#include "quakedef.h"
#include "cdaudio.h"
-
-#ifdef SUPPORTCG
-#include <Cg/cgGL.h>
-#endif
+#include "image.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
LPDIRECT3DDEVICE9 vid_d3d9dev;
#endif
+#ifdef WIN32
+//#include <XInput.h>
+#define XINPUT_GAMEPAD_DPAD_UP 0x0001
+#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
+#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
+#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
+#define XINPUT_GAMEPAD_START 0x0010
+#define XINPUT_GAMEPAD_BACK 0x0020
+#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
+#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
+#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
+#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
+#define XINPUT_GAMEPAD_A 0x1000
+#define XINPUT_GAMEPAD_B 0x2000
+#define XINPUT_GAMEPAD_X 0x4000
+#define XINPUT_GAMEPAD_Y 0x8000
+#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
+#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
+#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
+#define XUSER_INDEX_ANY 0x000000FF
+
+typedef struct xinput_gamepad_s
+{
+ WORD wButtons;
+ BYTE bLeftTrigger;
+ BYTE bRightTrigger;
+ SHORT sThumbLX;
+ SHORT sThumbLY;
+ SHORT sThumbRX;
+ SHORT sThumbRY;
+}
+xinput_gamepad_t;
+
+typedef struct xinput_state_s
+{
+ DWORD dwPacketNumber;
+ xinput_gamepad_t Gamepad;
+}
+xinput_state_t;
+
+typedef struct xinput_keystroke_s
+{
+ WORD VirtualKey;
+ WCHAR Unicode;
+ WORD Flags;
+ BYTE UserIndex;
+ BYTE HidCode;
+}
+xinput_keystroke_t;
+
+DWORD (WINAPI *qXInputGetState)(DWORD index, xinput_state_t *state);
+DWORD (WINAPI *qXInputGetKeystroke)(DWORD index, DWORD reserved, xinput_keystroke_t *keystroke);
+
+qboolean vid_xinputinitialized = false;
+int vid_xinputindex = -1;
+#endif
+
// global video state
viddef_t vid;
-// LordHavoc: these are only set in wgl
-qboolean isG200 = false; // LordHavoc: the Matrox G200 can't do per pixel alpha, and it uses a D3D driver for GL... ugh...
-qboolean isRagePro = false; // LordHavoc: the ATI Rage Pro has limitations with per pixel alpha (the color scaler does not apply to per pixel alpha images...), although not as bad as a G200.
-
// AK FIXME -> input_dest
qboolean in_client_mouse = true;
// let go of the mouse, turn off sound, and restore system gamma ramps...
qboolean vid_activewindow = true;
+vid_joystate_t vid_joystate;
+
+#ifdef WIN32
+cvar_t joy_xinputavailable = {CVAR_READONLY, "joy_xinputavailable", "0", "indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together)"};
+#endif
+cvar_t joy_active = {CVAR_READONLY, "joy_active", "0", "indicates that a joystick is active (detected and enabled)"};
+cvar_t joy_detected = {CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"};
+cvar_t joy_enable = {CVAR_SAVE, "joy_enable", "0", "enables joystick support"};
+cvar_t joy_index = {0, "joy_index", "0", "selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...)"};
+cvar_t joy_axisforward = {0, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"};
+cvar_t joy_axisside = {0, "joy_axisside", "0", "which joystick axis to query for right/left movement"};
+cvar_t joy_axisup = {0, "joy_axisup", "-1", "which joystick axis to query for up/down movement"};
+cvar_t joy_axispitch = {0, "joy_axispitch", "3", "which joystick axis to query for looking up/down"};
+cvar_t joy_axisyaw = {0, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"};
+cvar_t joy_axisroll = {0, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
+cvar_t joy_deadzoneforward = {0, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneside = {0, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneup = {0, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzonepitch = {0, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneyaw = {0, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneroll = {0, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_sensitivityforward = {0, "joy_sensitivityforward", "-1", "movement multiplier"};
+cvar_t joy_sensitivityside = {0, "joy_sensitivityside", "1", "movement multiplier"};
+cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"};
+cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"};
+cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"};
+cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"};
+cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"};
+cvar_t joy_axiskeyevents_deadzone = {CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"};
+cvar_t joy_x360_axisforward = {0, "joy_x360_axisforward", "1", "which joystick axis to query for forward/backward movement"};
+cvar_t joy_x360_axisside = {0, "joy_x360_axisside", "0", "which joystick axis to query for right/left movement"};
+cvar_t joy_x360_axisup = {0, "joy_x360_axisup", "-1", "which joystick axis to query for up/down movement"};
+cvar_t joy_x360_axispitch = {0, "joy_x360_axispitch", "3", "which joystick axis to query for looking up/down"};
+cvar_t joy_x360_axisyaw = {0, "joy_x360_axisyaw", "2", "which joystick axis to query for looking right/left"};
+cvar_t joy_x360_axisroll = {0, "joy_x360_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
+cvar_t joy_x360_deadzoneforward = {0, "joy_x360_deadzoneforward", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneside = {0, "joy_x360_deadzoneside", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneup = {0, "joy_x360_deadzoneup", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzonepitch = {0, "joy_x360_deadzonepitch", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneyaw = {0, "joy_x360_deadzoneyaw", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneroll = {0, "joy_x360_deadzoneroll", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_sensitivityforward = {0, "joy_x360_sensitivityforward", "1", "movement multiplier"};
+cvar_t joy_x360_sensitivityside = {0, "joy_x360_sensitivityside", "1", "movement multiplier"};
+cvar_t joy_x360_sensitivityup = {0, "joy_x360_sensitivityup", "1", "movement multiplier"};
+cvar_t joy_x360_sensitivitypitch = {0, "joy_x360_sensitivitypitch", "-1", "movement multiplier"};
+cvar_t joy_x360_sensitivityyaw = {0, "joy_x360_sensitivityyaw", "-1", "movement multiplier"};
+cvar_t joy_x360_sensitivityroll = {0, "joy_x360_sensitivityroll", "1", "movement multiplier"};
+
+// cvars for DPSOFTRAST
+cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"};
+cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "8", "the number of threads the DarkPlaces Software Rasterizer should use"};
+cvar_t vid_soft_interlace = {CVAR_SAVE, "vid_soft_interlace", "1", "whether the DarkPlaces Software Rasterizer should interlace the screen bands occupied by each thread"};
+
// we don't know until we try it!
cvar_t vid_hardwaregammasupported = {CVAR_READONLY,"vid_hardwaregammasupported","1", "indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)"};
cvar_t vid_minheight = {0, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"};
cvar_t vid_gl13 = {0, "vid_gl13", "1", "enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)"};
cvar_t vid_gl20 = {0, "vid_gl20", "1", "enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)"};
-#ifdef SUPPORTCG
-cvar_t vid_cggl = {0, "vid_glcg", "1", "enables faster rendering using the Cg shader library"};
-#endif
cvar_t gl_finish = {0, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"};
+cvar_t vid_sRGB = {CVAR_SAVE, "vid_sRGB", "0", "if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended"};
+cvar_t vid_sRGB_fallback = {CVAR_SAVE, "vid_sRGB_fallback", "0", "do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)"};
+cvar_t vid_touchscreen = {0, "vid_touchscreen", "0", "Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons"};
cvar_t vid_stick_mouse = {CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" };
cvar_t vid_resizable = {CVAR_SAVE, "vid_resizable", "0", "0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted" };
cvar_t v_color_white_r = {CVAR_SAVE, "v_color_white_r", "1", "desired color of white"};
cvar_t v_color_white_g = {CVAR_SAVE, "v_color_white_g", "1", "desired color of white"};
cvar_t v_color_white_b = {CVAR_SAVE, "v_color_white_b", "1", "desired color of white"};
-cvar_t v_hwgamma = {CVAR_SAVE, "v_hwgamma", "1", "enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not"};
-cvar_t v_glslgamma = {CVAR_SAVE, "v_glslgamma", "0", "enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma)"};
-cvar_t v_psycho = {0, "v_psycho", "0", "easter egg (does not work on Windows2000 or above)"};
+cvar_t v_hwgamma = {CVAR_SAVE, "v_hwgamma", "0", "enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not"};
+cvar_t v_glslgamma = {CVAR_SAVE, "v_glslgamma", "1", "enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma)"};
+cvar_t v_glslgamma_2d = {CVAR_SAVE, "v_glslgamma_2d", "0", "applies GLSL gamma to 2d pictures (HUD, fonts)"};
+cvar_t v_psycho = {0, "v_psycho", "0", "easter egg"};
// brand of graphics chip
const char *gl_vendor;
// name of driver library (opengl32.dll, libGL.so.1, or whatever)
char gl_driver[256];
+#ifndef USE_GLES2
// GL_ARB_multitexture
void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat);
void (GLAPIENTRY *qglMultiTexCoord2f) (GLenum, GLfloat, GLfloat);
void (GLAPIENTRY *qglDepthFunc)(GLenum func);
void (GLAPIENTRY *qglDepthMask)(GLboolean flag);
void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val);
+void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val);
void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
void (GLAPIENTRY *qglDeleteShader)(GLuint obj);
void (GLAPIENTRY *qglDeleteProgram)(GLuint obj);
-GLuint (GLAPIENTRY *qglGetHandle)(GLenum pname);
+//GLuint (GLAPIENTRY *qglGetHandle)(GLenum pname);
void (GLAPIENTRY *qglDetachShader)(GLuint containerObj, GLuint attachedObj);
GLuint (GLAPIENTRY *qglCreateShader)(GLenum shaderType);
void (GLAPIENTRY *qglShaderSource)(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length);
void (GLAPIENTRY *qglEnableVertexAttribArray)(GLuint index);
void (GLAPIENTRY *qglDisableVertexAttribArray)(GLuint index);
void (GLAPIENTRY *qglBindAttribLocation)(GLuint programObj, GLuint index, const GLchar *name);
+void (GLAPIENTRY *qglBindFragDataLocation)(GLuint programObj, GLuint index, const GLchar *name);
void (GLAPIENTRY *qglGetActiveAttrib)(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GLint (GLAPIENTRY *qglGetAttribLocation)(GLuint programObj, const GLchar *name);
void (GLAPIENTRY *qglGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble *params);
void (GLAPIENTRY *qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
void (GLAPIENTRY *qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
-//GL_EXT_framebuffer_object
-GLboolean (GLAPIENTRY *qglIsRenderbufferEXT)(GLuint renderbuffer);
-void (GLAPIENTRY *qglBindRenderbufferEXT)(GLenum target, GLuint renderbuffer);
-void (GLAPIENTRY *qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint *renderbuffers);
-void (GLAPIENTRY *qglGenRenderbuffersEXT)(GLsizei n, GLuint *renderbuffers);
-void (GLAPIENTRY *qglRenderbufferStorageEXT)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
-void (GLAPIENTRY *qglGetRenderbufferParameterivEXT)(GLenum target, GLenum pname, GLint *params);
-GLboolean (GLAPIENTRY *qglIsFramebufferEXT)(GLuint framebuffer);
-void (GLAPIENTRY *qglBindFramebufferEXT)(GLenum target, GLuint framebuffer);
-void (GLAPIENTRY *qglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers);
-void (GLAPIENTRY *qglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers);
-GLenum (GLAPIENTRY *qglCheckFramebufferStatusEXT)(GLenum target);
-//void (GLAPIENTRY *qglFramebufferTexture1DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
-void (GLAPIENTRY *qglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
-void (GLAPIENTRY *qglFramebufferTexture3DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
-void (GLAPIENTRY *qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
-void (GLAPIENTRY *qglGetFramebufferAttachmentParameterivEXT)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
-void (GLAPIENTRY *qglGenerateMipmapEXT)(GLenum target);
+//GL_ARB_framebuffer_object
+GLboolean (GLAPIENTRY *qglIsRenderbuffer)(GLuint renderbuffer);
+GLvoid (GLAPIENTRY *qglBindRenderbuffer)(GLenum target, GLuint renderbuffer);
+GLvoid (GLAPIENTRY *qglDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
+GLvoid (GLAPIENTRY *qglGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
+GLvoid (GLAPIENTRY *qglRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+GLvoid (GLAPIENTRY *qglRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLvoid (GLAPIENTRY *qglGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
+GLboolean (GLAPIENTRY *qglIsFramebuffer)(GLuint framebuffer);
+GLvoid (GLAPIENTRY *qglBindFramebuffer)(GLenum target, GLuint framebuffer);
+GLvoid (GLAPIENTRY *qglDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
+GLvoid (GLAPIENTRY *qglGenFramebuffers)(GLsizei n, GLuint *framebuffers);
+GLenum (GLAPIENTRY *qglCheckFramebufferStatus)(GLenum target);
+GLvoid (GLAPIENTRY *qglFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLvoid (GLAPIENTRY *qglFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLvoid (GLAPIENTRY *qglFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
+GLvoid (GLAPIENTRY *qglFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+GLvoid (GLAPIENTRY *qglFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GLvoid (GLAPIENTRY *qglGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+GLvoid (GLAPIENTRY *qglBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLvoid (GLAPIENTRY *qglGenerateMipmap)(GLenum target);
void (GLAPIENTRY *qglDrawBuffersARB)(GLsizei n, const GLenum *bufs);
void (GLAPIENTRY *qglGetQueryObjectivARB)(GLuint qid, GLenum pname, GLint *params);
void (GLAPIENTRY *qglGetQueryObjectuivARB)(GLuint qid, GLenum pname, GLuint *params);
+void (GLAPIENTRY *qglSampleCoverageARB)(GLclampf value, GLboolean invert);
+#endif
+
#if _MSC_VER >= 1400
#define sscanf sscanf_s
#endif
return true;
}
+#ifndef USE_GLES2
static dllfunction_t opengl110funcs[] =
{
{"glClearColor", (void **) &qglClearColor},
{
{"glDeleteShader", (void **) &qglDeleteShader},
{"glDeleteProgram", (void **) &qglDeleteProgram},
- {"glGetHandle", (void **) &qglGetHandle},
+// {"glGetHandle", (void **) &qglGetHandle},
{"glDetachShader", (void **) &qglDetachShader},
{"glCreateShader", (void **) &qglCreateShader},
{"glShaderSource", (void **) &qglShaderSource},
{NULL, NULL}
};
+static dllfunction_t glsl130funcs[] =
+{
+ {"glBindFragDataLocation", (void **) &qglBindFragDataLocation},
+ {NULL, NULL}
+};
+
static dllfunction_t vbofuncs[] =
{
{"glBindBufferARB" , (void **) &qglBindBufferARB},
{NULL, NULL}
};
-static dllfunction_t fbofuncs[] =
+static dllfunction_t arbfbofuncs[] =
+{
+ {"glIsRenderbufferARB" , (void **) &qglIsRenderbuffer},
+ {"glBindRenderbufferARB" , (void **) &qglBindRenderbuffer},
+ {"glDeleteRenderbuffersARB" , (void **) &qglDeleteRenderbuffers},
+ {"glGenRenderbuffersARB" , (void **) &qglGenRenderbuffers},
+ {"glRenderbufferStorageARB" , (void **) &qglRenderbufferStorage},
+ {"glRenderbufferStorageMultisampleARB" , (void **) &qglRenderbufferStorageMultisample}, // not in GL_EXT_framebuffer_object
+ {"glGetRenderbufferParameterivARB" , (void **) &qglGetRenderbufferParameteriv},
+ {"glIsFramebufferARB" , (void **) &qglIsFramebuffer},
+ {"glBindFramebufferARB" , (void **) &qglBindFramebuffer},
+ {"glDeleteFramebuffersARB" , (void **) &qglDeleteFramebuffers},
+ {"glGenFramebuffersARB" , (void **) &qglGenFramebuffers},
+ {"glCheckFramebufferStatusARB" , (void **) &qglCheckFramebufferStatus},
+ {"glFramebufferTexture1DARB" , (void **) &qglFramebufferTexture1D},
+ {"glFramebufferTexture2DARB" , (void **) &qglFramebufferTexture2D},
+ {"glFramebufferTexture3DARB" , (void **) &qglFramebufferTexture3D},
+ {"glFramebufferTextureLayerARB" , (void **) &qglFramebufferTextureLayer}, // not in GL_EXT_framebuffer_object
+ {"glFramebufferRenderbufferARB" , (void **) &qglFramebufferRenderbuffer},
+ {"glGetFramebufferAttachmentParameterivARB" , (void **) &qglGetFramebufferAttachmentParameteriv},
+ {"glBlitFramebufferARB" , (void **) &qglBlitFramebuffer}, // not in GL_EXT_framebuffer_object
+ {"glGenerateMipmapARB" , (void **) &qglGenerateMipmap},
+ {NULL, NULL}
+};
+
+static dllfunction_t extfbofuncs[] =
{
- {"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},
+ {"glIsRenderbufferEXT" , (void **) &qglIsRenderbuffer},
+ {"glBindRenderbufferEXT" , (void **) &qglBindRenderbuffer},
+ {"glDeleteRenderbuffersEXT" , (void **) &qglDeleteRenderbuffers},
+ {"glGenRenderbuffersEXT" , (void **) &qglGenRenderbuffers},
+ {"glRenderbufferStorageEXT" , (void **) &qglRenderbufferStorage},
+ {"glGetRenderbufferParameterivEXT" , (void **) &qglGetRenderbufferParameteriv},
+ {"glIsFramebufferEXT" , (void **) &qglIsFramebuffer},
+ {"glBindFramebufferEXT" , (void **) &qglBindFramebuffer},
+ {"glDeleteFramebuffersEXT" , (void **) &qglDeleteFramebuffers},
+ {"glGenFramebuffersEXT" , (void **) &qglGenFramebuffers},
+ {"glCheckFramebufferStatusEXT" , (void **) &qglCheckFramebufferStatus},
+ {"glFramebufferTexture1DEXT" , (void **) &qglFramebufferTexture1D},
+ {"glFramebufferTexture2DEXT" , (void **) &qglFramebufferTexture2D},
+ {"glFramebufferTexture3DEXT" , (void **) &qglFramebufferTexture3D},
+ {"glFramebufferRenderbufferEXT" , (void **) &qglFramebufferRenderbuffer},
+ {"glGetFramebufferAttachmentParameterivEXT" , (void **) &qglGetFramebufferAttachmentParameteriv},
+ {"glGenerateMipmapEXT" , (void **) &qglGenerateMipmap},
{NULL, NULL}
};
{NULL, NULL}
};
+static dllfunction_t multisamplefuncs[] =
+{
+ {"glSampleCoverageARB", (void **) &qglSampleCoverageARB},
+ {NULL, NULL}
+};
+#endif
+
void VID_ClearExtensions(void)
{
// VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
// clear the extension flags
memset(&vid.support, 0, sizeof(vid.support));
vid.renderpath = RENDERPATH_GL11;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
vid.useinterleavedarrays = false;
vid.forcevbo = false;
vid.maxtexturesize_2d = 0;
vid.max_anisotropy = 1;
vid.maxdrawbuffers = 1;
+#ifndef USE_GLES2
// this is a complete list of all functions that are directly checked in the renderer
qglDrawRangeElements = NULL;
qglDrawBuffer = NULL;
qglFlush = NULL;
qglActiveTexture = NULL;
qglGetCompressedTexImageARB = NULL;
- qglFramebufferTexture2DEXT = NULL;
+ qglFramebufferTexture2D = NULL;
qglDrawBuffersARB = NULL;
+#endif
}
+#ifndef USE_GLES2
void VID_CheckExtensions(void)
{
- if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false))
+ if (!GL_CheckExtension("glbase", opengl110funcs, NULL, false))
Sys_Error("OpenGL 1.1.0 functions not found");
- vid.support.gl20shaders = GL_CheckExtension("2.0", gl20shaderfuncs, "-noshaders", false);
+ vid.support.gl20shaders = GL_CheckExtension("2.0", gl20shaderfuncs, "-noshaders", true);
CHECKGLERROR
Con_DPrint("Checking OpenGL extensions...\n");
+ if (vid.support.gl20shaders)
+ {
+ // this one is purely optional, needed for GLSL 1.3 support (#version 130), so we don't even check the return value of GL_CheckExtension
+ vid.support.gl20shaders130 = GL_CheckExtension("glshaders130", glsl130funcs, "-noglsl130", true);
+ if(vid.support.gl20shaders130)
+ {
+ char *s = (char *) qglGetString(GL_SHADING_LANGUAGE_VERSION);
+ if(!s || atof(s) < 1.30 - 0.00001)
+ vid.support.gl20shaders130 = 0;
+ }
+ if(vid.support.gl20shaders130)
+ Con_DPrintf("Using GLSL 1.30\n");
+ else
+ Con_DPrintf("Using GLSL 1.00\n");
+ }
+
+ // GL drivers generally prefer GL_BGRA
+ vid.forcetextype = GL_BGRA;
+
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_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);
+#ifndef __APPLE__
+ // LordHavoc: too many bugs on OSX!
vid.support.arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false);
+#endif
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.ati_separate_stencil = GL_CheckExtension("separatestencil", 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_draw_range_elements = GL_CheckExtension("drawrangeelements", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false);
+ vid.support.arb_framebuffer_object = GL_CheckExtension("GL_ARB_framebuffer_object", arbfbofuncs, "-nofbo", false);
+ if (vid.support.arb_framebuffer_object)
+ vid.support.ext_framebuffer_object = true;
+ else
+ vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", extfbofuncs, "-nofbo", false);
+ vid.support.ext_packed_depth_stencil = GL_CheckExtension("GL_EXT_packed_depth_stencil", NULL, "-nopackeddepthstencil", 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);
+ vid.support.ext_texture_srgb = GL_CheckExtension("GL_EXT_texture_sRGB", NULL, "-nosrgb", false);
+ vid.support.arb_multisample = GL_CheckExtension("GL_ARB_multisample", multisamplefuncs, "-nomultisample", false);
+ vid.allowalphatocoverage = 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: -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)
+// COMMANDLINEOPTION: GL: -nosrgb disables GL_EXT_texture_sRGB (which is used for higher quality non-linear texture gamma)
+// COMMANDLINEOPTION: GL: -nomultisample disables GL_ARB_multisample
if (vid.support.arb_draw_buffers)
qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers);
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);
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
if (vid.support.ext_texture_3d)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
if (vid.support.arb_multitexture)
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
if (vid_gl20.integer && vid.support.gl20shaders)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (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.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.sRGBcapable2D = false;
+ vid.sRGBcapable3D = true;
vid.useinterleavedarrays = false;
+ Con_Printf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
+ Con_Printf("vid.support.gl20shaders %i\n", vid.support.gl20shaders);
+ vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1
}
-#ifdef SUPPORTCG
- else if (vid_cggl.integer && (vid.cgcontext = cgCreateContext()))
- {
- vid.texunits = 4;
- vid.teximageunits = 16;
- vid.texarrayunits = 8;
- Con_DPrintf("Using NVIDIA Cg rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
- vid.renderpath = RENDERPATH_CGGL;
- vid.useinterleavedarrays = false;
- }
-#endif
else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (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.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
vid.useinterleavedarrays = false;
}
else
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.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
vid.useinterleavedarrays = false;
}
+ // enable multisample antialiasing if possible
+ if(vid.support.arb_multisample)
+ {
+ int samples = 0;
+ qglGetIntegerv(GL_SAMPLES_ARB, &samples);
+ vid.samples = samples;
+ if (samples > 1)
+ qglEnable(GL_MULTISAMPLE_ARB);
+ else
+ vid.allowalphatocoverage = false;
+ }
+ else
+ {
+ vid.allowalphatocoverage = false;
+ vid.samples = 1;
+ }
+
// 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_platform, gl_platform ? gl_platform : "");
Cvar_SetQuick(&gl_info_driver, gl_driver);
}
+#endif
+
+float VID_JoyState_GetAxis(const vid_joystate_t *joystate, int axis, float sensitivity, float deadzone)
+{
+ float value;
+ value = (axis >= 0 && axis < MAXJOYAXIS) ? joystate->axis[axis] : 0.0f;
+ value = value > deadzone ? (value - deadzone) : (value < -deadzone ? (value + deadzone) : 0.0f);
+ value *= deadzone > 0 ? (1.0f / (1.0f - deadzone)) : 1.0f;
+ value = bound(-1, value, 1);
+ return value * sensitivity;
+}
+
+qboolean VID_JoyBlockEmulatedKeys(int keycode)
+{
+ int j;
+ vid_joystate_t joystate;
+
+ if (!joy_axiskeyevents.integer)
+ return false;
+ if (vid_joystate.is360)
+ return false;
+ if (keycode != K_UPARROW && keycode != K_DOWNARROW && keycode != K_RIGHTARROW && keycode != K_LEFTARROW)
+ return false;
+
+ // block system-generated key events for arrow keys if we're emulating the arrow keys ourselves
+ VID_BuildJoyState(&joystate);
+ for (j = 32;j < 36;j++)
+ if (vid_joystate.button[j] || joystate.button[j])
+ return true;
+
+ return false;
+}
+
+void VID_Shared_BuildJoyState_Begin(vid_joystate_t *joystate)
+{
+#ifdef WIN32
+ xinput_state_t xinputstate;
+#endif
+ memset(joystate, 0, sizeof(*joystate));
+#ifdef WIN32
+ if (vid_xinputindex >= 0 && qXInputGetState && qXInputGetState(vid_xinputindex, &xinputstate) == S_OK)
+ {
+ joystate->is360 = true;
+ joystate->button[ 0] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0;
+ joystate->button[ 1] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0;
+ joystate->button[ 2] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0;
+ joystate->button[ 3] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0;
+ joystate->button[ 4] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_START) != 0;
+ joystate->button[ 5] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) != 0;
+ joystate->button[ 6] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0;
+ joystate->button[ 7] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0;
+ joystate->button[ 8] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0;
+ joystate->button[ 9] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
+ joystate->button[10] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0;
+ joystate->button[11] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_B) != 0;
+ joystate->button[12] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_X) != 0;
+ joystate->button[13] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_Y) != 0;
+ joystate->button[14] = xinputstate.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
+ joystate->button[15] = xinputstate.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
+ joystate->button[16] = xinputstate.Gamepad.sThumbLY < -16384;
+ joystate->button[17] = xinputstate.Gamepad.sThumbLY > 16384;
+ joystate->button[18] = xinputstate.Gamepad.sThumbLX < -16384;
+ joystate->button[19] = xinputstate.Gamepad.sThumbLX > 16384;
+ joystate->button[20] = xinputstate.Gamepad.sThumbRY < -16384;
+ joystate->button[21] = xinputstate.Gamepad.sThumbRY > 16384;
+ joystate->button[22] = xinputstate.Gamepad.sThumbRX < -16384;
+ joystate->button[23] = xinputstate.Gamepad.sThumbRX > 16384;
+ joystate->axis[ 4] = xinputstate.Gamepad.bLeftTrigger * (1.0f / 255.0f);
+ joystate->axis[ 5] = xinputstate.Gamepad.bRightTrigger * (1.0f / 255.0f);
+ joystate->axis[ 0] = xinputstate.Gamepad.sThumbLX * (1.0f / 32767.0f);
+ joystate->axis[ 1] = xinputstate.Gamepad.sThumbLY * (1.0f / 32767.0f);
+ joystate->axis[ 2] = xinputstate.Gamepad.sThumbRX * (1.0f / 32767.0f);
+ joystate->axis[ 3] = xinputstate.Gamepad.sThumbRY * (1.0f / 32767.0f);
+ }
+#endif
+}
-void Force_CenterView_f (void)
+void VID_Shared_BuildJoyState_Finish(vid_joystate_t *joystate)
+{
+ float f, r;
+ if (joystate->is360)
+ return;
+ // emulate key events for thumbstick
+ f = VID_JoyState_GetAxis(joystate, joy_axisforward.integer, 1, joy_axiskeyevents_deadzone.value) * joy_sensitivityforward.value;
+ r = VID_JoyState_GetAxis(joystate, joy_axisside.integer , 1, joy_axiskeyevents_deadzone.value) * joy_sensitivityside.value;
+#if MAXJOYBUTTON != 36
+#error this code must be updated if MAXJOYBUTTON changes!
+#endif
+ joystate->button[32] = f > 0.0f;
+ joystate->button[33] = f < 0.0f;
+ joystate->button[34] = r > 0.0f;
+ joystate->button[35] = r < 0.0f;
+}
+
+static void VID_KeyEventForButton(qboolean oldbutton, qboolean newbutton, int key, double *timer)
+{
+ if (oldbutton)
+ {
+ if (newbutton)
+ {
+ if (realtime >= *timer)
+ {
+ Key_Event(key, 0, true);
+ *timer = realtime + 0.1;
+ }
+ }
+ else
+ {
+ Key_Event(key, 0, false);
+ *timer = 0;
+ }
+ }
+ else
+ {
+ if (newbutton)
+ {
+ Key_Event(key, 0, true);
+ *timer = realtime + 0.5;
+ }
+ }
+}
+
+#if MAXJOYBUTTON != 36
+#error this code must be updated if MAXJOYBUTTON changes!
+#endif
+static int joybuttonkey[MAXJOYBUTTON][2] =
+{
+ {K_JOY1, K_ENTER}, {K_JOY2, K_ESCAPE}, {K_JOY3, 0}, {K_JOY4, 0}, {K_JOY5, 0}, {K_JOY6, 0}, {K_JOY7, 0}, {K_JOY8, 0}, {K_JOY9, 0}, {K_JOY10, 0}, {K_JOY11, 0}, {K_JOY12, 0}, {K_JOY13, 0}, {K_JOY14, 0}, {K_JOY15, 0}, {K_JOY16, 0},
+ {K_AUX1, 0}, {K_AUX2, 0}, {K_AUX3, 0}, {K_AUX4, 0}, {K_AUX5, 0}, {K_AUX6, 0}, {K_AUX7, 0}, {K_AUX8, 0}, {K_AUX9, 0}, {K_AUX10, 0}, {K_AUX11, 0}, {K_AUX12, 0}, {K_AUX13, 0}, {K_AUX14, 0}, {K_AUX15, 0}, {K_AUX16, 0},
+ {K_JOY_UP, K_UPARROW}, {K_JOY_DOWN, K_DOWNARROW}, {K_JOY_RIGHT, K_RIGHTARROW}, {K_JOY_LEFT, K_LEFTARROW},
+};
+
+static int joybuttonkey360[][2] =
+{
+ {K_X360_DPAD_UP, K_UPARROW},
+ {K_X360_DPAD_DOWN, K_DOWNARROW},
+ {K_X360_DPAD_LEFT, K_LEFTARROW},
+ {K_X360_DPAD_RIGHT, K_RIGHTARROW},
+ {K_X360_START, K_ESCAPE},
+ {K_X360_BACK, K_ESCAPE},
+ {K_X360_LEFT_THUMB, 0},
+ {K_X360_RIGHT_THUMB, 0},
+ {K_X360_LEFT_SHOULDER, 0},
+ {K_X360_RIGHT_SHOULDER, 0},
+ {K_X360_A, K_ENTER},
+ {K_X360_B, K_ESCAPE},
+ {K_X360_X, 0},
+ {K_X360_Y, 0},
+ {K_X360_LEFT_TRIGGER, 0},
+ {K_X360_RIGHT_TRIGGER, 0},
+ {K_X360_LEFT_THUMB_DOWN, K_DOWNARROW},
+ {K_X360_LEFT_THUMB_UP, K_UPARROW},
+ {K_X360_LEFT_THUMB_LEFT, K_LEFTARROW},
+ {K_X360_LEFT_THUMB_RIGHT, K_RIGHTARROW},
+ {K_X360_RIGHT_THUMB_DOWN, 0},
+ {K_X360_RIGHT_THUMB_UP, 0},
+ {K_X360_RIGHT_THUMB_LEFT, 0},
+ {K_X360_RIGHT_THUMB_RIGHT, 0},
+};
+
+double vid_joybuttontimer[MAXJOYBUTTON];
+void VID_ApplyJoyState(vid_joystate_t *joystate)
+{
+ int j;
+ int c = joy_axiskeyevents.integer != 0;
+ if (joystate->is360)
+ {
+#if 0
+ // keystrokes (chatpad)
+ // DOES NOT WORK - no driver support in xinput1_3.dll :(
+ xinput_keystroke_t keystroke;
+ while (qXInputGetKeystroke && qXInputGetKeystroke(XUSER_INDEX_ANY, 0, &keystroke) == S_OK)
+ Con_Printf("XInput KeyStroke: VirtualKey %i, Unicode %i, Flags %x, UserIndex %i, HidCode %i\n", keystroke.VirtualKey, keystroke.Unicode, keystroke.Flags, keystroke.UserIndex, keystroke.HidCode);
+#endif
+
+ // emit key events for buttons
+ for (j = 0;j < (int)(sizeof(joybuttonkey360)/sizeof(joybuttonkey360[0]));j++)
+ VID_KeyEventForButton(vid_joystate.button[j] != 0, joystate->button[j] != 0, joybuttonkey360[j][c], &vid_joybuttontimer[j]);
+
+ // axes
+ cl.cmd.forwardmove += VID_JoyState_GetAxis(joystate, joy_x360_axisforward.integer, joy_x360_sensitivityforward.value, joy_x360_deadzoneforward.value) * cl_forwardspeed.value;
+ cl.cmd.sidemove += VID_JoyState_GetAxis(joystate, joy_x360_axisside.integer, joy_x360_sensitivityside.value, joy_x360_deadzoneside.value) * cl_sidespeed.value;
+ cl.cmd.upmove += VID_JoyState_GetAxis(joystate, joy_x360_axisup.integer, joy_x360_sensitivityup.value, joy_x360_deadzoneup.value) * cl_upspeed.value;
+ cl.viewangles[0] += VID_JoyState_GetAxis(joystate, joy_x360_axispitch.integer, joy_x360_sensitivitypitch.value, joy_x360_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value;
+ cl.viewangles[1] += VID_JoyState_GetAxis(joystate, joy_x360_axisyaw.integer, joy_x360_sensitivityyaw.value, joy_x360_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value;
+ //cl.viewangles[2] += VID_JoyState_GetAxis(joystate, joy_x360_axisroll.integer, joy_x360_sensitivityroll.value, joy_x360_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value;
+ }
+ else
+ {
+ // emit key events for buttons
+ for (j = 0;j < MAXJOYBUTTON;j++)
+ VID_KeyEventForButton(vid_joystate.button[j] != 0, joystate->button[j] != 0, joybuttonkey[j][c], &vid_joybuttontimer[j]);
+
+ // axes
+ cl.cmd.forwardmove += VID_JoyState_GetAxis(joystate, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value;
+ cl.cmd.sidemove += VID_JoyState_GetAxis(joystate, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value;
+ cl.cmd.upmove += VID_JoyState_GetAxis(joystate, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value;
+ cl.viewangles[0] += VID_JoyState_GetAxis(joystate, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value;
+ cl.viewangles[1] += VID_JoyState_GetAxis(joystate, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value;
+ //cl.viewangles[2] += VID_JoyState_GetAxis(joystate, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value;
+ }
+
+ vid_joystate = *joystate;
+}
+
+int VID_Shared_SetJoystick(int index)
+{
+#ifdef WIN32
+ int i;
+ int xinputcount = 0;
+ int xinputindex = -1;
+ int xinputavailable = 0;
+ xinput_state_t state;
+ // detect available XInput controllers
+ for (i = 0;i < 4;i++)
+ {
+ if (qXInputGetState && qXInputGetState(i, &state) == S_OK)
+ {
+ xinputavailable |= 1<<i;
+ if (index == xinputcount)
+ xinputindex = i;
+ xinputcount++;
+ }
+ }
+ if (joy_xinputavailable.integer != xinputavailable)
+ Cvar_SetValueQuick(&joy_xinputavailable, xinputavailable);
+ if (vid_xinputindex != xinputindex)
+ {
+ vid_xinputindex = xinputindex;
+ if (xinputindex >= 0)
+ Con_Printf("Joystick %i opened (XInput Device %i)\n", index, xinputindex);
+ }
+ return xinputcount;
+#else
+ return 0;
+#endif
+}
+
+
+static void Force_CenterView_f (void)
{
cl.viewangles[PITCH] = 0;
}
BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize*2, rampsize);
}
+ if(vid.sRGB2D || vid.sRGB3D)
+ {
+ int i;
+ for(i = 0; i < 3*rampsize; ++i)
+ ramps[i] = (int)floor(bound(0.0f, Image_sRGBFloatFromLinearFloat(ramps[i] / 65535.0f), 1.0f) * 65535.0f + 0.5f);
+ }
+
// 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.
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
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_contrast, 0.2, 5);
+ BOUNDCVAR(v_brightness, -v_contrast.value * 0.8, 0.8);
//BOUNDCVAR(v_contrastboost, 0.0625, 16);
BOUNDCVAR(v_color_black_r, 0, 0.8);
BOUNDCVAR(v_color_black_g, 0, 0.8);
vid_gammatables_trivial = false;
if(v_psycho.integer == 0)
if(v_contrastboost.value == 1)
+ if(!vid.sRGB2D)
+ if(!vid.sRGB3D)
{
if(v_color_enable.integer)
{
}
}
+#ifdef WIN32
+static dllfunction_t xinputdllfuncs[] =
+{
+ {"XInputGetState", (void **) &qXInputGetState},
+ {"XInputGetKeystroke", (void **) &qXInputGetKeystroke},
+ {NULL, NULL}
+};
+static const char* xinputdllnames [] =
+{
+ "xinput1_3.dll",
+ "xinput1_2.dll",
+ "xinput1_1.dll",
+ NULL
+};
+static dllhandle_t xinputdll_dll = NULL;
+#endif
+
void VID_Shared_Init(void)
{
+#ifdef SSE_POSSIBLE
+ if (Sys_HaveSSE2())
+ {
+ Con_Printf("DPSOFTRAST available (SSE2 instructions detected)\n");
+ Cvar_RegisterVariable(&vid_soft);
+ Cvar_RegisterVariable(&vid_soft_threads);
+ Cvar_RegisterVariable(&vid_soft_interlace);
+ }
+ else
+ Con_Printf("DPSOFTRAST not available (SSE2 disabled or not detected)\n");
+#else
+ Con_Printf("DPSOFTRAST not available (SSE2 not compiled in)\n");
+#endif
+
Cvar_RegisterVariable(&vid_hardwaregammasupported);
Cvar_RegisterVariable(&gl_info_vendor);
Cvar_RegisterVariable(&gl_info_renderer);
Cvar_RegisterVariable(&v_hwgamma);
Cvar_RegisterVariable(&v_glslgamma);
+ Cvar_RegisterVariable(&v_glslgamma_2d);
Cvar_RegisterVariable(&v_psycho);
Cvar_RegisterVariable(&vid_vsync);
Cvar_RegisterVariable(&vid_mouse);
Cvar_RegisterVariable(&vid_grabkeyboard);
+ Cvar_RegisterVariable(&vid_touchscreen);
Cvar_RegisterVariable(&vid_stick_mouse);
Cvar_RegisterVariable(&vid_resizable);
Cvar_RegisterVariable(&vid_minwidth);
Cvar_RegisterVariable(&vid_minheight);
Cvar_RegisterVariable(&vid_gl13);
Cvar_RegisterVariable(&vid_gl20);
-#ifdef SUPPORTCG
- Cvar_RegisterVariable(&vid_cggl);
-#endif
Cvar_RegisterVariable(&gl_finish);
+ Cvar_RegisterVariable(&vid_sRGB);
+ Cvar_RegisterVariable(&vid_sRGB_fallback);
+
+ Cvar_RegisterVariable(&joy_active);
+#ifdef WIN32
+ Cvar_RegisterVariable(&joy_xinputavailable);
+#endif
+ Cvar_RegisterVariable(&joy_detected);
+ Cvar_RegisterVariable(&joy_enable);
+ Cvar_RegisterVariable(&joy_index);
+ Cvar_RegisterVariable(&joy_axisforward);
+ Cvar_RegisterVariable(&joy_axisside);
+ Cvar_RegisterVariable(&joy_axisup);
+ Cvar_RegisterVariable(&joy_axispitch);
+ Cvar_RegisterVariable(&joy_axisyaw);
+ //Cvar_RegisterVariable(&joy_axisroll);
+ Cvar_RegisterVariable(&joy_deadzoneforward);
+ Cvar_RegisterVariable(&joy_deadzoneside);
+ Cvar_RegisterVariable(&joy_deadzoneup);
+ Cvar_RegisterVariable(&joy_deadzonepitch);
+ Cvar_RegisterVariable(&joy_deadzoneyaw);
+ //Cvar_RegisterVariable(&joy_deadzoneroll);
+ Cvar_RegisterVariable(&joy_sensitivityforward);
+ Cvar_RegisterVariable(&joy_sensitivityside);
+ Cvar_RegisterVariable(&joy_sensitivityup);
+ Cvar_RegisterVariable(&joy_sensitivitypitch);
+ Cvar_RegisterVariable(&joy_sensitivityyaw);
+ //Cvar_RegisterVariable(&joy_sensitivityroll);
+ Cvar_RegisterVariable(&joy_axiskeyevents);
+ Cvar_RegisterVariable(&joy_axiskeyevents_deadzone);
+ Cvar_RegisterVariable(&joy_x360_axisforward);
+ Cvar_RegisterVariable(&joy_x360_axisside);
+ Cvar_RegisterVariable(&joy_x360_axisup);
+ Cvar_RegisterVariable(&joy_x360_axispitch);
+ Cvar_RegisterVariable(&joy_x360_axisyaw);
+ //Cvar_RegisterVariable(&joy_x360_axisroll);
+ Cvar_RegisterVariable(&joy_x360_deadzoneforward);
+ Cvar_RegisterVariable(&joy_x360_deadzoneside);
+ Cvar_RegisterVariable(&joy_x360_deadzoneup);
+ Cvar_RegisterVariable(&joy_x360_deadzonepitch);
+ Cvar_RegisterVariable(&joy_x360_deadzoneyaw);
+ //Cvar_RegisterVariable(&joy_x360_deadzoneroll);
+ Cvar_RegisterVariable(&joy_x360_sensitivityforward);
+ Cvar_RegisterVariable(&joy_x360_sensitivityside);
+ Cvar_RegisterVariable(&joy_x360_sensitivityup);
+ Cvar_RegisterVariable(&joy_x360_sensitivitypitch);
+ Cvar_RegisterVariable(&joy_x360_sensitivityyaw);
+ //Cvar_RegisterVariable(&joy_x360_sensitivityroll);
+
+#ifdef WIN32
+ Sys_LoadLibrary(xinputdllnames, &xinputdll_dll, xinputdllfuncs);
+#endif
+
Cmd_AddCommand("force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)");
Cmd_AddCommand("vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)");
}
-int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, int stereobuffer, int samples)
+static int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, int stereobuffer, int samples)
{
viddef_mode_t mode;
+ char vabuf[1024];
+
memset(&mode, 0, sizeof(mode));
mode.fullscreen = fullscreen != 0;
mode.width = width;
mode.samples = samples;
cl_ignoremousemoves = 2;
VID_ClearExtensions();
+
+ vid.samples = vid.mode.samples;
if (VID_InitMode(&mode))
{
// accept the (possibly modified) mode
vid.refreshrate = vid.mode.refreshrate;
vid.userefreshrate = vid.mode.userefreshrate;
vid.stereobuffer = vid.mode.stereobuffer;
- vid.samples = vid.mode.samples;
vid.stencil = vid.mode.bitsperpixel > 16;
- Con_Printf("Video Mode: %s %dx%dx%dx%.2fhz%s%s\n", mode.fullscreen ? "fullscreen" : "window", mode.width, mode.height, mode.bitsperpixel, mode.refreshrate, mode.stereobuffer ? " stereo" : "", mode.samples > 1 ? va(" (%ix AA)", mode.samples) : "");
+ vid.sRGB2D = vid_sRGB.integer >= 1 && vid.sRGBcapable2D;
+ vid.sRGB3D = vid_sRGB.integer >= 1 && vid.sRGBcapable3D;
+
+ if(
+ (vid_sRGB_fallback.integer >= 3) // force fallback
+ ||
+ (vid_sRGB_fallback.integer >= 2 && // fallback if framebuffer is 8bit
+ !(r_viewfbo.integer >= 2 && vid.support.ext_framebuffer_object && vid.samples < 2))
+ )
+ vid.sRGB2D = vid.sRGB3D = false;
+
+ if(vid.samples != vid.mode.samples)
+ Con_Printf("NOTE: requested %dx AA, got %dx AA\n", vid.mode.samples, vid.samples);
+
+ Con_Printf("Video Mode: %s %dx%dx%dx%.2fhz%s%s\n", mode.fullscreen ? "fullscreen" : "window", mode.width, mode.height, mode.bitsperpixel, mode.refreshrate, mode.stereobuffer ? " stereo" : "", mode.samples > 1 ? va(vabuf, sizeof(vabuf), " (%ix AA)", mode.samples) : "");
Cvar_SetValueQuick(&vid_fullscreen, vid.mode.fullscreen);
Cvar_SetValueQuick(&vid_width, vid.mode.width);
}
qboolean vid_commandlinecheck = true;
+extern qboolean vid_opened;
void VID_Restart_f(void)
{
+ char vabuf[1024];
+ char vabuf2[1024];
// don't crash if video hasn't started yet
if (vid_commandlinecheck)
return;
+ if (!vid_opened)
+ {
+ SCR_BeginLoadingPlaque();
+ return;
+ }
+
Con_Printf("VID_Restart: changing from %s %dx%dx%dbpp%s%s, to %s %dx%dx%dbpp%s%s.\n",
- vid.mode.fullscreen ? "fullscreen" : "window", vid.mode.width, vid.mode.height, vid.mode.bitsperpixel, vid.mode.fullscreen && vid.mode.userefreshrate ? va("x%.2fhz", vid.mode.refreshrate) : "", vid.mode.samples > 1 ? va(" (%ix AA)", vid.mode.samples) : "",
- vid_fullscreen.integer ? "fullscreen" : "window", vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_fullscreen.integer && vid_userefreshrate.integer ? va("x%.2fhz", vid_refreshrate.value) : "", vid_samples.integer > 1 ? va(" (%ix AA)", vid_samples.integer) : "");
+ vid.mode.fullscreen ? "fullscreen" : "window", vid.mode.width, vid.mode.height, vid.mode.bitsperpixel, vid.mode.fullscreen && vid.mode.userefreshrate ? va(vabuf, sizeof(vabuf), "x%.2fhz", vid.mode.refreshrate) : "", vid.mode.samples > 1 ? va(vabuf2, sizeof(vabuf2), " (%ix AA)", vid.mode.samples) : "",
+ vid_fullscreen.integer ? "fullscreen" : "window", vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_fullscreen.integer && vid_userefreshrate.integer ? va(vabuf, sizeof(vabuf), "x%.2fhz", vid_refreshrate.value) : "", vid_samples.integer > 1 ? va(vabuf2, sizeof(vabuf2), " (%ix AA)", vid_samples.integer) : "");
VID_CloseSystems();
VID_Shutdown();
if (!VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_refreshrate.value, vid_stereobuffer.integer, vid_samples.integer))
{NULL, NULL}
};
-// this is only called once by Host_StartVideo
+// this is only called once by Host_StartVideo and again on each FS_GameDir_f
void VID_Start(void)
{
int i, width, height, success;
VID_OpenSystems();
}
-int VID_SortModes_Compare(const void *a_, const void *b_)
+void VID_Stop(void)
+{
+ VID_CloseSystems();
+ VID_Shutdown();
+}
+
+static int VID_SortModes_Compare(const void *a_, const void *b_)
{
vid_mode_t *a = (vid_mode_t *) a_;
vid_mode_t *b = (vid_mode_t *) b_;
}
return count;
}
+
+void VID_Soft_SharedSetup(void)
+{
+ gl_platform = "DPSOFTRAST";
+ gl_platformextensions = "";
+
+ gl_renderer = "DarkPlaces-Soft";
+ gl_vendor = "Forest Hale";
+ gl_version = "0.0";
+ gl_extensions = "";
+
+ // clear the extension flags
+ memset(&vid.support, 0, sizeof(vid.support));
+ Cvar_SetQuick(&gl_info_extensions, "");
+
+ // DPSOFTRAST requires BGRA
+ vid.forcetextype = TEXTYPE_BGRA;
+
+ vid.forcevbo = false;
+ vid.support.arb_depth_texture = true;
+ vid.support.arb_draw_buffers = true;
+ vid.support.arb_occlusion_query = true;
+ vid.support.arb_shadow = true;
+ //vid.support.arb_texture_compression = true;
+ vid.support.arb_texture_cube_map = true;
+ vid.support.arb_texture_non_power_of_two = false;
+ vid.support.arb_vertex_buffer_object = true;
+ vid.support.ext_blend_subtract = true;
+ vid.support.ext_draw_range_elements = true;
+ vid.support.ext_framebuffer_object = true;
+ vid.support.ext_texture_3d = true;
+ //vid.support.ext_texture_compression_s3tc = true;
+ vid.support.ext_texture_filter_anisotropic = true;
+ vid.support.ati_separate_stencil = true;
+ vid.support.ext_texture_srgb = false;
+
+ vid.maxtexturesize_2d = 16384;
+ vid.maxtexturesize_3d = 512;
+ vid.maxtexturesize_cubemap = 16384;
+ vid.texunits = 4;
+ vid.teximageunits = 32;
+ vid.texarrayunits = 8;
+ vid.max_anisotropy = 1;
+ vid.maxdrawbuffers = 4;
+
+ 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 DarkPlaces Software Rasterizer rendering path\n");
+ vid.renderpath = RENDERPATH_SOFT;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
+ vid.useinterleavedarrays = false;
+
+ Cvar_SetQuick(&gl_info_vendor, gl_vendor);
+ Cvar_SetQuick(&gl_info_renderer, gl_renderer);
+ Cvar_SetQuick(&gl_info_version, gl_version);
+ Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
+ Cvar_SetQuick(&gl_info_driver, gl_driver);
+
+ // LordHavoc: report supported extensions
+ Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+
+ // clear to black (loading plaque will be seen over this)
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+}