cnq3/code/win32/win_glimp.cpp
myT c60d47e93f cleaned up tr_gl2.cpp and prefixes in win32 code
tr_gl2.cpp now uses the proper interface for printing errors
tr_gl2.cpp now has function names that make sense
removed old references to GLimp_*
cleaned up prefixes in the Windows platform layer
2017-11-03 19:35:35 +01:00

714 lines
18 KiB
C++

/*
===========================================================================
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_GL_EndFrame
** Sys_GL_Init
** Sys_GL_Shutdown
**
** 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 "resource.h"
#include "glw_win.h"
#include "wglext.h"
#include "win_local.h"
#define TRY_PFD_SUCCESS 0
#define TRY_PFD_FAIL_SOFT 1
#define TRY_PFD_FAIL_HARD 2
glwstate_t glw_state;
/*
** 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 = qwglCreateContext( 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 ( !qwglMakeCurrent( glw_state.hDC, glw_state.hGLRC ) )
{
qwglDeleteContext( 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" );
}
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( int width, int height )
{
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 = width;
r.bottom = height;
int style = WS_VISIBLE | WS_CLIPCHILDREN;
int exstyle = 0;
if ( glInfo.isFullscreen )
{
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.isFullscreen )
{
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.hWnd = CreateWindowEx( exstyle, CLIENT_WINDOW_TITLE, " "CLIENT_WINDOW_TITLE, style,
x, y, w, h, NULL, NULL, g_wv.hInstance, NULL );
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 ( !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( qbool cdsFullscreen )
{
glInfo.isFullscreen = cdsFullscreen;
WIN_UpdateMonitorIndexFromCvar();
if ( !R_GetModeInfo( &glConfig.vidWidth, &glConfig.vidHeight, &glConfig.windowAspect ) ) {
const RECT& monRect = g_wv.monitorRects[g_wv.monitor];
glConfig.vidWidth = monRect.right - monRect.left;
glConfig.vidHeight = monRect.bottom - monRect.top;
glConfig.windowAspect = (float)glConfig.vidWidth / glConfig.vidHeight;
cdsFullscreen = qfalse;
}
//ri.Printf( PRINT_DEVELOPER, "...setting mode %dx%d %s\n", glConfig.vidWidth, glConfig.vidHeight, cdsFullscreen ? "FS" : "W" );
DEVMODE dm;
ZeroMemory( &dm, sizeof( dm ) );
dm.dmSize = sizeof( dm );
if (cdsFullscreen != glw_state.cdsDevModeValid) {
if (cdsFullscreen) {
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;
const RECT& monRect = g_wv.monitorRects[g_wv.monitor];
dm.dmPosition.x = monRect.left;
dm.dmPosition.y = monRect.top;
dm.dmFields |= DM_POSITION;
glInfo.isFullscreen = GLW_SetDisplaySettings( dm );
}
else
{
GLW_ResetDisplaySettings( qtrue );
}
}
if (!GLW_CreateWindow( glConfig.vidWidth, glConfig.vidHeight ))
return qfalse;
if (EnumDisplaySettingsA( GLW_GetCurrentDisplayDeviceName(), ENUM_CURRENT_SETTINGS, &dm ))
glInfo.displayFrequency = dm.dmDisplayFrequency;
return qtrue;
}
static qbool GLW_LoadOpenGL()
{
// only real GL implementations are acceptable
// load the driver and bind our function pointers to it
if ( WIN_LoadGL( "opengl32" ) ) {
// create the window and set up the context
if ( GLW_SetMode( (qbool)!!r_fullscreen->integer ) ) {
return qtrue;
}
}
WIN_UnloadGL();
return qfalse;
}
void Sys_GL_EndFrame()
{
if ( r_swapInterval->modified ) {
r_swapInterval->modified = qfalse;
if ( qwglSwapIntervalEXT ) {
qwglSwapIntervalEXT( r_swapInterval->integer );
}
}
SwapBuffers( glw_state.hDC );
}
void Sys_GL_Init()
{
ri.Printf( PRINT_DEVELOPER, "Initializing OpenGL subsystem\n" );
// save off hInstance for the subsystems
const cvar_t* cv = ri.Cvar_Get( "win_hinstance", "", 0 );
sscanf( cv->string, "%i", (int *)&g_wv.hInstance );
// load appropriate DLL and initialize subsystem
if (!GLW_LoadOpenGL())
ri.Error( ERR_FATAL, "Sys_GL_Init - could not load OpenGL subsystem\n" );
}
void Sys_GL_Shutdown()
{
const char* success[] = { "failed", "success" };
int retVal;
Sys_ShutdownInput();
// FIXME: Brian, we need better fallbacks from partially initialized failures
if ( !qwglMakeCurrent ) {
return;
}
ri.Printf( PRINT_DEVELOPER, "Shutting down OpenGL subsystem\n" );
// set current context to NULL
if ( qwglMakeCurrent )
{
retVal = qwglMakeCurrent( NULL, NULL ) != 0;
ri.Printf( PRINT_DEVELOPER, "...wglMakeCurrent( NULL, NULL ): %s\n", success[retVal] );
}
// delete HGLRC
if ( glw_state.hGLRC )
{
retVal = qwglDeleteContext( 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;
}
// 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
WIN_UnloadGL();
}
void WIN_UpdateResolution( int width, int height )
{
glConfig.vidWidth = width;
glConfig.vidHeight = height;
}