X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=vid_sdl.c;h=9af5f2c30af66a77b43792f622d553d5c16120ea;hb=f5e83d62d46ade080beb825e4430f69be4859460;hp=1ae3fc0391300e7de0b166a8bfc6df4a923f69f7;hpb=ab196f09c6afcfa263e249640662cc9599ed7f4d;p=xonotic%2Fdarkplaces.git diff --git a/vid_sdl.c b/vid_sdl.c index 1ae3fc03..9af5f2c3 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -66,42 +66,18 @@ int cl_available = true; qboolean vid_supportrefreshrate = false; -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"}; -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"}; - -#ifdef USE_GLES2 -# define SETVIDEOMODE 0 +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 +# define SETVIDEOMODE 1 #else -# if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -# define SETVIDEOMODE 1 +# ifdef USE_GLES2 +# define SETVIDEOMODE 0 # else // LordHavoc: SDL 1.3's SDL_CreateWindow API is not finished enough to use yet, but you can set this to 0 if you want to try it... -# ifndef SETVIDEOMODE -# define SETVIDEOMODE 1 +# ifndef SETVIDEOMODE +# define SETVIDEOMODE 1 +# endif # endif # endif -#endif static qboolean vid_usingmouse = false; static qboolean vid_usinghidecursor = false; @@ -111,9 +87,7 @@ static qboolean vid_isfullscreen; #else static qboolean vid_usingvsync = false; #endif -static int vid_numjoysticks = 0; -#define MAX_JOYSTICKS 8 -static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS]; +static SDL_Joystick *vid_sdljoystick = NULL; static int win_half_width = 50; static int win_half_height = 50; @@ -129,20 +103,9 @@ static int window_flags; #endif static SDL_Surface *vid_softsurface; -// joystick axes state -#define MAX_JOYSTICK_AXES 16 -typedef struct -{ - float oldmove; - float move; - double keytime; -}joy_axiscache_t; -static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES]; - ///////////////////////// // Input handling //// -//TODO: Add joystick support //TODO: Add error checking #ifndef SDLK_PERCENT @@ -518,80 +481,6 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso #endif } -static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity, double deadzone) -{ - double value; - if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) - return 0; // no such axis on this joystick - value = SDL_JoystickGetAxis(joy, axis) * (1.0 / 32767.0); - value = bound(-1, value, 1); - if (fabs(value) < deadzone) - return 0; // within deadzone around center - return value * sensitivity; -} - -///////////////////// -// Joystick axis keyevents -// a sort of hack emulating Arrow keys for joystick axises -// as some drives dont send such keyevents for them -// additionally we should block drivers that do send arrow keyevents to prevent double events -//// - -static void IN_JoystickKeyeventForAxis(SDL_Joystick *joy, int axis, int key_pos, int key_neg) -{ - double joytime; - - if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) - return; // no such axis on this joystick - - joytime = Sys_DoubleTime(); - // no key event, continuous keydown event - if (joy_axescache[axis].move == joy_axescache[axis].oldmove) - { - if (joy_axescache[axis].move != 0 && joytime > joy_axescache[axis].keytime) - { - //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); - Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); - joy_axescache[axis].keytime = joytime + 0.5 / 20; - } - return; - } - // generate key up event - if (joy_axescache[axis].oldmove) - { - //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg), 1, cl.time); - Key_Event((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg, 0, 0); - } - // generate key down event - if (joy_axescache[axis].move) - { - //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); - Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); - joy_axescache[axis].keytime = joytime + 0.5; - } -} - -static qboolean IN_JoystickBlockDoubledKeyEvents(int keycode) -{ - if (!joy_axiskeyevents.integer) - return false; - - // block keyevent if it's going to be provided by joystick keyevent system - if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) - { - SDL_Joystick *joy = vid_joysticks[joy_index.integer]; - - if (keycode == K_UPARROW || keycode == K_DOWNARROW) - if (IN_JoystickGetAxis(joy, joy_axisforward.integer, 1, joy_axiskeyevents_deadzone.value) || joy_axescache[joy_axisforward.integer].move || joy_axescache[joy_axisforward.integer].oldmove) - return true; - if (keycode == K_RIGHTARROW || keycode == K_LEFTARROW) - if (IN_JoystickGetAxis(joy, joy_axisside.integer, 1, joy_axiskeyevents_deadzone.value) || joy_axescache[joy_axisside.integer].move || joy_axescache[joy_axisside.integer].oldmove) - return true; - } - - return false; -} - // multitouch[10][] represents the mouse pointer // X and Y coordinates are 0-32767 as per SDL spec #define MAXFINGERS 11 @@ -656,16 +545,37 @@ qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float return button; } +void VID_BuildJoyState(vid_joystate_t *joystate) +{ + VID_Shared_BuildJoyState_Begin(joystate); + + if (vid_sdljoystick) + { + 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); + } + + VID_Shared_BuildJoyState_Finish(joystate); +} + ///////////////////// // Movement handling //// void IN_Move( void ) { - int j; static int old_x = 0, old_y = 0; static int stuck = 0; - int x, y, numaxes, numballs; + int x, y; + vid_joystate_t joystate; scr_numtouchscreenareas = 0; if (vid_touchscreen.integer) @@ -798,42 +708,8 @@ void IN_Move( void ) in_windowmouse_y = y; } - if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) - { - SDL_Joystick *joy = vid_joysticks[joy_index.integer]; - - // balls convert to mousemove - numballs = SDL_JoystickNumBalls(joy); - for (j = 0;j < numballs;j++) - { - SDL_JoystickGetBall(joy, j, &x, &y); - in_mouse_x += x; - in_mouse_y += y; - } - - // axes - cl.cmd.forwardmove += IN_JoystickGetAxis(joy, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value; - cl.cmd.sidemove += IN_JoystickGetAxis(joy, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value; - cl.cmd.upmove += IN_JoystickGetAxis(joy, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value; - cl.viewangles[0] += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; - cl.viewangles[1] += IN_JoystickGetAxis(joy, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; - //cl.viewangles[2] += IN_JoystickGetAxis(joy, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; - - // cache state of axes to emulate button events for them - numaxes = min(MAX_JOYSTICK_AXES, SDL_JoystickNumAxes(joy)); - for (j = 0; j < numaxes; j++) - { - joy_axescache[j].oldmove = joy_axescache[j].move; - joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, joy_axiskeyevents_deadzone.value); - } - - // run keyevents - if (joy_axiskeyevents.integer) - { - IN_JoystickKeyeventForAxis(joy, joy_axisforward.integer, K_DOWNARROW, K_UPARROW); - IN_JoystickKeyeventForAxis(joy, joy_axisside.integer, K_RIGHTARROW, K_LEFTARROW); - } - } + VID_BuildJoyState(&joystate); + VID_ApplyJoyState(&joystate); } ///////////////////// @@ -886,6 +762,8 @@ void Sys_SendKeyEvents( void ) int keycode; SDL_Event event; + VID_EnableJoystick(true); + while( SDL_PollEvent( &event ) ) switch( event.type ) { case SDL_QUIT: @@ -894,7 +772,7 @@ void Sys_SendKeyEvents( void ) case SDL_KEYDOWN: case SDL_KEYUP: keycode = MapKey(event.key.keysym.sym); - if (!IN_JoystickBlockDoubledKeyEvents(keycode)) + if (!VID_JoyBlockEmulatedKeys(keycode)) Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED)); break; case SDL_ACTIVEEVENT: @@ -913,12 +791,7 @@ void Sys_SendKeyEvents( void ) Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); break; case SDL_JOYBUTTONDOWN: - if (!joy_enable.integer) - break; // ignore down events if joystick has been disabled case SDL_JOYBUTTONUP: - if (event.jbutton.button < 48) - Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) ); - break; case SDL_JOYAXISMOTION: case SDL_JOYBALLMOTION: case SDL_JOYHATMOTION: @@ -1000,6 +873,8 @@ void Sys_SendKeyEvents( void ) int unicode; SDL_Event event; + VID_EnableJoystick(true); + while( SDL_PollEvent( &event ) ) switch( event.type ) { case SDL_QUIT: @@ -1008,16 +883,7 @@ void Sys_SendKeyEvents( void ) case SDL_KEYDOWN: case SDL_KEYUP: keycode = MapKey(event.key.keysym.sym); - if (!IN_JoystickBlockDoubledKeyEvents(keycode)) -#ifdef __IPHONEOS__ - // the virtual keyboard seems to produce no unicode values... - if (missingunicodehack && keycode >= ' ' && keycode < 0x7F && event.key.keysym.unicode == 0) - { - Con_DPrintf("SDL hack: no unicode value reported, substituting ascii value %i\n", keycode); - Key_Event(keycode, keycode, (event.key.state == SDL_PRESSED)); - } - else -#endif + if (!VID_JoyBlockEmulatedKeys(keycode)) Key_Event(keycode, 0, (event.key.state == SDL_PRESSED)); break; case SDL_MOUSEBUTTONDOWN: @@ -1027,12 +893,7 @@ void Sys_SendKeyEvents( void ) Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); break; case SDL_JOYBUTTONDOWN: - if (!joy_enable.integer) - break; // ignore down events if joystick has been disabled case SDL_JOYBUTTONUP: - if (event.jbutton.button < 48) - Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) ); - break; case SDL_JOYAXISMOTION: case SDL_JOYBALLMOTION: case SDL_JOYHATMOTION: @@ -1182,15 +1043,6 @@ void Sys_SendKeyEvents( void ) case SDL_TOUCHBUTTONUP: // not sure what to do with this... break; - case SDL_JOYAXISMOTION: - // we poll the joystick instead - break; - case SDL_JOYBALLMOTION: - // we poll the joystick instead - break; - case SDL_JOYHATMOTION: - // we poll the joystick instead - break; default: Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type); break; @@ -1221,234 +1073,245 @@ void Sys_SendKeyEvents( void ) //// #ifdef USE_GLES2 +#ifndef qglClear #ifdef __IPHONEOS__ #include #else #include #endif -GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);} -GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);} -GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);} -//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);} -GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);} -//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);} -GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);} -GLenum wrapglGetError(void) {return glGetError();} -GLuint wrapglCreateProgram(void) {return glCreateProgram();} -GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);} -//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);} -GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);} -GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);} -//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);} -const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);} -void wrapglActiveStencilFace(GLenum e) {Con_Printf("glActiveStencilFace(e)\n");} -void wrapglActiveTexture(GLenum e) {glActiveTexture(e);} -void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");} -void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");} -void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);} -//void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");} -//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);} -void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);} -void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindFragDataLocation(programObj, index, name);} -void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);} -void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);} -void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);} -void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);} -void wrapglBlendEquation(GLenum e) {glBlendEquation(e);} -void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);} -void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);} -void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);} -void wrapglClear(GLbitfield mask) {glClear(mask);} -void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);} -void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);} -void wrapglClearStencil(GLint s) {glClearStencil(s);} -void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");} -void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");} -void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");} -void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {glColorMask(red, green, blue, alpha);} -void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");} -void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);} -void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);} -void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");} -void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);} -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) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");} -void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);} -void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);} -void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");} -void wrapglCullFace(GLenum mode) {glCullFace(mode);} -void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);} -void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);} -void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);} -void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);} -//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);} -void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);} -void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);} -void wrapglDepthFunc(GLenum func) {glDepthFunc(func);} -void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);} -void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);} -void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);} -void wrapglDisable(GLenum cap) {glDisable(cap);} -void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");} -void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);} -void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);} -void wrapglDrawBuffer(GLenum mode) {Con_Printf("glDrawBuffer(mode)\n");} -void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");} -void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);} -//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} -//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} -void wrapglEnable(GLenum cap) {glEnable(cap);} -void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");} -void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);} -//void wrapglEnd(void) {Con_Printf("glEnd()\n");} -//void wrapglEndQuery(GLenum target) {glEndQuery(target);} -void wrapglFinish(void) {glFinish();} -void wrapglFlush(void) {glFlush();} -void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);} -void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);} -void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {Con_Printf("glFramebufferTexture3D()\n");} -void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);} -void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);} -//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);} -void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);} -void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);} -void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);} -void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);} -void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);} -void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);} -void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);} -void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");} -void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");} -void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);} -void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);} -void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);} -void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);} -void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);} -void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);} -void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);} -//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);} -//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);} -//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);} -void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);} -void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);} -void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");} -void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");} -void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");} -void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);} -void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);} -void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);} -void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);} -void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);} -void wrapglLineWidth(GLfloat width) {glLineWidth(width);} -void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);} -void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");} -void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");} -void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");} -void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");} -void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");} -void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");} -void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");} -void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");} -void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);} -void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");} -//void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");} -void wrapglPolygonOffset(GLfloat factor, GLfloat units) {glPolygonOffset(factor, units);} -void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");} -void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");} -void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);} -void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);} -void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);} -void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);} -void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);} -void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");} -void wrapglStencilMask(GLuint mask) {glStencilMask(mask);} -void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);} -void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");} -void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");} -void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");} -void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");} -void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");} -void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");} -void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");} -void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");} -void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");} -void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);} -void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");} -void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);} -void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);} -void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);} -void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);} -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) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");} -void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);} -void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);} -void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);} -void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);} -void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);} -void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);} -void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);} -void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);} -void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);} -void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);} -void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);} -void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);} -void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);} -void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);} -void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);} -void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);} -void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);} -void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);} -void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);} -void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);} -void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);} -void wrapglVertex2f(GLfloat x, GLfloat y) {Con_Printf("glVertex2f(x, y)\n");} -void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");} -void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");} -void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);} -void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");} -void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);} -void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {glVertexAttrib1f(index, v0);} -//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {glVertexAttrib1s(index, v0);} -//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {glVertexAttrib1d(index, v0);} -void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {glVertexAttrib2f(index, v0, v1);} -//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {glVertexAttrib2s(index, v0, v1);} -//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {glVertexAttrib2d(index, v0, v1);} -void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {glVertexAttrib3f(index, v0, v1, v2);} -//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {glVertexAttrib3s(index, v0, v1, v2);} -//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {glVertexAttrib3d(index, v0, v1, v2);} -void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glVertexAttrib4f(index, v0, v1, v2, v3);} -//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {glVertexAttrib4s(index, v0, v1, v2, v3);} -//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {glVertexAttrib4d(index, v0, v1, v2, v3);} -//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {glVertexAttrib4Nub(index, x, y, z, w);} -void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {glVertexAttrib1fv(index, v);} -//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {glVertexAttrib1sv(index, v);} -//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {glVertexAttrib1dv(index, v);} -void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {glVertexAttrib2fv(index, v);} -//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {glVertexAttrib2sv(index, v);} -//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {glVertexAttrib2dv(index, v);} -void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {glVertexAttrib3fv(index, v);} -//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {glVertexAttrib3sv(index, v);} -//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {glVertexAttrib3dv(index, v);} -void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {glVertexAttrib4fv(index, v);} -//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {glVertexAttrib4sv(index, v);} -//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {glVertexAttrib4dv(index, v);} -//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {glVertexAttrib4iv(index, v);} -//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {glVertexAttrib4bv(index, v);} -//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {glVertexAttrib4ubv(index, v);} -//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {glVertexAttrib4usv(index, GLushort v);} -//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {glVertexAttrib4uiv(index, v);} -//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {glVertexAttrib4Nbv(index, v);} -//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {glVertexAttrib4Nsv(index, v);} -//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {glVertexAttrib4Niv(index, v);} -//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {glVertexAttrib4Nubv(index, v);} -//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {glVertexAttrib4Nusv(index, GLushort v);} -//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {glVertexAttrib4Nuiv(index, v);} -//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {glGetVertexAttribdv(index, pname, params);} -void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {glGetVertexAttribfv(index, pname, params);} -void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {glGetVertexAttribiv(index, pname, params);} -void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {glGetVertexAttribPointerv(index, pname, pointer);} +//#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 wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;} +void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;} +void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;} +//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");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 wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;} +void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;} +void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;} +void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;} +void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");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 wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");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 wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} +//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} +void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;} +void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;} +void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;} +//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");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 wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;} +void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;} +void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;} +void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;} +void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;} +void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;} +void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;} +void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;} +void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;} +void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");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 wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;} +void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;} +void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;} +void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;} +void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;} +void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;} +void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;} +void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\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 + +#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 +#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x)) +#endif void GLES_Init(void) { +#ifndef qglClear qglIsBufferARB = wrapglIsBuffer; qglIsEnabled = wrapglIsEnabled; qglIsFramebufferEXT = wrapglIsFramebuffer; @@ -1472,7 +1335,7 @@ void GLES_Init(void) // qglBegin = wrapglBegin; // qglBeginQueryARB = wrapglBeginQuery; qglBindAttribLocation = wrapglBindAttribLocation; - qglBindFragDataLocation = wrapglBindFragDataLocation; +// qglBindFragDataLocation = wrapglBindFragDataLocation; qglBindBufferARB = wrapglBindBuffer; qglBindFramebufferEXT = wrapglBindFramebuffer; qglBindRenderbufferEXT = wrapglBindRenderbuffer; @@ -1508,7 +1371,7 @@ void GLES_Init(void) qglDeleteTextures = wrapglDeleteTextures; qglDepthFunc = wrapglDepthFunc; qglDepthMask = wrapglDepthMask; - qglDepthRange = wrapglDepthRange; + qglDepthRangef = wrapglDepthRangef; qglDetachShader = wrapglDetachShader; qglDisable = wrapglDisable; qglDisableClientState = wrapglDisableClientState; @@ -1667,6 +1530,7 @@ void GLES_Init(void) qglGetVertexAttribfv = wrapglGetVertexAttribfv; qglGetVertexAttribiv = wrapglGetVertexAttribiv; qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv; +#endif gl_renderer = (const char *)qglGetString(GL_RENDERER); gl_vendor = (const char *)qglGetString(GL_VENDOR); @@ -1709,8 +1573,8 @@ void GLES_Init(void) vid.support.ext_draw_range_elements = true; vid.support.ext_framebuffer_object = false;//true; vid.support.ext_stencil_two_side = false; - vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd... - vid.support.ext_texture_compression_s3tc = false; + vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D"); + vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc"); vid.support.ext_texture_edge_clamp = true; vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... vid.support.ext_texture_srgb = false; @@ -1719,11 +1583,29 @@ void GLES_Init(void) 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); +#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) @@ -1745,6 +1627,8 @@ void GLES_Init(void) Con_DPrintf("Using GLES2.0 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_GLES2; vid.useinterleavedarrays = false; + vid.sRGBcapable2D = false; + vid.sRGBcapable3D = false; // VorteX: set other info (maybe place them in VID_InitMode?) extern cvar_t gl_info_vendor; @@ -1776,29 +1660,6 @@ void VID_Init (void) Cvar_RegisterVariable(&apple_mouse_noaccel); #endif #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); #ifdef __IPHONEOS__ Cvar_SetValueQuick(&vid_touchscreen, 1); #endif @@ -1815,25 +1676,73 @@ void VID_Init (void) vid_isfullscreen = false; } +static int vid_sdljoystickindex = -1; +void VID_EnableJoystick(qboolean enable) +{ + int index = joy_enable.integer > 0 ? joy_index.integer : -1; + int numsdljoysticks; + qboolean success = false; + int sharedcount = 0; + int sdlindex = -1; + sharedcount = VID_Shared_SetJoystick(index); + if (index >= 0 && index < sharedcount) + success = true; + sdlindex = index - sharedcount; + + numsdljoysticks = SDL_NumJoysticks(); + if (sdlindex < 0 || sdlindex >= numsdljoysticks) + sdlindex = -1; + + // update cvar containing count of XInput joysticks + SDL joysticks + if (joy_detected.integer != sharedcount + numsdljoysticks) + Cvar_SetValueQuick(&joy_detected, sharedcount + numsdljoysticks); + + if (vid_sdljoystickindex != sdlindex) + { + vid_sdljoystickindex = sdlindex; + // close SDL joystick if active + if (vid_sdljoystick) + SDL_JoystickClose(vid_sdljoystick); + vid_sdljoystick = NULL; + if (sdlindex >= 0) + { + vid_sdljoystick = SDL_JoystickOpen(sdlindex); + if (vid_sdljoystick) + Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, SDL_JoystickName(sdlindex), (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()); + sdlindex = -1; + } + } + } + + if (sdlindex >= 0) + success = true; + + if (joy_active.integer != (success ? 1 : 0)) + Cvar_SetValueQuick(&joy_active, success ? 1 : 0); +} + #if SETVIDEOMODE // set the icon (we dont use SDL here since it would be too much a PITA) #ifdef WIN32 #include "resource.h" #include -static void VID_SetCaption(void) +static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { - SDL_SysWMinfo info; - HICON icon; - - // set the caption + SDL_Surface *screen = NULL; + SDL_SysWMinfo info; + HICON icon; SDL_WM_SetCaption( gamename, NULL ); - - // get the HWND handle - SDL_VERSION( &info.version ); - if( !SDL_GetWMInfo( &info ) ) - return; - - icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) ); + screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); + if (screen) + { + // get the HWND handle + SDL_VERSION( &info.version ); + if (SDL_GetWMInfo(&info)) + { + icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) ); #ifndef _W64 //If Windows 64bit data types don't exist #ifndef SetClassLongPtr #define SetClassLongPtr SetClassLong @@ -1845,20 +1754,26 @@ static void VID_SetCaption(void) #define LONG_PTR LONG #endif #endif - SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon ); -} -static void VID_SetIcon_Pre(void) -{ + SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon ); + } + } + return screen; } -static void VID_SetIcon_Post(void) +#elif defined(MACOSX) +static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { + SDL_Surface *screen = NULL; + SDL_WM_SetCaption( gamename, NULL ); + screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); + // we don't use SDL_WM_SetIcon here because the icon in the .app should be used + return screen; } #else // Adding the OS independent XPM version --blub #include "darkplaces.xpm" #include "nexuiz.xpm" static SDL_Surface *icon = NULL; -static void VID_SetIcon_Pre(void) +static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { /* * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at @@ -1872,7 +1787,11 @@ static void VID_SetIcon_Pre(void) char *xpm; char **idata, *data; const SDL_version *version; + SDL_Surface *screen = NULL; + if (icon) + SDL_FreeSurface(icon); + icon = NULL; version = SDL_Linked_Version(); // only use non-XPM icon support in SDL v1.3 and higher // SDL v1.2 does not support "smooth" transparency, and thus is better @@ -1898,14 +1817,14 @@ static void VID_SetIcon_Pre(void) icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha)); - if(icon == NULL) { + if (icon) + icon->pixels = data; + else + { Con_Printf( "Failed to create surface for the window Icon!\n" "%s\n", SDL_GetError()); free(data); - return; } - - icon->pixels = data; } } @@ -1924,107 +1843,114 @@ static void VID_SetIcon_Pre(void) data = idata[0]; - if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4) - { - // NOTE: Only 1-char colornames are supported - Con_Printf("Sorry, but this does not even look similar to an XPM.\n"); - return; - } - - if(isize != 1) + if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4) { - // NOTE: Only 1-char colornames are supported - Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize); - return; - } + if(isize == 1) + { + for(i = 0; i < colors; ++i) + { + unsigned int r, g, b; + char idx; - for(i = 0; i < colors; ++i) - { - unsigned int r, g, b; - char idx; + if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4) + { + char foo[2]; + if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0 + break; + else + { + palette[i].r = 255; // color key + palette[i].g = 0; + palette[i].b = 255; + thenone = i; // weeeee + palenc[(unsigned char) idx] = i; + } + } + else + { + palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key + palette[i].g = g; + palette[i].b = b; + palenc[(unsigned char) idx] = i; + } + } - if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4) - { - char foo[2]; - if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0 + if (i == colors) { - Con_Printf("This XPM's palette looks odd. Can't continue.\n"); - return; + // allocate the image data + data = (char*) malloc(width*height); + + for(j = 0; j < height; ++j) + { + for(i = 0; i < width; ++i) + { + // casting to the safest possible datatypes ^^ + data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]]; + } + } + + if(icon != NULL) + { + // SDL_FreeSurface should free the data too + // but for completeness' sake... + if(icon->flags & SDL_PREALLOC) + { + free(icon->pixels); + icon->pixels = NULL; // safety + } + SDL_FreeSurface(icon); + } + + icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed + // 8 bit surfaces get an empty palette allocated according to the docs + // so it's a palette image for sure :) no endian check necessary for the mask + + if(icon) + { + icon->pixels = data; + SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors); + SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone); + } + else + { + Con_Printf( "Failed to create surface for the window Icon!\n" + "%s\n", SDL_GetError()); + free(data); + } } else { - palette[i].r = 255; // color key - palette[i].g = 0; - palette[i].b = 255; - thenone = i; // weeeee + Con_Printf("This XPM's palette looks odd. Can't continue.\n"); } } else { - palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key - palette[i].g = g; - palette[i].b = b; - } - - palenc[(unsigned char) idx] = i; - } - - // allocate the image data - data = (char*) malloc(width*height); - - for(j = 0; j < height; ++j) - { - for(i = 0; i < width; ++i) - { - // casting to the safest possible datatypes ^^ - data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]]; + // NOTE: Only 1-char colornames are supported + Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize); } } - - if(icon != NULL) + else { - // SDL_FreeSurface should free the data too - // but for completeness' sake... - if(icon->flags & SDL_PREALLOC) - { - free(icon->pixels); - icon->pixels = NULL; // safety - } - SDL_FreeSurface(icon); + // NOTE: Only 1-char colornames are supported + Con_Printf("Sorry, but this does not even look similar to an XPM.\n"); } + } - icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed - // 8 bit surfaces get an empty palette allocated according to the docs - // so it's a palette image for sure :) no endian check necessary for the mask - - if(icon == NULL) { - Con_Printf( "Failed to create surface for the window Icon!\n" - "%s\n", SDL_GetError()); - free(data); - return; - } + if (icon) + SDL_WM_SetIcon(icon, NULL); - icon->pixels = data; - SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors); - SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone); - } + SDL_WM_SetCaption( gamename, NULL ); + screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); - SDL_WM_SetIcon(icon, NULL); -} -static void VID_SetIcon_Post(void) -{ #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 // LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3 #if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ - int j; - char *data; - const SDL_version *version; version = SDL_Linked_Version(); // only use non-XPM icon support in SDL v1.3 and higher // SDL v1.2 does not support "smooth" transparency, and thus is better // off the xpm way - if(!(version->major >= 2 || (version->major == 1 && version->minor >= 3))) + if(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3)))) { // in this case, we did not set the good icon yet SDL_SysWMinfo info; @@ -2069,13 +1995,9 @@ static void VID_SetIcon_Post(void) } #endif #endif + return screen; } - -static void VID_SetCaption(void) -{ - SDL_WM_SetCaption( gamename, NULL ); -} #endif #endif @@ -2188,6 +2110,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples); } + #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 if (vid_vsync.integer) SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1); @@ -2204,9 +2127,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) video_bpp = mode->bitsperpixel; #if SETVIDEOMODE video_flags = flags; - VID_SetIcon_Pre(); - screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); - VID_SetIcon_Post(); + screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); @@ -2237,10 +2158,6 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) vid_softsurface = NULL; vid.softpixels = NULL; -#if SETVIDEOMODE - // set window title - VID_SetCaption(); -#endif // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it @@ -2260,29 +2177,12 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) GL_Init(); #endif - vid_numjoysticks = SDL_NumJoysticks(); - vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); - Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); - Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); - memset(vid_joysticks, 0, sizeof(vid_joysticks)); - for (i = 0;i < vid_numjoysticks;i++) - { - SDL_Joystick *joy; - joy = vid_joysticks[i] = SDL_JoystickOpen(i); - if (!joy) - { - Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); - continue; - } - Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); - } - vid_hidden = false; vid_activewindow = false; vid_hasfocus = true; vid_usingmouse = false; vid_usinghidecursor = false; - + #if SETVIDEOMODE SDL_WM_GrabInput(SDL_GRAB_OFF); #endif @@ -2298,7 +2198,6 @@ extern cvar_t gl_info_driver; qboolean VID_InitModeSoft(viddef_mode_t *mode) { - int i; #if SETVIDEOMODE int flags = SDL_HWSURFACE; if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT; @@ -2331,9 +2230,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) video_bpp = mode->bitsperpixel; #if SETVIDEOMODE video_flags = flags; - VID_SetIcon_Pre(); - screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); - VID_SetIcon_Post(); + screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); @@ -2373,10 +2270,6 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) return false; } -#if SETVIDEOMODE - // set window title - VID_SetCaption(); -#endif // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it @@ -2384,23 +2277,6 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) VID_Soft_SharedSetup(); - vid_numjoysticks = SDL_NumJoysticks(); - vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); - Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); - Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); - memset(vid_joysticks, 0, sizeof(vid_joysticks)); - for (i = 0;i < vid_numjoysticks;i++) - { - SDL_Joystick *joy; - joy = vid_joysticks[i] = SDL_JoystickOpen(i); - if (!joy) - { - Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); - continue; - } - Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); - } - vid_hidden = false; vid_activewindow = false; vid_hasfocus = true; @@ -2427,15 +2303,18 @@ qboolean VID_InitMode(viddef_mode_t *mode) void VID_Shutdown (void) { + VID_EnableJoystick(false); VID_SetMouse(false, false, false); VID_RestoreSystemGamma(); #if SETVIDEOMODE #ifndef WIN32 +#ifndef MACOSX if (icon) SDL_FreeSurface(icon); icon = NULL; #endif +#endif #endif if (vid_softsurface) @@ -2479,7 +2358,7 @@ void VID_Finish (void) appstate = SDL_GetAppState(); vid_hidden = !(appstate & SDL_APPACTIVE); - vid_hasfocus = (appstate & SDL_APPMOUSEFOCUS) && (appstate & SDL_APPINPUTFOCUS); + vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0; #endif vid_activewindow = !vid_hidden && vid_hasfocus; @@ -2550,7 +2429,7 @@ size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel; k = 0; - for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && *vidmodes; ++vidmodes) + for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != (SDL_Rect**)(-1) && *vidmodes; ++vidmodes) { if(k >= maxcount) break;