quadrilateralcowboy/sys/glimp.cpp

409 lines
10 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifdef USE_SDL
#include "../idlib/precompiled.h"
#include <SDL_syswm.h>
#include "../framework/Licensee.h"
#include "../renderer/tr_local.h"
#if !defined(ID_GL_HARDLINK) && defined(__linux__)
#include "linux/local.h"
#endif
#ifdef __WINDOWS__
#include "win32/win_local.h"
#endif
idCVar in_nograb("in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing");
idCVar r_waylandcompat("r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer");
bool g_inputGrabbed = false;
static SDL_Window *window = NULL;
static SDL_GLContext context = NULL;
//
// function declaration
//
#ifdef __WINDOWS__
bool QGL_Init( const char *dllname );
void QGL_Shutdown( void );
#endif
/*
===================
GLimp_Init
===================
*/
bool GLimp_Init(glimpParms_t parms) {
common->Printf("Initializing OpenGL subsystem\n");
#if !defined(ID_GL_HARDLINK) && defined(__linux__)
if ( !GLimp_dlopen() ) {
return false;
}
#endif
#ifdef __WINDOWS__
const char *driverName;
// r_glDriver is only intended for using instrumented OpenGL
// dlls. Normal users should never have to use it, and it is
// not archived.
driverName = r_glDriver.GetString()[0] ? r_glDriver.GetString() : "opengl32";
if ( !QGL_Init( driverName ) ) {
common->Printf( "^3GLimp_Init() could not load r_glDriver \"%s\"^0\n", driverName );
return false;
}
#endif
assert(SDL_WasInit(SDL_INIT_VIDEO));
Uint32 flags = SDL_WINDOW_OPENGL;
#ifndef __WINDOWS__ // HACK: windows starts windowed then switches to fullscreen below.
if (parms.fullScreen)
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#endif
int colorbits = 24;
int depthbits = 24;
int stencilbits = 8;
for (int i = 0; i < 16; i++) {
// 0 - default
// 1 - minus colorbits
// 2 - minus depthbits
// 3 - minus stencil
if ((i % 4) == 0 && i) {
// one pass, reduce
switch (i / 4) {
case 2 :
if (colorbits == 24)
colorbits = 16;
break;
case 1 :
if (depthbits == 24)
depthbits = 16;
else if (depthbits == 16)
depthbits = 8;
case 3 :
if (stencilbits == 24)
stencilbits = 16;
else if (stencilbits == 16)
stencilbits = 8;
}
}
int tcolorbits = colorbits;
int tdepthbits = depthbits;
int tstencilbits = stencilbits;
if ((i % 4) == 3) {
// reduce colorbits
if (tcolorbits == 24)
tcolorbits = 16;
}
if ((i % 4) == 2) {
// reduce depthbits
if (tdepthbits == 24)
tdepthbits = 16;
else if (tdepthbits == 16)
tdepthbits = 8;
}
if ((i % 4) == 1) {
// reduce stencilbits
if (tstencilbits == 24)
tstencilbits = 16;
else if (tstencilbits == 16)
tstencilbits = 8;
else
tstencilbits = 0;
}
int channelcolorbits = 4;
if (tcolorbits == 24)
channelcolorbits = 8;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, tdepthbits);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, tstencilbits);
if (r_waylandcompat.GetBool())
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
else
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_STEREO, parms.stereo ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples);
#ifdef __WINDOWS__ // flush out any outstanding messages.
SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
SDL_EventState(SDL_SYSWMEVENT, SDL_ENABLE);
#endif
window = SDL_CreateWindow(GAME_NAME,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
parms.width, parms.height, flags);
// set the icon for linux.
#ifdef __linux__
SDL_Surface* iconSurface = SDL_LoadBMP("Icon.bmp");
if (iconSurface)
{
// This color-key matches the trans key used with .ico files.
SDL_SetColorKey(iconSurface, 1, 0x00008080);
SDL_SetWindowIcon(window, iconSurface);
SDL_FreeSurface(iconSurface);
}
else
{
SDL_ClearError();
}
#endif
#ifdef __WINDOWS__ // HACK: windows fullscreeen doesn't get focus properly, this is a work around.
// Switch to fullscreen now if needed, this works around a weird focus bug in SDL2
// TODO: add SDL_WINDOW_FULLSCREEN_DESKTOP option.
if (parms.fullScreen)
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
// flush out the event queue so we set the hWnd etc. for id
win32.hWnd = NULL;
while (Sys_GetEvent().evType != SE_NONE) {}
SDL_EventState(SDL_SYSWMEVENT, SDL_DISABLE);
#endif
context = SDL_GL_CreateContext(window);
if (!window) {
common->DPrintf("Couldn't set GL mode %d/%d/%d: %s",
channelcolorbits, tdepthbits, tstencilbits, SDL_GetError());
// If we can't have a normal setup then just inform the user and bail
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Graphics Error",
"Your computer doesn't support 32bit color, 24bit depth and 8bit stencil. Try installing latest graphics drivers",
NULL);
_exit(2);
}
if (SDL_GL_SetSwapInterval(r_swapInterval.GetInteger()) < 0)
common->Warning("SDL_GL_SWAP_CONTROL not supported");
glConfig.vidWidth = parms.width;
glConfig.vidHeight = parms.height;
{ // cache window size.
int w, h;
SDL_GetWindowSize(window, &w, &h);
glConfig.winWidth = w;
glConfig.winHeight = h;
}
glConfig.isFullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN;
common->Printf("Using %d color bits, %d depth, %d stencil display\n",
channelcolorbits, tdepthbits, tstencilbits);
glConfig.colorBits = tcolorbits;
glConfig.depthBits = tdepthbits;
glConfig.stencilBits = tstencilbits;
glConfig.displayFrequency = 0;
break;
}
if (!window) {
common->Warning("No usable GL mode found: %s", SDL_GetError());
return false;
}
return true;
}
/*
===================
GLimp_SetScreenParms
===================
*/
bool GLimp_SetScreenParms(glimpParms_t parms) {
common->DPrintf("TODO: GLimp_ActivateContext\n");
return true;
}
/*
===================
GLimp_Shutdown
===================
*/
void GLimp_Shutdown() {
common->Printf("Shutting down OpenGL subsystem\n");
if (context) {
SDL_GL_DeleteContext(context);
context = NULL;
}
if (window) {
SDL_DestroyWindow(window);
window = NULL;
}
#ifdef __WINDOWS__
// shutdown QGL subsystem
QGL_Shutdown();
#endif
}
/*
===================
GLimp_SwapBuffers
===================
*/
void GLimp_SwapBuffers() {
SDL_GL_SwapWindow(window);
#ifdef STEAM // steam overlay will fuck with state so just default it each frame.
RB_SetDefaultGLState();
#endif
}
/*
=================
GLimp_SetGamma
=================
*/
void GLimp_SetGamma(unsigned short red[256], unsigned short green[256], unsigned short blue[256]) {
if (!window) {
common->Warning("GLimp_SetGamma called without window");
return;
}
if (SDL_SetWindowGammaRamp(window, red, green, blue))
common->Warning("Couldn't set gamma ramp: %s", SDL_GetError());
}
/*
=================
GLimp_ActivateContext
=================
*/
void GLimp_ActivateContext() {
common->DPrintf("TODO: GLimp_ActivateContext\n");
}
/*
=================
GLimp_DeactivateContext
=================
*/
void GLimp_DeactivateContext() {
common->DPrintf("TODO: GLimp_DeactivateContext\n");
}
#ifndef __WINDOWS__
/*
=================
GLimp_EnableLogging
=================
*/
void GLimp_EnableLogging(bool stat) { }
#endif
/*
===================
GLimp_ExtensionPointer
===================
*/
GLExtension_t GLimp_ExtensionPointer(const char *name) {
assert(SDL_WasInit(SDL_INIT_VIDEO));
return (GLExtension_t)SDL_GL_GetProcAddress(name);
}
void GLimp_GrabInput(int flags) {
if (!window) {
common->Warning("GLimp_GrabInput called without window");
return;
}
bool shouldGrab = true;
bool hasFocus = SDL_GetKeyboardFocus() == window;
if ( in_nograb.GetBool() ) {
shouldGrab = false;
}
// if fullscreen, we always want the mouse
const bool fullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) != 0;
if ( !fullscreen ) {
if ( (flags & GRAB_ENABLE) != GRAB_ENABLE) {
shouldGrab = false;
}
if ( !hasFocus ) {
shouldGrab = false;
}
}
if (shouldGrab && (flags & GRAB_REENABLE) )
shouldGrab = false;
g_inputGrabbed = SDL_GetWindowGrab(window) == SDL_TRUE;
if (shouldGrab != g_inputGrabbed) {
SDL_SetWindowGrab(window, shouldGrab ? SDL_TRUE : SDL_FALSE);
g_inputGrabbed = SDL_GetWindowGrab(window) == SDL_TRUE;
}
const bool relativeMouseMode = SDL_GetRelativeMouseMode() == SDL_TRUE;
if (shouldGrab != relativeMouseMode) {
SDL_SetRelativeMouseMode(shouldGrab ? SDL_TRUE : SDL_FALSE);
}
const bool shown = SDL_ShowCursor(-1) == SDL_ENABLE;
const bool shouldShow = !shouldGrab;
if (shouldShow != shown) {
SDL_ShowCursor(shouldShow ? SDL_ENABLE : SDL_DISABLE);
}
}
#endif