Commit graph

17 commits

Author SHA1 Message Date
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
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
ab676878b9 Make dhewm3 window resizable (when using SDL2)
is this really all that's needed?!
2024-06-07 20:51:22 +02:00
Daniel Gibson
e3d67f0ac9 Allow changing r_swapInterval (VSync) on-the-fly
Not supported with SDL1.2 - but that's only still supported by dhewm3
because I'm too lazy to rip it out :-p
2024-05-30 05:54:18 +02:00
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
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
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
89071f1f57 Provide a stub for GLimp_GrabInput()
Fixes compilation of the dedicated server.
2012-07-20 21:04:04 +02:00
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
dhewg
32530bf7a2 Get rid of GLimp_EnableLogging
Only stubs left.
2012-01-02 15:44:00 -05:00
dhewg
1afe61cc8d Get rid of dead render thread code
The Windows backend had some preparing code for this feature,
but there is no support at all for this in renderer/.
2012-01-02 15:43:48 -05:00
dhewg
736ec20d4d Untangle the epic precompiled.h mess
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.
2011-12-19 23:21:47 +01:00
dhewg
98eed69848 Fix -Wreturn-type warnings in the GL stub
no return statement in function returning non-void
2011-12-10 15:36:15 +01:00
dhewg
79ad905e05 Fix all whitespace errors
Excluding 3rd party files.
2011-12-10 15:35:54 +01:00
dhewg
ff493f6847 Fix quoting in GPL headers 2011-12-10 15:34:48 +01:00
Timothee 'TTimo' Besset
fb1609f554 hello world 2011-11-22 15:28:15 -06:00