/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* ** WIN_GLIMP.C ** ** This file contains ALL Win32 specific stuff having to do with the ** OpenGL refresh. When a port is being made the following functions ** must be implemented by the port: ** ** Sys_V_EndFrame ** Sys_V_Init ** Sys_V_Shutdown ** Sys_V_IsVSynced ** ** Note that the GLW_xxx functions are Windows specific GL-subsystem ** related functions that are relevant ONLY to win_glimp.c */ #if _MSC_VER #pragma warning (disable: 4996) // deprecated ZOMGOVERRUN! nannywhine #endif #include "../renderer/tr_local.h" #include "../client/client.h" #include "resource.h" #include "win_local.h" #include "GL/glew.h" #include "GL/wglew.h" #include "glw_win.h" #define TRY_PFD_SUCCESS 0 #define TRY_PFD_FAIL_SOFT 1 #define TRY_PFD_FAIL_HARD 2 glwstate_t glw_state; static galId_t win_galId; static qbool WIN_UsingOpenGL() { switch ( win_galId ) { case GAL_GL2: case GAL_GL3: return qtrue; default: return qfalse; } } /* ** ChoosePFD ** ** Helper function that replaces ChoosePixelFormat. */ #define MAX_PFDS 256 static int GLW_ChoosePFD( HDC hDC, PIXELFORMATDESCRIPTOR *pPFD ) { PIXELFORMATDESCRIPTOR pfds[MAX_PFDS+1]; int maxPFD = 0; int i; int bestMatch = 0; ri.Printf( PRINT_DEVELOPER, "...GLW_ChoosePFD( %d, %d, %d )\n", ( int ) pPFD->cColorBits, ( int ) pPFD->cDepthBits, ( int ) pPFD->cStencilBits ); maxPFD = DescribePixelFormat( hDC, 1, sizeof( PIXELFORMATDESCRIPTOR ), &pfds[0] ); if ( maxPFD > MAX_PFDS ) { ri.Printf( PRINT_WARNING, "...numPFDs > MAX_PFDS (%d > %d)\n", maxPFD, MAX_PFDS ); maxPFD = MAX_PFDS; } ri.Printf( PRINT_DEVELOPER, "...%d PFDs found\n", maxPFD - 1 ); // grab information for ( i = 1; i <= maxPFD; i++ ) { DescribePixelFormat( hDC, i, sizeof( PIXELFORMATDESCRIPTOR ), &pfds[i] ); } // look for a best match for ( i = 1; i <= maxPFD; i++ ) { // // make sure this has hardware acceleration // if ( ( pfds[i].dwFlags & PFD_GENERIC_FORMAT ) != 0 ) { continue; } // verify pixel type if ( pfds[i].iPixelType != PFD_TYPE_RGBA ) { if ( r_verbose->integer ) { ri.Printf( PRINT_DEVELOPER, "...PFD %d rejected, not RGBA\n", i ); } continue; } // verify proper flags if ( ( ( pfds[i].dwFlags & pPFD->dwFlags ) & pPFD->dwFlags ) != pPFD->dwFlags ) { if ( r_verbose->integer ) { ri.Printf( PRINT_DEVELOPER, "...PFD %d rejected, improper flags (%x instead of %x)\n", i, pfds[i].dwFlags, pPFD->dwFlags ); } continue; } // verify enough bits if ( pfds[i].cDepthBits < 15 ) { continue; } if ( ( pfds[i].cStencilBits < 4 ) && ( pPFD->cStencilBits > 0 ) ) { continue; } // // selection criteria (in order of priority): // // colorBits // depthBits // stencilBits // if ( bestMatch ) { // check color if ( pfds[bestMatch].cColorBits != pPFD->cColorBits ) { // prefer perfect match if ( pfds[i].cColorBits == pPFD->cColorBits ) { bestMatch = i; continue; } // otherwise if this PFD has more bits than our best, use it else if ( pfds[i].cColorBits > pfds[bestMatch].cColorBits ) { bestMatch = i; continue; } } // check depth if ( pfds[bestMatch].cDepthBits != pPFD->cDepthBits ) { // prefer perfect match if ( pfds[i].cDepthBits == pPFD->cDepthBits ) { bestMatch = i; continue; } // otherwise if this PFD has more bits than our best, use it else if ( pfds[i].cDepthBits > pfds[bestMatch].cDepthBits ) { bestMatch = i; continue; } } // check stencil if ( pfds[bestMatch].cStencilBits != pPFD->cStencilBits ) { // prefer perfect match if ( pfds[i].cStencilBits == pPFD->cStencilBits ) { bestMatch = i; continue; } // otherwise if this PFD has more bits than our best, use it else if ( ( pfds[i].cStencilBits > pfds[bestMatch].cStencilBits ) && ( pPFD->cStencilBits > 0 ) ) { bestMatch = i; continue; } } } else { bestMatch = i; } } if ( !bestMatch ) return 0; if ( pfds[bestMatch].dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED) ) { ri.Printf( PRINT_ALL, "...no OpenGL ICD found\n" ); return 0; } *pPFD = pfds[bestMatch]; return bestMatch; } /* ** void GLW_CreatePFD ** ** Helper function zeros out then fills in a PFD */ static void GLW_CreatePFD( PIXELFORMATDESCRIPTOR *pPFD ) { ZeroMemory( pPFD, sizeof( *pPFD ) ); pPFD->nSize = sizeof( *pPFD ); pPFD->dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pPFD->iPixelType = PFD_TYPE_RGBA; pPFD->iLayerType = PFD_MAIN_PLANE; pPFD->cColorBits = 32; pPFD->cDepthBits = 24; pPFD->cStencilBits = 8; } static int GLW_MakeContext( PIXELFORMATDESCRIPTOR *pPFD ) { int pixelformat; // // don't putz around with pixelformat if it's already set (e.g. this is a soft // reset of the graphics system) // if ( !glw_state.pixelFormatSet ) { // // choose, set, and describe our desired pixel format. If we're // using a minidriver then we need to bypass the GDI functions, // otherwise use the GDI functions. // if (glw_state.nPendingPF) pixelformat = glw_state.nPendingPF; else if ( ( pixelformat = GLW_ChoosePFD( glw_state.hDC, pPFD ) ) == 0 ) { ri.Printf( PRINT_ALL, "...GLW_ChoosePFD failed\n"); return TRY_PFD_FAIL_SOFT; } ri.Printf( PRINT_DEVELOPER, "...PIXELFORMAT %d selected\n", pixelformat ); DescribePixelFormat( glw_state.hDC, pixelformat, sizeof( *pPFD ), pPFD ); if ( SetPixelFormat( glw_state.hDC, pixelformat, pPFD ) == FALSE ) { ri.Printf( PRINT_ALL, "...SetPixelFormat failed\n", glw_state.hDC ); return TRY_PFD_FAIL_SOFT; } glw_state.pixelFormatSet = qtrue; } // // startup the OpenGL subsystem by creating a context and making it current // if ( !glw_state.hGLRC ) { if ( ( glw_state.hGLRC = wglCreateContext( glw_state.hDC ) ) == 0 ) { ri.Printf( PRINT_ALL, "...GL context creation failure\n" ); return TRY_PFD_FAIL_HARD; } ri.Printf( PRINT_DEVELOPER, "...GL context created\n" ); if ( !wglMakeCurrent( glw_state.hDC, glw_state.hGLRC ) ) { wglDeleteContext( glw_state.hGLRC ); glw_state.hGLRC = NULL; ri.Printf( PRINT_ALL, "...GL context creation currency failure\n" ); return TRY_PFD_FAIL_HARD; } ri.Printf( PRINT_DEVELOPER, "...GL context creation made current\n" ); if ( win_galId == GAL_GL3 ) { PFNWGLCREATECONTEXTATTRIBSARBPROC const wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress( "wglCreateContextAttribsARB" ); if( wglCreateContextAttribsARB == NULL ) ri.Error( ERR_FATAL, "wglCreateContextAttribsARB not found: can't ask for core 3.2 context\n" ); const int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 2, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, WGL_CONTEXT_FLAGS_ARB, CL_GL_WantDebug() ? WGL_CONTEXT_DEBUG_BIT_ARB : 0, 0 }; const HGLRC hGLRC = (*wglCreateContextAttribsARB)( glw_state.hDC, NULL, attribs ); if ( hGLRC ) { wglMakeCurrent( NULL, NULL ); wglDeleteContext( glw_state.hGLRC ); wglMakeCurrent( glw_state.hDC, hGLRC ); glw_state.hGLRC = hGLRC; ri.Printf( PRINT_ALL, "OpenGL version upgraded to: %s\n", (const char*)glGetString( GL_VERSION ) ); } else { ri.Printf( PRINT_WARNING, "wglCreateContextAttribsARB failed\n" ); } } if ( glewInit() != GLEW_OK ) ri.Error( ERR_FATAL, "glewInit failed\n" ); CL_GL_Init(); } return TRY_PFD_SUCCESS; } /* ** - get a DC if one doesn't exist ** - create an HGLRC if one doesn't exist */ static qbool GLW_InitDriver() { int tpfd; static PIXELFORMATDESCRIPTOR pfd; // save between frames since 'tr' gets cleared ri.Printf( PRINT_DEVELOPER, "Initializing OpenGL driver\n" ); // // get a DC for our window if we don't already have one allocated // if ( glw_state.hDC == NULL ) { if ( ( glw_state.hDC = GetDC( g_wv.hWnd ) ) == NULL ) { ri.Printf( PRINT_ALL, "...Get DC failed\n" ); return qfalse; } ri.Printf( PRINT_DEVELOPER, "...Get DC succeeded\n" ); } // // attempt to set the PIXELFORMAT // if ( !glw_state.pixelFormatSet ) { GLW_CreatePFD( &pfd ); if ( ( tpfd = GLW_MakeContext( &pfd ) ) != TRY_PFD_SUCCESS ) { if ( tpfd == TRY_PFD_FAIL_HARD ) { ri.Printf( PRINT_WARNING, "...failed hard\n" ); return qfalse; } ReleaseDC( g_wv.hWnd, glw_state.hDC ); glw_state.hDC = NULL; ri.Printf( PRINT_ALL, "...failed to find an appropriate PIXELFORMAT\n" ); return qfalse; } } // store PFD specifics // glConfig.colorBits = ( int ) pfd.cColorBits; glConfig.depthBits = ( int ) pfd.cDepthBits; glConfig.stencilBits = ( int ) pfd.cStencilBits; return qtrue; } // responsible for creating the Win32 window and initializing the OpenGL driver. static qbool GLW_CreateWindow() { static qbool s_classRegistered = qfalse; if ( !s_classRegistered ) { WNDCLASS wc; memset( &wc, 0, sizeof( wc ) ); wc.style = CS_OWNDC; wc.lpfnWndProc = MainWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = g_wv.hInstance; wc.hIcon = LoadIcon( g_wv.hInstance, MAKEINTRESOURCE(IDI_ICON1)); wc.hCursor = LoadCursor (NULL,IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = CLIENT_WINDOW_TITLE; if ( !RegisterClass( &wc ) ) ri.Error( ERR_FATAL, "GLW_CreateWindow: could not register window class" ); s_classRegistered = qtrue; ri.Printf( PRINT_DEVELOPER, "...registered window class\n" ); } // // create the HWND if one does not already exist // if ( !g_wv.hWnd ) { g_wv.inputInitialized = qfalse; RECT r; r.left = 0; r.top = 0; r.right = glInfo.winWidth; r.bottom = glInfo.winHeight; int style = WS_VISIBLE | WS_CLIPCHILDREN; int exstyle = 0; if ( glInfo.winFullscreen ) { style |= WS_POPUP; exstyle |= WS_EX_TOPMOST; } else { style |= WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; AdjustWindowRect( &r, style, FALSE ); } const int w = r.right - r.left; const int h = r.bottom - r.top; const RECT& monRect = g_wv.monitorRects[g_wv.monitor]; int dx = 0; int dy = 0; if ( !glInfo.winFullscreen ) { dx = ri.Cvar_Get( "vid_xpos", "0", 0 )->integer; dy = ri.Cvar_Get( "vid_ypos", "0", 0 )->integer; dx = Com_ClampInt( 0, max( 0, monRect.right - monRect.left - w ), dx ); dy = Com_ClampInt( 0, max( 0, monRect.bottom - monRect.top - h ), dy ); } const int x = monRect.left + dx; const int y = monRect.top + dy; g_wv.duringCreateWindow = qtrue; g_wv.hWnd = CreateWindowEx( exstyle, CLIENT_WINDOW_TITLE, " " CLIENT_WINDOW_TITLE, style, x, y, w, h, NULL, NULL, g_wv.hInstance, NULL ); g_wv.duringCreateWindow = qfalse; if ( !g_wv.hWnd ) ri.Error( ERR_FATAL, "GLW_CreateWindow() - Couldn't create window" ); ShowWindow( g_wv.hWnd, SW_SHOW ); UpdateWindow( g_wv.hWnd ); ri.Printf( PRINT_DEVELOPER, "...created window@%d,%d (%dx%d)\n", x, y, w, h ); } else { ri.Printf( PRINT_DEVELOPER, "...window already present, CreateWindowEx skipped\n" ); } if ( WIN_UsingOpenGL() && !GLW_InitDriver() ) { ShowWindow( g_wv.hWnd, SW_HIDE ); DestroyWindow( g_wv.hWnd ); g_wv.hWnd = NULL; return qfalse; } SetForegroundWindow( g_wv.hWnd ); SetFocus( g_wv.hWnd ); return qtrue; } static const char* GLW_GetCurrentDisplayDeviceName() { static char deviceName[CCHDEVICENAME + 1]; const HMONITOR hMonitor = g_wv.hMonitors[g_wv.monitor]; if ( hMonitor == NULL ) return NULL; MONITORINFOEXA info; ZeroMemory( &info, sizeof(info) ); info.cbSize = sizeof(info); if ( GetMonitorInfoA(hMonitor, &info) == 0 ) return NULL; Q_strncpyz( deviceName, info.szDevice, sizeof(deviceName) ); return deviceName; } static void GLW_UpdateMonitorRect( const char* deviceName ) { if ( deviceName == NULL ) return; DEVMODEA dm; ZeroMemory( &dm, sizeof(dm) ); dm.dmSize = sizeof(dm); if ( EnumDisplaySettingsExA(deviceName, ENUM_CURRENT_SETTINGS, &dm, 0) == 0 ) return; if ( dm.dmPelsWidth == 0 || dm.dmPelsHeight == 0 ) return; // Normally, we should check dm.dmFields for the following flags: // DM_POSITION DM_PELSWIDTH DM_PELSHEIGHT // EnumDisplaySettingsExA doesn't always set up the flags properly. RECT& rect = g_wv.monitorRects[g_wv.monitor]; rect.left = dm.dmPosition.x; rect.top = dm.dmPosition.y; rect.right = dm.dmPosition.x + dm.dmPelsWidth; rect.bottom = dm.dmPosition.y + dm.dmPelsHeight; } static qbool GLW_SetDisplaySettings( DEVMODE& dm ) { const char* deviceName = GLW_GetCurrentDisplayDeviceName(); const int ec = ChangeDisplaySettingsExA( deviceName, &dm, NULL, CDS_FULLSCREEN, NULL ); if ( ec == DISP_CHANGE_SUCCESSFUL ) { glw_state.cdsDevMode = dm; glw_state.cdsDevModeValid = qtrue; GLW_UpdateMonitorRect( deviceName ); return qtrue; } glw_state.cdsDevModeValid = qfalse; ri.Printf( PRINT_ALL, "...CDS: %ix%i (C%i) failed: ", (int)dm.dmPelsWidth, (int)dm.dmPelsHeight, (int)dm.dmBitsPerPel ); #define CDS_ERROR(x) case x: ri.Printf( PRINT_ALL, #x##"\n" ); break; switch (ec) { default: ri.Printf( PRINT_ALL, "unknown error %d\n", ec ); break; CDS_ERROR( DISP_CHANGE_RESTART ); CDS_ERROR( DISP_CHANGE_BADPARAM ); CDS_ERROR( DISP_CHANGE_BADFLAGS ); CDS_ERROR( DISP_CHANGE_FAILED ); CDS_ERROR( DISP_CHANGE_BADMODE ); CDS_ERROR( DISP_CHANGE_NOTUPDATED ); } #undef CDS_ERROR return qfalse; } static void GLW_ResetDisplaySettings( qbool invalidate ) { const char* deviceName = GLW_GetCurrentDisplayDeviceName(); ChangeDisplaySettingsEx( deviceName, NULL, NULL, 0, NULL ); GLW_UpdateMonitorRect( deviceName ); if ( invalidate ) glw_state.cdsDevModeValid = qfalse; } void WIN_SetGameDisplaySettings() { if ( glw_state.cdsDevModeValid ) GLW_SetDisplaySettings( glw_state.cdsDevMode ); } void WIN_SetDesktopDisplaySettings() { // We don't invalidate glw_state.cdsDevModeValid so we can // return to the previous mode later. GLW_ResetDisplaySettings( qfalse ); } static qbool GLW_SetMode() { WIN_InitMonitorList(); WIN_UpdateMonitorIndexFromCvar(); const RECT& monRect = g_wv.monitorRects[g_wv.monitor]; const int desktopWidth = (int)(monRect.right - monRect.left); const int desktopHeight = (int)(monRect.bottom - monRect.top); R_ConfigureVideoMode( desktopWidth, desktopHeight ); DEVMODE dm; ZeroMemory( &dm, sizeof( dm ) ); dm.dmSize = sizeof( dm ); if (glInfo.vidFullscreen != glw_state.cdsDevModeValid) { if (glInfo.vidFullscreen) { dm.dmPelsWidth = glConfig.vidWidth; dm.dmPelsHeight = glConfig.vidHeight; dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; if ( r_displayRefresh->integer ) { dm.dmDisplayFrequency = r_displayRefresh->integer; dm.dmFields |= DM_DISPLAYFREQUENCY; } dm.dmBitsPerPel = 32; dm.dmFields |= DM_BITSPERPEL; dm.dmPosition.x = monRect.left; dm.dmPosition.y = monRect.top; dm.dmFields |= DM_POSITION; glInfo.vidFullscreen = GLW_SetDisplaySettings( dm ); } else { GLW_ResetDisplaySettings( qtrue ); } } if (!GLW_CreateWindow()) return qfalse; if (EnumDisplaySettingsA( GLW_GetCurrentDisplayDeviceName(), ENUM_CURRENT_SETTINGS, &dm )) glInfo.displayFrequency = dm.dmDisplayFrequency; return qtrue; } static qbool WIN_LoadGL() { glw_state.hinstOpenGL = LoadLibraryA( "opengl32.dll" ); if ( glw_state.hinstOpenGL == NULL ) return qfalse; return qtrue; } static void WIN_UnloadGL() { if ( glw_state.hinstOpenGL ) { FreeLibrary( glw_state.hinstOpenGL ); glw_state.hinstOpenGL = NULL; } } static qbool GLW_LoadOpenGL() { // only real GL implementations are acceptable // load the driver and bind our function pointers to it if ( WIN_LoadGL() ) { // create the window and set up the context if ( GLW_SetMode() ) { return qtrue; } } WIN_UnloadGL(); return qfalse; } void Sys_V_EndFrame() { if ( !WIN_UsingOpenGL() ) return; if ( r_swapInterval->modified ) { r_swapInterval->modified = qfalse; if ( WGLEW_EXT_swap_control ) { int swapInterval = r_swapInterval->integer; if ( swapInterval < 0 && !WGLEW_EXT_swap_control_tear ) swapInterval = -swapInterval; wglSwapIntervalEXT( swapInterval ); } } SwapBuffers( glw_state.hDC ); } void Sys_V_Init( galId_t type ) { win_galId = type; if ( WIN_UsingOpenGL() ) { ri.Printf( PRINT_DEVELOPER, "Initializing OpenGL subsystem\n" ); // load appropriate DLL and initialize subsystem if ( !GLW_LoadOpenGL() ) ri.Error( ERR_FATAL, "Sys_V_Init - could not load OpenGL subsystem\n" ); } else { if ( !GLW_SetMode() ) ri.Error( ERR_FATAL, "Sys_V_Init - could not load Direct3D subsystem\n" ); } } static void Sys_ShutdownOpenGL() { const char* success[] = { "failed", "success" }; int retVal; ri.Printf( PRINT_DEVELOPER, "Shutting down OpenGL subsystem\n" ); retVal = wglMakeCurrent( NULL, NULL ) != 0; ri.Printf( PRINT_DEVELOPER, "...wglMakeCurrent( NULL, NULL ): %s\n", success[retVal] ); // delete HGLRC if ( glw_state.hGLRC ) { retVal = wglDeleteContext( glw_state.hGLRC ) != 0; ri.Printf( PRINT_DEVELOPER, "...deleting GL context: %s\n", success[retVal] ); glw_state.hGLRC = NULL; } // release DC if ( glw_state.hDC ) { retVal = ReleaseDC( g_wv.hWnd, glw_state.hDC ) != 0; ri.Printf( PRINT_DEVELOPER, "...releasing DC: %s\n", success[retVal] ); glw_state.hDC = NULL; } } void Sys_V_Shutdown() { Sys_ShutdownInput(); if ( WIN_UsingOpenGL() ) Sys_ShutdownOpenGL(); // destroy window if ( g_wv.hWnd ) { ri.Printf( PRINT_DEVELOPER, "...destroying window\n" ); ShowWindow( g_wv.hWnd, SW_HIDE ); DestroyWindow( g_wv.hWnd ); g_wv.hWnd = NULL; glw_state.pixelFormatSet = qfalse; } // reset display settings if ( glw_state.cdsDevModeValid ) { ri.Printf( PRINT_DEVELOPER, "...resetting display\n" ); GLW_ResetDisplaySettings( qtrue ); } // shutdown OpenGL subsystem if ( WIN_UsingOpenGL() ) WIN_UnloadGL(); } qbool Sys_V_IsVSynced() { // with Direct3D, our swap interval is (normally) respected if ( !WIN_UsingOpenGL() ) return r_swapInterval->integer != 0; // with OpenGL, our request is often ignored (driver control panel overrides) // unfortunately, the value returned here might not be what we want either... if ( WGLEW_EXT_swap_control ) { const int interval = wglGetSwapIntervalEXT(); if ( WGLEW_EXT_swap_control_tear ) return interval != 0; else return interval > 0; } return qfalse; } qbool Sys_IsMinimized() { return ( g_wv.hWnd != NULL ) && !!IsIconic( g_wv.hWnd ); } void WIN_UpdateResolution( int width, int height ) { glInfo.winWidth = width; glInfo.winHeight = height; if ( r_fullscreen->integer == 0 ) { glConfig.vidWidth = width; glConfig.vidHeight = height; } }