Commit graph

69 commits

Author SHA1 Message Date
Daniel Gibson
69e121727d Add r_glDebugContext to enable OpenGL debug context and -callback
needs SDL2 and GL_ARB_debug_output
2024-07-25 03:24:20 +02:00
Daniel Gibson
794d40a04c Add CVar r_vidRestartAlwaysFull
disables partial vid_restarts, hopefully works around issues like
https://github.com/dhewm/dhewm3/issues/587#issuecomment-2206937752

Note that resizing the window by dragging it does *not* call vid_restart
at all, so if you're having issues that are fixed by a full vid_restart
you should also set `r_windowResizable 0`
2024-07-25 02:47:25 +02:00
Daniel Gibson
b2ba15425c Hopefully fix screenshots on Wayland
- screenshots on native wayland (SDL_VIDEODRIVER=wayland) were black,
  at least on Gnome
  => fixed(?) by reading from the default (back) buffer instead of
     the front buffer
- after taking a screenshot, resizing the window (or switching to
  fullscreen) was broken (window remained black or became invisible
  or partly contained garbage), both with native wayland and xwayland
  => fixed by restoring the glReadBuffer state after reading the pixels
2024-07-25 02:47:07 +02:00
Daniel Gibson
94738f1f16 Add glimpParms_t GLimp_GetCurState() to get current window state
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
2024-06-12 22:26:30 +02:00
Daniel Gibson
387430a01f Fix vid_restart partial for real fullscreen mode 2024-06-11 19:03:54 +02:00
Daniel Gibson
44d19a4175 Implement GLimp_SetScreenParms() for "vid_restart partial"
"vid_restart partial" only changes the window size or its fullscreen
(or windowed) state, without recreating everything.
If that fails (or antialiasing settings have changed), it will fall back
to a full vid_restart (this behavior is different than original
 "vid_restart partial" that probably was implemented in Vanilla Doom3
 but not dhewm3)

This is used for Alt-Enter (which toggles between fullscreen and
windowed state) and when pressing the Apply button in the new Video Menu
2024-06-11 16:45:34 +02:00
Daniel Gibson
ac8eec932b Add r_windowResizable to configure if window is resizable
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)
2024-06-08 11:39:21 +02:00
Daniel Gibson
e8b8f5c02d Always optimize code of some integrated libraries, even in Debug builds
the stb libs, miniz and minizip are now always optimized to speed up
performance, esp. level loading times, in debug builds.

So far the stb libs implementation were dragged into the source file
that uses them, now I created additional source files just for them so
those can be optimized while the engine source files using those libs
can remain unoptimized in debug builds.
2024-06-05 21:40:59 +02:00
Daniel Gibson
1b344d4b78 Replace zlib with integrated miniz
using amalgamated miniz 3.0.2 from https://github.com/richgel999/miniz
and minizconf.h from Yamagi Quake II:
https://github.com/yquake2/yquake2/blob/master/src/common/unzip/miniz/minizconf.h
2024-06-03 22:02:56 +02:00
Daniel Gibson
5376c6d74c HighDPI support, hopefully 2024-06-03 14:49:23 +02:00
Daniel Gibson
7f62e9aa94 Better descriptions for screenshot CVars; document new CVars 2024-06-02 15:40:09 +02:00
Daniel Gibson
0e341176d4 Dhewm3SettingsMenu: Start implementing video options 2024-05-30 05:00:52 +02:00
fgsfds
37b0551ba8
Added 21:9 and 32:9 resolutions (#532)
* added 21:9 and 32:9 resolutions
2023-11-18 06:27:44 +01:00
Daniel Gibson
ba986a2dc5 Merge branch 'eezstreet-screenshot-formats'
added some comments, renamed WriteScreenshot()
to WriteScreenshotForSTBIW() and made it static
2023-06-26 02:03:04 +02:00
Nick Whitlock
d468e91d29 Made compress_for_stbiw static 2023-05-24 12:01:11 -04:00
Nick Whitlock
e74e8f5d7c Solution for not breaking SDK ABI 2023-05-24 01:40:18 -04:00
Nick Whitlock
619c5d43f8 Optimization for screenshot flipping 2023-05-24 01:28:46 -04:00
Nick Whitlock
b880e8625b Use zlib for compression of png screenshots 2023-05-23 01:29:17 -04:00
Nick Whitlock
c86cb9a982 Use TGA in specific places 2023-05-22 21:45:34 -04:00
Nick Whitlock
df4e8405b0 Introduced cvar: 'r_screenshotPngCompression' 2023-05-22 21:34:49 -04:00
Nick Whitlock
7ea3e91474 Added new screenshot formats.
Added the ability to change the screenshot format with a new CVar:
r_screenshotFormat. This has four options: 0 (TGA), 1 (BMP), 2 (PNG),
and 3 (JPG). JPG quality can be selected with a new CVar:
r_screenshotJpgQuality. TGA is the default to preserve original behavior
from DOOM 3.

A new dependency on stb_image_write has been added. It has been
included. No additional configuration with CMake is required.
2023-05-22 09:40:11 -04:00
Daniel Gibson
279a40a981 Fix -Wformat-security warnings - thanks James Addison!
This is based on https://github.com/dhewm/dhewm3/pull/500
by https://github.com/jayaddison

See also https://github.com/blendogames/quadrilateralcowboy/pull/4
2023-01-05 04:45:34 +01:00
Daniel Gibson
b88b99fadb Fix assertion when switching to mod via menu, #458
The assertion that triggered was "assert(iconvDesc == (SDL_iconv_t)-1);"
in Sys_InitInput() - because when loading a mod the window is recreated,
calling Com_ReloadEngine_f() -> idCommonLocal::InitGame()
 -> idCommonLocal::InitRenderSystem() -> idCommonLocal::InitOpenGL()
 -> R_InitOpenGL() -> Sys_InitInput()

Before that Com_ReloadEngine_f() calls commonLocal.ShutdownGame( true );
which calls the equivalent Shutdown() functions - except so far no one
called Sys_ShutdownInput() (which closes iconvDesc and resets it to -1).
Fixed that by making idRenderSystemLocal::ShutdownOpenGL() call it.
2022-05-24 03:33:13 +02:00
Daniel Gibson
ad327d34d1 Add support for GL_ATI_separate_stencil
glStencilOpSeparateATI() should behave exactly the same as
glStencilOpSeparate() so supporting it is easy enough and might help
some people with hardware or drivers that don't support OpenGL 2.0,
like the Mac OSX versions for PPC.
2021-10-12 19:32:32 +02:00
Daniel Gibson
5e4e1d61be Merge branch 'debugger' 2021-07-16 02:21:16 +02:00
Daniel Gibson
277dbf89f1 Make sure shaders are only loaded once at startup, fix #386
this *shouldn't* matter, but due to some Mesa bug is does:
If the shaders have been loaded already (with R_LoadARBProgram()),
then loading them again (like from the `reloadARBprograms` console cmd
or as it happens if the `r_gammaInShader` has been modified) will
cause glitches with the open source radeonsi driver (maybe also with
others? at least the open source intel driver seems unaffected).
As r_gammaInShader was marked as modified at startup (before the shaders
were even loaded) they were loaded twice: First as expected when OpenGL
is initialized, then again in R_CheckCvars() which is executed each
frame. Marking as at not modified in R_InitOpenGL() prevents this and
thus works around the bug.
However this means that changing r_gammaInShader at runtime will still
trigger this bug (while with non-broken drivers it switches seamlessly
between gamma in shader and gamma in hardware without a vid_restart).
2021-06-24 18:37:14 +02:00
Daniel Gibson
dc42bdc873 Do gamma correction (r_gamma, r_brightness) in shaders
by injecting code to do it into fragment shaders.

Can be disabled with r_gammaInShaders 0

refs #385
2021-06-20 03:36:39 +02:00
Daniel Gibson
0b644a1648 Fix crashes on shutdown
idCommonLocal::VPrintf() wanted to call session->UpdateScreen() even though
the renderer was in the process of being shut down and that caused crashes
2021-06-19 21:30:26 +02:00
Daniel Gibson
9a83b3def4 Add r_fullscreenDesktop CVar for "desktop"/windowed fullscreen mode
.. 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
2021-01-15 18:24:48 +01:00
Daniel Gibson
d1b0073582 Try to enforce selected fullscreen resolution
SDL has a bug (at least on Windows) where SDL_CreateWindow() with
SDL_WINDOW_FULLSCREEN doesn't use the configured resolution (if it's
higher than the current desktop resolution).
Try to work around that - based on Yamagi Quake II code.

Also, if GLimp_Init() fails, the "safe mode" fallback is now in
windowed mode instead of fullscreen mode.
2021-01-15 18:24:48 +01:00
Daniel Gibson
31e26856e0 (Hopefully) fix Editors messing up game viewport for good, fix #300
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().
2020-07-20 05:01:51 +02:00
Daniel Gibson
f3a4d92d33 Remove C++11-isms
accidentally used nullptr instead of NULL, oops..
2020-07-13 05:34:13 +02:00
Daniel Gibson
f24f18a61e Use OpenGL2 glStencilOpSeparate() for shadows, if available
can be enabled/disabled with the r_useStencilOpSeparate for comparisons

(like Z-Fail, this doesn't really seem to make a difference on my main
 machine, neither on my RPi4)

Partly based on Pat Raynor's Code:
2933cb5545/neo/renderer/draw_stencilshadow.cpp
2019-11-03 03:13:21 +01:00
Daniel Gibson
aeb03cc4e4 Allow switching off "Carmacks Reverse" via CVar r_useCarmacksReverse
mainly useful for comparisons

The Z-Fail code is based on Leith Bade's code by the way:
d4de024341
2019-11-03 03:13:21 +01:00
Daniel Gibson
e41bf2b147 Scale "Menu" GUIs (incl. PDA + fullscreen vids) to 4:3
So stuff doesn't look so distorted in widescreen resolutions.
Implies that there are black bars on the left/right then..

Can be disabled with "r_scaleMenusTo43 0"

Does *not* affect the HUD (incl. crosshair) - scaling it automagically
would be very hard (or impossible), because it doesn't only render
the crosshair, healthpoints etc, but also fullscreen effects like the
screen turning red when the player is hit - and fullscreen effects
would look very shitty if they didn't cover the whole screen but had
"empty" bars on left/right.

(Mostly) fixes #188 and #189
2018-10-28 05:29:11 +01:00
Daniel Gibson
7a8f0e9fdb Allow injecting video mode list into Mod menus
Mods that have their own video settings menu can tell dhewm3 to replace
the "choices" and "values" entries in their choiceDef with the
resolutions supported by dhewm3 (and corresponding modes).
So if we add new video modes to dhewm3, they'll automatically appear in
the menu without changing the .gui
To enable this, the mod authors only need to add a "injectResolutions 1"
entry to their resolution choiceDef. By default, the first entry will
be "r_custom*" for r_mode -1, which means "custom resolution, use
r_customWidth and r_customHeight".
If that entry shoud be disabled for the mod, just add another entry:
"injectCustomResolutionMode 0"
2018-10-21 23:56:38 +02:00
Daniel Gibson
519cc68b0e idCommon::SetCallback() and GetAdditionalFunction() - for Mods
This is an ugly hack that allows both exporting additional functions
(incl. methods via static function + void* userArg) to Game DLLs
and setting callback functions from the Game DLL that the Engine will
call, without breaking the Game API (again after this change).
This is mostly meant for replacing ugly hacks with SourceHook and
similar and mods (yes, this is still an ugly hack, but less ugly).

See the huge comment in Common.h for more information.

Right now the only thing implemented is a Callback for when images
are reloaded (via reloadImages or vid_restart) - Ruiner needs that.

Also increased GAME_API_VERSION to 9, because this breaks the A[PB]I
(hopefully after the next release it won't be broken in the foreseeable
 future)
2018-09-30 05:06:20 +02:00
Kalamatee
46279bf11f import AROS changes 2017-04-02 00:42:28 +01:00
Turo Lamminen
d535e54c90 Add 2560x1440 screen mode 2017-04-02 00:48:40 +02:00
Daniel Gibson
1680603d8c Sort vidmodes in menu, add 2880x1800
it's the native resolution of "Macbook Pro retina 15-inch mid 2014"
2015-10-30 21:41:18 +01:00
Daniel Gibson
6ba1b71fb1 Change default values for some video and sound (EAX) CVars
* r_mode defaults to 5 (1024x768), I think that's more sane than 640x480
* r_fullscreen defaults to 0 (=> windowed mode) because fullscreen in
  the wrong resolution sucks.. let people do their initial configuration
  in windowed mode
* r_swapInterval defaults to 1 (=> VSync active by default) because that
  makes the game feel more smooth and most PCs should be able to 60fps
  in this 11years old game anyway

* s_useEAXReverb defaults to 1 (=> use EAX/EFX effects by default),
  because OpenAL-soft supports them on all platforms/hardware and if
  for some reason the used OpenAL implementation doesn't support it,
  it's deactivated automatically anyway.

All these things can be configured in the Options Menu.
2015-09-29 21:14:45 +02:00
Daniel Gibson
c0e8e20628 Nasty hack to show more default resolutions in menu
the resolutions are really hardcoded in an ugly combination of the
values r_mode supports, a string in strings/*.lang ("#str_04222")
describing the resolutions r_mode supports
("640x480;800x600;1024x768;1152x864;1280x1024;1600x1200")
and a string in mainmenu.gui with the corresponding r_mode values
("3;4;5;6;7;8").. as neither the strings nor mainmenu.gui are GPL'ed
I can't really redistribute a changed version of them.

So I added lots of resolutions to r_vidModes and wrote two functions
that generate the resolutions list string and r_mode value
string for the GUI.
Then I added a hack in the code that detects when the "window" for the
system options ("choiceDef OS2Primary") is created and overwrites the
hardcoded strings with custom ones from my new functions.

This is tested with both the main game and the official d3xp
(Resurrection of Evil) Addon.
No idea if it works with other mods, depends on whether they just copied
that part of the menu or wrote their own.
2015-09-28 16:01:18 +02:00
Daniel Gibson
844cd2d8a8 Don't un-grab mouse when taking screenshots (fixes #18)
On windows un-grabbing (or possibly re-grabbing) the mouse seems to
mess up the view angly (view is centered afterwards), see
https://github.com/dhewm/dhewm3/issues/18
That's fixed by not releasing the mouse (there is no reason to do that
anyway).
2012-08-27 21:27:05 +02:00
dhewg
e62e3870a3 Don't link against OpenGL
Dynamically load all symbols at runtime.
This in in preparation for SDL2/OpenGLES.
2012-07-20 16:43:37 +02:00
dhewg
227fac443d Fix description of r_swapInterval
This isn't specific to wgl.
2012-07-20 00:13:07 +02:00
dhewg
bf922dfc59 Get rid of glConfig.wgl_extensions_string
Unused and nobody cares.
2012-07-20 00:13:05 +02:00
dhewg
7f3fc825ed Get rid of GetCardCaps()
Useless now.
2012-07-20 00:13:04 +02:00
dhewg
de1b7b9adb Remove spurious call to SetBackEndRenderer()
Like the comment above said, this is invalid and can't work.
The backend is properly set via R_InitOpenGL().
2012-07-20 00:13:03 +02:00
dhewg
f4de0ed8c1 Remove the deprecated arb renderer 2012-07-20 00:13:02 +02:00
dhewg
6aa9b3602e Remove the deprecated nv20 renderer 2012-07-20 00:13:01 +02:00