X-Git-Url: https://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=vid_shared.c;h=f59a7599a0c5ab574300cd92d5c120662ee7eb4d;hp=397f590f18e333c43521c42b39d9471ee9bf2948;hb=bd172244c077be2f4f13caf8cabd022fcad4bd33;hpb=f7e4a38d4ed39b94ae86820b28867171fcede2af diff --git a/vid_shared.c b/vid_shared.c index 397f590f..f59a7599 100644 --- a/vid_shared.c +++ b/vid_shared.c @@ -2,8 +2,70 @@ #include "quakedef.h" #include "cdaudio.h" -#ifdef SUPPORTCG -#include +#ifdef SUPPORTD3D +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3d9.lib") +#endif + +LPDIRECT3DDEVICE9 vid_d3d9dev; +#endif + +#ifdef WIN32 +//#include +#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 @@ -26,6 +88,59 @@ qboolean vid_hidden = 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", "2", "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)"}; @@ -49,6 +164,7 @@ cvar_t vid_width = {CVAR_SAVE, "vid_width", "640", "resolution"}; cvar_t vid_height = {CVAR_SAVE, "vid_height", "480", "resolution"}; cvar_t vid_bitsperpixel = {CVAR_SAVE, "vid_bitsperpixel", "32", "how many bits per pixel to render at (32 or 16, 32 is recommended)"}; cvar_t vid_samples = {CVAR_SAVE, "vid_samples", "1", "how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)"}; +cvar_t vid_multisampling = {CVAR_SAVE, "vid_multisampling", "0", "Make use of GL_AGB_MULTISAMPLING for advaced anti-aliasing techniques such as Alpha-To-Coverage, not yet finished"}; cvar_t vid_refreshrate = {CVAR_SAVE, "vid_refreshrate", "60", "refresh rate to use, in hz (higher values flicker less, if supported by your monitor)"}; cvar_t vid_userefreshrate = {CVAR_SAVE, "vid_userefreshrate", "0", "set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default"}; cvar_t vid_stereobuffer = {CVAR_SAVE, "vid_stereobuffer", "0", "enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers"}; @@ -60,11 +176,10 @@ cvar_t vid_minwidth = {0, "vid_minwidth", "0", "minimum vid_width that is accept 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_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" }; @@ -82,9 +197,9 @@ cvar_t v_color_grey_b = {CVAR_SAVE, "v_color_grey_b", "0.5", "desired color of g 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_psycho = {0, "v_psycho", "0", "easter egg"}; // brand of graphics chip const char *gl_vendor; @@ -110,10 +225,6 @@ void (GLAPIENTRY *qglMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloa void (GLAPIENTRY *qglActiveTexture) (GLenum); void (GLAPIENTRY *qglClientActiveTexture) (GLenum); -// GL_EXT_compiled_vertex_array -void (GLAPIENTRY *qglLockArraysEXT) (GLint first, GLint count); -void (GLAPIENTRY *qglUnlockArraysEXT) (void); - // general GL functions void (GLAPIENTRY *qglClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); @@ -151,12 +262,14 @@ void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); void (GLAPIENTRY *qglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); +void (GLAPIENTRY *qglDrawArrays)(GLenum mode, GLint first, GLsizei count); void (GLAPIENTRY *qglVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglNormalPointer)(GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglArrayElement)(GLint i); +void (GLAPIENTRY *qglColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void (GLAPIENTRY *qglColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (GLAPIENTRY *qglTexCoord1f)(GLfloat s); void (GLAPIENTRY *qglTexCoord2f)(GLfloat s, GLfloat t); @@ -164,6 +277,7 @@ void (GLAPIENTRY *qglTexCoord3f)(GLfloat s, GLfloat t, GLfloat r); void (GLAPIENTRY *qglTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); void (GLAPIENTRY *qglVertex2f)(GLfloat x, GLfloat y); void (GLAPIENTRY *qglVertex3f)(GLfloat x, GLfloat y, GLfloat z); +void (GLAPIENTRY *qglVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (GLAPIENTRY *qglBegin)(GLenum mode); void (GLAPIENTRY *qglEnd)(void); @@ -251,92 +365,95 @@ void (GLAPIENTRY *qglStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum); void (GLAPIENTRY *qglStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint); void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum); -void (GLAPIENTRY *qglDeleteObjectARB)(GLhandleARB obj); -GLhandleARB (GLAPIENTRY *qglGetHandleARB)(GLenum pname); -void (GLAPIENTRY *qglDetachObjectARB)(GLhandleARB containerObj, GLhandleARB attachedObj); -GLhandleARB (GLAPIENTRY *qglCreateShaderObjectARB)(GLenum shaderType); -void (GLAPIENTRY *qglShaderSourceARB)(GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); -void (GLAPIENTRY *qglCompileShaderARB)(GLhandleARB shaderObj); -GLhandleARB (GLAPIENTRY *qglCreateProgramObjectARB)(void); -void (GLAPIENTRY *qglAttachObjectARB)(GLhandleARB containerObj, GLhandleARB obj); -void (GLAPIENTRY *qglLinkProgramARB)(GLhandleARB programObj); -void (GLAPIENTRY *qglUseProgramObjectARB)(GLhandleARB programObj); -void (GLAPIENTRY *qglValidateProgramARB)(GLhandleARB programObj); -void (GLAPIENTRY *qglUniform1fARB)(GLint location, GLfloat v0); -void (GLAPIENTRY *qglUniform2fARB)(GLint location, GLfloat v0, GLfloat v1); -void (GLAPIENTRY *qglUniform3fARB)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -void (GLAPIENTRY *qglUniform4fARB)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -void (GLAPIENTRY *qglUniform1iARB)(GLint location, GLint v0); -void (GLAPIENTRY *qglUniform2iARB)(GLint location, GLint v0, GLint v1); -void (GLAPIENTRY *qglUniform3iARB)(GLint location, GLint v0, GLint v1, GLint v2); -void (GLAPIENTRY *qglUniform4iARB)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -void (GLAPIENTRY *qglUniform1fvARB)(GLint location, GLsizei count, const GLfloat *value); -void (GLAPIENTRY *qglUniform2fvARB)(GLint location, GLsizei count, const GLfloat *value); -void (GLAPIENTRY *qglUniform3fvARB)(GLint location, GLsizei count, const GLfloat *value); -void (GLAPIENTRY *qglUniform4fvARB)(GLint location, GLsizei count, const GLfloat *value); -void (GLAPIENTRY *qglUniform1ivARB)(GLint location, GLsizei count, const GLint *value); -void (GLAPIENTRY *qglUniform2ivARB)(GLint location, GLsizei count, const GLint *value); -void (GLAPIENTRY *qglUniform3ivARB)(GLint location, GLsizei count, const GLint *value); -void (GLAPIENTRY *qglUniform4ivARB)(GLint location, GLsizei count, const GLint *value); -void (GLAPIENTRY *qglUniformMatrix2fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -void (GLAPIENTRY *qglUniformMatrix3fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -void (GLAPIENTRY *qglUniformMatrix4fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -void (GLAPIENTRY *qglGetObjectParameterfvARB)(GLhandleARB obj, GLenum pname, GLfloat *params); -void (GLAPIENTRY *qglGetObjectParameterivARB)(GLhandleARB obj, GLenum pname, GLint *params); -void (GLAPIENTRY *qglGetInfoLogARB)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); -void (GLAPIENTRY *qglGetAttachedObjectsARB)(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); -GLint (GLAPIENTRY *qglGetUniformLocationARB)(GLhandleARB programObj, const GLcharARB *name); -void (GLAPIENTRY *qglGetActiveUniformARB)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); -void (GLAPIENTRY *qglGetUniformfvARB)(GLhandleARB programObj, GLint location, GLfloat *params); -void (GLAPIENTRY *qglGetUniformivARB)(GLhandleARB programObj, GLint location, GLint *params); -void (GLAPIENTRY *qglGetShaderSourceARB)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); - -//void (GLAPIENTRY *qglVertexAttrib1fARB)(GLuint index, GLfloat v0); -//void (GLAPIENTRY *qglVertexAttrib1sARB)(GLuint index, GLshort v0); -//void (GLAPIENTRY *qglVertexAttrib1dARB)(GLuint index, GLdouble v0); -//void (GLAPIENTRY *qglVertexAttrib2fARB)(GLuint index, GLfloat v0, GLfloat v1); -//void (GLAPIENTRY *qglVertexAttrib2sARB)(GLuint index, GLshort v0, GLshort v1); -//void (GLAPIENTRY *qglVertexAttrib2dARB)(GLuint index, GLdouble v0, GLdouble v1); -//void (GLAPIENTRY *qglVertexAttrib3fARB)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); -//void (GLAPIENTRY *qglVertexAttrib3sARB)(GLuint index, GLshort v0, GLshort v1, GLshort v2); -//void (GLAPIENTRY *qglVertexAttrib3dARB)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2); -//void (GLAPIENTRY *qglVertexAttrib4fARB)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -//void (GLAPIENTRY *qglVertexAttrib4sARB)(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3); -//void (GLAPIENTRY *qglVertexAttrib4dARB)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); -//void (GLAPIENTRY *qglVertexAttrib4NubARB)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -//void (GLAPIENTRY *qglVertexAttrib1fvARB)(GLuint index, const GLfloat *v); -//void (GLAPIENTRY *qglVertexAttrib1svARB)(GLuint index, const GLshort *v); -//void (GLAPIENTRY *qglVertexAttrib1dvARB)(GLuint index, const GLdouble *v); -//void (GLAPIENTRY *qglVertexAttrib2fvARB)(GLuint index, const GLfloat *v); -//void (GLAPIENTRY *qglVertexAttrib2svARB)(GLuint index, const GLshort *v); -//void (GLAPIENTRY *qglVertexAttrib2dvARB)(GLuint index, const GLdouble *v); -//void (GLAPIENTRY *qglVertexAttrib3fvARB)(GLuint index, const GLfloat *v); -//void (GLAPIENTRY *qglVertexAttrib3svARB)(GLuint index, const GLshort *v); -//void (GLAPIENTRY *qglVertexAttrib3dvARB)(GLuint index, const GLdouble *v); -//void (GLAPIENTRY *qglVertexAttrib4fvARB)(GLuint index, const GLfloat *v); -//void (GLAPIENTRY *qglVertexAttrib4svARB)(GLuint index, const GLshort *v); -//void (GLAPIENTRY *qglVertexAttrib4dvARB)(GLuint index, const GLdouble *v); -//void (GLAPIENTRY *qglVertexAttrib4ivARB)(GLuint index, const GLint *v); -//void (GLAPIENTRY *qglVertexAttrib4bvARB)(GLuint index, const GLbyte *v); -//void (GLAPIENTRY *qglVertexAttrib4ubvARB)(GLuint index, const GLubyte *v); -//void (GLAPIENTRY *qglVertexAttrib4usvARB)(GLuint index, const GLushort *v); -//void (GLAPIENTRY *qglVertexAttrib4uivARB)(GLuint index, const GLuint *v); -//void (GLAPIENTRY *qglVertexAttrib4NbvARB)(GLuint index, const GLbyte *v); -//void (GLAPIENTRY *qglVertexAttrib4NsvARB)(GLuint index, const GLshort *v); -//void (GLAPIENTRY *qglVertexAttrib4NivARB)(GLuint index, const GLint *v); -//void (GLAPIENTRY *qglVertexAttrib4NubvARB)(GLuint index, const GLubyte *v); -//void (GLAPIENTRY *qglVertexAttrib4NusvARB)(GLuint index, const GLushort *v); -//void (GLAPIENTRY *qglVertexAttrib4NuivARB)(GLuint index, const GLuint *v); -void (GLAPIENTRY *qglVertexAttribPointerARB)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); -void (GLAPIENTRY *qglEnableVertexAttribArrayARB)(GLuint index); -void (GLAPIENTRY *qglDisableVertexAttribArrayARB)(GLuint index); -void (GLAPIENTRY *qglBindAttribLocationARB)(GLhandleARB programObj, GLuint index, const GLcharARB *name); -void (GLAPIENTRY *qglGetActiveAttribARB)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); -GLint (GLAPIENTRY *qglGetAttribLocationARB)(GLhandleARB programObj, const GLcharARB *name); -//void (GLAPIENTRY *qglGetVertexAttribdvARB)(GLuint index, GLenum pname, GLdouble *params); -//void (GLAPIENTRY *qglGetVertexAttribfvARB)(GLuint index, GLenum pname, GLfloat *params); -//void (GLAPIENTRY *qglGetVertexAttribivARB)(GLuint index, GLenum pname, GLint *params); -//void (GLAPIENTRY *qglGetVertexAttribPointervARB)(GLuint index, GLenum pname, GLvoid **pointer); +void (GLAPIENTRY *qglDeleteShader)(GLuint obj); +void (GLAPIENTRY *qglDeleteProgram)(GLuint obj); +//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 *qglCompileShader)(GLuint shaderObj); +GLuint (GLAPIENTRY *qglCreateProgram)(void); +void (GLAPIENTRY *qglAttachShader)(GLuint containerObj, GLuint obj); +void (GLAPIENTRY *qglLinkProgram)(GLuint programObj); +void (GLAPIENTRY *qglUseProgram)(GLuint programObj); +void (GLAPIENTRY *qglValidateProgram)(GLuint programObj); +void (GLAPIENTRY *qglUniform1f)(GLint location, GLfloat v0); +void (GLAPIENTRY *qglUniform2f)(GLint location, GLfloat v0, GLfloat v1); +void (GLAPIENTRY *qglUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +void (GLAPIENTRY *qglUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +void (GLAPIENTRY *qglUniform1i)(GLint location, GLint v0); +void (GLAPIENTRY *qglUniform2i)(GLint location, GLint v0, GLint v1); +void (GLAPIENTRY *qglUniform3i)(GLint location, GLint v0, GLint v1, GLint v2); +void (GLAPIENTRY *qglUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +void (GLAPIENTRY *qglUniform1fv)(GLint location, GLsizei count, const GLfloat *value); +void (GLAPIENTRY *qglUniform2fv)(GLint location, GLsizei count, const GLfloat *value); +void (GLAPIENTRY *qglUniform3fv)(GLint location, GLsizei count, const GLfloat *value); +void (GLAPIENTRY *qglUniform4fv)(GLint location, GLsizei count, const GLfloat *value); +void (GLAPIENTRY *qglUniform1iv)(GLint location, GLsizei count, const GLint *value); +void (GLAPIENTRY *qglUniform2iv)(GLint location, GLsizei count, const GLint *value); +void (GLAPIENTRY *qglUniform3iv)(GLint location, GLsizei count, const GLint *value); +void (GLAPIENTRY *qglUniform4iv)(GLint location, GLsizei count, const GLint *value); +void (GLAPIENTRY *qglUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void (GLAPIENTRY *qglUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void (GLAPIENTRY *qglUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void (GLAPIENTRY *qglGetShaderiv)(GLuint obj, GLenum pname, GLint *params); +void (GLAPIENTRY *qglGetProgramiv)(GLuint obj, GLenum pname, GLint *params); +void (GLAPIENTRY *qglGetShaderInfoLog)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog); +void (GLAPIENTRY *qglGetProgramInfoLog)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog); +void (GLAPIENTRY *qglGetAttachedShaders)(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj); +GLint (GLAPIENTRY *qglGetUniformLocation)(GLuint programObj, const GLchar *name); +void (GLAPIENTRY *qglGetActiveUniform)(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +void (GLAPIENTRY *qglGetUniformfv)(GLuint programObj, GLint location, GLfloat *params); +void (GLAPIENTRY *qglGetUniformiv)(GLuint programObj, GLint location, GLint *params); +void (GLAPIENTRY *qglGetShaderSource)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source); + +void (GLAPIENTRY *qglVertexAttrib1f)(GLuint index, GLfloat v0); +void (GLAPIENTRY *qglVertexAttrib1s)(GLuint index, GLshort v0); +void (GLAPIENTRY *qglVertexAttrib1d)(GLuint index, GLdouble v0); +void (GLAPIENTRY *qglVertexAttrib2f)(GLuint index, GLfloat v0, GLfloat v1); +void (GLAPIENTRY *qglVertexAttrib2s)(GLuint index, GLshort v0, GLshort v1); +void (GLAPIENTRY *qglVertexAttrib2d)(GLuint index, GLdouble v0, GLdouble v1); +void (GLAPIENTRY *qglVertexAttrib3f)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); +void (GLAPIENTRY *qglVertexAttrib3s)(GLuint index, GLshort v0, GLshort v1, GLshort v2); +void (GLAPIENTRY *qglVertexAttrib3d)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2); +void (GLAPIENTRY *qglVertexAttrib4f)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +void (GLAPIENTRY *qglVertexAttrib4s)(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3); +void (GLAPIENTRY *qglVertexAttrib4d)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +void (GLAPIENTRY *qglVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +void (GLAPIENTRY *qglVertexAttrib1fv)(GLuint index, const GLfloat *v); +void (GLAPIENTRY *qglVertexAttrib1sv)(GLuint index, const GLshort *v); +void (GLAPIENTRY *qglVertexAttrib1dv)(GLuint index, const GLdouble *v); +void (GLAPIENTRY *qglVertexAttrib2fv)(GLuint index, const GLfloat *v); +void (GLAPIENTRY *qglVertexAttrib2sv)(GLuint index, const GLshort *v); +void (GLAPIENTRY *qglVertexAttrib2dv)(GLuint index, const GLdouble *v); +void (GLAPIENTRY *qglVertexAttrib3fv)(GLuint index, const GLfloat *v); +void (GLAPIENTRY *qglVertexAttrib3sv)(GLuint index, const GLshort *v); +void (GLAPIENTRY *qglVertexAttrib3dv)(GLuint index, const GLdouble *v); +void (GLAPIENTRY *qglVertexAttrib4fv)(GLuint index, const GLfloat *v); +void (GLAPIENTRY *qglVertexAttrib4sv)(GLuint index, const GLshort *v); +void (GLAPIENTRY *qglVertexAttrib4dv)(GLuint index, const GLdouble *v); +void (GLAPIENTRY *qglVertexAttrib4iv)(GLuint index, const GLint *v); +void (GLAPIENTRY *qglVertexAttrib4bv)(GLuint index, const GLbyte *v); +void (GLAPIENTRY *qglVertexAttrib4ubv)(GLuint index, const GLubyte *v); +void (GLAPIENTRY *qglVertexAttrib4usv)(GLuint index, const GLushort *v); +void (GLAPIENTRY *qglVertexAttrib4uiv)(GLuint index, const GLuint *v); +void (GLAPIENTRY *qglVertexAttrib4Nbv)(GLuint index, const GLbyte *v); +void (GLAPIENTRY *qglVertexAttrib4Nsv)(GLuint index, const GLshort *v); +void (GLAPIENTRY *qglVertexAttrib4Niv)(GLuint index, const GLint *v); +void (GLAPIENTRY *qglVertexAttrib4Nubv)(GLuint index, const GLubyte *v); +void (GLAPIENTRY *qglVertexAttrib4Nusv)(GLuint index, const GLushort *v); +void (GLAPIENTRY *qglVertexAttrib4Nuiv)(GLuint index, const GLuint *v); +void (GLAPIENTRY *qglVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); +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 *qglGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params); +void (GLAPIENTRY *qglGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params); +void (GLAPIENTRY *qglGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid **pointer); //GL_ARB_vertex_buffer_object void (GLAPIENTRY *qglBindBufferARB) (GLenum target, GLuint buffer); @@ -386,11 +503,13 @@ void (GLAPIENTRY *qglGetQueryivARB)(GLenum target, GLenum pname, GLint *params); 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); + #if _MSC_VER >= 1400 #define sscanf sscanf_s #endif -int GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent) +qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent) { int failed = false; const dllfunction_t *func; @@ -492,12 +611,14 @@ static dllfunction_t opengl110funcs[] = {"glDepthMask", (void **) &qglDepthMask}, {"glDepthRange", (void **) &qglDepthRange}, {"glDrawElements", (void **) &qglDrawElements}, + {"glDrawArrays", (void **) &qglDrawArrays}, {"glColorMask", (void **) &qglColorMask}, {"glVertexPointer", (void **) &qglVertexPointer}, {"glNormalPointer", (void **) &qglNormalPointer}, {"glColorPointer", (void **) &qglColorPointer}, {"glTexCoordPointer", (void **) &qglTexCoordPointer}, {"glArrayElement", (void **) &qglArrayElement}, + {"glColor4ub", (void **) &qglColor4ub}, {"glColor4f", (void **) &qglColor4f}, {"glTexCoord1f", (void **) &qglTexCoord1f}, {"glTexCoord2f", (void **) &qglTexCoord2f}, @@ -505,6 +626,7 @@ static dllfunction_t opengl110funcs[] = {"glTexCoord4f", (void **) &qglTexCoord4f}, {"glVertex2f", (void **) &qglVertex2f}, {"glVertex3f", (void **) &qglVertex3f}, + {"glVertex4f", (void **) &qglVertex4f}, {"glBegin", (void **) &qglBegin}, {"glEnd", (void **) &qglEnd}, //[515]: added on 29.07.2005 @@ -593,13 +715,6 @@ static dllfunction_t multitexturefuncs[] = {NULL, NULL} }; -static dllfunction_t compiledvertexarrayfuncs[] = -{ - {"glLockArraysEXT", (void **) &qglLockArraysEXT}, - {"glUnlockArraysEXT", (void **) &qglUnlockArraysEXT}, - {NULL, NULL} -}; - static dllfunction_t texture3dextfuncs[] = { {"glTexImage3DEXT", (void **) &qglTexImage3D}, @@ -634,98 +749,101 @@ static dllfunction_t blendequationfuncs[] = {NULL, NULL} }; -static dllfunction_t shaderobjectsfuncs[] = +static dllfunction_t gl20shaderfuncs[] = { - {"glDeleteObjectARB", (void **) &qglDeleteObjectARB}, - {"glGetHandleARB", (void **) &qglGetHandleARB}, - {"glDetachObjectARB", (void **) &qglDetachObjectARB}, - {"glCreateShaderObjectARB", (void **) &qglCreateShaderObjectARB}, - {"glShaderSourceARB", (void **) &qglShaderSourceARB}, - {"glCompileShaderARB", (void **) &qglCompileShaderARB}, - {"glCreateProgramObjectARB", (void **) &qglCreateProgramObjectARB}, - {"glAttachObjectARB", (void **) &qglAttachObjectARB}, - {"glLinkProgramARB", (void **) &qglLinkProgramARB}, - {"glUseProgramObjectARB", (void **) &qglUseProgramObjectARB}, - {"glValidateProgramARB", (void **) &qglValidateProgramARB}, - {"glUniform1fARB", (void **) &qglUniform1fARB}, - {"glUniform2fARB", (void **) &qglUniform2fARB}, - {"glUniform3fARB", (void **) &qglUniform3fARB}, - {"glUniform4fARB", (void **) &qglUniform4fARB}, - {"glUniform1iARB", (void **) &qglUniform1iARB}, - {"glUniform2iARB", (void **) &qglUniform2iARB}, - {"glUniform3iARB", (void **) &qglUniform3iARB}, - {"glUniform4iARB", (void **) &qglUniform4iARB}, - {"glUniform1fvARB", (void **) &qglUniform1fvARB}, - {"glUniform2fvARB", (void **) &qglUniform2fvARB}, - {"glUniform3fvARB", (void **) &qglUniform3fvARB}, - {"glUniform4fvARB", (void **) &qglUniform4fvARB}, - {"glUniform1ivARB", (void **) &qglUniform1ivARB}, - {"glUniform2ivARB", (void **) &qglUniform2ivARB}, - {"glUniform3ivARB", (void **) &qglUniform3ivARB}, - {"glUniform4ivARB", (void **) &qglUniform4ivARB}, - {"glUniformMatrix2fvARB", (void **) &qglUniformMatrix2fvARB}, - {"glUniformMatrix3fvARB", (void **) &qglUniformMatrix3fvARB}, - {"glUniformMatrix4fvARB", (void **) &qglUniformMatrix4fvARB}, - {"glGetObjectParameterfvARB", (void **) &qglGetObjectParameterfvARB}, - {"glGetObjectParameterivARB", (void **) &qglGetObjectParameterivARB}, - {"glGetInfoLogARB", (void **) &qglGetInfoLogARB}, - {"glGetAttachedObjectsARB", (void **) &qglGetAttachedObjectsARB}, - {"glGetUniformLocationARB", (void **) &qglGetUniformLocationARB}, - {"glGetActiveUniformARB", (void **) &qglGetActiveUniformARB}, - {"glGetUniformfvARB", (void **) &qglGetUniformfvARB}, - {"glGetUniformivARB", (void **) &qglGetUniformivARB}, - {"glGetShaderSourceARB", (void **) &qglGetShaderSourceARB}, + {"glDeleteShader", (void **) &qglDeleteShader}, + {"glDeleteProgram", (void **) &qglDeleteProgram}, +// {"glGetHandle", (void **) &qglGetHandle}, + {"glDetachShader", (void **) &qglDetachShader}, + {"glCreateShader", (void **) &qglCreateShader}, + {"glShaderSource", (void **) &qglShaderSource}, + {"glCompileShader", (void **) &qglCompileShader}, + {"glCreateProgram", (void **) &qglCreateProgram}, + {"glAttachShader", (void **) &qglAttachShader}, + {"glLinkProgram", (void **) &qglLinkProgram}, + {"glUseProgram", (void **) &qglUseProgram}, + {"glValidateProgram", (void **) &qglValidateProgram}, + {"glUniform1f", (void **) &qglUniform1f}, + {"glUniform2f", (void **) &qglUniform2f}, + {"glUniform3f", (void **) &qglUniform3f}, + {"glUniform4f", (void **) &qglUniform4f}, + {"glUniform1i", (void **) &qglUniform1i}, + {"glUniform2i", (void **) &qglUniform2i}, + {"glUniform3i", (void **) &qglUniform3i}, + {"glUniform4i", (void **) &qglUniform4i}, + {"glUniform1fv", (void **) &qglUniform1fv}, + {"glUniform2fv", (void **) &qglUniform2fv}, + {"glUniform3fv", (void **) &qglUniform3fv}, + {"glUniform4fv", (void **) &qglUniform4fv}, + {"glUniform1iv", (void **) &qglUniform1iv}, + {"glUniform2iv", (void **) &qglUniform2iv}, + {"glUniform3iv", (void **) &qglUniform3iv}, + {"glUniform4iv", (void **) &qglUniform4iv}, + {"glUniformMatrix2fv", (void **) &qglUniformMatrix2fv}, + {"glUniformMatrix3fv", (void **) &qglUniformMatrix3fv}, + {"glUniformMatrix4fv", (void **) &qglUniformMatrix4fv}, + {"glGetShaderiv", (void **) &qglGetShaderiv}, + {"glGetProgramiv", (void **) &qglGetProgramiv}, + {"glGetShaderInfoLog", (void **) &qglGetShaderInfoLog}, + {"glGetProgramInfoLog", (void **) &qglGetProgramInfoLog}, + {"glGetAttachedShaders", (void **) &qglGetAttachedShaders}, + {"glGetUniformLocation", (void **) &qglGetUniformLocation}, + {"glGetActiveUniform", (void **) &qglGetActiveUniform}, + {"glGetUniformfv", (void **) &qglGetUniformfv}, + {"glGetUniformiv", (void **) &qglGetUniformiv}, + {"glGetShaderSource", (void **) &qglGetShaderSource}, + {"glVertexAttrib1f", (void **) &qglVertexAttrib1f}, + {"glVertexAttrib1s", (void **) &qglVertexAttrib1s}, + {"glVertexAttrib1d", (void **) &qglVertexAttrib1d}, + {"glVertexAttrib2f", (void **) &qglVertexAttrib2f}, + {"glVertexAttrib2s", (void **) &qglVertexAttrib2s}, + {"glVertexAttrib2d", (void **) &qglVertexAttrib2d}, + {"glVertexAttrib3f", (void **) &qglVertexAttrib3f}, + {"glVertexAttrib3s", (void **) &qglVertexAttrib3s}, + {"glVertexAttrib3d", (void **) &qglVertexAttrib3d}, + {"glVertexAttrib4f", (void **) &qglVertexAttrib4f}, + {"glVertexAttrib4s", (void **) &qglVertexAttrib4s}, + {"glVertexAttrib4d", (void **) &qglVertexAttrib4d}, + {"glVertexAttrib4Nub", (void **) &qglVertexAttrib4Nub}, + {"glVertexAttrib1fv", (void **) &qglVertexAttrib1fv}, + {"glVertexAttrib1sv", (void **) &qglVertexAttrib1sv}, + {"glVertexAttrib1dv", (void **) &qglVertexAttrib1dv}, + {"glVertexAttrib2fv", (void **) &qglVertexAttrib1fv}, + {"glVertexAttrib2sv", (void **) &qglVertexAttrib1sv}, + {"glVertexAttrib2dv", (void **) &qglVertexAttrib1dv}, + {"glVertexAttrib3fv", (void **) &qglVertexAttrib1fv}, + {"glVertexAttrib3sv", (void **) &qglVertexAttrib1sv}, + {"glVertexAttrib3dv", (void **) &qglVertexAttrib1dv}, + {"glVertexAttrib4fv", (void **) &qglVertexAttrib1fv}, + {"glVertexAttrib4sv", (void **) &qglVertexAttrib1sv}, + {"glVertexAttrib4dv", (void **) &qglVertexAttrib1dv}, +// {"glVertexAttrib4iv", (void **) &qglVertexAttrib1iv}, +// {"glVertexAttrib4bv", (void **) &qglVertexAttrib1bv}, +// {"glVertexAttrib4ubv", (void **) &qglVertexAttrib1ubv}, +// {"glVertexAttrib4usv", (void **) &qglVertexAttrib1usv}, +// {"glVertexAttrib4uiv", (void **) &qglVertexAttrib1uiv}, +// {"glVertexAttrib4Nbv", (void **) &qglVertexAttrib1Nbv}, +// {"glVertexAttrib4Nsv", (void **) &qglVertexAttrib1Nsv}, +// {"glVertexAttrib4Niv", (void **) &qglVertexAttrib1Niv}, +// {"glVertexAttrib4Nubv", (void **) &qglVertexAttrib1Nubv}, +// {"glVertexAttrib4Nusv", (void **) &qglVertexAttrib1Nusv}, +// {"glVertexAttrib4Nuiv", (void **) &qglVertexAttrib1Nuiv}, + {"glVertexAttribPointer", (void **) &qglVertexAttribPointer}, + {"glEnableVertexAttribArray", (void **) &qglEnableVertexAttribArray}, + {"glDisableVertexAttribArray", (void **) &qglDisableVertexAttribArray}, + {"glBindAttribLocation", (void **) &qglBindAttribLocation}, + {"glGetActiveAttrib", (void **) &qglGetActiveAttrib}, + {"glGetAttribLocation", (void **) &qglGetAttribLocation}, + {"glGetVertexAttribdv", (void **) &qglGetVertexAttribdv}, + {"glGetVertexAttribfv", (void **) &qglGetVertexAttribfv}, + {"glGetVertexAttribiv", (void **) &qglGetVertexAttribiv}, + {"glGetVertexAttribPointerv", (void **) &qglGetVertexAttribPointerv}, {NULL, NULL} }; -static dllfunction_t vertexshaderfuncs[] = +static dllfunction_t glsl130funcs[] = { -// {"glVertexAttrib1fARB", (void **) &qglVertexAttrib1fARB}, -// {"glVertexAttrib1sARB", (void **) &qglVertexAttrib1sARB}, -// {"glVertexAttrib1dARB", (void **) &qglVertexAttrib1dARB}, -// {"glVertexAttrib2fARB", (void **) &qglVertexAttrib2fARB}, -// {"glVertexAttrib2sARB", (void **) &qglVertexAttrib2sARB}, -// {"glVertexAttrib2dARB", (void **) &qglVertexAttrib2dARB}, -// {"glVertexAttrib3fARB", (void **) &qglVertexAttrib3fARB}, -// {"glVertexAttrib3sARB", (void **) &qglVertexAttrib3sARB}, -// {"glVertexAttrib3dARB", (void **) &qglVertexAttrib3dARB}, -// {"glVertexAttrib4fARB", (void **) &qglVertexAttrib4fARB}, -// {"glVertexAttrib4sARB", (void **) &qglVertexAttrib4sARB}, -// {"glVertexAttrib4dARB", (void **) &qglVertexAttrib4dARB}, -// {"glVertexAttrib4NubARB", (void **) &qglVertexAttrib4NubARB}, -// {"glVertexAttrib1fvARB", (void **) &qglVertexAttrib1fvARB}, -// {"glVertexAttrib1svARB", (void **) &qglVertexAttrib1svARB}, -// {"glVertexAttrib1dvARB", (void **) &qglVertexAttrib1dvARB}, -// {"glVertexAttrib2fvARB", (void **) &qglVertexAttrib1fvARB}, -// {"glVertexAttrib2svARB", (void **) &qglVertexAttrib1svARB}, -// {"glVertexAttrib2dvARB", (void **) &qglVertexAttrib1dvARB}, -// {"glVertexAttrib3fvARB", (void **) &qglVertexAttrib1fvARB}, -// {"glVertexAttrib3svARB", (void **) &qglVertexAttrib1svARB}, -// {"glVertexAttrib3dvARB", (void **) &qglVertexAttrib1dvARB}, -// {"glVertexAttrib4fvARB", (void **) &qglVertexAttrib1fvARB}, -// {"glVertexAttrib4svARB", (void **) &qglVertexAttrib1svARB}, -// {"glVertexAttrib4dvARB", (void **) &qglVertexAttrib1dvARB}, -// {"glVertexAttrib4ivARB", (void **) &qglVertexAttrib1ivARB}, -// {"glVertexAttrib4bvARB", (void **) &qglVertexAttrib1bvARB}, -// {"glVertexAttrib4ubvARB", (void **) &qglVertexAttrib1ubvARB}, -// {"glVertexAttrib4usvARB", (void **) &qglVertexAttrib1usvARB}, -// {"glVertexAttrib4uivARB", (void **) &qglVertexAttrib1uivARB}, -// {"glVertexAttrib4NbvARB", (void **) &qglVertexAttrib1NbvARB}, -// {"glVertexAttrib4NsvARB", (void **) &qglVertexAttrib1NsvARB}, -// {"glVertexAttrib4NivARB", (void **) &qglVertexAttrib1NivARB}, -// {"glVertexAttrib4NubvARB", (void **) &qglVertexAttrib1NubvARB}, -// {"glVertexAttrib4NusvARB", (void **) &qglVertexAttrib1NusvARB}, -// {"glVertexAttrib4NuivARB", (void **) &qglVertexAttrib1NuivARB}, - {"glVertexAttribPointerARB", (void **) &qglVertexAttribPointerARB}, - {"glEnableVertexAttribArrayARB", (void **) &qglEnableVertexAttribArrayARB}, - {"glDisableVertexAttribArrayARB", (void **) &qglDisableVertexAttribArrayARB}, - {"glBindAttribLocationARB", (void **) &qglBindAttribLocationARB}, - {"glGetActiveAttribARB", (void **) &qglGetActiveAttribARB}, - {"glGetAttribLocationARB", (void **) &qglGetAttribLocationARB}, -// {"glGetVertexAttribdvARB", (void **) &qglGetVertexAttribdvARB}, -// {"glGetVertexAttribfvARB", (void **) &qglGetVertexAttribfvARB}, -// {"glGetVertexAttribivARB", (void **) &qglGetVertexAttribivARB}, -// {"glGetVertexAttribPointervARB", (void **) &qglGetVertexAttribPointervARB}, + {"glBindFragDataLocation", (void **) &qglBindFragDataLocation}, {NULL, NULL} }; @@ -795,67 +913,116 @@ static dllfunction_t drawbuffersfuncs[] = {NULL, NULL} }; -void VID_CheckExtensions(void) +static dllfunction_t multisamplefuncs[] = { - // clear the extension flags - memset(&vid.support, 0, sizeof(vid.support)); + {"glSampleCoverageARB", (void **) &qglSampleCoverageARB}, + {NULL, NULL} +}; +void VID_ClearExtensions(void) +{ // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension Cvar_SetQuick(&gl_info_extensions, ""); - if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false)) + + // 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.maxtexturesize_3d = 0; + vid.maxtexturesize_cubemap = 0; + vid.texunits = 1; + vid.teximageunits = 1; + vid.texarrayunits = 1; + vid.max_anisotropy = 1; + vid.maxdrawbuffers = 1; + + // this is a complete list of all functions that are directly checked in the renderer + qglDrawRangeElements = NULL; + qglDrawBuffer = NULL; + qglPolygonStipple = NULL; + qglFlush = NULL; + qglActiveTexture = NULL; + qglGetCompressedTexImageARB = NULL; + qglFramebufferTexture2DEXT = NULL; + qglDrawBuffersARB = NULL; +} + +void VID_CheckExtensions(void) +{ + if (!GL_CheckExtension("glbase", opengl110funcs, NULL, false)) Sys_Error("OpenGL 1.1.0 functions not found"); + 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_fragment_shader = GL_CheckExtension("GL_ARB_fragment_shader", NULL, "-nofragmentshader", false); vid.support.arb_multitexture = GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false); vid.support.arb_occlusion_query = GL_CheckExtension("GL_ARB_occlusion_query", occlusionqueryfuncs, "-noocclusionquery", false); - vid.support.arb_shader_objects = GL_CheckExtension("GL_ARB_shader_objects", shaderobjectsfuncs, "-noshaderobjects", false); - vid.support.arb_shading_language_100 = GL_CheckExtension("GL_ARB_shading_language_100", NULL, "-noshadinglanguage100", false); vid.support.arb_shadow = GL_CheckExtension("GL_ARB_shadow", NULL, "-noshadow", false); vid.support.arb_texture_compression = GL_CheckExtension("GL_ARB_texture_compression", texturecompressionfuncs, "-notexturecompression", false); vid.support.arb_texture_cube_map = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", false); vid.support.arb_texture_env_combine = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false); vid.support.arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false); +#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); - vid.support.arb_texture_rectangle = GL_CheckExtension("GL_ARB_texture_rectangle", NULL, "-norectangle", false); +#endif vid.support.arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false); - vid.support.arb_vertex_shader = GL_CheckExtension("GL_ARB_vertex_shader", vertexshaderfuncs, "-novertexshader", false); - vid.support.ati_separate_stencil = GL_CheckExtension("2.0", gl2separatestencilfuncs, "-noseparatestencil", true) || GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false); + vid.support.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_compiled_vertex_array = GL_CheckExtension("GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "-nocva", false); - vid.support.ext_draw_range_elements = GL_CheckExtension("1.2", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false); + vid.support.ext_draw_range_elements = GL_CheckExtension("drawrangeelements", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false); vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", fbofuncs, "-nofbo", false); vid.support.ext_stencil_two_side = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false); vid.support.ext_texture_3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false); vid.support.ext_texture_compression_s3tc = GL_CheckExtension("GL_EXT_texture_compression_s3tc", NULL, "-nos3tc", false); vid.support.ext_texture_edge_clamp = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false); vid.support.ext_texture_filter_anisotropic = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false); + 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); + +// COMMANDLINEOPTION: GL: -noshaders disables use of OpenGL 2.0 shaders (which allow pixel shader effects, can improve per pixel lighting performance and capabilities) // COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing) // COMMANDLINEOPTION: GL: -noblendminmax disables GL_EXT_blend_minmax // COMMANDLINEOPTION: GL: -noblendsubtract disables GL_EXT_blend_subtract // COMMANDLINEOPTION: GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering) // COMMANDLINEOPTION: GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping) -// COMMANDLINEOPTION: GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster) // COMMANDLINEOPTION: GL: -nodepthtexture disables use of GL_ARB_depth_texture (required for shadowmapping) // COMMANDLINEOPTION: GL: -nodrawbuffers disables use of GL_ARB_draw_buffers (required for r_shadow_deferredprepass) // COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster) // COMMANDLINEOPTION: GL: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method) // COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering), only used if GL_ARB_fragment_shader is also available -// COMMANDLINEOPTION: GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities) // COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering) // COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations) -// COMMANDLINEOPTION: GL: -norectangle disables GL_ARB_texture_rectangle (required for bumpmapping) // COMMANDLINEOPTION: GL: -nos3tc disables GL_EXT_texture_compression_s3tc (which allows use of .dds texture caching) // COMMANDLINEOPTION: GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering) -// COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader) -// COMMANDLINEOPTION: GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader) // COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering) // COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering) // COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column) @@ -864,27 +1031,18 @@ void VID_CheckExtensions(void) // 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: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects) - - vid.maxtexturesize_2d = 0; - vid.maxtexturesize_3d = 0; - vid.maxtexturesize_cubemap = 0; - vid.texunits = 1; - vid.teximageunits = 1; - vid.texarrayunits = 1; - vid.max_anisotropy = 1; - vid.maxdrawbuffers = 1; +// 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); // disable non-power-of-two textures on Radeon X1600 and other cards that do not accelerate it with some filtering modes / repeat modes that we use // we detect these cards by checking if the hardware supports vertex texture fetch (Geforce6 does, Radeon X1600 does not, all GL3-class hardware does) - if(vid.support.arb_texture_non_power_of_two) + if(vid.support.arb_texture_non_power_of_two && vid.support.gl20shaders) { int val = 0; - if (vid.support.arb_vertex_shader) - qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &val);CHECKGLERROR + qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &val);CHECKGLERROR if (val < 1) vid.support.arb_texture_non_power_of_two = false; } @@ -898,8 +1056,6 @@ void VID_CheckExtensions(void) qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); if (vid.support.arb_texture_cube_map) qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap); - if (vid.support.arb_texture_rectangle) - qglGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_rectangle); if (vid.support.ext_texture_3d) qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); @@ -913,27 +1069,20 @@ void VID_CheckExtensions(void) vid.texunits = vid.teximageunits = vid.texarrayunits = 1; if (vid.support.arb_multitexture) qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits); - if (vid_gl20.integer && vid.support.arb_fragment_shader && vid.support.arb_vertex_shader && vid.support.arb_shader_objects) + if (vid_gl20.integer && vid.support.gl20shaders) { qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits); - qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&vid.teximageunits);CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&vid.texarrayunits);CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (int *)&vid.texarrayunits);CHECKGLERROR vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); Con_DPrintf("Using GL2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : ""); vid.renderpath = RENDERPATH_GL20; + vid.sRGBcapable2D = false; + vid.sRGBcapable3D = true; + vid.useinterleavedarrays = false; } -#ifdef SUPPORTCG - else if (vid_cggl.integer && (vid.cgcontext = cgCreateContext())) - { - vid.texunits = 4; - vid.teximageunits = 16; - vid.texarrayunits = 8; - Con_DPrintf("Using NVIDIA Cg rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : ""); - vid.renderpath = RENDERPATH_CGGL; - } -#endif else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer) { qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits); @@ -942,6 +1091,9 @@ void VID_CheckExtensions(void) 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 { @@ -950,6 +1102,9 @@ void VID_CheckExtensions(void) 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; } // VorteX: set other info (maybe place them in VID_InitMode?) @@ -960,6 +1115,243 @@ void VID_CheckExtensions(void) Cvar_SetQuick(&gl_info_driver, gl_driver); } +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 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; +} + +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<= 0) + Con_Printf("Joystick %i opened (XInput Device %i)\n", index, xinputindex); + } + return xinputcount; +#else + return 0; +#endif +} + + void Force_CenterView_f (void) { cl.viewangles[PITCH] = 0; @@ -973,17 +1365,18 @@ unsigned int vid_gammatables_serial = 0; // so other subsystems can poll if gamm qboolean vid_gammatables_trivial = true; void VID_BuildGammaTables(unsigned short *ramps, int rampsize) { + float srgbmul = (vid.sRGB2D || vid.sRGB3D) ? 2.2f : 1.0f; if (cachecolorenable) { - BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[0]), cachewhite[0], cacheblack[0], cachecontrastboost, ramps, rampsize); - BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[1]), cachewhite[1], cacheblack[1], cachecontrastboost, ramps + rampsize, rampsize); - BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[2]), cachewhite[2], cacheblack[2], cachecontrastboost, ramps + rampsize*2, rampsize); + BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[0]) * srgbmul, cachewhite[0], cacheblack[0], cachecontrastboost, ramps, rampsize); + BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[1]) * srgbmul, cachewhite[1], cacheblack[1], cachecontrastboost, ramps + rampsize, rampsize); + BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[2]) * srgbmul, cachewhite[2], cacheblack[2], cachecontrastboost, ramps + rampsize*2, rampsize); } else { - BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps, rampsize); - BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize, rampsize); - BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize*2, rampsize); + BuildGammaTable16(1.0f, cachegamma * srgbmul, cachecontrast, cachebrightness, cachecontrastboost, ramps, rampsize); + BuildGammaTable16(1.0f, cachegamma * srgbmul, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize, rampsize); + BuildGammaTable16(1.0f, cachegamma * srgbmul, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize*2, rampsize); } // LordHavoc: this code came from Ben Winslow and Zinx Verituse, I have @@ -1041,12 +1434,17 @@ void VID_UpdateGamma(qboolean force, int rampsize) 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) @@ -1071,6 +1469,8 @@ void VID_UpdateGamma(qboolean force, int rampsize) 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) { @@ -1174,8 +1574,39 @@ void VID_RestoreSystemGamma(void) } } +#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); @@ -1209,22 +1640,73 @@ void VID_Shared_Init(void) Cvar_RegisterVariable(&vid_height); Cvar_RegisterVariable(&vid_bitsperpixel); Cvar_RegisterVariable(&vid_samples); + Cvar_RegisterVariable(&vid_multisampling); Cvar_RegisterVariable(&vid_refreshrate); Cvar_RegisterVariable(&vid_userefreshrate); Cvar_RegisterVariable(&vid_stereobuffer); 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(&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)"); } @@ -1232,16 +1714,29 @@ void VID_Shared_Init(void) int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, int stereobuffer, int samples) { viddef_mode_t mode; + +#if 0 + // LordHavoc: FIXME: VorteX broke vid_restart with this, it is a mystery why it would ever work, commented out + // multisampling should set at least 2 samples + if (vid.support.arb_multisample) + { + GL_MultiSampling(false); + if (vid_multisampling.integer) + samples = max(2, samples); + } +#endif + memset(&mode, 0, sizeof(mode)); - mode.fullscreen = fullscreen; + mode.fullscreen = fullscreen != 0; mode.width = width; mode.height = height; mode.bitsperpixel = bpp; mode.refreshrate = vid_userefreshrate.integer ? max(1, refreshrate) : 0; - mode.userefreshrate = vid_userefreshrate.integer; - mode.stereobuffer = stereobuffer; + mode.userefreshrate = vid_userefreshrate.integer != 0; + mode.stereobuffer = stereobuffer != 0; mode.samples = samples; cl_ignoremousemoves = 2; + VID_ClearExtensions(); if (VID_InitMode(&mode)) { // accept the (possibly modified) mode @@ -1255,6 +1750,9 @@ int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, vid.stereobuffer = vid.mode.stereobuffer; vid.samples = vid.mode.samples; vid.stencil = vid.mode.bitsperpixel > 16; + vid.sRGB2D = vid_sRGB.integer >= 1 && vid.sRGBcapable2D; + vid.sRGB3D = vid_sRGB.integer >= 1 && vid.sRGBcapable3D; + 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) : ""); Cvar_SetValueQuick(&vid_fullscreen, vid.mode.fullscreen); @@ -1266,6 +1764,10 @@ int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, Cvar_SetValueQuick(&vid_refreshrate, vid.mode.refreshrate); Cvar_SetValueQuick(&vid_stereobuffer, vid.mode.stereobuffer); + // activate multisampling + if (vid_multisampling.integer) + GL_MultiSampling(true); + return true; } else @@ -1285,6 +1787,7 @@ static void VID_CloseSystems(void) } qboolean vid_commandlinecheck = true; +extern qboolean vid_opened; void VID_Restart_f(void) { @@ -1292,6 +1795,12 @@ void VID_Restart_f(void) 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) : ""); @@ -1317,7 +1826,7 @@ const char *vidfallbacks[][2] = {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; @@ -1367,6 +1876,12 @@ void VID_Start(void) VID_OpenSystems(); } +void VID_Stop(void) +{ + VID_CloseSystems(); + VID_Shutdown(); +} + int VID_SortModes_Compare(const void *a_, const void *b_) { vid_mode_t *a = (vid_mode_t *) a_; @@ -1429,3 +1944,69 @@ size_t VID_SortModes(vid_mode_t *modes, size_t count, qboolean usebpp, qboolean } 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); +}