Commit graph

34 commits

Author SHA1 Message Date
Daniel Gibson
699779e9ca Make window alpha chan opaque on Wayland, fix #426
For some reason Wayland thought it would be clever to be the only
windowing system that (non-optionally) uses the alpha chan of the
window's default OpenGL framebuffer for window transparency.
This always caused glitches with dhewm3, as Doom3 uses that alpha-chan
for blending tricks (with GL_DST_ALPHA) - especially visible in the main
menu or when the flashlight is on.
So far the workaround has been r_waylandcompat which requests an OpenGL
context/visual without alpha chan (0 alpha bits), but that also causes
glitches.
There's an EGL extension that's supposed to fix this issue
(EGL_EXT_present_opaque), and newer SDL2 versions use it (when using
the wayland backend) - but unfortunately the Mesa implementation is
broken (seems to provide a visual without alpha channel even if one was
requested), see https://gitlab.freedesktop.org/mesa/mesa/-/issues/5886
and https://github.com/libsdl-org/SDL/pull/4306#issuecomment-1014770600
for the corresponding SDL2 discussion

To work around this issue, dhewm3 now disables the use of that EGL
extension and (optionally) makes sure the alpha channel is opaque at
the end of the frame.
This behavior is controlled with the r_fillWindowAlphaChan CVar:
If it's 1, this always is done (regardless if wayland is used or not),
if it's 0 it's not done (even on wayland),
if it's -1 (the default) it's only done if the SDL "video driver" is
  wayland (this could be easily enhanced later in case other windowing
  systems have the same issue)

r_waylandcompat has been removed (it never worked properly anyway),
so now the window always has an alpha chan
2022-02-05 16:34:34 +01:00
Daniel Gibson
d09ccb8539 If creating window fails, first try to reduce MSAA level, fix #440
so if someone configured 16x AA on a system that doesn't support it
(like when using AMDs open source driver), 8x will be tried before
falling back to a 640x480 window with no AA at all.
(and then it'll try 4x and then 2x and then no AA at all, and only then
 reducing color depth will start, and even later it'll fall back to
 a small 640x480 window)
2022-01-24 06:00:55 +01:00
Daniel Gibson
eff9fd6ac3 GLimp_Init(): Log r_mode and resolution used for creating window 2022-01-16 19:39:35 +01:00
Daniel Gibson
ae63021d00 Add absolute mouse mode and refactor mouse grabbing code
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.
2022-01-10 00:46:32 +01:00
Daniel Gibson
00b58d1f0f Print available displays and mouse position before creating window
to debug issues like "dhewm3 chose wrong fullscreen resolution"
or "dhewm3 started on wrong display"
2022-01-08 18:10:06 +01:00
SiliconExarch
4f0c54f63f Fix compatibility with Mac OSX 10.4 and 10.5
- Fix build with SDL <=2.0.3
  SDL_GetGlobalMouseState was introduced in 2.0.4
  (which doesn't support OSX 10.5 or older)
- Don't include execinfo.h on Mac OS X 10.4
  This file isn't included in the 10.4 SDK
- Use custom typedef for PFNGLSTENCILOPSEPARATEPROC on OSX 10.4/10.5
  because the system OpenGL headers for those versions don't have it
2021-10-12 19:07:41 +02:00
Daniel Gibson
52ea5b3877 Fix endless loop in GLimp_Init(), #386
shouldn't have reused i in the inner loop..
2021-06-20 03:36:39 +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
b054261a0e Make MFC Tools work with MSAA enabled
The problem was that the editors called ChoosePixelFormat() instead of
wglChoosePixelFormatARB() - and the normal ChoosePixelFormat() has no
attribute for MSAA, so if MSAA is enabled (by SDL2 which calls the wgl
variant), ChoosePixelFormat() will return an incomaptible format and
the editors don't get a working OpenGL context.
So I wrote a wrapper around ChoosePixelFormat() that calls the wgl variant
if available, and all the necessary plumbing around that.

While at it, removed the unused qwgl*PixelFormat function pointers and
supressed the "inconsistent dll linkage" warnings for the gl stubs
2021-05-11 00:39:00 +02:00
Daniel Gibson
bb7346579e GLimp_Init() Print actually received color/alpha/stencil/depth bits
to help debugging #368 and #348
2021-04-24 20:27:16 +02:00
Daniel Gibson
8f467d678b Fix build on Windows+MSVC after removing FindSDL2.cmake
I updated sdl2-config.cmake in dhewm3-libs so building on Windows with
them works again, however that required also a little change in
dhewm3's CMakeLists.txt

I also still had some uncommited changes for that fullscreen workaround
that I'm committing now.
2021-01-16 04:47:27 +01:00
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
c684c38f2d SDL2: Create window on display the cursor is currently on, fix #309
I hope this provides a good enough way to "select" the display to play on.
2020-09-05 20:31:14 +02:00
Daniel Gibson
9a95a2a1cf Building with editor support (on Win w/ VS2017) works \o/
Editor also seems to start, didn't test much further.

Only tested 32bit Windows, I fear the editor code isn't 64bit clean..

I hope I haven't broken anything elsewhere..
2019-01-13 22:52:28 +01:00
Daniel Gibson
08970f186d CMake: Don't try to find X11
causes trouble on macOS, and we shouldn't interact with X11 directly
anyway, because SDL does it for us.
OpenBSD apparently needed it (at least it was added for OpenBSD
support), but the only place I can imagine it being needed is the
superfluous #include <SDL_syswm.h> in neo/sys/glimp.cpp - which I now
removed. In case it's needed after all please tell me, then I'll add it
again - but guarded by if(os STREQUALS "OpenBSD") or however one checks
for OpenBSD in CMake.
2019-01-13 19:06:32 +01:00
Daniel Gibson
4e2f2c6241 Show dhewm3 version in window title 2018-11-11 23:24:07 +01:00
Daniel Gibson
555d233867 Window Icon, make in_nograb work with SDL2 2015-03-02 00:03:30 +01:00
Yamagi Burmeister
9a9babf8d6 Add a new cvar "r_waylandcompat"
Commit 9e158470 set the SDL OpenGL attribut SDL_GL_ALPHA_SIZE to 0 since
the alpha channel is used by Wayland. But for X11 the GLX 1.4 specification
clearly states: "If the requested number of bits in attrib_list for a
particular color component is 0 or GLX_DONT_CARE, then the number of
bits for that component is not considered." So if SDL_GL_ALPHA_SIZE is
0 a framebuffer without an alpha channel is created. This is no problem
on the default GLX module due to a non standard implementation but
manifests with Nvidias GLX module. The consequence are render mistakes
like in game display showing static or the flashlight looking weird.
2012-11-13 23:33:00 +01:00
Daniel Gibson
105fdb0624 Fix dedicated server for Windows
* the OpenAL function definitions mustn't include __declspec(dllimport)
  => fixed by pretending to compile OpenAL statically
* glimp.cpp shouldn't be used in dedicated-only mode (as it was already
  the case on Linux and OSX)
  => No special handling for ID_DEDICATED needed in glimp.cpp, as it's not
   used anyway
* add APIENTRY to every gl function in stub_gl.cpp for compatibility
  with windows headers and MSVC
* remove GL/gl.h #include from win_local.h as it's not needed
* in qgl.h, when building dedicated server for windows, redefine WINGDIAPI
  to nothing for SDL_opengl.h #include to get rid off __declspec(dllimport)
  by using #pragma push_macro and pop_macro, because our stub is no dll.

Fixes https://github.com/dhewm/dhewm3/issues/39
2012-11-12 20:18:00 +01:00
dhewg
1b1787bb50 Disable the warning if the mouse grab request fails
This fails on some SDL drivers and just spams the console.
2012-07-28 12:54:25 +02:00
dhewg
9e15847083 Don't use alpha bits for the GL config
Wayland actually uses this.
2012-07-28 12:51:02 +02:00
dhewg
454bebf99f Add SDL2 support in sys/glimp.cpp 2012-07-20 17:34:37 +02:00
dhewg
b8765ccf22 Move GrabInput() and rename to GLimp_GrabInput()
SDL2 supports multiple windows, and the grabbing is set per
window, so move it to sys/glimp.cpp.
2012-07-20 17:34:34 +02:00
dhewg
ac921bc99f Get rid of editor specific win32 vars
We don't compile any mfc crap for our own good, so get rid of these.
2012-07-20 16:43:36 +02:00
dhewg
bf922dfc59 Get rid of glConfig.wgl_extensions_string
Unused and nobody cares.
2012-07-20 00:13:05 +02:00
dhewg
138b7b1def Remove the ATI fragment shader emulation
This was only used by the r200 renderer on OSX.
2012-07-20 00:12:59 +02:00
Andre d
7a5b8b1ec0 Remove (faulty/outdated) video ram detection 2012-07-04 22:47:38 +02:00
dhewg
5f8712902c Return at least 64MB VRAM in case the detection fails 2012-01-08 12:24:57 +01:00
dhewg
bf69f7ec76 Use SDL GLimp and input implementations on OSX 2012-01-05 00:24:13 +01:00
dhewg
b83868090c Use SDL GLimp and input implementations on Windows
The DirectX SDK is not required anymore.
2012-01-02 15:44:40 -05:00
dhewg
29013ff57d Use SDL for r_swapInterval
Enables vsync support for more platforms than just Windows.
2012-01-02 15:44:28 -05:00
dhewg
79aea4082f Port Linux events to SDL
New CVar "in_kbd" to set the layout for the keyboard. SDL 1.2
doesn't offer any way to determine it, and we need this feature
to use the same key for toggling the console independent of the
keyboard layout.
The old "in_nograb" from the Linux backend is still supported.
2012-01-02 15:44:16 -05:00
dhewg
502aaa6fe2 Port Linux GLimp to SDL
Use SDL to set video modes, get a GL context and detect the
amount of VRAM.
As with the Linux GLimp implementation, sys_videoRam can be used
in case the SDL detection fails.
2012-01-02 15:44:09 -05:00