+ int failed = false;
+ const dllfunction_t *func;
+ struct { int major, minor; } min_version, curr_version;
+ char extstr[MAX_INPUTLINE];
+ int ext;
+
+ if(sscanf(minglver_or_ext, "%d.%d", &min_version.major, &min_version.minor) == 2)
+ ext = 0; // opengl version
+ else if(minglver_or_ext[0] != toupper(minglver_or_ext[0]))
+ ext = -1; // pseudo name
+ else
+ ext = 1; // extension name
+
+ if (ext)
+ Con_DPrintf("checking for %s... ", minglver_or_ext);
+ else
+ Con_DPrintf("checking for OpenGL %s core features... ", minglver_or_ext);
+
+ for (func = funcs;func && func->name;func++)
+ *func->funcvariable = NULL;
+
+ if (disableparm && (COM_CheckParm(disableparm) || COM_CheckParm("-safe")))
+ {
+ Con_DPrint("disabled by commandline\n");
+ return false;
+ }
+
+ if (ext == 1) // opengl extension
+ {
+ if (!strstr(gl_extensions ? gl_extensions : "", minglver_or_ext) && !strstr(gl_platformextensions ? gl_platformextensions : "", minglver_or_ext))
+ {
+ Con_DPrint("not detected\n");
+ return false;
+ }
+ }
+
+ if(ext == 0) // opengl version
+ {
+ 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))
+ {
+ Con_DPrintf("not detected (OpenGL %d.%d loaded)\n", curr_version.major, curr_version.minor);
+ return false;
+ }
+ }
+
+ for (func = funcs;func && func->name != NULL;func++)
+ {
+ // Con_DPrintf("\n %s... ", func->name);
+
+ // functions are cleared before all the extensions are evaluated
+ if (!(*func->funcvariable = (void *) GL_GetProcAddress(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;
+ }
+ }
+ // delay the return so it prints all missing functions
+ if (failed)
+ return false;
+ // VorteX: add to found extension list
+ dpsnprintf(extstr, sizeof(extstr), "%s %s ", gl_info_extensions.string, minglver_or_ext);
+ Cvar_SetQuick(&gl_info_extensions, extstr);
+
+ Con_DPrint("enabled\n");
+ return true;
+}
+
+static dllfunction_t opengl110funcs[] =
+{
+ {"glClearColor", (void **) &qglClearColor},
+ {"glClear", (void **) &qglClear},
+ {"glAlphaFunc", (void **) &qglAlphaFunc},
+ {"glBlendFunc", (void **) &qglBlendFunc},
+ {"glCullFace", (void **) &qglCullFace},
+ {"glDrawBuffer", (void **) &qglDrawBuffer},
+ {"glReadBuffer", (void **) &qglReadBuffer},
+ {"glEnable", (void **) &qglEnable},
+ {"glDisable", (void **) &qglDisable},
+ {"glIsEnabled", (void **) &qglIsEnabled},
+ {"glEnableClientState", (void **) &qglEnableClientState},
+ {"glDisableClientState", (void **) &qglDisableClientState},
+ {"glGetBooleanv", (void **) &qglGetBooleanv},
+ {"glGetDoublev", (void **) &qglGetDoublev},
+ {"glGetFloatv", (void **) &qglGetFloatv},
+ {"glGetIntegerv", (void **) &qglGetIntegerv},
+ {"glGetError", (void **) &qglGetError},
+ {"glGetString", (void **) &qglGetString},
+ {"glFinish", (void **) &qglFinish},
+ {"glFlush", (void **) &qglFlush},
+ {"glClearDepth", (void **) &qglClearDepth},
+ {"glDepthFunc", (void **) &qglDepthFunc},
+ {"glDepthMask", (void **) &qglDepthMask},
+ {"glDepthRange", (void **) &qglDepthRange},
+ {"glDrawElements", (void **) &qglDrawElements},
+ {"glDrawArrays", (void **) &qglDrawArrays},
+ {"glColorMask", (void **) &qglColorMask},
+ {"glVertexPointer", (void **) &qglVertexPointer},
+ {"glNormalPointer", (void **) &qglNormalPointer},
+ {"glColorPointer", (void **) &qglColorPointer},
+ {"glTexCoordPointer", (void **) &qglTexCoordPointer},
+ {"glArrayElement", (void **) &qglArrayElement},
+ {"glColor4ub", (void **) &qglColor4ub},
+ {"glColor4f", (void **) &qglColor4f},
+ {"glTexCoord1f", (void **) &qglTexCoord1f},
+ {"glTexCoord2f", (void **) &qglTexCoord2f},
+ {"glTexCoord3f", (void **) &qglTexCoord3f},
+ {"glTexCoord4f", (void **) &qglTexCoord4f},
+ {"glVertex2f", (void **) &qglVertex2f},
+ {"glVertex3f", (void **) &qglVertex3f},
+ {"glVertex4f", (void **) &qglVertex4f},
+ {"glBegin", (void **) &qglBegin},
+ {"glEnd", (void **) &qglEnd},
+//[515]: added on 29.07.2005
+ {"glLineWidth", (void**) &qglLineWidth},
+ {"glPointSize", (void**) &qglPointSize},
+//
+ {"glMatrixMode", (void **) &qglMatrixMode},
+// {"glOrtho", (void **) &qglOrtho},
+// {"glFrustum", (void **) &qglFrustum},
+ {"glViewport", (void **) &qglViewport},
+// {"glPushMatrix", (void **) &qglPushMatrix},
+// {"glPopMatrix", (void **) &qglPopMatrix},
+ {"glLoadIdentity", (void **) &qglLoadIdentity},
+// {"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},
+ {"glReadPixels", (void **) &qglReadPixels},
+ {"glStencilFunc", (void **) &qglStencilFunc},
+ {"glStencilMask", (void **) &qglStencilMask},
+ {"glStencilOp", (void **) &qglStencilOp},
+ {"glClearStencil", (void **) &qglClearStencil},
+ {"glTexEnvf", (void **) &qglTexEnvf},
+ {"glTexEnvfv", (void **) &qglTexEnvfv},
+ {"glTexEnvi", (void **) &qglTexEnvi},
+ {"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},
+ {"glPixelStorei", (void **) &qglPixelStorei},
+ {"glGenTextures", (void **) &qglGenTextures},
+ {"glDeleteTextures", (void **) &qglDeleteTextures},
+ {"glBindTexture", (void **) &qglBindTexture},
+// {"glPrioritizeTextures", (void **) &qglPrioritizeTextures},
+// {"glAreTexturesResident", (void **) &qglAreTexturesResident},
+// {"glIsTexture", (void **) &qglIsTexture},
+// {"glTexImage1D", (void **) &qglTexImage1D},
+ {"glTexImage2D", (void **) &qglTexImage2D},
+// {"glTexSubImage1D", (void **) &qglTexSubImage1D},
+ {"glTexSubImage2D", (void **) &qglTexSubImage2D},
+// {"glCopyTexImage1D", (void **) &qglCopyTexImage1D},
+ {"glCopyTexImage2D", (void **) &qglCopyTexImage2D},
+// {"glCopyTexSubImage1D", (void **) &qglCopyTexSubImage1D},
+ {"glCopyTexSubImage2D", (void **) &qglCopyTexSubImage2D},
+ {"glScissor", (void **) &qglScissor},
+ {"glPolygonOffset", (void **) &qglPolygonOffset},
+ {"glPolygonMode", (void **) &qglPolygonMode},
+ {"glPolygonStipple", (void **) &qglPolygonStipple},
+// {"glClipPlane", (void **) &qglClipPlane},
+// {"glGetClipPlane", (void **) &qglGetClipPlane},
+ {NULL, NULL}
+};
+
+static dllfunction_t drawrangeelementsfuncs[] =
+{
+ {"glDrawRangeElements", (void **) &qglDrawRangeElements},
+ {NULL, NULL}
+};
+
+static dllfunction_t drawrangeelementsextfuncs[] =
+{
+ {"glDrawRangeElementsEXT", (void **) &qglDrawRangeElementsEXT},
+ {NULL, NULL}
+};
+
+static dllfunction_t multitexturefuncs[] =
+{
+ {"glMultiTexCoord1fARB", (void **) &qglMultiTexCoord1f},
+ {"glMultiTexCoord2fARB", (void **) &qglMultiTexCoord2f},
+ {"glMultiTexCoord3fARB", (void **) &qglMultiTexCoord3f},
+ {"glMultiTexCoord4fARB", (void **) &qglMultiTexCoord4f},
+ {"glActiveTextureARB", (void **) &qglActiveTexture},
+ {"glClientActiveTextureARB", (void **) &qglClientActiveTexture},
+ {NULL, NULL}
+};
+
+static dllfunction_t texture3dextfuncs[] =
+{
+ {"glTexImage3DEXT", (void **) &qglTexImage3D},
+ {"glTexSubImage3DEXT", (void **) &qglTexSubImage3D},
+ {"glCopyTexSubImage3DEXT", (void **) &qglCopyTexSubImage3D},
+ {NULL, NULL}
+};
+
+static dllfunction_t atiseparatestencilfuncs[] =
+{
+ {"glStencilOpSeparateATI", (void **) &qglStencilOpSeparate},
+ {"glStencilFuncSeparateATI", (void **) &qglStencilFuncSeparate},
+ {NULL, NULL}
+};
+
+static dllfunction_t gl2separatestencilfuncs[] =
+{
+ {"glStencilOpSeparate", (void **) &qglStencilOpSeparate},
+ {"glStencilFuncSeparate", (void **) &qglStencilFuncSeparate},
+ {NULL, NULL}
+};
+
+static dllfunction_t stenciltwosidefuncs[] =
+{
+ {"glActiveStencilFaceEXT", (void **) &qglActiveStencilFaceEXT},
+ {NULL, NULL}
+};
+
+static dllfunction_t blendequationfuncs[] =
+{
+ {"glBlendEquationEXT", (void **) &qglBlendEquationEXT},
+ {NULL, NULL}
+};
+
+static dllfunction_t gl20shaderfuncs[] =
+{
+ {"glDeleteShader", (void **) &qglDeleteShader},
+ {"glDeleteProgram", (void **) &qglDeleteProgram},
+// {"glGetHandle", (void **) &qglGetHandle},
+ {"glDetachShader", (void **) &qglDetachShader},
+ {"glCreateShader", (void **) &qglCreateShader},
+ {"glShaderSource", (void **) &qglShaderSource},
+ {"glCompileShader", (void **) &qglCompileShader},
+ {"glCreateProgram", (void **) &qglCreateProgram},
+ {"glAttachShader", (void **) &qglAttachShader},
+ {"glLinkProgram", (void **) &qglLinkProgram},
+ {"glUseProgram", (void **) &qglUseProgram},
+ {"glValidateProgram", (void **) &qglValidateProgram},
+ {"glUniform1f", (void **) &qglUniform1f},
+ {"glUniform2f", (void **) &qglUniform2f},
+ {"glUniform3f", (void **) &qglUniform3f},
+ {"glUniform4f", (void **) &qglUniform4f},
+ {"glUniform1i", (void **) &qglUniform1i},
+ {"glUniform2i", (void **) &qglUniform2i},
+ {"glUniform3i", (void **) &qglUniform3i},
+ {"glUniform4i", (void **) &qglUniform4i},
+ {"glUniform1fv", (void **) &qglUniform1fv},
+ {"glUniform2fv", (void **) &qglUniform2fv},
+ {"glUniform3fv", (void **) &qglUniform3fv},
+ {"glUniform4fv", (void **) &qglUniform4fv},
+ {"glUniform1iv", (void **) &qglUniform1iv},
+ {"glUniform2iv", (void **) &qglUniform2iv},
+ {"glUniform3iv", (void **) &qglUniform3iv},
+ {"glUniform4iv", (void **) &qglUniform4iv},
+ {"glUniformMatrix2fv", (void **) &qglUniformMatrix2fv},
+ {"glUniformMatrix3fv", (void **) &qglUniformMatrix3fv},
+ {"glUniformMatrix4fv", (void **) &qglUniformMatrix4fv},
+ {"glGetShaderiv", (void **) &qglGetShaderiv},
+ {"glGetProgramiv", (void **) &qglGetProgramiv},
+ {"glGetShaderInfoLog", (void **) &qglGetShaderInfoLog},
+ {"glGetProgramInfoLog", (void **) &qglGetProgramInfoLog},
+ {"glGetAttachedShaders", (void **) &qglGetAttachedShaders},
+ {"glGetUniformLocation", (void **) &qglGetUniformLocation},
+ {"glGetActiveUniform", (void **) &qglGetActiveUniform},
+ {"glGetUniformfv", (void **) &qglGetUniformfv},
+ {"glGetUniformiv", (void **) &qglGetUniformiv},
+ {"glGetShaderSource", (void **) &qglGetShaderSource},
+ {"glVertexAttrib1f", (void **) &qglVertexAttrib1f},
+ {"glVertexAttrib1s", (void **) &qglVertexAttrib1s},
+ {"glVertexAttrib1d", (void **) &qglVertexAttrib1d},
+ {"glVertexAttrib2f", (void **) &qglVertexAttrib2f},
+ {"glVertexAttrib2s", (void **) &qglVertexAttrib2s},
+ {"glVertexAttrib2d", (void **) &qglVertexAttrib2d},
+ {"glVertexAttrib3f", (void **) &qglVertexAttrib3f},
+ {"glVertexAttrib3s", (void **) &qglVertexAttrib3s},
+ {"glVertexAttrib3d", (void **) &qglVertexAttrib3d},
+ {"glVertexAttrib4f", (void **) &qglVertexAttrib4f},
+ {"glVertexAttrib4s", (void **) &qglVertexAttrib4s},
+ {"glVertexAttrib4d", (void **) &qglVertexAttrib4d},
+ {"glVertexAttrib4Nub", (void **) &qglVertexAttrib4Nub},
+ {"glVertexAttrib1fv", (void **) &qglVertexAttrib1fv},
+ {"glVertexAttrib1sv", (void **) &qglVertexAttrib1sv},
+ {"glVertexAttrib1dv", (void **) &qglVertexAttrib1dv},
+ {"glVertexAttrib2fv", (void **) &qglVertexAttrib1fv},
+ {"glVertexAttrib2sv", (void **) &qglVertexAttrib1sv},
+ {"glVertexAttrib2dv", (void **) &qglVertexAttrib1dv},
+ {"glVertexAttrib3fv", (void **) &qglVertexAttrib1fv},
+ {"glVertexAttrib3sv", (void **) &qglVertexAttrib1sv},
+ {"glVertexAttrib3dv", (void **) &qglVertexAttrib1dv},
+ {"glVertexAttrib4fv", (void **) &qglVertexAttrib1fv},
+ {"glVertexAttrib4sv", (void **) &qglVertexAttrib1sv},
+ {"glVertexAttrib4dv", (void **) &qglVertexAttrib1dv},
+// {"glVertexAttrib4iv", (void **) &qglVertexAttrib1iv},
+// {"glVertexAttrib4bv", (void **) &qglVertexAttrib1bv},
+// {"glVertexAttrib4ubv", (void **) &qglVertexAttrib1ubv},
+// {"glVertexAttrib4usv", (void **) &qglVertexAttrib1usv},
+// {"glVertexAttrib4uiv", (void **) &qglVertexAttrib1uiv},
+// {"glVertexAttrib4Nbv", (void **) &qglVertexAttrib1Nbv},
+// {"glVertexAttrib4Nsv", (void **) &qglVertexAttrib1Nsv},
+// {"glVertexAttrib4Niv", (void **) &qglVertexAttrib1Niv},
+// {"glVertexAttrib4Nubv", (void **) &qglVertexAttrib1Nubv},
+// {"glVertexAttrib4Nusv", (void **) &qglVertexAttrib1Nusv},
+// {"glVertexAttrib4Nuiv", (void **) &qglVertexAttrib1Nuiv},
+ {"glVertexAttribPointer", (void **) &qglVertexAttribPointer},
+ {"glEnableVertexAttribArray", (void **) &qglEnableVertexAttribArray},
+ {"glDisableVertexAttribArray", (void **) &qglDisableVertexAttribArray},
+ {"glBindAttribLocation", (void **) &qglBindAttribLocation},
+ {"glGetActiveAttrib", (void **) &qglGetActiveAttrib},
+ {"glGetAttribLocation", (void **) &qglGetAttribLocation},
+ {"glGetVertexAttribdv", (void **) &qglGetVertexAttribdv},
+ {"glGetVertexAttribfv", (void **) &qglGetVertexAttribfv},
+ {"glGetVertexAttribiv", (void **) &qglGetVertexAttribiv},
+ {"glGetVertexAttribPointerv", (void **) &qglGetVertexAttribPointerv},
+ {NULL, NULL}
+};
+
+static dllfunction_t vbofuncs[] =
+{
+ {"glBindBufferARB" , (void **) &qglBindBufferARB},
+ {"glDeleteBuffersARB" , (void **) &qglDeleteBuffersARB},
+ {"glGenBuffersARB" , (void **) &qglGenBuffersARB},
+ {"glIsBufferARB" , (void **) &qglIsBufferARB},
+ {"glMapBufferARB" , (void **) &qglMapBufferARB},
+ {"glUnmapBufferARB" , (void **) &qglUnmapBufferARB},
+ {"glBufferDataARB" , (void **) &qglBufferDataARB},
+ {"glBufferSubDataARB" , (void **) &qglBufferSubDataARB},
+ {NULL, NULL}
+};
+
+static dllfunction_t fbofuncs[] =
+{
+ {"glIsRenderbufferEXT" , (void **) &qglIsRenderbufferEXT},
+ {"glBindRenderbufferEXT" , (void **) &qglBindRenderbufferEXT},
+ {"glDeleteRenderbuffersEXT" , (void **) &qglDeleteRenderbuffersEXT},
+ {"glGenRenderbuffersEXT" , (void **) &qglGenRenderbuffersEXT},
+ {"glRenderbufferStorageEXT" , (void **) &qglRenderbufferStorageEXT},
+ {"glGetRenderbufferParameterivEXT" , (void **) &qglGetRenderbufferParameterivEXT},
+ {"glIsFramebufferEXT" , (void **) &qglIsFramebufferEXT},
+ {"glBindFramebufferEXT" , (void **) &qglBindFramebufferEXT},
+ {"glDeleteFramebuffersEXT" , (void **) &qglDeleteFramebuffersEXT},
+ {"glGenFramebuffersEXT" , (void **) &qglGenFramebuffersEXT},
+ {"glCheckFramebufferStatusEXT" , (void **) &qglCheckFramebufferStatusEXT},
+// {"glFramebufferTexture1DEXT" , (void **) &qglFramebufferTexture1DEXT},
+ {"glFramebufferTexture2DEXT" , (void **) &qglFramebufferTexture2DEXT},
+ {"glFramebufferTexture3DEXT" , (void **) &qglFramebufferTexture3DEXT},
+ {"glFramebufferRenderbufferEXT" , (void **) &qglFramebufferRenderbufferEXT},
+ {"glGetFramebufferAttachmentParameterivEXT" , (void **) &qglGetFramebufferAttachmentParameterivEXT},
+ {"glGenerateMipmapEXT" , (void **) &qglGenerateMipmapEXT},
+ {NULL, NULL}
+};
+
+static dllfunction_t texturecompressionfuncs[] =
+{
+ {"glCompressedTexImage3DARB", (void **) &qglCompressedTexImage3DARB},
+ {"glCompressedTexImage2DARB", (void **) &qglCompressedTexImage2DARB},
+// {"glCompressedTexImage1DARB", (void **) &qglCompressedTexImage1DARB},
+ {"glCompressedTexSubImage3DARB", (void **) &qglCompressedTexSubImage3DARB},
+ {"glCompressedTexSubImage2DARB", (void **) &qglCompressedTexSubImage2DARB},
+// {"glCompressedTexSubImage1DARB", (void **) &qglCompressedTexSubImage1DARB},
+ {"glGetCompressedTexImageARB", (void **) &qglGetCompressedTexImageARB},
+ {NULL, NULL}
+};
+
+static dllfunction_t occlusionqueryfuncs[] =
+{
+ {"glGenQueriesARB", (void **) &qglGenQueriesARB},
+ {"glDeleteQueriesARB", (void **) &qglDeleteQueriesARB},
+ {"glIsQueryARB", (void **) &qglIsQueryARB},
+ {"glBeginQueryARB", (void **) &qglBeginQueryARB},
+ {"glEndQueryARB", (void **) &qglEndQueryARB},
+ {"glGetQueryivARB", (void **) &qglGetQueryivARB},
+ {"glGetQueryObjectivARB", (void **) &qglGetQueryObjectivARB},
+ {"glGetQueryObjectuivARB", (void **) &qglGetQueryObjectuivARB},
+ {NULL, NULL}
+};
+
+static dllfunction_t drawbuffersfuncs[] =
+{
+ {"glDrawBuffersARB", (void **) &qglDrawBuffersARB},
+ {NULL, NULL}
+};
+
+void VID_ClearExtensions(void)
+{
+ // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
+ Cvar_SetQuick(&gl_info_extensions, "");
+
+ // clear the extension flags
+ memset(&vid.support, 0, sizeof(vid.support));
+ vid.renderpath = RENDERPATH_GL11;
+ vid.useinterleavedarrays = false;
+ vid.forcevbo = 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;
+
+ // this is a complete list of all functions that are directly checked in the renderer
+ qglDrawRangeElements = NULL;
+ qglDrawBuffer = NULL;
+ qglPolygonStipple = NULL;
+ qglFlush = NULL;
+ qglActiveTexture = NULL;
+ qglGetCompressedTexImageARB = NULL;
+ qglFramebufferTexture2DEXT = NULL;
+ qglDrawBuffersARB = NULL;
+}
+
+void VID_CheckExtensions(void)
+{
+ if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false))
+ Sys_Error("OpenGL 1.1.0 functions not found");
+ vid.support.gl20shaders = GL_CheckExtension("2.0", gl20shaderfuncs, "-noshaders", false);
+
+ CHECKGLERROR
+
+ Con_DPrint("Checking OpenGL extensions...\n");
+
+ 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_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_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_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", 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_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: -noshaders disables use of OpenGL 2.0 shaders (which allow pixel shader effects, can improve per pixel lighting performance and capabilities)
+// 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)
+// COMMANDLINEOPTION: GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping)
+// 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)
+// COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering), only used if GL_ARB_fragment_shader is also available
+// 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: -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)
+// 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)
+// 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)
+
+ 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 && vid.support.gl20shaders)
+ {
+ int val = 0;
+ qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &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;
+
+ qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+ if (vid.support.ext_texture_filter_anisotropic)
+ qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+ if (vid.support.arb_texture_cube_map)
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ if (vid.support.ext_texture_3d)
+ qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+
+ // verify that 3d textures are really supported
+ if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
+ {
+ vid.support.ext_texture_3d = false;
+ Con_Printf("GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
+ }
+
+ 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.gl20shaders)
+ {
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR
+ qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (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;
+ vid.useinterleavedarrays = false;
+ }
+ 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;
+ vid.useinterleavedarrays = false;
+ }
+ 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;
+ vid.useinterleavedarrays = false;
+ }
+
+ // VorteX: set other info (maybe place them in VID_InitMode?)
+ 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);
+}
+
+void Force_CenterView_f (void)
+{
+ cl.viewangles[PITCH] = 0;
+}
+
+static int gamma_forcenextframe = false;
+static float cachegamma, cachebrightness, cachecontrast, cacheblack[3], cachegrey[3], cachewhite[3], cachecontrastboost;
+static int cachecolorenable, cachehwgamma;
+
+unsigned int vid_gammatables_serial = 0; // so other subsystems can poll if gamma parameters have changed
+qboolean vid_gammatables_trivial = true;
+void VID_BuildGammaTables(unsigned short *ramps, int rampsize)
+{
+ if (cachecolorenable)
+ {
+ BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[0]), cachewhite[0], cacheblack[0], cachecontrastboost, ramps, rampsize);
+ BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[1]), cachewhite[1], cacheblack[1], cachecontrastboost, ramps + rampsize, rampsize);
+ BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[2]), cachewhite[2], cacheblack[2], cachecontrastboost, ramps + rampsize*2, rampsize);
+ }
+ else
+ {
+ BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps, rampsize);
+ BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize, rampsize);
+ BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize*2, rampsize);
+ }
+
+ // LordHavoc: this code came from Ben Winslow and Zinx Verituse, I have
+ // immensely butchered it to work with variable framerates and fit in with
+ // the rest of darkplaces.
+ if (v_psycho.integer)
+ {
+ int x, y;
+ float t;
+ static float n[3], nd[3], nt[3];
+ static int init = true;
+ unsigned short *ramp;
+ gamma_forcenextframe = true;
+ if (init)
+ {
+ init = false;
+ for (x = 0;x < 3;x++)
+ {
+ n[x] = lhrandom(0, 1);
+ nd[x] = (rand()&1)?-0.25:0.25;
+ nt[x] = lhrandom(1, 8.2);
+ }
+ }
+
+ for (x = 0;x < 3;x++)
+ {
+ nt[x] -= cl.realframetime;
+ if (nt[x] < 0)
+ {
+ nd[x] = -nd[x];
+ nt[x] += lhrandom(1, 8.2);
+ }
+ n[x] += nd[x] * cl.realframetime;
+ n[x] -= floor(n[x]);
+ }
+
+ for (x = 0, ramp = ramps;x < 3;x++)
+ for (y = 0, t = n[x] - 0.75f;y < rampsize;y++, t += 0.75f * (2.0f / rampsize))
+ *ramp++ = (unsigned short)(cos(t*(M_PI*2.0)) * 32767.0f + 32767.0f);
+ }
+}
+
+void VID_UpdateGamma(qboolean force, int rampsize)
+{
+ cvar_t *c;
+ float f;
+ int wantgamma;
+ qboolean gamma_changed = false;
+
+ // LordHavoc: don't mess with gamma tables if running dedicated
+ if (cls.state == ca_dedicated)
+ return;
+
+ wantgamma = v_hwgamma.integer;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
+ 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);
+ BOUNDCVAR(v_gamma, 0.1, 5);
+ BOUNDCVAR(v_contrast, 1, 5);
+ BOUNDCVAR(v_brightness, 0, 0.8);
+ //BOUNDCVAR(v_contrastboost, 0.0625, 16);
+ BOUNDCVAR(v_color_black_r, 0, 0.8);
+ BOUNDCVAR(v_color_black_g, 0, 0.8);
+ BOUNDCVAR(v_color_black_b, 0, 0.8);
+ BOUNDCVAR(v_color_grey_r, 0, 0.95);
+ BOUNDCVAR(v_color_grey_g, 0, 0.95);
+ BOUNDCVAR(v_color_grey_b, 0, 0.95);
+ BOUNDCVAR(v_color_white_r, 1, 5);
+ BOUNDCVAR(v_color_white_g, 1, 5);
+ BOUNDCVAR(v_color_white_b, 1, 5);
+#undef BOUNDCVAR
+
+ // set vid_gammatables_trivial to true if the current settings would generate the identity gamma table
+ vid_gammatables_trivial = false;
+ if(v_psycho.integer == 0)
+ if(v_contrastboost.value == 1)
+ {
+ if(v_color_enable.integer)
+ {
+ if(v_color_black_r.value == 0)
+ if(v_color_black_g.value == 0)
+ if(v_color_black_b.value == 0)
+ if(fabs(v_color_grey_r.value - 0.5) < 1e-6)
+ if(fabs(v_color_grey_g.value - 0.5) < 1e-6)
+ if(fabs(v_color_grey_b.value - 0.5) < 1e-6)
+ if(v_color_white_r.value == 1)
+ if(v_color_white_g.value == 1)
+ if(v_color_white_b.value == 1)
+ vid_gammatables_trivial = true;
+ }
+ else
+ {
+ if(v_gamma.value == 1)
+ if(v_contrast.value == 1)
+ if(v_brightness.value == 0)
+ vid_gammatables_trivial = true;
+ }
+ }
+
+#define GAMMACHECK(cache, value) if (cache != (value)) gamma_changed = true;cache = (value)
+ if(v_psycho.integer)
+ gamma_changed = true;
+ GAMMACHECK(cachegamma , v_gamma.value);
+ GAMMACHECK(cachecontrast , v_contrast.value);
+ GAMMACHECK(cachebrightness , v_brightness.value);
+ GAMMACHECK(cachecontrastboost, v_contrastboost.value);
+ GAMMACHECK(cachecolorenable, v_color_enable.integer);
+ GAMMACHECK(cacheblack[0] , v_color_black_r.value);
+ GAMMACHECK(cacheblack[1] , v_color_black_g.value);
+ GAMMACHECK(cacheblack[2] , v_color_black_b.value);
+ GAMMACHECK(cachegrey[0] , v_color_grey_r.value);
+ GAMMACHECK(cachegrey[1] , v_color_grey_g.value);
+ GAMMACHECK(cachegrey[2] , v_color_grey_b.value);
+ GAMMACHECK(cachewhite[0] , v_color_white_r.value);
+ GAMMACHECK(cachewhite[1] , v_color_white_g.value);
+ GAMMACHECK(cachewhite[2] , v_color_white_b.value);
+
+ if(gamma_changed)
+ ++vid_gammatables_serial;
+
+ GAMMACHECK(cachehwgamma , wantgamma);
+#undef GAMMACHECK
+
+ if (!force && !gamma_forcenextframe && !gamma_changed)
+ return;
+
+ gamma_forcenextframe = false;
+
+ if (cachehwgamma)
+ {
+ if (!vid_usinghwgamma)
+ {
+ vid_usinghwgamma = true;
+ if (vid_gammarampsize != rampsize || !vid_gammaramps)
+ {
+ vid_gammarampsize = rampsize;
+ if (vid_gammaramps)
+ Z_Free(vid_gammaramps);
+ vid_gammaramps = (unsigned short *)Z_Malloc(6 * vid_gammarampsize * sizeof(unsigned short));
+ vid_systemgammaramps = vid_gammaramps + 3 * vid_gammarampsize;
+ }
+ VID_GetGamma(vid_systemgammaramps, vid_gammarampsize);
+ }
+
+ VID_BuildGammaTables(vid_gammaramps, vid_gammarampsize);
+
+ // set vid_hardwaregammasupported to true if VID_SetGamma succeeds, OR if vid_hwgamma is >= 2 (forced gamma - ignores driver return value)
+ Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_gammaramps, vid_gammarampsize) || cachehwgamma >= 2);
+ // if custom gamma ramps failed (Windows stupidity), restore to system gamma
+ if(!vid_hardwaregammasupported.integer)
+ {
+ if (vid_usinghwgamma)
+ {
+ vid_usinghwgamma = false;
+ VID_SetGamma(vid_systemgammaramps, vid_gammarampsize);
+ }
+ }
+ }
+ else
+ {
+ if (vid_usinghwgamma)
+ {
+ vid_usinghwgamma = false;
+ VID_SetGamma(vid_systemgammaramps, vid_gammarampsize);
+ }
+ }
+}
+
+void VID_RestoreSystemGamma(void)
+{
+ if (vid_usinghwgamma)
+ {
+ vid_usinghwgamma = false;
+ Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_systemgammaramps, vid_gammarampsize));
+ // force gamma situation to be reexamined next frame
+ gamma_forcenextframe = true;
+ }
+}
+
+void VID_Shared_Init(void)
+{
+ Cvar_RegisterVariable(&vid_hardwaregammasupported);
+ Cvar_RegisterVariable(&gl_info_vendor);
+ Cvar_RegisterVariable(&gl_info_renderer);
+ Cvar_RegisterVariable(&gl_info_version);
+ Cvar_RegisterVariable(&gl_info_extensions);
+ Cvar_RegisterVariable(&gl_info_platform);
+ Cvar_RegisterVariable(&gl_info_driver);
+ Cvar_RegisterVariable(&v_gamma);
+ Cvar_RegisterVariable(&v_brightness);
+ Cvar_RegisterVariable(&v_contrastboost);
+ Cvar_RegisterVariable(&v_contrast);
+
+ Cvar_RegisterVariable(&v_color_enable);
+ Cvar_RegisterVariable(&v_color_black_r);
+ Cvar_RegisterVariable(&v_color_black_g);
+ Cvar_RegisterVariable(&v_color_black_b);
+ Cvar_RegisterVariable(&v_color_grey_r);
+ Cvar_RegisterVariable(&v_color_grey_g);
+ Cvar_RegisterVariable(&v_color_grey_b);
+ Cvar_RegisterVariable(&v_color_white_r);
+ Cvar_RegisterVariable(&v_color_white_g);
+ Cvar_RegisterVariable(&v_color_white_b);
+
+ Cvar_RegisterVariable(&v_hwgamma);
+ Cvar_RegisterVariable(&v_glslgamma);
+
+ Cvar_RegisterVariable(&v_psycho);
+