]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - vid_sdl.c
vpk: Include stdint.h only
[xonotic/darkplaces.git] / vid_sdl.c
index 0e4e7b86ac3da3e3ce68b8d0496f33829931421f..2fb307c52d41b65ec095bf81b7ee9f5bfed7aceb 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -30,8 +30,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <IOKit/hidsystem/IOHIDLib.h>
 #include <IOKit/hidsystem/IOHIDParameter.h>
 #include <IOKit/hidsystem/event_status_driver.h>
-static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
-static qboolean vid_usingnoaccel;
+static cvar_t apple_mouse_noaccel = {CF_CLIENT | CF_ARCHIVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
+static qbool vid_usingnoaccel;
 static double originalMouseSpeed = -1.0;
 io_connect_t IN_GetIOHandle(void)
 {
@@ -63,15 +63,17 @@ io_connect_t IN_GetIOHandle(void)
 // Tell startup code that we have a client
 int cl_available = true;
 
-qboolean vid_supportrefreshrate = false;
+qbool vid_supportrefreshrate = false;
 
-static qboolean vid_usingmouse = false;
-static qboolean vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode
-static qboolean vid_usinghidecursor = false;
-static qboolean vid_hasfocus = false;
-static qboolean vid_isfullscreen;
-static qboolean vid_usingvsync = false;
+static qbool vid_usingmouse = false;
+static qbool vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode
+static qbool vid_usinghidecursor = false;
+static qbool vid_hasfocus = false;
+static qbool vid_isfullscreen;
+static qbool vid_usingvsync = false;
 static SDL_Joystick *vid_sdljoystick = NULL;
+static SDL_GameController *vid_sdlgamecontroller = NULL;
+static cvar_t joy_sdl2_trigger_deadzone = {CF_ARCHIVE | CF_CLIENT, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"};
 // GAME_STEELSTORM specific
 static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
 static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
@@ -339,12 +341,12 @@ static int MapKey( unsigned int sdlkey )
        }
 }
 
-qboolean VID_HasScreenKeyboardSupport(void)
+qbool VID_HasScreenKeyboardSupport(void)
 {
        return SDL_HasScreenKeyboardSupport() != SDL_FALSE;
 }
 
-void VID_ShowKeyboard(qboolean show)
+void VID_ShowKeyboard(qbool show)
 {
        if (!SDL_HasScreenKeyboardSupport())
                return;
@@ -361,12 +363,12 @@ void VID_ShowKeyboard(qboolean show)
        }
 }
 
-qboolean VID_ShowingKeyboard(void)
+qbool VID_ShowingKeyboard(void)
 {
        return SDL_IsTextInputActive() != 0;
 }
 
-void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
+void VID_SetMouse(qbool fullscreengrab, qbool relative, qbool hidecursor)
 {
 #ifndef DP_MOBILETOUCH
 #ifdef MACOSX
@@ -453,14 +455,14 @@ float multitouch[MAXFINGERS][3];
 int multitouchs[MAXFINGERS];
 
 // modified heavily by ELUAN
-static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qboolean *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qboolean iamexclusive)
+static qbool VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qbool *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qbool iamexclusive)
 {
        int finger;
        float fx, fy, fwidth, fheight;
        float overfx, overfy, overfwidth, overfheight;
        float rel[3];
        float sqsum;
-       qboolean button = false;
+       qbool button = false;
        VectorClear(rel);
        if (pwidth > 0 && pheight > 0)
        {
@@ -566,11 +568,11 @@ static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth
 
 // ELUAN:
 // not reentrant, but we only need one mouse cursor anyway...
-static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qboolean *resultbutton, keynum_t key)
+static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qbool *resultbutton, keynum_t key)
 {
        int finger;
        float fx, fy, fwidth, fheight;
-       qboolean button = false;
+       qbool button = false;
        static int cursorfinger = -1;
        static int cursorfreemovement = false;
        static int canclick = false;
@@ -605,7 +607,7 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh
                }
                if (scr_numtouchscreenareas < 128)
                {
-                       if (clickrealtime + 1 > realtime)
+                       if (clickrealtime + 1 > host.realtime)
                        {
                                scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_click.tga";
                        }
@@ -615,7 +617,7 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh
                        }
                        else
                        {
-                               switch ((int)realtime * 10 % 20)
+                               switch ((int)host.realtime * 10 % 20)
                                {
                                case 0:
                                        scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga";
@@ -669,11 +671,11 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh
                        {
                                Key_Event(key, 0, true);
                                canclick = false;
-                               clickrealtime = realtime;
+                               clickrealtime = host.realtime;
                        }
 
                        // SS:BR can't qc can't cope with presses and releases on the same frame
-                       if (clickrealtime && clickrealtime + 0.1 < realtime)
+                       if (clickrealtime && clickrealtime + 0.1 < host.realtime)
                        {
                                Key_Event(key, 0, false);
                                clickrealtime = 0;
@@ -692,14 +694,31 @@ void VID_BuildJoyState(vid_joystate_t *joystate)
        {
                SDL_Joystick *joy = vid_sdljoystick;
                int j;
-               int numaxes;
-               int numbuttons;
-               numaxes = SDL_JoystickNumAxes(joy);
-               for (j = 0;j < numaxes;j++)
-                       joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
-               numbuttons = SDL_JoystickNumButtons(joy);
-               for (j = 0;j < numbuttons;j++)
-                       joystate->button[j] = SDL_JoystickGetButton(joy, j);
+
+               if (vid_sdlgamecontroller)
+               {
+                       for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j)
+                       {
+                               joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, (SDL_GameControllerAxis)j) * (1.0f / 32767.0f);
+                       }
+                       for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; ++j)
+                               joystate->button[j] = SDL_GameControllerGetButton(vid_sdlgamecontroller, (SDL_GameControllerButton)j);
+                       // emulate joy buttons for trigger "axes"
+                       joystate->button[SDL_CONTROLLER_BUTTON_MAX] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+                       joystate->button[SDL_CONTROLLER_BUTTON_MAX+1] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+               }
+               else
+
+               {
+                       int numaxes;
+                       int numbuttons;
+                       numaxes = SDL_JoystickNumAxes(joy);
+                       for (j = 0;j < numaxes;j++)
+                               joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
+                       numbuttons = SDL_JoystickNumButtons(joy);
+                       for (j = 0;j < numbuttons;j++)
+                               joystate->button[j] = SDL_JoystickGetButton(joy, j);
+               }
        }
 
        VID_Shared_BuildJoyState_Finish(joystate);
@@ -742,8 +761,8 @@ static void IN_Move_TouchScreen_SteelStorm(void)
        int i, numfingers;
        float xscale, yscale;
        float move[3], aim[3];
-       static qboolean oldbuttons[128];
-       static qboolean buttons[128];
+       static qbool oldbuttons[128];
+       static qbool buttons[128];
        keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
        memcpy(oldbuttons, buttons, sizeof(oldbuttons));
        memset(multitouchs, 0, sizeof(multitouchs));
@@ -855,8 +874,8 @@ static void IN_Move_TouchScreen_Quake(void)
 {
        int x, y;
        float move[3], aim[3], click[3];
-       static qboolean oldbuttons[128];
-       static qboolean buttons[128];
+       static qbool oldbuttons[128];
+       static qbool buttons[128];
        keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
        memcpy(oldbuttons, buttons, sizeof(oldbuttons));
        memset(multitouchs, 0, sizeof(multitouchs));
@@ -875,7 +894,7 @@ static void IN_Move_TouchScreen_Quake(void)
                if (!VID_ShowingKeyboard())
                {
                        // user entered a command, close the console now
-                       Con_ToggleConsole_f();
+                       Con_ToggleConsole_f(cmd_local);
                }
                VID_TouchscreenArea( 0,   0,   0,   0,   0, NULL                         , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true);
                VID_TouchscreenArea( 0,   0,   0,   0,   0, NULL                         , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true);
@@ -925,7 +944,7 @@ void IN_Move( void )
        static int old_x = 0, old_y = 0;
        static int stuck = 0;
        static keydest_t oldkeydest;
-       static qboolean oldshowkeyboard;
+       static qbool oldshowkeyboard;
        int x, y;
        vid_joystate_t joystate;
        keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
@@ -1003,7 +1022,7 @@ void IN_Move( void )
 ////
 
 #ifdef SDL_R_RESTART
-static qboolean sdl_needs_restart;
+static qbool sdl_needs_restart;
 static void sdl_start(void)
 {
 }
@@ -1041,10 +1060,10 @@ static keynum_t buttonremap[] =
 // SDL2
 void Sys_SendKeyEvents( void )
 {
-       static qboolean sound_active = true;
+       static qbool sound_active = true;
        int keycode;
        int i;
-       qboolean isdown;
+       qbool isdown;
        Uchar unicode;
        SDL_Event event;
 
@@ -1057,7 +1076,7 @@ void Sys_SendKeyEvents( void )
 #ifdef DEBUGSDLEVENTS
                                Con_DPrintf("SDL_Event: SDL_QUIT\n");
 #endif
-                               Sys_Quit(0);
+                               host.state = host_shutdown;
                                break;
                        case SDL_KEYDOWN:
                        case SDL_KEYUP:
@@ -1156,11 +1175,11 @@ void Sys_SendKeyEvents( void )
                                                        vid.width = event.window.data1;
                                                        vid.height = event.window.data2;
 #ifdef SDL_R_RESTART
-                                                       // better not call R_Modules_Restart from here directly, as this may wreak havoc...
+                                                       // better not call R_Modules_Restart_f 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");
+                                                               Cbuf_AddText(cmd_local, "\nr_restart\n");
                                                                sdl_needs_restart = true;
                                                        }
 #endif
@@ -1183,7 +1202,7 @@ void Sys_SendKeyEvents( void )
                                                vid_hasfocus = false;
                                                break;
                                        case SDL_WINDOWEVENT_CLOSE:
-                                               Sys_Quit(0);
+                                               host.state = host_shutdown;
                                                break;
                                        }
                                }
@@ -1285,516 +1304,6 @@ void Sys_SendKeyEvents( void )
 // Video system
 ////
 
-#ifdef USE_GLES2
-#ifndef qglClear
-#ifdef __IPHONEOS__
-#include <OpenGLES/ES2/gl.h>
-#else
-#include <SDL_opengles.h>
-#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 wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;}
-void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);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 wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);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 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 wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;}
-void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);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 wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);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 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
-
-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;
-//     qglMapBuffer = wrapglMapBuffer;
-       qglGetString = wrapglGetString;
-//     qglActiveStencilFaceEXT = wrapglActiveStencilFace;
-       qglActiveTexture = wrapglActiveTexture;
-       qglArrayElement = wrapglArrayElement;
-       qglAttachShader = wrapglAttachShader;
-//     qglBeginQueryARB = wrapglBeginQuery;
-       qglBindAttribLocation = wrapglBindAttribLocation;
-//     qglBindFragDataLocation = wrapglBindFragDataLocation;
-       qglBindBuffer = wrapglBindBuffer;
-       qglBindFramebuffer = wrapglBindFramebuffer;
-       qglBindRenderbuffer = wrapglBindRenderbuffer;
-       qglBindTexture = wrapglBindTexture;
-       qglBlendEquationEXT = wrapglBlendEquation;
-       qglBlendFunc = wrapglBlendFunc;
-       qglBufferDataARB = wrapglBufferData;
-       qglBufferSubDataARB = wrapglBufferSubData;
-       qglClear = wrapglClear;
-       qglClearColor = wrapglClearColor;
-       qglClearDepth = wrapglClearDepth;
-       qglClearStencil = wrapglClearStencil;
-       qglColorMask = wrapglColorMask;
-       qglCompileShader = wrapglCompileShader;
-       qglCompressedTexImage2DARB = wrapglCompressedTexImage2D;
-       qglCompressedTexImage3DARB = wrapglCompressedTexImage3D;
-       qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D;
-       qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D;
-       qglCopyTexImage2D = wrapglCopyTexImage2D;
-       qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
-       qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
-       qglCullFace = wrapglCullFace;
-       qglDeleteBuffers = wrapglDeleteBuffers;
-       qglDeleteFramebuffers = wrapglDeleteFramebuffers;
-       qglDeleteProgram = wrapglDeleteProgram;
-       qglDeleteShader = wrapglDeleteShader;
-//     qglDeleteQueriesARB = wrapglDeleteQueries;
-       qglDeleteRenderbuffers = wrapglDeleteRenderbuffers;
-       qglDeleteTextures = wrapglDeleteTextures;
-       qglDepthFunc = wrapglDepthFunc;
-       qglDepthMask = wrapglDepthMask;
-       qglDepthRangef = wrapglDepthRangef;
-       qglDetachShader = wrapglDetachShader;
-       qglDisable = wrapglDisable;
-       qglDisableVertexAttribArray = wrapglDisableVertexAttribArray;
-       qglDrawArrays = wrapglDrawArrays;
-//     qglDrawBuffer = wrapglDrawBuffer;
-//     qglDrawBuffersARB = wrapglDrawBuffers;
-       qglDrawElements = wrapglDrawElements;
-       qglEnable = wrapglEnable;
-       qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
-//     qglEndQueryARB = wrapglEndQuery;
-       qglFinish = wrapglFinish;
-       qglFlush = wrapglFlush;
-       qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
-       qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
-       qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
-       qglGenBuffers = 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;
-       qglLinkProgram = wrapglLinkProgram;
-       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;
-       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.amd_texture_texture4 = false;
-       vid.support.arb_draw_buffers = false;
-       vid.support.arb_occlusion_query = false;
-       vid.support.arb_query_buffer_object = false;
-       vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL...
-       vid.support.arb_texture_gather = 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_packed_depth_stencil = false;
-       vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0;
-       vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
-       vid.support.ext_texture_srgb = false;
-       vid.support.arb_texture_float = SDL_GL_ExtensionSupported("GL_OES_texture_float") != 0;
-       vid.support.arb_half_float_pixel = SDL_GL_ExtensionSupported("GL_OES_texture_half_float") != 0;
-       vid.support.arb_half_float_vertex = SDL_GL_ExtensionSupported("GL_OES_vertex_half_float") != 0;
-
-       // 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_IMAGE_UNITS, (GLint*)&vid.teximageunits);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_DPrint("Using GLES2 rendering path\n");
-       vid.renderpath = RENDERPATH_GLES2;
-       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;
@@ -1802,7 +1311,12 @@ void *GL_GetProcAddress(const char *name)
        return p;
 }
 
-static qboolean vid_sdl_initjoysticksystem = false;
+qbool GL_ExtensionSupported(const char *name)
+{
+       return SDL_GL_ExtensionSupported(name);
+}
+
+static qbool vid_sdl_initjoysticksystem = false;
 
 void VID_Init (void)
 {
@@ -1814,6 +1328,7 @@ void VID_Init (void)
 #ifdef DP_MOBILETOUCH
        Cvar_SetValueQuick(&vid_touchscreen, 1);
 #endif
+       Cvar_RegisterVariable(&joy_sdl2_trigger_deadzone);
 
 #ifdef SDL_R_RESTART
        R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
@@ -1822,17 +1337,17 @@ void VID_Init (void)
        if (SDL_Init(SDL_INIT_VIDEO) < 0)
                Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
        vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0;
-       if (vid_sdl_initjoysticksystem)
-               Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
+       if (!vid_sdl_initjoysticksystem)
+               Con_Printf(CON_ERROR "Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
        vid_isfullscreen = false;
 }
 
 static int vid_sdljoystickindex = -1;
-void VID_EnableJoystick(qboolean enable)
+void VID_EnableJoystick(qbool enable)
 {
        int index = joy_enable.integer > 0 ? joy_index.integer : -1;
        int numsdljoysticks;
-       qboolean success = false;
+       qbool success = false;
        int sharedcount = 0;
        int sdlindex = -1;
        sharedcount = VID_Shared_SetJoystick(index);
@@ -1853,19 +1368,31 @@ void VID_EnableJoystick(qboolean enable)
                vid_sdljoystickindex = sdlindex;
                // close SDL joystick if active
                if (vid_sdljoystick)
+               {
                        SDL_JoystickClose(vid_sdljoystick);
-               vid_sdljoystick = NULL;
+                       vid_sdljoystick = NULL;
+               }
+               if (vid_sdlgamecontroller)
+               {
+                       SDL_GameControllerClose(vid_sdlgamecontroller);
+                       vid_sdlgamecontroller = NULL;
+               }
                if (sdlindex >= 0)
                {
                        vid_sdljoystick = SDL_JoystickOpen(sdlindex);
                        if (vid_sdljoystick)
                        {
                                const char *joystickname = SDL_JoystickName(vid_sdljoystick);
+                               if (SDL_IsGameController(vid_sdljoystickindex))
+                               {
+                                       vid_sdlgamecontroller = SDL_GameControllerOpen(vid_sdljoystickindex);
+                                       Con_DPrintf("Using SDL GameController mappings for Joystick %i\n", index);
+                               }
                                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
                        {
-                               Con_Printf("Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
+                               Con_Printf(CON_ERROR "Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
                                sdlindex = -1;
                        }
                }
@@ -1891,6 +1418,11 @@ static void VID_OutputVersion(void)
 #ifdef WIN32
 static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
 {
+       int workWidth;
+       int workHeight;
+       int titleBarPixels = 2;
+       int screenHeight;
+       RECT workArea;
        LONG width = mode->width; // vid_width
        LONG height = mode->height; // vid_height
 
@@ -1901,16 +1433,14 @@ static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
        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;
+       workWidth = workArea.right - workArea.left;
+       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);
+       screenHeight = GetSystemMetrics(SM_CYSCREEN);
        if (screenHeight == workHeight)
                titleBarPixels = -rect->top;
 
@@ -1932,13 +1462,21 @@ static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
 }
 #endif
 
-static qboolean VID_InitModeGL(viddef_mode_t *mode)
+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;
+
+static qbool VID_InitModeGL(viddef_mode_t *mode)
 {
        int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
+       // currently SDL_WINDOWPOS_UNDEFINED behaves exactly like SDL_WINDOWPOS_CENTERED, this might change some day
+       // https://trello.com/c/j56vUcwZ/81-centered-vs-undefined-window-position
        int xPos = SDL_WINDOWPOS_UNDEFINED;
        int yPos = SDL_WINDOWPOS_UNDEFINED;
-#ifndef USE_GLES2
        int i;
+#ifndef USE_GLES2
        const char *drivername;
 #endif
 
@@ -1955,12 +1493,12 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
        drivername = NULL;
 
 // COMMANDLINEOPTION: SDL GL: -gl_driver <drivername> selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it
-       i = COM_CheckParm("-gl_driver");
-       if (i && i < com_argc - 1)
-               drivername = com_argv[i + 1];
+       i = Sys_CheckParm("-gl_driver");
+       if (i && i < sys.argc - 1)
+               drivername = sys.argv[i + 1];
        if (SDL_GL_LoadLibrary(drivername) < 0)
        {
-               Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
+               Con_Printf(CON_ERROR "Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
                return false;
        }
 #endif
@@ -1971,16 +1509,6 @@ 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;
        {
@@ -1997,16 +1525,27 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
                        vid_isfullscreen = true;
                }
                else {
+                       if (vid_borderless.integer)
+                               windowflags |= SDL_WINDOW_BORDERLESS;
 #ifdef WIN32
-                       RECT rect;
-                       AdjustWindowBounds(mode, &rect);
-                       xPos = rect.left;
-                       yPos = rect.top;
+                       if (vid_ignore_taskbar.integer) {
+                               xPos = SDL_WINDOWPOS_CENTERED;
+                               yPos = SDL_WINDOWPOS_CENTERED;
+                       }
+                       else {
+                               RECT rect;
+                               AdjustWindowBounds(mode, &rect);
+                               xPos = rect.left;
+                               yPos = rect.top;
+                       }
 #endif
                }
        }
        //flags |= SDL_HWSURFACE;
 
+       if (vid_mouse_clickthrough.integer && !vid_isfullscreen)
+               SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+
        SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
        SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
        SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8);
@@ -2023,17 +1562,23 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
        }
 
 #ifdef USE_GLES2
+       SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
        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);
+#else
+       SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
 #endif
 
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0));
+
        video_bpp = mode->bitsperpixel;
        window_flags = 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());
+               Con_Printf(CON_ERROR "Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
                VID_Shutdown();
                return false;
        }
@@ -2041,7 +1586,7 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
        context = SDL_GL_CreateContext(window);
        if (context == NULL)
        {
-               Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError());
+               Con_Printf(CON_ERROR "Failed to initialize OpenGL context: %s\n", SDL_GetError());
                VID_Shutdown();
                return false;
        }
@@ -2050,14 +1595,31 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
        vid_usingvsync = (vid_vsync.integer != 0);
 
        gl_platform = "SDL";
-       gl_platformextensions = "";
 
-#ifdef USE_GLES2
-       GLES_Init();
-#else
-       GL_Init();
+       GL_Setup();
+
+       // VorteX: set other info
+       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);
+
+       // LadyHavoc: report supported extensions
+       Con_DPrintf("\nQuakeC extensions for server and client:");
+       for (i = 0; vm_sv_extensions[i]; i++)
+               Con_DPrintf(" %s", vm_sv_extensions[i]);
+       Con_DPrintf("\n");
+#ifdef CONFIG_MENU
+       Con_DPrintf("\nQuakeC extensions for menu:");
+       for (i = 0; vm_m_extensions[i]; i++)
+               Con_DPrintf(" %s", vm_m_extensions[i]);
+       Con_DPrintf("\n");
 #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;
@@ -2074,11 +1636,11 @@ extern cvar_t gl_info_version;
 extern cvar_t gl_info_platform;
 extern cvar_t gl_info_driver;
 
-qboolean VID_InitMode(viddef_mode_t *mode)
+qbool VID_InitMode(viddef_mode_t *mode)
 {
        // GAME_STEELSTORM specific
-       steelstorm_showing_map = Cvar_FindVar("steelstorm_showing_map");
-       steelstorm_showing_mousecursor = Cvar_FindVar("steelstorm_showing_mousecursor");
+       steelstorm_showing_map = Cvar_FindVar(&cvars_all, "steelstorm_showing_map", ~0);
+       steelstorm_showing_mousecursor = Cvar_FindVar(&cvars_all, "steelstorm_showing_mousecursor", ~0);
 
        if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
                Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
@@ -2100,12 +1662,11 @@ void VID_Shutdown (void)
        gl_driver[0] = 0;
        gl_extensions = "";
        gl_platform = "";
-       gl_platformextensions = "";
 }
 
 void VID_Finish (void)
 {
-       qboolean vid_usevsync;
+       qbool vid_usevsync;
        vid_activewindow = !vid_hidden && vid_hasfocus;
 
        VID_UpdateGamma();
@@ -2114,7 +1675,7 @@ void VID_Finish (void)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (r_speeds.integer == 2 || gl_finish.integer)