DPrintf("%s is missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name);
+ if (!ext)
+ Con_Printf("OpenGL %s core features are missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name);
failed = true;
}
}
{"glPointSize", (void**) &qglPointSize},
//
{"glMatrixMode", (void **) &qglMatrixMode},
- {"glOrtho", (void **) &qglOrtho},
- {"glFrustum", (void **) &qglFrustum},
+// {"glOrtho", (void **) &qglOrtho},
+// {"glFrustum", (void **) &qglFrustum},
{"glViewport", (void **) &qglViewport},
- {"glPushMatrix", (void **) &qglPushMatrix},
- {"glPopMatrix", (void **) &qglPopMatrix},
+// {"glPushMatrix", (void **) &qglPushMatrix},
+// {"glPopMatrix", (void **) &qglPopMatrix},
{"glLoadIdentity", (void **) &qglLoadIdentity},
- {"glLoadMatrixd", (void **) &qglLoadMatrixd},
+// {"glLoadMatrixd", (void **) &qglLoadMatrixd},
{"glLoadMatrixf", (void **) &qglLoadMatrixf},
- {"glMultMatrixd", (void **) &qglMultMatrixd},
- {"glMultMatrixf", (void **) &qglMultMatrixf},
- {"glRotated", (void **) &qglRotated},
- {"glRotatef", (void **) &qglRotatef},
- {"glScaled", (void **) &qglScaled},
- {"glScalef", (void **) &qglScalef},
- {"glTranslated", (void **) &qglTranslated},
- {"glTranslatef", (void **) &qglTranslatef},
+// {"glMultMatrixd", (void **) &qglMultMatrixd},
+// {"glMultMatrixf", (void **) &qglMultMatrixf},
+// {"glRotated", (void **) &qglRotated},
+// {"glRotatef", (void **) &qglRotatef},
+// {"glScaled", (void **) &qglScaled},
+// {"glScalef", (void **) &qglScalef},
+// {"glTranslated", (void **) &qglTranslated},
+// {"glTranslatef", (void **) &qglTranslatef},
{"glReadPixels", (void **) &qglReadPixels},
{"glStencilFunc", (void **) &qglStencilFunc},
{"glStencilMask", (void **) &qglStencilMask},
{"glTexParameterf", (void **) &qglTexParameterf},
{"glTexParameterfv", (void **) &qglTexParameterfv},
{"glTexParameteri", (void **) &qglTexParameteri},
+ {"glGetTexImage", (void **) &qglGetTexImage},
+ {"glGetTexParameterfv", (void **) &qglGetTexParameterfv},
+ {"glGetTexParameteriv", (void **) &qglGetTexParameteriv},
+ {"glGetTexLevelParameterfv", (void **) &qglGetTexLevelParameterfv},
+ {"glGetTexLevelParameteriv", (void **) &qglGetTexLevelParameteriv},
{"glHint", (void **) &qglHint},
- {"glPixelStoref", (void **) &qglPixelStoref},
+// {"glPixelStoref", (void **) &qglPixelStoref},
{"glPixelStorei", (void **) &qglPixelStorei},
{"glGenTextures", (void **) &qglGenTextures},
{"glDeleteTextures", (void **) &qglDeleteTextures},
{"glBindTexture", (void **) &qglBindTexture},
// {"glPrioritizeTextures", (void **) &qglPrioritizeTextures},
// {"glAreTexturesResident", (void **) &qglAreTexturesResident},
- {"glIsTexture", (void **) &qglIsTexture},
+// {"glIsTexture", (void **) &qglIsTexture},
// {"glTexImage1D", (void **) &qglTexImage1D},
{"glTexImage2D", (void **) &qglTexImage2D},
// {"glTexSubImage1D", (void **) &qglTexSubImage1D},
{"glPolygonOffset", (void **) &qglPolygonOffset},
{"glPolygonMode", (void **) &qglPolygonMode},
{"glPolygonStipple", (void **) &qglPolygonStipple},
- {"glClipPlane", (void **) &qglClipPlane},
- {"glGetClipPlane", (void **) &qglGetClipPlane},
+// {"glClipPlane", (void **) &qglClipPlane},
+// {"glGetClipPlane", (void **) &qglGetClipPlane},
{NULL, NULL}
};
{NULL, NULL}
};
+static dllfunction_t drawbuffersfuncs[] =
+{
+ {"glDrawBuffersARB", (void **) &qglDrawBuffersARB},
+ {NULL, NULL}
+};
+
void VID_CheckExtensions(void)
{
+ // clear the extension flags
+ memset(&vid.support, 0, sizeof(vid.support));
+
// VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
Cvar_SetQuick(&gl_info_extensions, "");
-
- // reset all the gl extension variables here
- // this should match the declarations
- gl_max_texture_size = 0;
- gl_max_3d_texture_size = 0;
- gl_max_cube_map_texture_size = 0;
- gl_textureunits = 1;
- gl_combine_extension = false;
- 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_separatestencil = false;
- gl_support_stenciltwoside = false;
- gl_support_ext_blend_minmax = false;
- gl_support_ext_blend_subtract = false;
- gl_support_shader_objects = false;
- gl_support_shading_language_100 = false;
- 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");
CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max_texture_size);
Con_DPrint("Checking OpenGL extensions...\n");
-// COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
- if (!GL_CheckExtension("1.2", drawrangeelementsfuncs, "-nodrawrangeelements", true))
- GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false);
-
-// COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
- if (GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false))
- {
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_textureunits);
+ vid.support.amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false);
+ vid.support.arb_depth_texture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false);
+ vid.support.arb_draw_buffers = GL_CheckExtension("GL_ARB_draw_buffers", drawbuffersfuncs, "-nodrawbuffers", false);
+ vid.support.arb_fragment_shader = GL_CheckExtension("GL_ARB_fragment_shader", NULL, "-nofragmentshader", false);
+ vid.support.arb_multitexture = GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false);
+ vid.support.arb_occlusion_query = GL_CheckExtension("GL_ARB_occlusion_query", occlusionqueryfuncs, "-noocclusionquery", false);
+ vid.support.arb_shader_objects = GL_CheckExtension("GL_ARB_shader_objects", shaderobjectsfuncs, "-noshaderobjects", false);
+ vid.support.arb_shading_language_100 = GL_CheckExtension("GL_ARB_shading_language_100", NULL, "-noshadinglanguage100", false);
+ vid.support.arb_shadow = GL_CheckExtension("GL_ARB_shadow", NULL, "-noshadow", false);
+ vid.support.arb_texture_compression = GL_CheckExtension("GL_ARB_texture_compression", texturecompressionfuncs, "-notexturecompression", false);
+ vid.support.arb_texture_cube_map = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", false);
+ vid.support.arb_texture_env_combine = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false);
+ vid.support.arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false);
+ vid.support.arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false);
+ vid.support.arb_texture_rectangle = GL_CheckExtension("GL_ARB_texture_rectangle", NULL, "-norectangle", false);
+ vid.support.arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
+ vid.support.arb_vertex_shader = GL_CheckExtension("GL_ARB_vertex_shader", vertexshaderfuncs, "-novertexshader", false);
+ vid.support.ati_separate_stencil = GL_CheckExtension("2.0", gl2separatestencilfuncs, "-noseparatestencil", true) || GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false);
+ vid.support.ext_blend_minmax = GL_CheckExtension("GL_EXT_blend_minmax", blendequationfuncs, "-noblendminmax", false);
+ vid.support.ext_blend_subtract = GL_CheckExtension("GL_EXT_blend_subtract", blendequationfuncs, "-noblendsubtract", false);
+ vid.support.ext_compiled_vertex_array = GL_CheckExtension("GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "-nocva", false);
+ vid.support.ext_draw_range_elements = GL_CheckExtension("1.2", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false);
+ vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", fbofuncs, "-nofbo", false);
+ vid.support.ext_stencil_two_side = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false);
+ vid.support.ext_texture_3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false);
+ vid.support.ext_texture_compression_s3tc = GL_CheckExtension("GL_EXT_texture_compression_s3tc", NULL, "-nos3tc", false);
+ vid.support.ext_texture_edge_clamp = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false);
+ vid.support.ext_texture_filter_anisotropic = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false);
+// COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
+// COMMANDLINEOPTION: GL: -noblendminmax disables GL_EXT_blend_minmax
+// COMMANDLINEOPTION: GL: -noblendsubtract disables GL_EXT_blend_subtract
// COMMANDLINEOPTION: GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering)
- gl_combine_extension = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false);
-// COMMANDLINEOPTION: GL: -nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping)
- if (gl_combine_extension)
- gl_dot3arb = GL_CheckExtension("GL_ARB_texture_env_dot3", NULL, "-nodot3", false);
- }
-
-// COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
- if ((gl_texture3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false)))
- {
- qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &gl_max_3d_texture_size);
- if (gl_max_3d_texture_size < 32)
- {
- gl_texture3d = false;
- Con_Printf("GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
- }
- }
// 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)
- gl_supportslockarrays = GL_CheckExtension("GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "-nocva", false);
+// COMMANDLINEOPTION: GL: -nodepthtexture disables use of GL_ARB_depth_texture (required for shadowmapping)
+// COMMANDLINEOPTION: GL: -nodrawbuffers disables use of GL_ARB_draw_buffers (required for r_shadow_deferredprepass)
+// COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
// COMMANDLINEOPTION: GL: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method)
- gl_support_clamptoedge = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false);
-
-// COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
- if ((gl_support_anisotropy = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false)))
- qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max_anisotropy);
-
- gl_support_ext_blend_minmax = GL_CheckExtension("GL_EXT_blend_minmax", blendequationfuncs, "-noblendminmax", false);
- gl_support_ext_blend_subtract = GL_CheckExtension("GL_EXT_blend_subtract", blendequationfuncs, "-noblendsubtract", false);
-
+// COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering), only used if GL_ARB_fragment_shader is also available
+// COMMANDLINEOPTION: GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
+// COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
+// COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations)
+// COMMANDLINEOPTION: GL: -norectangle disables GL_ARB_texture_rectangle (required for bumpmapping)
+// COMMANDLINEOPTION: GL: -nos3tc disables GL_EXT_texture_compression_s3tc (which allows use of .dds texture caching)
// COMMANDLINEOPTION: GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
- if (!(gl_support_separatestencil = (GL_CheckExtension("2.0", gl2separatestencilfuncs, "-noseparatestencil", true))))
- gl_support_separatestencil = GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false);
+// COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
+// COMMANDLINEOPTION: GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
+// COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering)
// COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering)
- gl_support_stenciltwoside = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false);
-
+// COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
+// COMMANDLINEOPTION: GL: -notexture4 disables GL_AMD_texture_texture4 (which provides fetch4 sampling)
+// COMMANDLINEOPTION: GL: -notexturecompression disables GL_ARB_texture_compression (which saves video memory if it is supported, but can also degrade image quality, see gl_texturecompression cvar documentation for more information)
+// COMMANDLINEOPTION: GL: -notexturegather disables GL_ARB_texture_gather (which provides fetch4 sampling)
+// COMMANDLINEOPTION: GL: -notexturenonpoweroftwo disables GL_ARB_texture_non_power_of_two (which saves video memory if it is supported, but crashes on some buggy drivers)
// COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering)
- gl_support_arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
+// COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
-// 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);
+ vid.maxtexturesize_2d = 0;
+ vid.maxtexturesize_3d = 0;
+ vid.maxtexturesize_cubemap = 0;
+ vid.texunits = 1;
+ vid.teximageunits = 1;
+ vid.texarrayunits = 1;
+ vid.max_anisotropy = 1;
+ vid.maxdrawbuffers = 1;
+
+ if (vid.support.arb_draw_buffers)
+ qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers);
+
+ // disable non-power-of-two textures on Radeon X1600 and other cards that do not accelerate it with some filtering modes / repeat modes that we use
+ // we detect these cards by checking if the hardware supports vertex texture fetch (Geforce6 does, Radeon X1600 does not, all GL3-class hardware does)
+ if(vid.support.arb_texture_non_power_of_two)
+ {
+ int val = 0;
+ if (vid.support.arb_vertex_shader)
+ qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &val);CHECKGLERROR
+ if (val < 1)
+ vid.support.arb_texture_non_power_of_two = false;
+ }
// we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
if (qglDrawRangeElements == NULL)
qglDrawRangeElements = qglDrawRangeElementsEXT;
-// COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
-// COMMANDLINEOPTION: GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
-// COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
-// COMMANDLINEOPTION: GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
- if ((gl_support_shader_objects = GL_CheckExtension("GL_ARB_shader_objects", shaderobjectsfuncs, "-noshaderobjects", false)))
- if ((gl_support_shading_language_100 = GL_CheckExtension("GL_ARB_shading_language_100", NULL, "-noshadinglanguage100", false)))
- if ((gl_support_vertex_shader = GL_CheckExtension("GL_ARB_vertex_shader", vertexshaderfuncs, "-novertexshader", false)))
- gl_support_fragment_shader = GL_CheckExtension("GL_ARB_fragment_shader", NULL, "-nofragmentshader", false);
- CHECKGLERROR
-#ifndef __APPLE__
- // LordHavoc: this is blocked on Mac OS X because the drivers claim support but often can't accelerate it or crash when used.
-// COMMANDLINEOPTION: GL: -notexturenonpoweroftwo disables GL_ARB_texture_non_power_of_two (which saves video memory if it is supported, but crashes on some buggy drivers)
-
+ qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+ if (vid.support.ext_texture_filter_anisotropic)
+ qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+ if (vid.support.arb_texture_cube_map)
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ if (vid.support.arb_texture_rectangle)
+ qglGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_rectangle);
+ if (vid.support.ext_texture_3d)
+ qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+
+ // verify that 3d textures are really supported
+ if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
{
- // blacklist this extension on Radeon X1600-X1950 hardware (they support it only with certain filtering/repeat modes)
- int val = 0;
- if(gl_support_vertex_shader)
- qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &val);
- gl_support_arb_texture_non_power_of_two = val > 0 && GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false);
+ vid.support.ext_texture_3d = false;
+ Con_Printf("GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
}
-#endif
-// 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);
+ vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
+ if (vid.support.arb_multitexture)
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ if (vid_gl20.integer && vid.support.arb_fragment_shader && vid.support.arb_vertex_shader && vid.support.arb_shader_objects)
+ {
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&vid.teximageunits);CHECKGLERROR
+ qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&vid.texarrayunits);CHECKGLERROR
+ vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
+ vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
+ vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
+ Con_DPrintf("Using GL2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
+ vid.renderpath = RENDERPATH_GL20;
+ }
+#ifdef SUPPORTCG
+ else if (vid_cggl.integer && (vid.cgcontext = cgCreateContext()))
+ {
+ vid.texunits = 4;
+ vid.teximageunits = 16;
+ vid.texarrayunits = 8;
+ Con_DPrintf("Using NVIDIA Cg 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_CGGL;
+ }
+#endif
+ else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
+ {
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
+ vid.teximageunits = vid.texunits;
+ vid.texarrayunits = vid.texunits;
+ Con_DPrintf("Using GL1.3 rendering path - %i texture units, single pass rendering\n", vid.texunits);
+ vid.renderpath = RENDERPATH_GL13;
+ }
+ else
+ {
+ vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
+ vid.teximageunits = vid.texunits;
+ vid.texarrayunits = vid.texunits;
+ Con_DPrintf("Using GL1.1 rendering path - %i texture units, two pass rendering\n", vid.texunits);
+ vid.renderpath = RENDERPATH_GL11;
+ }
// VorteX: set other info (maybe place them in VID_InitMode?)
Cvar_SetQuick(&gl_info_vendor, gl_vendor);
return;
wantgamma = v_hwgamma.integer;
- if(r_glsl.integer && v_glslgamma.integer)
- wantgamma = 0;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (v_glslgamma.integer)
+ wantgamma = 0;
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
+ }
if(!vid_activewindow)
wantgamma = 0;
#define BOUNDCVAR(cvar, m1, m2) c = &(cvar);f = bound(m1, c->value, m2);if (c->value != f) Cvar_SetValueQuick(c, f);
Cvar_RegisterVariable(&vid_resizable);
Cvar_RegisterVariable(&vid_minwidth);
Cvar_RegisterVariable(&vid_minheight);
- Cvar_RegisterVariable(&gl_combine);
+ Cvar_RegisterVariable(&vid_gl13);
+ Cvar_RegisterVariable(&vid_gl20);
+#ifdef SUPPORTCG
+ Cvar_RegisterVariable(&vid_cggl);
+#endif
Cvar_RegisterVariable(&gl_finish);
Cmd_AddCommand("force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)");
Cmd_AddCommand("vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)");