r_fillWindowAlphaChan is a hack to work around an older issue with
Wayland/Mesa, which has been fixed in Mesa 24.1 (and also seems to work
with current NVIDIA drivers). Additionally, in SDL3 the EGL-specific
(and thus mostly only affecting Wayland)
SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY has been replaced with the generic
SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN (that could also affect
other platforms), so it's harder to enable this only for Wayland.
I think most people using SDL3 will use a recent Mesa/driver versions,
so I don't enable it by default for SDL3 (SDL2 behaves like before).
However, with `r_fillWindowAlphaChan 1` the hack can be enabled anyway
(r_fillWindowAlphaChan defaults to "-1" which means "let dhewm3 decide
whether to enable this")
turned out the whole problem with soft particles what that the vertex
shader used vertex.attrib[8] instead of vertex.texcoord (and with
nvidia drivers those are equivalent)
I integrated the shader source into the c++ code so I don't have to
ship glprogs/soft_particles.vfp
it's queried from SDL so it should be up-to-date.
Using it in GLimp_SetScreenParms(), as it mostly did the same SDL calls
to get the current state for the partial vid_restart
incl. setting in SettingsMenu
With SDL 2.0.5 and newer this change is applied immediately,
2.0.0 to 2.0.4 need a vid_restart
(with SDL1.2 we don't support it at all)
There were lots of places in the code that called Sys_GrabInput(),
some of them each frame.
Most of this is unified in events.cpp now, in handleMouseGrab() which
is called once per frame by Sys_GenerateEvents() - this makes reasoning
about when the mouse is grabbed and when not a lot easier.
Sys_GrabInput(false) still is called in a few places, before operations
that tend to take long (like loading a map or vid_restart), but
(hopefully) not regularly anymore.
The other big change is that the game now uses SDLs absolute mouse mode
for fullscreen menus (except the PDA which is an ugly hack), so the
ingame cursor is at the same position as the system cursor, which
especially helps when debugging with `in_nograb 1` and should also help
if someone wants to integrate an additional GUI toolkit like Dear ImGui.
.. that doesn't switch the display resolution, but creates a borderless
fullscreen window at current desktop resolution.
SDL2-only (SDL_WINDOW_FULLSCREEN_DESKTOP).
Doing this with an additional CVar instead of r_fullscreen 2 or similar
has the advantage that it works properly with Alt-Enter
I worked around the issue for the particle editor, but now it turned out
it can also somehow happen when switching from the Radiant to the Engine
(with F2), so I implemented the "proper" fix of restoring
glConfig.vidWidth/Height, that are overwritten in
RenderSystemLocal::BeginFrame(), in RenderSystemLocal::EndFrame().
This happens before the SDL GL window is set up, which just
results in a warning. Another call will properly set the
gamma table after the window is initialized.
Make gammaTable a stack variable. This is sufficient, since SDL
already restores the gamma values for us on exit.
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.