dhewm3/neo/renderer/RenderSystem_init.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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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.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/Licensee.h"
#include "framework/Console.h"
#include "framework/Session.h"
#include "renderer/VertexCache.h"
#include "renderer/ModelManager.h"
#include "renderer/RenderWorld_local.h"
#include "renderer/GuiModel.h"
#include "sound/sound.h"
#include "ui/UserInterface.h"
#include "renderer/tr_local.h"
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#include "framework/GameCallbacks_local.h"
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// Vista OpenGL wrapper check
#ifdef _WIN32
#include "sys/win32/win_local.h"
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#endif
#include "framework/miniz/miniz.h"
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static unsigned char* compress_for_stbiw(unsigned char* data, int data_len, int* out_len, int quality)
{
uLongf bufSize = compressBound(data_len);
// note that buf will be free'd by stb_image_write.h
// with STBIW_FREE() (plain free() by default)
unsigned char* buf = (unsigned char*)malloc(bufSize);
if (buf == NULL) return NULL;
if (compress2(buf, &bufSize, data, data_len, quality) != Z_OK)
{
free(buf);
return NULL;
}
*out_len = bufSize;
return buf;
}
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define STBIW_ZLIB_COMPRESS compress_for_stbiw
#include "stb_image_write.h"
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// functions that are not called every frame
glconfig_t glConfig;
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const char *r_rendererArgs[] = { "best", "arb2", NULL };
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idCVar r_inhibitFragmentProgram( "r_inhibitFragmentProgram", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the fragment program extension" );
idCVar r_useLightPortalFlow( "r_useLightPortalFlow", "1", CVAR_RENDERER | CVAR_BOOL, "use a more precise area reference determination" );
idCVar r_multiSamples( "r_multiSamples", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "number of antialiasing samples" );
idCVar r_mode( "r_mode", "5", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "video mode number" );
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idCVar r_displayRefresh( "r_displayRefresh", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "optional display refresh rate option for vid mode", 0.0f, 200.0f );
idCVar r_fullscreen( "r_fullscreen", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "0 = windowed, 1 = full screen" );
idCVar r_fullscreenDesktop( "r_fullscreenDesktop", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "0: 'real' fullscreen mode 1: keep resolution 'desktop' fullscreen mode" );
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idCVar r_customWidth( "r_customWidth", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen width. set r_mode to -1 to activate" );
idCVar r_customHeight( "r_customHeight", "486", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen height. set r_mode to -1 to activate" );
idCVar r_singleTriangle( "r_singleTriangle", "0", CVAR_RENDERER | CVAR_BOOL, "only draw a single triangle per primitive" );
idCVar r_checkBounds( "r_checkBounds", "0", CVAR_RENDERER | CVAR_BOOL, "compare all surface bounds with precalculated ones" );
idCVar r_useConstantMaterials( "r_useConstantMaterials", "1", CVAR_RENDERER | CVAR_BOOL, "use pre-calculated material registers if possible" );
idCVar r_useSilRemap( "r_useSilRemap", "1", CVAR_RENDERER | CVAR_BOOL, "consider verts with the same XYZ, but different ST the same for shadows" );
idCVar r_useNodeCommonChildren( "r_useNodeCommonChildren", "1", CVAR_RENDERER | CVAR_BOOL, "stop pushing reference bounds early when possible" );
idCVar r_useShadowProjectedCull( "r_useShadowProjectedCull", "1", CVAR_RENDERER | CVAR_BOOL, "discard triangles outside light volume before shadowing" );
idCVar r_useShadowVertexProgram( "r_useShadowVertexProgram", "1", CVAR_RENDERER | CVAR_BOOL, "do the shadow projection in the vertex program on capable cards" );
idCVar r_useShadowSurfaceScissor( "r_useShadowSurfaceScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor shadows by the scissor rect of the interaction surfaces" );
idCVar r_useInteractionTable( "r_useInteractionTable", "1", CVAR_RENDERER | CVAR_BOOL, "create a full entityDefs * lightDefs table to make finding interactions faster" );
idCVar r_useTurboShadow( "r_useTurboShadow", "1", CVAR_RENDERER | CVAR_BOOL, "use the infinite projection with W technique for dynamic shadows" );
idCVar r_useTwoSidedStencil( "r_useTwoSidedStencil", "1", CVAR_RENDERER | CVAR_BOOL, "do stencil shadows in one pass with different ops on each side" );
idCVar r_useDeferredTangents( "r_useDeferredTangents", "1", CVAR_RENDERER | CVAR_BOOL, "defer tangents calculations after deform" );
idCVar r_useCachedDynamicModels( "r_useCachedDynamicModels", "1", CVAR_RENDERER | CVAR_BOOL, "cache snapshots of dynamic models" );
idCVar r_useVertexBuffers( "r_useVertexBuffers", "1", CVAR_RENDERER | CVAR_INTEGER, "use ARB_vertex_buffer_object for vertexes", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> );
idCVar r_useIndexBuffers( "r_useIndexBuffers", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "use ARB_vertex_buffer_object for indexes", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> );
idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "avoid redundant state changes in GL_*() calls" );
idCVar r_useInfiniteFarZ( "r_useInfiniteFarZ", "1", CVAR_RENDERER | CVAR_BOOL, "use the no-far-clip-plane trick" );
idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f );
idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "1", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" );
idCVar r_finish( "r_finish", "0", CVAR_RENDERER | CVAR_BOOL, "force a call to glFinish() every frame" );
idCVar r_swapInterval( "r_swapInterval", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "changes the GL swap interval" );
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idCVar r_gamma( "r_gamma", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f );
idCVar r_brightness( "r_brightness", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 2.0f );
idCVar r_gammaInShader( "r_gammaInShader", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Set gamma and brightness in shaders instead using hardware gamma" );
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idCVar r_renderer( "r_renderer", "best", CVAR_RENDERER | CVAR_ARCHIVE, "hardware specific renderer path to use", r_rendererArgs, idCmdSystem::ArgCompletion_String<r_rendererArgs> );
idCVar r_jitter( "r_jitter", "0", CVAR_RENDERER | CVAR_BOOL, "randomly subpixel jitter the projection matrix" );
idCVar r_skipSuppress( "r_skipSuppress", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the per-view suppressions" );
idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings" );
idCVar r_skipLightScale( "r_skipLightScale", "0", CVAR_RENDERER | CVAR_BOOL, "don't do any post-interaction light scaling, makes things dim on low-dynamic range cards" );
idCVar r_skipInteractions( "r_skipInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip all light/surface interaction drawing" );
idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR_BOOL, "don't dynamically create textures" );
idCVar r_skipCopyTexture( "r_skipCopyTexture", "0", CVAR_RENDERER | CVAR_BOOL, "do all rendering, but don't actually copyTexSubImage2D" );
idCVar r_skipBackEnd( "r_skipBackEnd", "0", CVAR_RENDERER | CVAR_BOOL, "don't draw anything" );
idCVar r_skipRender( "r_skipRender", "0", CVAR_RENDERER | CVAR_BOOL, "skip 3D rendering, but pass 2D" );
idCVar r_skipRenderContext( "r_skipRenderContext", "0", CVAR_RENDERER | CVAR_BOOL, "NULL the rendering context during backend 3D rendering" );
idCVar r_skipTranslucent( "r_skipTranslucent", "0", CVAR_RENDERER | CVAR_BOOL, "skip the translucent interaction rendering" );
idCVar r_skipAmbient( "r_skipAmbient", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all non-interaction drawing" );
idCVar r_skipNewAmbient( "r_skipNewAmbient", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "bypasses all vertex/fragment program ambient drawing" );
idCVar r_skipBlendLights( "r_skipBlendLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all blend lights" );
idCVar r_skipFogLights( "r_skipFogLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all fog lights" );
idCVar r_skipDeforms( "r_skipDeforms", "0", CVAR_RENDERER | CVAR_BOOL, "leave all deform materials in their original state" );
idCVar r_skipFrontEnd( "r_skipFrontEnd", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all front end work, but 2D gui rendering still draws" );
idCVar r_skipUpdates( "r_skipUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't accept any entity or light updates, making everything static" );
idCVar r_skipOverlays( "r_skipOverlays", "0", CVAR_RENDERER | CVAR_BOOL, "skip overlay surfaces" );
idCVar r_skipSpecular( "r_skipSpecular", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_CHEAT | CVAR_ARCHIVE, "use black for specular1" );
idCVar r_skipBump( "r_skipBump", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "uses a flat surface instead of the bump map" );
idCVar r_skipDiffuse( "r_skipDiffuse", "0", CVAR_RENDERER | CVAR_BOOL, "use black for diffuse" );
idCVar r_skipROQ( "r_skipROQ", "0", CVAR_RENDERER | CVAR_BOOL, "skip ROQ decoding" );
idCVar r_ignore( "r_ignore", "0", CVAR_RENDERER, "used for random debugging without defining new vars" );
idCVar r_ignore2( "r_ignore2", "0", CVAR_RENDERER, "used for random debugging without defining new vars" );
idCVar r_usePreciseTriangleInteractions( "r_usePreciseTriangleInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "1 = do winding clipping to determine if each ambiguous tri should be lit" );
idCVar r_useCulling( "r_useCulling", "2", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = sphere, 2 = sphere + box", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_useLightCulling( "r_useLightCulling", "3", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_useLightScissors( "r_useLightScissors", "1", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each light" );
idCVar r_useClippedLightScissors( "r_useClippedLightScissors", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_useEntityCulling( "r_useEntityCulling", "1", CVAR_RENDERER | CVAR_BOOL, "0 = none, 1 = box" );
idCVar r_useEntityScissors( "r_useEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each entity" );
idCVar r_useInteractionCulling( "r_useInteractionCulling", "1", CVAR_RENDERER | CVAR_BOOL, "1 = cull interactions" );
idCVar r_useInteractionScissors( "r_useInteractionScissors", "2", CVAR_RENDERER | CVAR_INTEGER, "1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors", -2, 2, idCmdSystem::ArgCompletion_Integer<-2,2> );
idCVar r_useShadowCulling( "r_useShadowCulling", "1", CVAR_RENDERER | CVAR_BOOL, "try to cull shadows from partially visible lights" );
idCVar r_useFrustumFarDistance( "r_useFrustumFarDistance", "0", CVAR_RENDERER | CVAR_FLOAT, "if != 0 force the view frustum far distance to this distance" );
idCVar r_clear( "r_clear", "2", CVAR_RENDERER, "force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom" );
idCVar r_offsetFactor( "r_offsetfactor", "0", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" );
idCVar r_offsetUnits( "r_offsetunits", "-600", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" );
idCVar r_shadowPolygonOffset( "r_shadowPolygonOffset", "-1", CVAR_RENDERER | CVAR_FLOAT, "bias value added to depth test for stencil shadow drawing" );
idCVar r_shadowPolygonFactor( "r_shadowPolygonFactor", "0", CVAR_RENDERER | CVAR_FLOAT, "scale value for stencil shadow drawing" );
idCVar r_frontBuffer( "r_frontBuffer", "0", CVAR_RENDERER | CVAR_BOOL, "draw to front buffer for debugging" );
idCVar r_skipSubviews( "r_skipSubviews", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = don't render any gui elements on surfaces" );
idCVar r_skipGuiShaders( "r_skipGuiShaders", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_skipParticles( "r_skipParticles", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all particle systems", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> );
idCVar r_subviewOnly( "r_subviewOnly", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't render main view, allowing subviews to be debugged" );
idCVar r_shadows( "r_shadows", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "enable shadows" );
idCVar r_testARBProgram( "r_testARBProgram", "0", CVAR_RENDERER | CVAR_BOOL, "experiment with vertex/fragment programs" );
idCVar r_testGamma( "r_testGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels", 0, 195 );
idCVar r_testGammaBias( "r_testGammaBias", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" );
idCVar r_testStepGamma( "r_testStepGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" );
idCVar r_lightScale( "r_lightScale", "2", CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this" );
idCVar r_lightSourceRadius( "r_lightSourceRadius", "0", CVAR_RENDERER | CVAR_FLOAT, "for soft-shadow sampling" );
idCVar r_flareSize( "r_flareSize", "1", CVAR_RENDERER | CVAR_FLOAT, "scale the flare deforms from the material def" );
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idCVar r_useExternalShadows( "r_useExternalShadows", "1", CVAR_RENDERER | CVAR_INTEGER, "1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_useOptimizedShadows( "r_useOptimizedShadows", "1", CVAR_RENDERER | CVAR_BOOL, "use the dmap generated static shadow volumes" );
idCVar r_useScissor( "r_useScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor clip as portals and lights are processed" );
idCVar r_useCombinerDisplayLists( "r_useCombinerDisplayLists", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NOCHEAT, "put all nvidia register combiner programming in display lists" );
idCVar r_useDepthBoundsTest( "r_useDepthBoundsTest", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test to reduce shadow fill" );
idCVar r_screenFraction( "r_screenFraction", "100", CVAR_RENDERER | CVAR_INTEGER, "for testing fill rate, the resolution of the entire screen can be changed" );
idCVar r_demonstrateBug( "r_demonstrateBug", "0", CVAR_RENDERER | CVAR_BOOL, "used during development to show IHV's their problems" );
idCVar r_usePortals( "r_usePortals", "1", CVAR_RENDERER | CVAR_BOOL, " 1 = use portals to perform area culling, otherwise draw everything" );
idCVar r_singleLight( "r_singleLight", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one light" );
idCVar r_singleEntity( "r_singleEntity", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one entity" );
idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" );
idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" );
idCVar r_forceLoadImages( "r_forceLoadImages", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "draw all images to screen after registration" );
idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" );
idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "0", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" );
// visual debugging info
idCVar r_showPortals( "r_showPortals", "0", CVAR_RENDERER | CVAR_BOOL, "draw portal outlines in color based on passed / not passed" );
idCVar r_showUnsmoothedTangents( "r_showUnsmoothedTangents", "0", CVAR_RENDERER | CVAR_BOOL, "if 1, put all nvidia register combiner programming in display lists" );
idCVar r_showSilhouette( "r_showSilhouette", "0", CVAR_RENDERER | CVAR_BOOL, "highlight edges that are casting shadow planes" );
idCVar r_showVertexColor( "r_showVertexColor", "0", CVAR_RENDERER | CVAR_BOOL, "draws all triangles with the solid vertex color" );
idCVar r_showUpdates( "r_showUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "report entity and light updates and ref counts" );
idCVar r_showDemo( "r_showDemo", "0", CVAR_RENDERER | CVAR_BOOL, "report reads and writes to the demo file" );
idCVar r_showDynamic( "r_showDynamic", "0", CVAR_RENDERER | CVAR_BOOL, "report stats on dynamic surface generation" );
idCVar r_showLightScale( "r_showLightScale", "0", CVAR_RENDERER | CVAR_BOOL, "report the scale factor applied to drawing for overbrights" );
idCVar r_showDefs( "r_showDefs", "0", CVAR_RENDERER | CVAR_BOOL, "report the number of modeDefs and lightDefs in view" );
idCVar r_showTrace( "r_showTrace", "0", CVAR_RENDERER | CVAR_INTEGER, "show the intersection of an eye trace with the world", idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_showIntensity( "r_showIntensity", "0", CVAR_RENDERER | CVAR_BOOL, "draw the screen colors based on intensity, red = 0, green = 128, blue = 255" );
idCVar r_showImages( "r_showImages", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show all images instead of rendering, 2 = show in proportional size", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_showSmp( "r_showSmp", "0", CVAR_RENDERER | CVAR_BOOL, "show which end (front or back) is blocking" );
idCVar r_showLights( "r_showLights", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showShadows( "r_showShadows", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = visualize the stencil shadow volumes, 2 = draw filled in", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showShadowCount( "r_showShadowCount", "0", CVAR_RENDERER | CVAR_INTEGER, "colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> );
idCVar r_showLightScissors( "r_showLightScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show light scissor rectangles" );
idCVar r_showEntityScissors( "r_showEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show entity scissor rectangles" );
idCVar r_showInteractionFrustums( "r_showInteractionFrustums", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showInteractionScissors( "r_showInteractionScissors", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_showLightCount( "r_showLightCount", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showViewEntitys( "r_showViewEntitys", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view models, 2 = print index numbers" );
idCVar r_showTris( "r_showTris", "0", CVAR_RENDERER | CVAR_INTEGER, "enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showSurfaceInfo( "r_showSurfaceInfo", "0", CVAR_RENDERER | CVAR_BOOL, "show surface material name under crosshair" );
idCVar r_showNormals( "r_showNormals", "0", CVAR_RENDERER | CVAR_FLOAT, "draws wireframe normals" );
idCVar r_showMemory( "r_showMemory", "0", CVAR_RENDERER | CVAR_BOOL, "print frame memory utilization" );
idCVar r_showCull( "r_showCull", "0", CVAR_RENDERER | CVAR_BOOL, "report sphere and box culling stats" );
idCVar r_showInteractions( "r_showInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "report interaction generation activity" );
idCVar r_showDepth( "r_showDepth", "0", CVAR_RENDERER | CVAR_BOOL, "display the contents of the depth buffer and the depth range" );
idCVar r_showSurfaces( "r_showSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "report surface/light/shadow counts" );
idCVar r_showPrimitives( "r_showPrimitives", "0", CVAR_RENDERER | CVAR_INTEGER, "report drawsurf/index/vertex counts" );
idCVar r_showEdges( "r_showEdges", "0", CVAR_RENDERER | CVAR_BOOL, "draw the sil edges" );
idCVar r_showTexturePolarity( "r_showTexturePolarity", "0", CVAR_RENDERER | CVAR_BOOL, "shade triangles by texture area polarity" );
idCVar r_showTangentSpace( "r_showTangentSpace", "0", CVAR_RENDERER | CVAR_INTEGER, "shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showDominantTri( "r_showDominantTri", "0", CVAR_RENDERER | CVAR_BOOL, "draw lines from vertexes to center of dominant triangles" );
idCVar r_showAlloc( "r_showAlloc", "0", CVAR_RENDERER | CVAR_BOOL, "report alloc/free counts" );
idCVar r_showTextureVectors( "r_showTextureVectors", "0", CVAR_RENDERER | CVAR_FLOAT, " if > 0 draw each triangles texture (tangent) vectors" );
idCVar r_showOverDraw( "r_showOverDraw", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_lockSurfaces( "r_lockSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "allow moving the view point without changing the composition of the scene, including culling" );
idCVar r_useEntityCallbacks( "r_useEntityCallbacks", "1", CVAR_RENDERER | CVAR_BOOL, "if 0, issue the callback immediately at update time, rather than defering" );
idCVar r_showSkel( "r_showSkel", "0", CVAR_RENDERER | CVAR_INTEGER, "draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_jointNameScale( "r_jointNameScale", "0.02", CVAR_RENDERER | CVAR_FLOAT, "size of joint names when r_showskel is set to 1" );
idCVar r_jointNameOffset( "r_jointNameOffset", "0.5", CVAR_RENDERER | CVAR_FLOAT, "offset of joint names when r_showskel is set to 1" );
idCVar r_debugLineDepthTest( "r_debugLineDepthTest", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "perform depth test on debug lines" );
idCVar r_debugLineWidth( "r_debugLineWidth", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "width of debug lines" );
idCVar r_debugArrowStep( "r_debugArrowStep", "120", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "step size of arrow cone line rotation in degrees", 0, 120 );
idCVar r_debugPolygonFilled( "r_debugPolygonFilled", "1", CVAR_RENDERER | CVAR_BOOL, "draw a filled polygon" );
idCVar r_materialOverride( "r_materialOverride", "", CVAR_RENDERER, "overrides all materials", idCmdSystem::ArgCompletion_Decl<DECL_MATERIAL> );
idCVar r_debugRenderToTexture( "r_debugRenderToTexture", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
// DG: let users disable the "scale menus to 4:3" hack
idCVar r_scaleMenusTo43( "r_scaleMenusTo43", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Scale menus, fullscreen videos and PDA to 4:3 aspect ratio" );
// DG: the fscking patent has finally expired
idCVar r_useCarmacksReverse( "r_useCarmacksReverse", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Use Z-Fail (Carmack's Reverse) when rendering shadows" );
idCVar r_useStencilOpSeparate( "r_useStencilOpSeparate", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Use glStencilOpSeparate() (if available) when rendering shadows" );
idCVar r_screenshotFormat("r_screenshotFormat", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Screenshot format. 0 = TGA (default), 1 = BMP, 2 = PNG, 3 = JPG");
idCVar r_screenshotJpgQuality("r_screenshotJpgQuality", "75", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Screenshot quality for JPG images (1-100). Lower value means smaller file but worse quality");
idCVar r_screenshotPngCompression("r_screenshotPngCompression", "3", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Compression level when using PNG screenshots (0-9). Higher levels generate smaller files, but take noticeably longer");
// define qgl functions
#define QGLPROC(name, rettype, args) rettype (APIENTRYP q##name) args;
#include "renderer/qgl_proc.h"
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void ( APIENTRY * qglMultiTexCoord2fARB )( GLenum texture, GLfloat s, GLfloat t );
void ( APIENTRY * qglMultiTexCoord2fvARB )( GLenum texture, GLfloat *st );
void ( APIENTRY * qglActiveTextureARB )( GLenum texture );
void ( APIENTRY * qglClientActiveTextureARB )( GLenum texture );
void (APIENTRY *qglTexImage3D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
void (APIENTRY * qglColorTableEXT)( int, int, int, int, int, const void * );
// EXT_stencil_two_side
PFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT;
// ARB_texture_compression
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
// ARB_vertex_buffer_object
PFNGLBINDBUFFERARBPROC qglBindBufferARB;
PFNGLDELETEBUFFERSARBPROC qglDeleteBuffersARB;
PFNGLGENBUFFERSARBPROC qglGenBuffersARB;
PFNGLISBUFFERARBPROC qglIsBufferARB;
PFNGLBUFFERDATAARBPROC qglBufferDataARB;
PFNGLBUFFERSUBDATAARBPROC qglBufferSubDataARB;
PFNGLGETBUFFERSUBDATAARBPROC qglGetBufferSubDataARB;
PFNGLMAPBUFFERARBPROC qglMapBufferARB;
PFNGLUNMAPBUFFERARBPROC qglUnmapBufferARB;
PFNGLGETBUFFERPARAMETERIVARBPROC qglGetBufferParameterivARB;
PFNGLGETBUFFERPOINTERVARBPROC qglGetBufferPointervARB;
// ARB_vertex_program / ARB_fragment_program
PFNGLVERTEXATTRIBPOINTERARBPROC qglVertexAttribPointerARB;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC qglEnableVertexAttribArrayARB;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC qglDisableVertexAttribArrayARB;
PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB;
PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
PFNGLPROGRAMENVPARAMETER4FVARBPROC qglProgramEnvParameter4fvARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC qglProgramLocalParameter4fvARB;
// GL_EXT_depth_bounds_test
PFNGLDEPTHBOUNDSEXTPROC qglDepthBoundsEXT;
// DG: couldn't find any extension for this, it's supported in GL2.0 and newer, incl OpenGL ES2.0
PFNGLSTENCILOPSEPARATEPROC qglStencilOpSeparate;
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// eez: This is a slight hack for letting us select the desired screenshot format in other functions
// This is a hack to avoid adding another function parameter to idRenderSystem::TakeScreenshot(),
// which would break the API of the dhewm3 SDK for mods.
// Note that this is reset to -1 (which means: use value of r_screenshotFormat) at the end of
// idRenderSystemLocal::TakeScreenshot(), so if your code wants to enforce a specific format,
// it must set g_screenshotFormat accordingly before each call to TakeScreenshot().
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int g_screenshotFormat = -1;
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/*
=================
R_CheckExtension
=================
*/
bool R_CheckExtension( const char *name ) {
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if ( !strstr( glConfig.extensions_string, name ) ) {
common->Printf( "X..%s not found\n", name );
return false;
}
common->Printf( "...using %s\n", name );
return true;
}
/*
==================
R_CheckPortableExtensions
==================
*/
static void R_CheckPortableExtensions( void ) {
glConfig.glVersion = atof( glConfig.version_string );
// GL_ARB_multitexture
glConfig.multitextureAvailable = R_CheckExtension( "GL_ARB_multitexture" );
if ( glConfig.multitextureAvailable ) {
qglMultiTexCoord2fARB = (void(APIENTRY *)(GLenum, GLfloat, GLfloat))GLimp_ExtensionPointer( "glMultiTexCoord2fARB" );
qglMultiTexCoord2fvARB = (void(APIENTRY *)(GLenum, GLfloat *))GLimp_ExtensionPointer( "glMultiTexCoord2fvARB" );
qglActiveTextureARB = (void(APIENTRY *)(GLenum))GLimp_ExtensionPointer( "glActiveTextureARB" );
qglClientActiveTextureARB = (void(APIENTRY *)(GLenum))GLimp_ExtensionPointer( "glClientActiveTextureARB" );
qglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, (GLint *)&glConfig.maxTextureUnits );
if ( glConfig.maxTextureUnits > MAX_MULTITEXTURE_UNITS ) {
glConfig.maxTextureUnits = MAX_MULTITEXTURE_UNITS;
}
if ( glConfig.maxTextureUnits < 2 ) {
glConfig.multitextureAvailable = false; // shouldn't ever happen
}
qglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, (GLint *)&glConfig.maxTextureCoords );
qglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (GLint *)&glConfig.maxTextureImageUnits );
}
// GL_ARB_texture_env_combine
glConfig.textureEnvCombineAvailable = R_CheckExtension( "GL_ARB_texture_env_combine" );
// GL_ARB_texture_cube_map
glConfig.cubeMapAvailable = R_CheckExtension( "GL_ARB_texture_cube_map" );
// GL_ARB_texture_env_dot3
glConfig.envDot3Available = R_CheckExtension( "GL_ARB_texture_env_dot3" );
// GL_ARB_texture_env_add
glConfig.textureEnvAddAvailable = R_CheckExtension( "GL_ARB_texture_env_add" );
// GL_ARB_texture_non_power_of_two
glConfig.textureNonPowerOfTwoAvailable = R_CheckExtension( "GL_ARB_texture_non_power_of_two" );
// GL_ARB_texture_compression + GL_S3_s3tc
// DRI drivers may have GL_ARB_texture_compression but no GL_EXT_texture_compression_s3tc
if ( R_CheckExtension( "GL_ARB_texture_compression" ) && R_CheckExtension( "GL_EXT_texture_compression_s3tc" ) ) {
glConfig.textureCompressionAvailable = true;
qglCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)GLimp_ExtensionPointer( "glCompressedTexImage2DARB" );
qglGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)GLimp_ExtensionPointer( "glGetCompressedTexImageARB" );
} else {
glConfig.textureCompressionAvailable = false;
}
// GL_EXT_texture_filter_anisotropic
glConfig.anisotropicAvailable = R_CheckExtension( "GL_EXT_texture_filter_anisotropic" );
if ( glConfig.anisotropicAvailable ) {
qglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.maxTextureAnisotropy );
common->Printf( " maxTextureAnisotropy: %f\n", glConfig.maxTextureAnisotropy );
} else {
glConfig.maxTextureAnisotropy = 1;
}
// GL_EXT_texture_lod_bias
// The actual extension is broken as specificed, storing the state in the texture unit instead
// of the texture object. The behavior in GL 1.4 is the behavior we use.
if ( glConfig.glVersion >= 1.4 || R_CheckExtension( "GL_EXT_texture_lod" ) ) {
common->Printf( "...using %s\n", "GL_1.4_texture_lod_bias" );
glConfig.textureLODBiasAvailable = true;
} else {
common->Printf( "X..%s not found\n", "GL_1.4_texture_lod_bias" );
glConfig.textureLODBiasAvailable = false;
}
// GL_EXT_shared_texture_palette
glConfig.sharedTexturePaletteAvailable = R_CheckExtension( "GL_EXT_shared_texture_palette" );
if ( glConfig.sharedTexturePaletteAvailable ) {
qglColorTableEXT = ( void ( APIENTRY * ) ( int, int, int, int, int, const void * ) ) GLimp_ExtensionPointer( "glColorTableEXT" );
}
// GL_EXT_texture3D (not currently used for anything)
glConfig.texture3DAvailable = R_CheckExtension( "GL_EXT_texture3D" );
if ( glConfig.texture3DAvailable ) {
qglTexImage3D =
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(void (APIENTRY *)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *) )
GLimp_ExtensionPointer( "glTexImage3D" );
}
// EXT_stencil_wrap
// This isn't very important, but some pathological case might cause a clamp error and give a shadow bug.
// Nvidia also believes that future hardware may be able to run faster with this enabled to avoid the
// serialization of clamping.
if ( R_CheckExtension( "GL_EXT_stencil_wrap" ) ) {
tr.stencilIncr = GL_INCR_WRAP_EXT;
tr.stencilDecr = GL_DECR_WRAP_EXT;
} else {
tr.stencilIncr = GL_INCR;
tr.stencilDecr = GL_DECR;
}
// GL_EXT_stencil_two_side
glConfig.twoSidedStencilAvailable = R_CheckExtension( "GL_EXT_stencil_two_side" );
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if ( glConfig.twoSidedStencilAvailable )
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qglActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC)GLimp_ExtensionPointer( "glActiveStencilFaceEXT" );
if( glConfig.glVersion >= 2.0) {
common->Printf( "... got GL2.0+ glStencilOpSeparate()\n" );
qglStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)GLimp_ExtensionPointer( "glStencilOpSeparate" );
} else if( R_CheckExtension( "GL_ATI_separate_stencil" ) ) {
common->Printf( "... got glStencilOpSeparateATI() (GL_ATI_separate_stencil)\n" );
// the ATI version of glStencilOpSeparate() has the same signature and should also
// behave identical to the GL2 version (in Mesa3D it's just an alias)
qglStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)GLimp_ExtensionPointer( "glStencilOpSeparateATI" );
} else {
common->Printf( "... don't have glStencilOpSeparateATI() or (GL2.0+) glStencilOpSeparate()\n" );
qglStencilOpSeparate = NULL;
}
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// ARB_vertex_buffer_object
glConfig.ARBVertexBufferObjectAvailable = R_CheckExtension( "GL_ARB_vertex_buffer_object" );
if(glConfig.ARBVertexBufferObjectAvailable) {
qglBindBufferARB = (PFNGLBINDBUFFERARBPROC)GLimp_ExtensionPointer( "glBindBufferARB");
qglDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)GLimp_ExtensionPointer( "glDeleteBuffersARB");
qglGenBuffersARB = (PFNGLGENBUFFERSARBPROC)GLimp_ExtensionPointer( "glGenBuffersARB");
qglIsBufferARB = (PFNGLISBUFFERARBPROC)GLimp_ExtensionPointer( "glIsBufferARB");
qglBufferDataARB = (PFNGLBUFFERDATAARBPROC)GLimp_ExtensionPointer( "glBufferDataARB");
qglBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)GLimp_ExtensionPointer( "glBufferSubDataARB");
qglGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)GLimp_ExtensionPointer( "glGetBufferSubDataARB");
qglMapBufferARB = (PFNGLMAPBUFFERARBPROC)GLimp_ExtensionPointer( "glMapBufferARB");
qglUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)GLimp_ExtensionPointer( "glUnmapBufferARB");
qglGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)GLimp_ExtensionPointer( "glGetBufferParameterivARB");
qglGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)GLimp_ExtensionPointer( "glGetBufferPointervARB");
}
// ARB_vertex_program
glConfig.ARBVertexProgramAvailable = R_CheckExtension( "GL_ARB_vertex_program" );
if (glConfig.ARBVertexProgramAvailable) {
qglVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)GLimp_ExtensionPointer( "glVertexAttribPointerARB" );
qglEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)GLimp_ExtensionPointer( "glEnableVertexAttribArrayARB" );
qglDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)GLimp_ExtensionPointer( "glDisableVertexAttribArrayARB" );
qglProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)GLimp_ExtensionPointer( "glProgramStringARB" );
qglBindProgramARB = (PFNGLBINDPROGRAMARBPROC)GLimp_ExtensionPointer( "glBindProgramARB" );
qglGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)GLimp_ExtensionPointer( "glGenProgramsARB" );
qglProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramEnvParameter4fvARB" );
qglProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramLocalParameter4fvARB" );
}
// ARB_fragment_program
if ( r_inhibitFragmentProgram.GetBool() ) {
glConfig.ARBFragmentProgramAvailable = false;
} else {
glConfig.ARBFragmentProgramAvailable = R_CheckExtension( "GL_ARB_fragment_program" );
if (glConfig.ARBFragmentProgramAvailable) {
// these are the same as ARB_vertex_program
qglProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)GLimp_ExtensionPointer( "glProgramStringARB" );
qglBindProgramARB = (PFNGLBINDPROGRAMARBPROC)GLimp_ExtensionPointer( "glBindProgramARB" );
qglProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramEnvParameter4fvARB" );
qglProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramLocalParameter4fvARB" );
}
}
// check for minimum set
if ( !glConfig.multitextureAvailable || !glConfig.textureEnvCombineAvailable || !glConfig.cubeMapAvailable
|| !glConfig.envDot3Available ) {
common->Error( "%s", common->GetLanguageDict()->GetString( "#str_06780" ) );
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}
// GL_EXT_depth_bounds_test
glConfig.depthBoundsTestAvailable = R_CheckExtension( "EXT_depth_bounds_test" );
if ( glConfig.depthBoundsTestAvailable ) {
qglDepthBoundsEXT = (PFNGLDEPTHBOUNDSEXTPROC)GLimp_ExtensionPointer( "glDepthBoundsEXT" );
}
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}
/*
====================
R_GetModeInfo
r_mode is normally a small non-negative integer that
looks resolutions up in a table, but if it is set to -1,
the values from r_customWidth, and r_customHeight
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will be used instead.
====================
*/
typedef struct vidmode_s {
const char *description;
int width, height;
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} vidmode_t;
vidmode_t r_vidModes[] = {
{ "Mode 0: 320x240", 320, 240 },
{ "Mode 1: 400x300", 400, 300 },
{ "Mode 2: 512x384", 512, 384 },
{ "Mode 3: 640x480", 640, 480 },
{ "Mode 4: 800x600", 800, 600 },
{ "Mode 5: 1024x768", 1024, 768 },
{ "Mode 6: 1152x864", 1152, 864 },
{ "Mode 7: 1280x1024", 1280, 1024 },
{ "Mode 8: 1600x1200", 1600, 1200 },
// DG: from here on: modes I added.
{ "Mode 9: 1280x720", 1280, 720 },
{ "Mode 10: 1366x768", 1366, 768 },
{ "Mode 11: 1440x900", 1440, 900 },
{ "Mode 12: 1400x1050", 1400, 1050 },
{ "Mode 13: 1600x900", 1600, 900 },
{ "Mode 14: 1680x1050", 1680, 1050 },
{ "Mode 15: 1920x1080", 1920, 1080 },
{ "Mode 16: 1920x1200", 1920, 1200 },
{ "Mode 17: 2048x1152", 2048, 1152 },
{ "Mode 18: 2560x1600", 2560, 1600 },
{ "Mode 19: 3200x2400", 3200, 2400 },
{ "Mode 20: 3840x2160", 3840, 2160 },
{ "Mode 21: 4096x2304", 4096, 2304 },
{ "Mode 22: 2880x1800", 2880, 1800 },
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{ "Mode 23: 2560x1440", 2560, 1440 },
{ "Mode 24: 1440x1080", 1440, 1080 },
{ "Mode 25: 1280x800", 1280, 800 },
// 21:9 resolutions
{ "Mode 26: 2560x1080", 2560, 1080 },
{ "Mode 27: 3440x1440", 3440, 1440 },
{ "Mode 28: 3840x1600", 3840, 1600 },
{ "Mode 29: 5120x2160", 5120, 2160 },
// 32:9 resolutions
{ "Mode 30: 3840x1080", 3840, 1080 },
{ "Mode 31: 5120x1440", 5120, 1440 },
{ "Mode 32: 7680x2160", 7680, 2160 },
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};
// DG: made this an enum so even stupid compilers accept it as array length below
enum { s_numVidModes = sizeof( r_vidModes ) / sizeof( r_vidModes[0] ) };
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bool R_GetModeInfo( int *width, int *height, int mode ) {
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vidmode_t *vm;
if ( mode < -1 ) {
return false;
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}
if ( mode >= s_numVidModes ) {
return false;
}
if ( mode == -1 ) {
*width = r_customWidth.GetInteger();
*height = r_customHeight.GetInteger();
return true;
}
vm = &r_vidModes[mode];
if ( width ) {
*width = vm->width;
}
if ( height ) {
*height = vm->height;
}
return true;
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}
// DG: I added all this vidModeInfoPtr stuff, so I can have a second list of vidmodes
// that are sorted (by width, height), instead of just r_mode index.
// That way I can add modes without breaking r_mode, but still display them
// sorted in the menu.
struct vidModePtr {
vidmode_t* vidMode;
int modeIndex;
};
static vidModePtr sortedVidModes[s_numVidModes];
static int vidModeCmp(const void* vm1, const void* vm2)
{
const vidModePtr* v1 = static_cast<const vidModePtr*>(vm1);
const vidModePtr* v2 = static_cast<const vidModePtr*>(vm2);
// sort primarily by width, secondarily by height
int wdiff = v1->vidMode->width - v2->vidMode->width;
return (wdiff != 0) ? wdiff : (v1->vidMode->height - v2->vidMode->height);
}
static void initSortedVidModes()
{
if(sortedVidModes[0].vidMode != NULL)
{
// already initialized
return;
}
for(int i=0; i<s_numVidModes; ++i)
{
sortedVidModes[i].modeIndex = i;
sortedVidModes[i].vidMode = &r_vidModes[i];
}
qsort(sortedVidModes, s_numVidModes, sizeof(vidModePtr), vidModeCmp);
}
// DG: the following two functions are part of a horrible hack in ChoiceWindow.cpp
// to overwrite the default resolution list in the system options menu
// "r_custom*;640x480;800x600;1024x768;..."
idStr R_GetVidModeListString(bool addCustom)
{
idStr ret = addCustom ? "r_custom*" : "";
for(int i=0; i<s_numVidModes; ++i)
{
// for some reason, modes 0-2 are not used. maybe too small for GUI?
if(sortedVidModes[i].modeIndex >= 3 && sortedVidModes[i].vidMode != NULL)
{
idStr modeStr;
sprintf(modeStr, ";%dx%d", sortedVidModes[i].vidMode->width, sortedVidModes[i].vidMode->height);
ret += modeStr;
}
}
return ret;
}
// r_mode values for resolutions from R_GetVidModeListString(): "-1;3;4;5;..."
idStr R_GetVidModeValsString(bool addCustom)
{
idStr ret = addCustom ? "-1" : ""; // for custom resolutions using r_customWidth/r_customHeight
for(int i=0; i<s_numVidModes; ++i)
{
// for some reason, modes 0-2 are not used. maybe too small for GUI?
if(sortedVidModes[i].modeIndex >= 3 && sortedVidModes[i].vidMode != NULL)
{
ret += ";";
ret += sortedVidModes[i].modeIndex;
}
}
return ret;
}
// DG end
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/*
==================
R_InitOpenGL
This function is responsible for initializing a valid OpenGL subsystem
for rendering. This is done by calling the system specific GLimp_Init,
which gives us a working OGL subsystem, then setting all necessary openGL
state, including images, vertex programs, and display lists.
Changes to the vertex cache size or smp state require a vid_restart.
If glConfig.isInitialized is false, no rendering can take place, but
all renderSystem functions will still operate properly, notably the material
and model information functions.
==================
*/
void R_InitOpenGL( void ) {
GLint temp;
glimpParms_t parms;
int i;
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common->Printf( "----- Initializing OpenGL -----\n" );
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if ( glConfig.isInitialized ) {
common->FatalError( "R_InitOpenGL called while active" );
}
// in case we had an error while doing a tiled rendering
tr.viewportOffset[0] = 0;
tr.viewportOffset[1] = 0;
initSortedVidModes();
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//
// initialize OS specific portions of the renderSystem
//
for ( i = 0 ; i < 2 ; i++ ) {
// set the parameters we are trying
R_GetModeInfo( &glConfig.vidWidth, &glConfig.vidHeight, r_mode.GetInteger() );
parms.width = glConfig.vidWidth;
parms.height = glConfig.vidHeight;
parms.fullScreen = r_fullscreen.GetBool();
parms.displayHz = r_displayRefresh.GetInteger();
parms.multiSamples = r_multiSamples.GetInteger();
parms.stereo = false;
if ( GLimp_Init( parms ) ) {
// it worked
break;
}
if ( i == 1 ) {
common->FatalError( "Unable to initialize OpenGL" );
}
// if we failed, set everything back to "safe mode"
// and try again
r_mode.SetInteger( 3 );
r_fullscreen.SetInteger( 0 );
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r_displayRefresh.SetInteger( 0 );
r_multiSamples.SetInteger( 0 );
}
// load qgl function pointers
#define QGLPROC(name, rettype, args) \
q##name = (rettype(APIENTRYP)args)GLimp_ExtensionPointer(#name); \
if (!q##name) \
common->FatalError("Unable to initialize OpenGL (%s)", #name);
#include "renderer/qgl_proc.h"
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// input and sound systems need to be tied to the new window
Sys_InitInput();
soundSystem->InitHW();
// get our config strings
glConfig.vendor_string = (const char *)qglGetString(GL_VENDOR);
glConfig.renderer_string = (const char *)qglGetString(GL_RENDERER);
glConfig.version_string = (const char *)qglGetString(GL_VERSION);
glConfig.extensions_string = (const char *)qglGetString(GL_EXTENSIONS);
// OpenGL driver constants
qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp );
glConfig.maxTextureSize = temp;
// stubbed or broken drivers may have reported 0...
if ( glConfig.maxTextureSize <= 0 ) {
glConfig.maxTextureSize = 256;
}
glConfig.isInitialized = true;
2012-07-19 16:35:52 +00:00
common->Printf("OpenGL vendor: %s\n", glConfig.vendor_string );
common->Printf("OpenGL renderer: %s\n", glConfig.renderer_string );
common->Printf("OpenGL version: %s\n", glConfig.version_string );
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// recheck all the extensions (FIXME: this might be dangerous)
R_CheckPortableExtensions();
// parse our vertex and fragment programs, possibly disably support for
// one of the paths if there was an error
R_ARB2_Init();
cmdSystem->AddCommand( "reloadARBprograms", R_ReloadARBPrograms_f, CMD_FL_RENDERER, "reloads ARB programs" );
R_ReloadARBPrograms_f( idCmdArgs() );
// allocate the vertex array range or vertex objects
vertexCache.Init();
// select which renderSystem we are going to use
r_renderer.SetModified();
tr.SetBackEndRenderer();
// allocate the frame data, which may be more if smp is enabled
R_InitFrameData();
// Reset our gamma
r_gammaInShader.ClearModified();
if ( r_gammaInShader.GetBool() ) {
common->Printf( "Will apply r_gamma and r_brightness in shaders (r_gammaInShader 1)\n" );
} else {
common->Printf( "Will apply r_gamma and r_brightness in hardware (possibly on all screens; r_gammaInShader 0)\n" );
R_SetColorMappings();
}
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#ifdef _WIN32
static bool glCheck = false;
if ( !glCheck && win32.osversion.dwMajorVersion == 6 ) {
glCheck = true;
if ( !idStr::Icmp( glConfig.vendor_string, "Microsoft" ) && idStr::FindText( glConfig.renderer_string, "OpenGL-D3D" ) != -1 ) {
if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart partial windowed\n" );
Sys_GrabMouseCursor( false );
}
int ret = MessageBox( NULL, "Please install OpenGL drivers from your graphics hardware vendor to run " GAME_NAME ".\nYour OpenGL functionality is limited.",
"Insufficient OpenGL capabilities", MB_OKCANCEL | MB_ICONWARNING | MB_TASKMODAL );
if ( ret == IDCANCEL ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
cmdSystem->ExecuteCommandBuffer();
}
if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "vid_restart\n" );
}
}
}
#endif
}
/*
==================
GL_CheckErrors
==================
*/
void GL_CheckErrors( void ) {
int err;
char s[64];
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int i;
// check for up to 10 errors pending
for ( i = 0 ; i < 10 ; i++ ) {
err = qglGetError();
if ( err == GL_NO_ERROR ) {
return;
}
switch( err ) {
case GL_INVALID_ENUM:
strcpy( s, "GL_INVALID_ENUM" );
break;
case GL_INVALID_VALUE:
strcpy( s, "GL_INVALID_VALUE" );
break;
case GL_INVALID_OPERATION:
strcpy( s, "GL_INVALID_OPERATION" );
break;
case GL_STACK_OVERFLOW:
strcpy( s, "GL_STACK_OVERFLOW" );
break;
case GL_STACK_UNDERFLOW:
strcpy( s, "GL_STACK_UNDERFLOW" );
break;
case GL_OUT_OF_MEMORY:
strcpy( s, "GL_OUT_OF_MEMORY" );
break;
default:
idStr::snPrintf( s, sizeof(s), "%i", err);
break;
}
if ( !r_ignoreGLErrors.GetBool() ) {
common->Printf( "GL_CheckErrors: %s\n", s );
}
}
}
/*
=====================
R_ReloadSurface_f
Reload the material displayed by r_showSurfaceInfo
=====================
*/
static void R_ReloadSurface_f( const idCmdArgs &args ) {
modelTrace_t mt;
idVec3 start, end;
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// start far enough away that we don't hit the player model
start = tr.primaryView->renderView.vieworg + tr.primaryView->renderView.viewaxis[0] * 16;
end = start + tr.primaryView->renderView.viewaxis[0] * 1000.0f;
if ( !tr.primaryWorld->Trace( mt, start, end, 0.0f, false ) ) {
return;
}
common->Printf( "Reloading %s\n", mt.material->GetName() );
// reload the decl
mt.material->base->Reload();
// reload any images used by the decl
mt.material->ReloadImages( false );
}
/*
==============
R_ListModes_f
==============
*/
static void R_ListModes_f( const idCmdArgs &args ) {
int i;
common->Printf( "\n" );
for ( i = 0; i < s_numVidModes; i++ ) {
common->Printf( "%s\n", r_vidModes[i].description );
}
common->Printf( "\n" );
}
/*
=============
R_TestImage_f
Display the given image centered on the screen.
testimage <number>
testimage <filename>
=============
*/
void R_TestImage_f( const idCmdArgs &args ) {
int imageNum;
if ( tr.testVideo ) {
delete tr.testVideo;
tr.testVideo = NULL;
}
tr.testImage = NULL;
if ( args.Argc() != 2 ) {
return;
}
if ( idStr::IsNumeric( args.Argv(1) ) ) {
imageNum = atoi( args.Argv(1) );
if ( imageNum >= 0 && imageNum < globalImages->images.Num() ) {
tr.testImage = globalImages->images[imageNum];
}
} else {
tr.testImage = globalImages->ImageFromFile( args.Argv( 1 ), TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT );
}
}
/*
=============
R_TestVideo_f
Plays the cinematic file in a testImage
=============
*/
void R_TestVideo_f( const idCmdArgs &args ) {
if ( tr.testVideo ) {
delete tr.testVideo;
tr.testVideo = NULL;
}
tr.testImage = NULL;
if ( args.Argc() < 2 ) {
return;
}
tr.testImage = globalImages->ImageFromFile( "_scratch", TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT );
tr.testVideo = idCinematic::Alloc();
tr.testVideo->InitFromFile( args.Argv( 1 ), true );
cinData_t cin;
cin = tr.testVideo->ImageForTime( 0 );
if ( !cin.image ) {
delete tr.testVideo;
tr.testVideo = NULL;
tr.testImage = NULL;
return;
}
common->Printf( "%i x %i images\n", cin.imageWidth, cin.imageHeight );
int len = tr.testVideo->AnimationLength();
common->Printf( "%5.1f seconds of video\n", len * 0.001 );
tr.testVideoStartTime = tr.primaryRenderView.time * 0.001;
// try to play the matching wav file
idStr wavString = args.Argv( ( args.Argc() == 2 ) ? 1 : 2 );
wavString.StripFileExtension();
wavString = wavString + ".wav";
session->sw->PlayShaderDirectly( wavString.c_str() );
}
static int R_QsortSurfaceAreas( const void *a, const void *b ) {
const idMaterial *ea, *eb;
int ac, bc;
ea = *(idMaterial **)a;
if ( !ea->EverReferenced() ) {
ac = 0;
} else {
ac = ea->GetSurfaceArea();
}
eb = *(idMaterial **)b;
if ( !eb->EverReferenced() ) {
bc = 0;
} else {
bc = eb->GetSurfaceArea();
}
if ( ac < bc ) {
return -1;
}
if ( ac > bc ) {
return 1;
}
return idStr::Icmp( ea->GetName(), eb->GetName() );
}
/*
===================
R_ReportSurfaceAreas_f
Prints a list of the materials sorted by surface area
===================
*/
void R_ReportSurfaceAreas_f( const idCmdArgs &args ) {
int i, count;
idMaterial **list;
count = declManager->GetNumDecls( DECL_MATERIAL );
list = (idMaterial **)_alloca( count * sizeof( *list ) );
for ( i = 0 ; i < count ; i++ ) {
list[i] = (idMaterial *)declManager->DeclByIndex( DECL_MATERIAL, i, false );
}
qsort( list, count, sizeof( list[0] ), R_QsortSurfaceAreas );
// skip over ones with 0 area
for ( i = 0 ; i < count ; i++ ) {
if ( list[i]->GetSurfaceArea() > 0 ) {
break;
}
}
for ( ; i < count ; i++ ) {
// report size in "editor blocks"
int blocks = list[i]->GetSurfaceArea() / 4096.0;
common->Printf( "%7i %s\n", blocks, list[i]->GetName() );
}
}
/*
===================
R_ReportImageDuplication_f
Checks for images with the same hash value and does a better comparison
===================
*/
void R_ReportImageDuplication_f( const idCmdArgs &args ) {
int i, j;
common->Printf( "Images with duplicated contents:\n" );
int count = 0;
for ( i = 0 ; i < globalImages->images.Num() ; i++ ) {
idImage *image1 = globalImages->images[i];
if ( image1->isPartialImage ) {
// ignore background loading stubs
continue;
}
if ( image1->generatorFunction ) {
// ignore procedural images
continue;
}
if ( image1->cubeFiles != CF_2D ) {
// ignore cube maps
continue;
}
if ( image1->defaulted ) {
continue;
}
byte *data1;
int w1, h1;
R_LoadImageProgram( image1->imgName, &data1, &w1, &h1, NULL );
for ( j = 0 ; j < i ; j++ ) {
idImage *image2 = globalImages->images[j];
if ( image2->isPartialImage ) {
continue;
}
if ( image2->generatorFunction ) {
continue;
}
if ( image2->cubeFiles != CF_2D ) {
continue;
}
if ( image2->defaulted ) {
continue;
}
if ( image1->imageHash != image2->imageHash ) {
continue;
}
if ( image2->uploadWidth != image1->uploadWidth
|| image2->uploadHeight != image1->uploadHeight ) {
continue;
}
if ( !idStr::Icmp( image1->imgName, image2->imgName ) ) {
// ignore same image-with-different-parms
continue;
}
byte *data2;
int w2, h2;
R_LoadImageProgram( image2->imgName, &data2, &w2, &h2, NULL );
if ( w2 != w1 || h2 != h1 ) {
R_StaticFree( data2 );
continue;
}
if ( memcmp( data1, data2, w1*h1*4 ) ) {
R_StaticFree( data2 );
continue;
}
R_StaticFree( data2 );
common->Printf( "%s == %s\n", image1->imgName.c_str(), image2->imgName.c_str() );
session->UpdateScreen( true );
count++;
break;
}
R_StaticFree( data1 );
}
common->Printf( "%i / %i collisions\n", count, globalImages->images.Num() );
}
/*
==============================================================================
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THROUGHPUT BENCHMARKING
==============================================================================
*/
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/*
================
R_RenderingFPS
================
*/
static float R_RenderingFPS( const renderView_t *renderView ) {
qglFinish();
int start = Sys_Milliseconds();
static const int SAMPLE_MSEC = 1000;
int end;
int count = 0;
while( 1 ) {
// render
renderSystem->BeginFrame( glConfig.vidWidth, glConfig.vidHeight );
tr.primaryWorld->RenderScene( renderView );
renderSystem->EndFrame( NULL, NULL );
qglFinish();
count++;
end = Sys_Milliseconds();
if ( end - start > SAMPLE_MSEC ) {
break;
}
}
float fps = count * 1000.0 / ( end - start );
return fps;
}
/*
================
R_Benchmark_f
================
*/
void R_Benchmark_f( const idCmdArgs &args ) {
float fps, msec;
renderView_t view;
if ( !tr.primaryView ) {
common->Printf( "No primaryView for benchmarking\n" );
return;
}
view = tr.primaryRenderView;
for ( int size = 100 ; size >= 10 ; size -= 10 ) {
r_screenFraction.SetInteger( size );
fps = R_RenderingFPS( &view );
int kpix = glConfig.vidWidth * glConfig.vidHeight * ( size * 0.01 ) * ( size * 0.01 ) * 0.001;
msec = 1000.0 / fps;
common->Printf( "kpix: %4i msec:%5.1f fps:%5.1f\n", kpix, msec, fps );
}
// enable r_singleTriangle 1 while r_screenFraction is still at 10
r_singleTriangle.SetBool( 1 );
fps = R_RenderingFPS( &view );
msec = 1000.0 / fps;
common->Printf( "single tri msec:%5.1f fps:%5.1f\n", msec, fps );
r_singleTriangle.SetBool( 0 );
r_screenFraction.SetInteger( 100 );
// enable r_skipRenderContext 1
r_skipRenderContext.SetBool( true );
fps = R_RenderingFPS( &view );
msec = 1000.0 / fps;
common->Printf( "no context msec:%5.1f fps:%5.1f\n", msec, fps );
r_skipRenderContext.SetBool( false );
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
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/*
====================
R_ReadTiledPixels
Allows the rendering of an image larger than the actual window by
tiling it into window-sized chunks and rendering each chunk separately
If ref isn't specified, the full session UpdateScreen will be done.
====================
*/
void R_ReadTiledPixels( int width, int height, byte *buffer, renderView_t *ref = NULL ) {
// include extra space for OpenGL padding to word boundaries
byte *temp = (byte *)R_StaticAlloc( (glConfig.vidWidth+3) * glConfig.vidHeight * 3 );
int oldWidth = glConfig.vidWidth;
int oldHeight = glConfig.vidHeight;
tr.tiledViewport[0] = width;
tr.tiledViewport[1] = height;
// disable scissor, so we don't need to adjust all those rects
r_useScissor.SetBool( false );
for ( int xo = 0 ; xo < width ; xo += oldWidth ) {
for ( int yo = 0 ; yo < height ; yo += oldHeight ) {
tr.viewportOffset[0] = -xo;
tr.viewportOffset[1] = -yo;
if ( ref ) {
tr.BeginFrame( oldWidth, oldHeight );
tr.primaryWorld->RenderScene( ref );
tr.EndFrame( NULL, NULL );
} else {
session->UpdateScreen(false);
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}
int w = oldWidth;
if ( xo + w > width ) {
w = width - xo;
}
int h = oldHeight;
if ( yo + h > height ) {
h = height - yo;
}
qglReadBuffer( GL_FRONT );
qglReadPixels( 0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, temp );
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int row = ( w * 3 + 3 ) & ~3; // OpenGL pads to dword boundaries
for ( int y = 0 ; y < h ; y++ ) {
memcpy( buffer + ( ( yo + y )* width + xo ) * 3,
temp + y * row, w * 3 );
}
}
}
r_useScissor.SetBool( true );
tr.viewportOffset[0] = 0;
tr.viewportOffset[1] = 0;
tr.tiledViewport[0] = 0;
tr.tiledViewport[1] = 0;
R_StaticFree( temp );
glConfig.vidWidth = oldWidth;
glConfig.vidHeight = oldHeight;
}
/*
==================
WriteScreenshotForSTBIW
Callback to each stbi_write_* function
==================
*/
static void WriteScreenshotForSTBIW(void* context, void* data, int size)
{
idFile* f = (idFile*)context;
f->Write(data, size);
}
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/*
==================
2011-11-22 21:28:15 +00:00
TakeScreenshot
Move to tr_imagefiles.c...
Will automatically tile render large screen shots if necessary
Downsample is the number of steps to mipmap the image before saving it
If ref == NULL, session->updateScreen will be used
==================
*/
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void idRenderSystemLocal::TakeScreenshot( int width, int height, const char *fileName, int blends, renderView_t *ref ) {
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byte *buffer, *swapBuffer;
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int i, j;
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takingScreenshot = true;
int pix = width * height;
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int lineSize = width * 3;
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buffer = (byte *)R_StaticAlloc(pix*3);
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swapBuffer = (byte*)R_StaticAlloc(lineSize);
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if ( blends <= 1 ) {
R_ReadTiledPixels( width, height, buffer, ref );
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} else {
unsigned short *shortBuffer = (unsigned short *)R_StaticAlloc(pix*2*3);
memset( shortBuffer, 0, pix*2*3 );
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// enable anti-aliasing jitter
r_jitter.SetBool( true );
for ( i = 0 ; i < blends ; i++ ) {
R_ReadTiledPixels( width, height, buffer, ref );
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for ( j = 0 ; j < pix*3 ; j++ ) {
shortBuffer[j] += buffer[j];
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}
}
// divide back to bytes
for ( i = 0 ; i < pix*3 ; i++ ) {
buffer[i] = shortBuffer[i] / blends;
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}
R_StaticFree( shortBuffer );
r_jitter.SetBool( false );
}
// The buffer is upside down, we need to flip it the right way.
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for (i = 0; i < height / 2; ++i) {
byte* line1 = &buffer[i * lineSize];
byte* line2 = &buffer[(height - i - 1) * lineSize];
memcpy(swapBuffer, line1, lineSize);
memcpy(line1, line2, lineSize);
memcpy(line2, swapBuffer, lineSize);
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}
idFile* f;
if (strstr(fileName, "viewnote")) {
f = fileSystem->OpenFileWrite( fileName, "fs_cdpath" );
}
else {
f = fileSystem->OpenFileWrite( fileName );
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}
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// If no specific format is requested, default to using the CVar value.
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if (g_screenshotFormat == -1) {
g_screenshotFormat = cvarSystem->GetCVarInteger( "r_screenshotFormat" );
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}
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switch (g_screenshotFormat) {
default:
stbi_write_tga_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer );
break;
case 1:
stbi_write_bmp_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer);
break;
case 2:
stbi_write_png_compression_level = idMath::ClampInt( 0, 9, r_screenshotPngCompression.GetInteger() );
stbi_write_png_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer, 3 * width );
break;
case 3:
stbi_write_jpg_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer, idMath::ClampInt( 1, 100, r_screenshotJpgQuality.GetInteger() ) );
break;
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}
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g_screenshotFormat = -1;
fileSystem->CloseFile(f);
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R_StaticFree( buffer );
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R_StaticFree( swapBuffer );
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takingScreenshot = false;
}
/*
==================
2011-11-22 21:28:15 +00:00
R_ScreenshotFilename
Returns a filename with digits appended
if we have saved a previous screenshot, don't scan
from the beginning, because recording demo avis can involve
thousands of shots
==================
*/
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void R_ScreenshotFilename( int &lastNumber, const char *base, idStr &fileName ) {
int a,b,c,d, e;
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bool fsrestrict = cvarSystem->GetCVarBool( "fs_restrict" );
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cvarSystem->SetCVarBool( "fs_restrict", false );
int format = cvarSystem->GetCVarInteger("r_screenshotFormat");
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lastNumber++;
if ( lastNumber > 99999 ) {
lastNumber = 99999;
}
for ( ; lastNumber < 99999 ; lastNumber++ ) {
int frac = lastNumber;
a = frac / 10000;
frac -= a*10000;
b = frac / 1000;
frac -= b*1000;
c = frac / 100;
frac -= c*100;
d = frac / 10;
frac -= d*10;
e = frac;
switch (format) {
default:
sprintf(fileName, "%s%i%i%i%i%i.tga", base, a, b, c, d, e);
break;
case 1:
sprintf(fileName, "%s%i%i%i%i%i.bmp", base, a, b, c, d, e);
break;
case 2:
sprintf(fileName, "%s%i%i%i%i%i.png", base, a, b, c, d, e);
break;
case 3:
sprintf(fileName, "%s%i%i%i%i%i.jpg", base, a, b, c, d, e);
break;
}
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if ( lastNumber == 99999 ) {
break;
}
int len = fileSystem->ReadFile( fileName, NULL, NULL );
if ( len <= 0 ) {
break;
}
// check again...
}
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cvarSystem->SetCVarBool( "fs_restrict", fsrestrict );
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}
/*
==================
2011-11-22 21:28:15 +00:00
R_BlendedScreenShot
screenshot
screenshot [filename]
screenshot [width] [height]
screenshot [width] [height] [samples]
==================
*/
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#define MAX_BLENDS 256 // to keep the accumulation in shorts
void R_ScreenShot_f( const idCmdArgs &args ) {
static int lastNumber = 0;
idStr checkname;
int width = glConfig.vidWidth;
int height = glConfig.vidHeight;
int blends = 0;
switch ( args.Argc() ) {
case 1:
width = glConfig.vidWidth;
height = glConfig.vidHeight;
blends = 1;
R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname );
break;
case 2:
width = glConfig.vidWidth;
height = glConfig.vidHeight;
blends = 1;
checkname = args.Argv( 1 );
break;
case 3:
width = atoi( args.Argv( 1 ) );
height = atoi( args.Argv( 2 ) );
blends = 1;
R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname );
break;
case 4:
width = atoi( args.Argv( 1 ) );
height = atoi( args.Argv( 2 ) );
blends = atoi( args.Argv( 3 ) );
if ( blends < 1 ) {
blends = 1;
}
if ( blends > MAX_BLENDS ) {
blends = MAX_BLENDS;
}
R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname );
break;
default:
common->Printf( "usage: screenshot\n screenshot <filename>\n screenshot <width> <height>\n screenshot <width> <height> <blends>\n" );
return;
}
// put the console away
console->Close();
tr.TakeScreenshot( width, height, checkname, blends, NULL );
common->Printf( "Wrote %s\n", checkname.c_str() );
}
/*
===============
R_StencilShot
Save out a screenshot showing the stencil buffer expanded by 16x range
===============
*/
void R_StencilShot( void ) {
byte *buffer;
int i, c;
int width = tr.GetScreenWidth();
int height = tr.GetScreenHeight();
int pix = width * height;
c = pix * 3 + 18;
buffer = (byte *)Mem_Alloc(c);
memset (buffer, 0, 18);
byte *byteBuffer = (byte *)Mem_Alloc(pix);
qglReadPixels( 0, 0, width, height, GL_STENCIL_INDEX , GL_UNSIGNED_BYTE, byteBuffer );
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for ( i = 0 ; i < pix ; i++ ) {
buffer[18+i*3] =
buffer[18+i*3+1] =
// buffer[18+i*3+2] = ( byteBuffer[i] & 15 ) * 16;
buffer[18+i*3+2] = byteBuffer[i];
}
// fill in the header (this is vertically flipped, which qglReadPixels emits)
buffer[2] = 2; // uncompressed type
buffer[12] = width & 255;
buffer[13] = width >> 8;
buffer[14] = height & 255;
buffer[15] = height >> 8;
buffer[16] = 24; // pixel size
fileSystem->WriteFile( "screenshots/stencilShot.tga", buffer, c, "fs_savepath" );
Mem_Free( buffer );
Mem_Free( byteBuffer );
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}
/*
==================
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R_EnvShot_f
envshot <basename>
Saves out env/<basename>_ft.tga, etc
==================
*/
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void R_EnvShot_f( const idCmdArgs &args ) {
idStr fullname;
const char *baseName;
int i;
idMat3 axis[6];
renderView_t ref;
viewDef_t primary;
int blends;
const char *extensions[6] = { "_px.tga", "_nx.tga", "_py.tga", "_ny.tga",
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"_pz.tga", "_nz.tga" };
int size;
if ( args.Argc() != 2 && args.Argc() != 3 && args.Argc() != 4 ) {
common->Printf( "USAGE: envshot <basename> [size] [blends]\n" );
return;
}
baseName = args.Argv( 1 );
blends = 1;
if ( args.Argc() == 4 ) {
size = atoi( args.Argv( 2 ) );
blends = atoi( args.Argv( 3 ) );
} else if ( args.Argc() == 3 ) {
size = atoi( args.Argv( 2 ) );
blends = 1;
} else {
size = 256;
blends = 1;
}
if ( !tr.primaryView ) {
common->Printf( "No primary view.\n" );
return;
}
primary = *tr.primaryView;
memset( &axis, 0, sizeof( axis ) );
axis[0][0][0] = 1;
axis[0][1][2] = 1;
axis[0][2][1] = 1;
axis[1][0][0] = -1;
axis[1][1][2] = -1;
axis[1][2][1] = 1;
axis[2][0][1] = 1;
axis[2][1][0] = -1;
axis[2][2][2] = -1;
axis[3][0][1] = -1;
axis[3][1][0] = -1;
axis[3][2][2] = 1;
axis[4][0][2] = 1;
axis[4][1][0] = -1;
axis[4][2][1] = 1;
axis[5][0][2] = -1;
axis[5][1][0] = 1;
axis[5][2][1] = 1;
for ( i = 0 ; i < 6 ; i++ ) {
ref = primary.renderView;
ref.x = ref.y = 0;
ref.fov_x = ref.fov_y = 90;
ref.width = glConfig.vidWidth;
ref.height = glConfig.vidHeight;
ref.viewaxis = axis[i];
sprintf( fullname, "env/%s%s", baseName, extensions[i] );
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g_screenshotFormat = 0;
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tr.TakeScreenshot( size, size, fullname, blends, &ref );
}
common->Printf( "Wrote %s, etc\n", fullname.c_str() );
}
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//============================================================================
static idMat3 cubeAxis[6];
/*
==================
R_SampleCubeMap
==================
*/
void R_SampleCubeMap( const idVec3 &dir, int size, byte *buffers[6], byte result[4] ) {
float adir[3];
int axis, x, y;
adir[0] = fabs(dir[0]);
adir[1] = fabs(dir[1]);
adir[2] = fabs(dir[2]);
if ( dir[0] >= adir[1] && dir[0] >= adir[2] ) {
axis = 0;
} else if ( -dir[0] >= adir[1] && -dir[0] >= adir[2] ) {
axis = 1;
} else if ( dir[1] >= adir[0] && dir[1] >= adir[2] ) {
axis = 2;
} else if ( -dir[1] >= adir[0] && -dir[1] >= adir[2] ) {
axis = 3;
} else if ( dir[2] >= adir[1] && dir[2] >= adir[2] ) {
axis = 4;
} else {
axis = 5;
}
float fx = (dir * cubeAxis[axis][1]) / (dir * cubeAxis[axis][0]);
float fy = (dir * cubeAxis[axis][2]) / (dir * cubeAxis[axis][0]);
fx = -fx;
fy = -fy;
x = size * 0.5 * (fx + 1);
y = size * 0.5 * (fy + 1);
if ( x < 0 ) {
x = 0;
} else if ( x >= size ) {
x = size-1;
}
if ( y < 0 ) {
y = 0;
} else if ( y >= size ) {
y = size-1;
}
result[0] = buffers[axis][(y*size+x)*4+0];
result[1] = buffers[axis][(y*size+x)*4+1];
result[2] = buffers[axis][(y*size+x)*4+2];
result[3] = buffers[axis][(y*size+x)*4+3];
}
/*
==================
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R_MakeAmbientMap_f
R_MakeAmbientMap_f <basename> [size]
Saves out env/<basename>_amb_ft.tga, etc
==================
*/
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void R_MakeAmbientMap_f( const idCmdArgs &args ) {
idStr fullname;
const char *baseName;
int i;
const char *extensions[6] = { "_px.tga", "_nx.tga", "_py.tga", "_ny.tga",
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"_pz.tga", "_nz.tga" };
int outSize;
byte *buffers[6];
int width, height;
if ( args.Argc() != 2 && args.Argc() != 3 ) {
common->Printf( "USAGE: ambientshot <basename> [size]\n" );
return;
}
baseName = args.Argv( 1 );
if ( args.Argc() == 3 ) {
outSize = atoi( args.Argv( 2 ) );
} else {
outSize = 32;
}
memset( &cubeAxis, 0, sizeof( cubeAxis ) );
cubeAxis[0][0][0] = 1;
cubeAxis[0][1][2] = 1;
cubeAxis[0][2][1] = 1;
cubeAxis[1][0][0] = -1;
cubeAxis[1][1][2] = -1;
cubeAxis[1][2][1] = 1;
cubeAxis[2][0][1] = 1;
cubeAxis[2][1][0] = -1;
cubeAxis[2][2][2] = -1;
cubeAxis[3][0][1] = -1;
cubeAxis[3][1][0] = -1;
cubeAxis[3][2][2] = 1;
cubeAxis[4][0][2] = 1;
cubeAxis[4][1][0] = -1;
cubeAxis[4][2][1] = 1;
cubeAxis[5][0][2] = -1;
cubeAxis[5][1][0] = 1;
cubeAxis[5][2][1] = 1;
// read all of the images
for ( i = 0 ; i < 6 ; i++ ) {
sprintf( fullname, "env/%s%s", baseName, extensions[i] );
common->Printf( "loading %s\n", fullname.c_str() );
session->UpdateScreen();
R_LoadImage( fullname, &buffers[i], &width, &height, NULL, true );
if ( !buffers[i] ) {
common->Printf( "failed.\n" );
for ( i-- ; i >= 0 ; i-- ) {
Mem_Free( buffers[i] );
}
return;
}
}
// resample with hemispherical blending
int samples = 1000;
byte *outBuffer = (byte *)_alloca( outSize * outSize * 4 );
for ( int map = 0 ; map < 2 ; map++ ) {
for ( i = 0 ; i < 6 ; i++ ) {
for ( int x = 0 ; x < outSize ; x++ ) {
for ( int y = 0 ; y < outSize ; y++ ) {
idVec3 dir;
float total[3];
dir = cubeAxis[i][0] + -( -1 + 2.0*x/(outSize-1) ) * cubeAxis[i][1] + -( -1 + 2.0*y/(outSize-1) ) * cubeAxis[i][2];
dir.Normalize();
total[0] = total[1] = total[2] = 0;
//samples = 1;
float limit = map ? 0.95 : 0.25; // small for specular, almost hemisphere for ambient
for ( int s = 0 ; s < samples ; s++ ) {
// pick a random direction vector that is inside the unit sphere but not behind dir,
// which is a robust way to evenly sample a hemisphere
idVec3 test;
while( 1 ) {
for ( int j = 0 ; j < 3 ; j++ ) {
test[j] = -1 + 2 * (rand()&0x7fff)/(float)0x7fff;
}
if ( test.Length() > 1.0 ) {
continue;
}
test.Normalize();
if ( test * dir > limit ) { // don't do a complete hemisphere
break;
}
}
byte result[4];
//test = dir;
R_SampleCubeMap( test, width, buffers, result );
total[0] += result[0];
total[1] += result[1];
total[2] += result[2];
}
outBuffer[(y*outSize+x)*4+0] = total[0] / samples;
outBuffer[(y*outSize+x)*4+1] = total[1] / samples;
outBuffer[(y*outSize+x)*4+2] = total[2] / samples;
outBuffer[(y*outSize+x)*4+3] = 255;
}
}
if ( map == 0 ) {
sprintf( fullname, "env/%s_amb%s", baseName, extensions[i] );
} else {
sprintf( fullname, "env/%s_spec%s", baseName, extensions[i] );
}
common->Printf( "writing %s\n", fullname.c_str() );
session->UpdateScreen();
R_WriteTGA( fullname, outBuffer, outSize, outSize );
}
}
for ( i = 0 ; i < 6 ; i++ ) {
if ( buffers[i] ) {
Mem_Free( buffers[i] );
}
}
}
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//============================================================================
/*
===============
R_SetColorMappings
===============
*/
void R_SetColorMappings( void ) {
if ( r_gammaInShader.GetBool() ) {
// nothing to do here
return;
}
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int i, j;
float g, b;
int inf;
unsigned short gammaTable[256];
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b = r_brightness.GetFloat();
g = r_gamma.GetFloat();
for ( i = 0; i < 256; i++ ) {
j = i * b;
if (j > 255) {
j = 255;
}
if ( g == 1 ) {
inf = (j<<8) | j;
} else {
inf = 0xffff * pow ( j/255.0f, 1.0f / g ) + 0.5f;
}
if (inf < 0) {
inf = 0;
}
if (inf > 0xffff) {
inf = 0xffff;
}
gammaTable[i] = inf;
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}
GLimp_SetGamma( gammaTable, gammaTable, gammaTable );
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}
/*
================
GfxInfo_f
================
*/
static void GfxInfo_f( const idCmdArgs &args ) {
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const char *fsstrings[] =
{
"windowed",
"fullscreen"
};
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const char* fsmode = fsstrings[r_fullscreen.GetBool()];
if ( r_fullscreen.GetBool() && r_fullscreenDesktop.GetBool() )
fsmode = "desktop-fullscreen";
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common->Printf( "\nGL_VENDOR: %s\n", glConfig.vendor_string );
common->Printf( "GL_RENDERER: %s\n", glConfig.renderer_string );
common->Printf( "GL_VERSION: %s\n", glConfig.version_string );
common->Printf( "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
common->Printf( "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
common->Printf( "GL_MAX_TEXTURE_UNITS_ARB: %d\n", glConfig.maxTextureUnits );
common->Printf( "GL_MAX_TEXTURE_COORDS_ARB: %d\n", glConfig.maxTextureCoords );
common->Printf( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %d\n", glConfig.maxTextureImageUnits );
common->Printf( "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
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common->Printf( "MODE: %d, %d x %d %s hz:", r_mode.GetInteger(), glConfig.vidWidth, glConfig.vidHeight, fsmode );
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if ( glConfig.displayFrequency ) {
common->Printf( "%d\n", glConfig.displayFrequency );
} else {
common->Printf( "N/A\n" );
}
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common->Printf( "Logical Window size: %g x %g\n", glConfig.winWidth, glConfig.winHeight );
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const char *active[2] = { "", " (ACTIVE)" };
if ( glConfig.allowARB2Path ) {
common->Printf( "ARB2 path ENABLED%s\n", active[tr.backEndRenderer == BE_ARB2] );
} else {
common->Printf( "ARB2 path disabled\n" );
}
if ( r_finish.GetBool() ) {
common->Printf( "Forcing glFinish\n" );
} else {
common->Printf( "glFinish not forced\n" );
}
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bool tss = glConfig.twoSidedStencilAvailable;
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if ( !r_useTwoSidedStencil.GetBool() && tss ) {
common->Printf( "Two sided stencil available but disabled\n" );
} else if ( !tss ) {
common->Printf( "Two sided stencil not available\n" );
} else if ( tss ) {
common->Printf( "Using two sided stencil\n" );
}
if ( vertexCache.IsFast() ) {
common->Printf( "Vertex cache is fast\n" );
} else {
common->Printf( "Vertex cache is SLOW\n" );
}
}
/*
=================
R_VidRestart_f
=================
*/
void R_VidRestart_f( const idCmdArgs &args ) {
int err;
// if OpenGL isn't started, do nothing
if ( !glConfig.isInitialized ) {
return;
}
// DG: notify the game DLL about the reloadImages and vid_restart commands
if(gameCallbacks.reloadImagesCB != NULL)
{
gameCallbacks.reloadImagesCB(gameCallbacks.reloadImagesUserArg, args);
}
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bool full = true;
bool forceWindow = false;
for ( int i = 1 ; i < args.Argc() ; i++ ) {
if ( idStr::Icmp( args.Argv( i ), "partial" ) == 0 ) {
full = false;
continue;
}
if ( idStr::Icmp( args.Argv( i ), "windowed" ) == 0 ) {
forceWindow = true;
continue;
}
}
// this could take a while, so give them the cursor back ASAP
Sys_GrabMouseCursor( false );
// dump ambient caches
renderModelManager->FreeModelVertexCaches();
// free any current world interaction surfaces and vertex caches
R_FreeDerivedData();
// make sure the defered frees are actually freed
R_ToggleSmpFrame();
R_ToggleSmpFrame();
// free the vertex caches so they will be regenerated again
vertexCache.PurgeAll();
// sound and input are tied to the window we are about to destroy
if ( full ) {
// free all of our texture numbers
soundSystem->ShutdownHW();
Sys_ShutdownInput();
globalImages->PurgeAllImages();
// free the context and close the window
GLimp_Shutdown();
glConfig.isInitialized = false;
// create the new context and vertex cache
bool latch = cvarSystem->GetCVarBool( "r_fullscreen" );
if ( forceWindow ) {
cvarSystem->SetCVarBool( "r_fullscreen", false );
}
R_InitOpenGL();
cvarSystem->SetCVarBool( "r_fullscreen", latch );
// regenerate all images
globalImages->ReloadAllImages();
} else {
glimpParms_t parms;
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parms.width = glConfig.winWidth; // DG: HighDPI adjustment: explicitly use window size
parms.height = glConfig.winHeight;
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parms.fullScreen = ( forceWindow ) ? false : r_fullscreen.GetBool();
parms.displayHz = r_displayRefresh.GetInteger();
parms.multiSamples = r_multiSamples.GetInteger();
parms.stereo = false;
GLimp_SetScreenParms( parms );
}
// make sure the regeneration doesn't use anything no longer valid
tr.viewCount++;
tr.viewDef = NULL;
// regenerate all necessary interactions
R_RegenerateWorld_f( idCmdArgs() );
// check for problems
err = qglGetError();
if ( err != GL_NO_ERROR ) {
common->Printf( "glGetError() = 0x%x\n", err );
}
// start sound playing again
soundSystem->SetMute( false );
}
/*
=================
R_InitMaterials
=================
*/
void R_InitMaterials( void ) {
tr.defaultMaterial = declManager->FindMaterial( "_default", false );
if ( !tr.defaultMaterial ) {
common->FatalError( "_default material not found" );
}
declManager->FindMaterial( "_default", false );
// needed by R_DeriveLightData
declManager->FindMaterial( "lights/defaultPointLight" );
declManager->FindMaterial( "lights/defaultProjectedLight" );
}
/*
=================
R_SizeUp_f
Keybinding command
=================
*/
static void R_SizeUp_f( const idCmdArgs &args ) {
if ( r_screenFraction.GetInteger() + 10 > 100 ) {
r_screenFraction.SetInteger( 100 );
} else {
r_screenFraction.SetInteger( r_screenFraction.GetInteger() + 10 );
}
}
/*
=================
R_SizeDown_f
Keybinding command
=================
*/
static void R_SizeDown_f( const idCmdArgs &args ) {
if ( r_screenFraction.GetInteger() - 10 < 10 ) {
r_screenFraction.SetInteger( 10 );
} else {
r_screenFraction.SetInteger( r_screenFraction.GetInteger() - 10 );
}
}
/*
===============
TouchGui_f
this is called from the main thread
===============
*/
void R_TouchGui_f( const idCmdArgs &args ) {
const char *gui = args.Argv( 1 );
if ( !gui[0] ) {
common->Printf( "USAGE: touchGui <guiName>\n" );
return;
}
common->Printf( "touchGui %s\n", gui );
session->UpdateScreen();
uiManager->Touch( gui );
}
/*
=================
R_InitCvars
=================
*/
void R_InitCvars( void ) {
// update latched cvars here
}
/*
=================
R_InitCommands
=================
*/
void R_InitCommands( void ) {
cmdSystem->AddCommand( "MakeMegaTexture", idMegaTexture::MakeMegaTexture_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "processes giant images" );
cmdSystem->AddCommand( "sizeUp", R_SizeUp_f, CMD_FL_RENDERER, "makes the rendered view larger" );
cmdSystem->AddCommand( "sizeDown", R_SizeDown_f, CMD_FL_RENDERER, "makes the rendered view smaller" );
cmdSystem->AddCommand( "reloadGuis", R_ReloadGuis_f, CMD_FL_RENDERER, "reloads guis" );
cmdSystem->AddCommand( "listGuis", R_ListGuis_f, CMD_FL_RENDERER, "lists guis" );
cmdSystem->AddCommand( "touchGui", R_TouchGui_f, CMD_FL_RENDERER, "touches a gui" );
cmdSystem->AddCommand( "screenshot", R_ScreenShot_f, CMD_FL_RENDERER, "takes a screenshot" );
cmdSystem->AddCommand( "envshot", R_EnvShot_f, CMD_FL_RENDERER, "takes an environment shot" );
cmdSystem->AddCommand( "makeAmbientMap", R_MakeAmbientMap_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "makes an ambient map" );
cmdSystem->AddCommand( "benchmark", R_Benchmark_f, CMD_FL_RENDERER, "benchmark" );
cmdSystem->AddCommand( "gfxInfo", GfxInfo_f, CMD_FL_RENDERER, "show graphics info" );
cmdSystem->AddCommand( "modulateLights", R_ModulateLights_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "modifies shader parms on all lights" );
cmdSystem->AddCommand( "testImage", R_TestImage_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given image centered on screen", idCmdSystem::ArgCompletion_ImageName );
cmdSystem->AddCommand( "testVideo", R_TestVideo_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given cinematic", idCmdSystem::ArgCompletion_VideoName );
cmdSystem->AddCommand( "reportSurfaceAreas", R_ReportSurfaceAreas_f, CMD_FL_RENDERER, "lists all used materials sorted by surface area" );
cmdSystem->AddCommand( "reportImageDuplication", R_ReportImageDuplication_f, CMD_FL_RENDERER, "checks all referenced images for duplications" );
cmdSystem->AddCommand( "regenerateWorld", R_RegenerateWorld_f, CMD_FL_RENDERER, "regenerates all interactions" );
cmdSystem->AddCommand( "showInteractionMemory", R_ShowInteractionMemory_f, CMD_FL_RENDERER, "shows memory used by interactions" );
cmdSystem->AddCommand( "showTriSurfMemory", R_ShowTriSurfMemory_f, CMD_FL_RENDERER, "shows memory used by triangle surfaces" );
cmdSystem->AddCommand( "vid_restart", R_VidRestart_f, CMD_FL_RENDERER, "restarts renderSystem" );
cmdSystem->AddCommand( "listRenderEntityDefs", R_ListRenderEntityDefs_f, CMD_FL_RENDERER, "lists the entity defs" );
cmdSystem->AddCommand( "listRenderLightDefs", R_ListRenderLightDefs_f, CMD_FL_RENDERER, "lists the light defs" );
cmdSystem->AddCommand( "listModes", R_ListModes_f, CMD_FL_RENDERER, "lists all video modes" );
cmdSystem->AddCommand( "reloadSurface", R_ReloadSurface_f, CMD_FL_RENDERER, "reloads the decl and images for selected surface" );
}
/*
===============
idRenderSystemLocal::Clear
===============
*/
void idRenderSystemLocal::Clear( void ) {
registered = false;
frameCount = 0;
viewCount = 0;
staticAllocCount = 0;
frameShaderTime = 0.0f;
viewportOffset[0] = 0;
viewportOffset[1] = 0;
tiledViewport[0] = 0;
tiledViewport[1] = 0;
backEndRenderer = BE_BAD;
backEndRendererHasVertexPrograms = false;
backEndRendererMaxLight = 1.0f;
ambientLightVector.Zero();
sortOffset = 0;
worlds.Clear();
primaryWorld = NULL;
memset( &primaryRenderView, 0, sizeof( primaryRenderView ) );
primaryView = NULL;
defaultMaterial = NULL;
testImage = NULL;
ambientCubeImage = NULL;
viewDef = NULL;
memset( &pc, 0, sizeof( pc ) );
memset( &lockSurfacesCmd, 0, sizeof( lockSurfacesCmd ) );
memset( &identitySpace, 0, sizeof( identitySpace ) );
stencilIncr = 0;
stencilDecr = 0;
memset( renderCrops, 0, sizeof( renderCrops ) );
currentRenderCrop = 0;
guiRecursionLevel = 0;
guiModel = NULL;
demoGuiModel = NULL;
takingScreenshot = false;
}
/*
===============
idRenderSystemLocal::Init
===============
*/
void idRenderSystemLocal::Init( void ) {
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// clear all our internal state
viewCount = 1; // so cleared structures never match viewCount
// we used to memset tr, but now that it is a class, we can't, so
// there may be other state we need to reset
ambientLightVector[0] = 0.5f;
ambientLightVector[1] = 0.5f - 0.385f;
ambientLightVector[2] = 0.8925f;
ambientLightVector[3] = 1.0f;
memset( &backEnd, 0, sizeof( backEnd ) );
R_InitCvars();
R_InitCommands();
guiModel = new idGuiModel;
guiModel->Clear();
demoGuiModel = new idGuiModel;
demoGuiModel->Clear();
R_InitTriSurfData();
globalImages->Init();
idCinematic::InitCinematic( );
R_InitMaterials();
renderModelManager->Init();
// set the identity space
identitySpace.modelMatrix[0*4+0] = 1.0f;
identitySpace.modelMatrix[1*4+1] = 1.0f;
identitySpace.modelMatrix[2*4+2] = 1.0f;
origWidth = origHeight = 0; // DG: for resetting width/height in EndFrame()
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}
/*
===============
idRenderSystemLocal::Shutdown
===============
*/
void idRenderSystemLocal::Shutdown( void ) {
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common->Printf( "idRenderSystem::Shutdown()\n" );
common->SetRefreshOnPrint( false ); // without a renderer there's nothing to refresh
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R_DoneFreeType( );
if ( glConfig.isInitialized ) {
globalImages->PurgeAllImages();
}
renderModelManager->Shutdown();
idCinematic::ShutdownCinematic( );
globalImages->Shutdown();
// free frame memory
R_ShutdownFrameData();
// free the vertex cache, which should have nothing allocated now
vertexCache.Shutdown();
R_ShutdownTriSurfData();
RB_ShutdownDebugTools();
delete guiModel;
delete demoGuiModel;
Clear();
ShutdownOpenGL();
}
/*
========================
idRenderSystemLocal::BeginLevelLoad
========================
*/
void idRenderSystemLocal::BeginLevelLoad( void ) {
renderModelManager->BeginLevelLoad();
globalImages->BeginLevelLoad();
}
/*
========================
idRenderSystemLocal::EndLevelLoad
========================
*/
void idRenderSystemLocal::EndLevelLoad( void ) {
renderModelManager->EndLevelLoad();
globalImages->EndLevelLoad();
if ( r_forceLoadImages.GetBool() ) {
RB_ShowImages();
}
}
/*
========================
idRenderSystemLocal::InitOpenGL
========================
*/
void idRenderSystemLocal::InitOpenGL( void ) {
// if OpenGL isn't started, start it now
if ( !glConfig.isInitialized ) {
int err;
R_InitOpenGL();
globalImages->ReloadAllImages();
err = qglGetError();
if ( err != GL_NO_ERROR ) {
common->Printf( "glGetError() = 0x%x\n", err );
}
}
}
/*
========================
idRenderSystemLocal::ShutdownOpenGL
========================
*/
void idRenderSystemLocal::ShutdownOpenGL( void ) {
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R_ShutdownFrameData();
// as the input is tied to the window, it should be shut down when the window
// is destroyed (relevant when starting a mod which also recreates window)
Sys_ShutdownInput();
// free the context and close the window
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GLimp_Shutdown();
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glConfig.isInitialized = false;
}
/*
========================
idRenderSystemLocal::IsOpenGLRunning
========================
*/
bool idRenderSystemLocal::IsOpenGLRunning( void ) const {
if ( !glConfig.isInitialized ) {
return false;
}
return true;
}
/*
========================
idRenderSystemLocal::IsFullScreen
========================
*/
bool idRenderSystemLocal::IsFullScreen( void ) const {
return glConfig.isFullscreen;
}
/*
========================
idRenderSystemLocal::GetScreenWidth
========================
*/
int idRenderSystemLocal::GetScreenWidth( void ) const {
return glConfig.vidWidth;
}
/*
========================
idRenderSystemLocal::GetScreenHeight
========================
*/
int idRenderSystemLocal::GetScreenHeight( void ) const {
return glConfig.vidHeight;
}