apparently this happens sometimes, but not often enough to reproduce
properly?
also some small changes (mostly formatting) to Configuration.md
refs #540
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.
in the "Work around false positive GCC -W(maybe-)uninitialized warnings"
commit I changed that code.. but my change made it nonsensical,
of course we must get oldBounds before calling the callback which
changes the bounds, otherwise comparing the "oldbounds" with the
current bounds just compares them with themselves..
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.
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
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.
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.
- 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
The problem was that negative values (from dhewm3tmpres.xyz) were passed
to POW, and POW doesn't have to support negative bases, according to
ARB_fragment_program.txt, and Intels Linux drive apparently doesn't,
see also https://gitlab.freedesktop.org/mesa/mesa/-/issues/5131
Using MUL_SAT instead of MUL to clamp the value that gets passed to POW
afterwards to [0, 1] fixes the problem without any disadvantages.
so far the code assumed that "result.color" is always used directly,
but the ARB shaders allow creating an alias with the aforementioned
syntax. So turn that into an variable-alias for dhewm3tmpres.
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).
only override cmd->viewDef in RB_DrawView() if we're drawing the
primary view (which for several calculations before actual drawing
was set to the saved/locked render view)
Note that r_lockSurfaces is more useful with r_useScissor 0 (otherwise
there's black bars over the screen when moving) and r_shadows 0 (otherwise
areas that weren't visible when locking are black because the lights
there are skipped)
remaining bug: gui surfaces move around the screen when looking around
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
the commented out code clamped the loaded filesize of affected .dds
images (crash observed with dds/guis/assets/splash/pdtempa.dds) to
200KB - but then later tries to load it and skip the first mipmap,
resuling in reading invalid memory (> 200KB into the file).
No idea what this was supposed to achieve, but it's disabled now
and the crash (at startup) is gone.
fixes#374
libjpeg is a pain in the ass, especially due to Ubuntu shipping
libjpeg-turbo in jpeg8 mode as their default libjpeg, while every other
distro I checked (including debian!) ships libjpeg-turbo in jpeg6.2 mode
Thankfully stb_image.h exists - just a single header and it even
has a (much!) friendlier API.
It's not like Doom3 (or any of the mods I checked) actually use JPEGs,
but I'm sure if I'd drop support completely, someone would complain
(perhaps rightfully so).
.. 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
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.