mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-26 06:11:26 +00:00
885 lines
28 KiB
C++
885 lines
28 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include <SDL.h>
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#include "sys/platform.h"
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#include "framework/Licensee.h"
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#include "renderer/tr_local.h"
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#include "sys/sys_imgui.h"
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#if defined(_WIN32) && defined(ID_ALLOW_TOOLS)
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#include "sys/win32/win_local.h"
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#include <SDL_syswm.h>
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// from SDL_windowsopengl.h (internal SDL2 header)
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#ifndef WGL_ARB_pixel_format
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#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
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#define WGL_DRAW_TO_WINDOW_ARB 0x2001
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#define WGL_DRAW_TO_BITMAP_ARB 0x2002
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#define WGL_ACCELERATION_ARB 0x2003
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#define WGL_NEED_PALETTE_ARB 0x2004
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#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
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#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
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#define WGL_SWAP_METHOD_ARB 0x2007
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#define WGL_NUMBER_OVERLAYS_ARB 0x2008
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#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
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#define WGL_TRANSPARENT_ARB 0x200A
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#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
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#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
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#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
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#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
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#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
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#define WGL_SHARE_DEPTH_ARB 0x200C
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#define WGL_SHARE_STENCIL_ARB 0x200D
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#define WGL_SHARE_ACCUM_ARB 0x200E
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#define WGL_SUPPORT_GDI_ARB 0x200F
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#define WGL_SUPPORT_OPENGL_ARB 0x2010
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#define WGL_DOUBLE_BUFFER_ARB 0x2011
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#define WGL_STEREO_ARB 0x2012
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#define WGL_PIXEL_TYPE_ARB 0x2013
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#define WGL_COLOR_BITS_ARB 0x2014
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#define WGL_RED_BITS_ARB 0x2015
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#define WGL_RED_SHIFT_ARB 0x2016
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#define WGL_GREEN_BITS_ARB 0x2017
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#define WGL_GREEN_SHIFT_ARB 0x2018
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#define WGL_BLUE_BITS_ARB 0x2019
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#define WGL_BLUE_SHIFT_ARB 0x201A
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#define WGL_ALPHA_BITS_ARB 0x201B
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#define WGL_ALPHA_SHIFT_ARB 0x201C
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#define WGL_ACCUM_BITS_ARB 0x201D
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#define WGL_ACCUM_RED_BITS_ARB 0x201E
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#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
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#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
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#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
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#define WGL_DEPTH_BITS_ARB 0x2022
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#define WGL_STENCIL_BITS_ARB 0x2023
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#define WGL_AUX_BUFFERS_ARB 0x2024
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#define WGL_NO_ACCELERATION_ARB 0x2025
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#define WGL_GENERIC_ACCELERATION_ARB 0x2026
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#define WGL_FULL_ACCELERATION_ARB 0x2027
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#define WGL_SWAP_EXCHANGE_ARB 0x2028
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#define WGL_SWAP_COPY_ARB 0x2029
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#define WGL_SWAP_UNDEFINED_ARB 0x202A
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#define WGL_TYPE_RGBA_ARB 0x202B
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#define WGL_TYPE_COLORINDEX_ARB 0x202C
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#endif
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#ifndef WGL_ARB_multisample
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#define WGL_SAMPLE_BUFFERS_ARB 0x2041
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#define WGL_SAMPLES_ARB 0x2042
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#endif
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#endif // _WIN32 and ID_ALLOW_TOOLS
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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static SDL_Window *window = NULL;
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static SDL_GLContext context = NULL;
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#else
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static SDL_Surface *window = NULL;
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#define SDL_WINDOW_OPENGL SDL_OPENGL
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#define SDL_WINDOW_FULLSCREEN SDL_FULLSCREEN
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#endif
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static void SetSDLIcon()
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{
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Uint32 rmask, gmask, bmask, amask;
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// ok, the following is pretty stupid.. SDL_CreateRGBSurfaceFrom() pretends to use a void* for the data,
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// but it's really treated as endian-specific Uint32* ...
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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rmask = 0xff000000;
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gmask = 0x00ff0000;
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bmask = 0x0000ff00;
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amask = 0x000000ff;
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#else
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rmask = 0x000000ff;
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gmask = 0x0000ff00;
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bmask = 0x00ff0000;
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amask = 0xff000000;
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#endif
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#include "doom_icon.h" // contains the struct d3_icon
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SDL_Surface* icon = SDL_CreateRGBSurfaceFrom((void*)d3_icon.pixel_data, d3_icon.width, d3_icon.height,
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d3_icon.bytes_per_pixel*8, d3_icon.bytes_per_pixel*d3_icon.width,
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rmask, gmask, bmask, amask);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_SetWindowIcon(window, icon);
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#else
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SDL_WM_SetIcon(icon, NULL);
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#endif
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SDL_FreeSurface(icon);
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}
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/*
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===================
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GLimp_Init
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===================
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*/
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bool GLimp_Init(glimpParms_t parms) {
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common->Printf("Initializing OpenGL subsystem\n");
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assert(SDL_WasInit(SDL_INIT_VIDEO));
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Uint32 flags = SDL_WINDOW_OPENGL;
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if (parms.fullScreen == 1)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if(r_fullscreenDesktop.GetBool())
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flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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else
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#endif
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flags |= SDL_WINDOW_FULLSCREEN;
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}
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r_windowResizable.ClearModified();
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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flags |= SDL_WINDOW_ALLOW_HIGHDPI;
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if ( r_windowResizable.GetBool() ) {
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flags |= SDL_WINDOW_RESIZABLE;
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}
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/* Doom3 has the nasty habit of modifying the default framebuffer's alpha channel and then
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* relying on those modifications in blending operations (using GL_DST_(ONE_MINUS_)ALPHA).
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* So far that hasn't been much of a problem, because Windows, macOS, X11 etc
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* just ignore the alpha chan (unless maybe you explicitly tell a window it should be transparent).
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* Unfortunately, Wayland by default *does* use the alpha channel, which often leads to
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* rendering bugs (the window is partly transparent or very white in areas with low alpha).
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* Mesa introduced an EGL extension that's supposed to fix that (EGL_EXT_present_opaque)
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* and newer SDL2 versions use it by default (in the Wayland backend).
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* Unfortunately, the implementation of that extension is (currently?) broken (at least
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* in Mesa), seems like they just give you a visual without any alpha chan - which doesn't
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* work for Doom3, as it needs a functioning alpha chan for blending operations, see above.
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* See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5886
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*
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* So to make sure dhewm3 (finally) works as expected on Wayland, we tell SDL2 to
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* allow transparency and then fill the alpha-chan ourselves in RB_SwapBuffers()
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* (unless the user disables that with r_fillWindowAlphaChan 0) */
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#ifdef SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY
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SDL_SetHint(SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY, "1");
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#else // little hack so this works if the SDL2 version used for building is older than runtime version
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SDL_SetHint("SDL_VIDEO_EGL_ALLOW_TRANSPARENCY", "1");
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#endif
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#endif
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int colorbits = 24;
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int depthbits = 24;
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int stencilbits = 8;
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for (int i = 0; i < 16; i++) {
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int multisamples = parms.multiSamples;
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// 0 - default
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// 1 - minus colorbits
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// 2 - minus depthbits
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// 3 - minus stencil
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if ((i % 4) == 0 && i) {
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// one pass, reduce
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switch (i / 4) {
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case 2 :
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if (colorbits == 24)
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colorbits = 16;
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break;
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case 1 :
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if (depthbits == 24)
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depthbits = 16;
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else if (depthbits == 16)
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depthbits = 8;
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case 3 :
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if (stencilbits == 24)
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stencilbits = 16;
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else if (stencilbits == 16)
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stencilbits = 8;
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}
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}
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int tcolorbits = colorbits;
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int tdepthbits = depthbits;
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int tstencilbits = stencilbits;
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if ((i % 4) == 3) {
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// reduce colorbits
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if (tcolorbits == 24)
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tcolorbits = 16;
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}
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if ((i % 4) == 2) {
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// reduce depthbits
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if (tdepthbits == 24)
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tdepthbits = 16;
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else if (tdepthbits == 16)
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tdepthbits = 8;
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}
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if ((i % 4) == 1) {
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// reduce stencilbits
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if (tstencilbits == 24)
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tstencilbits = 16;
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else if (tstencilbits == 16)
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tstencilbits = 8;
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else
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tstencilbits = 0;
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}
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int channelcolorbits = 4;
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if (tcolorbits == 24)
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channelcolorbits = 8;
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int talphabits = channelcolorbits;
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try_again:
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, tdepthbits);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, tstencilbits);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, talphabits);
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SDL_GL_SetAttribute(SDL_GL_STEREO, parms.stereo ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, (multisamples > 1) ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multisamples);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if ( r_fullscreen.GetBool() && r_fullscreenDesktop.GetBool() ) {
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common->Printf( "Will create a pseudo-fullscreen window at the current desktop resolution\n" );
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} else {
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const char* windowMode = r_fullscreen.GetBool() ? "fullscreen-" : "";
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common->Printf("Will create a %swindow with resolution %dx%d (r_mode = %d)\n",
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windowMode, parms.width, parms.height, r_mode.GetInteger());
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}
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int displayIndex = 0;
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#if SDL_VERSION_ATLEAST(2, 0, 4)
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// try to put the window on the display the mousecursor currently is on
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{
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int x, y;
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SDL_GetGlobalMouseState(&x, &y);
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int numDisplays = SDL_GetNumVideoDisplays();
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common->Printf("SDL detected %d displays: \n", numDisplays);
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bool found = false;
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for ( int j=0; j<numDisplays; ++j ) {
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SDL_Rect rect;
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if (SDL_GetDisplayBounds(j, &rect) == 0) {
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common->Printf(" %d: %dx%d at (%d, %d) to (%d, %d)\n", j, rect.w, rect.h,
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rect.x, rect.y, rect.x+rect.w, rect.y+rect.h);
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if ( !found && x >= rect.x && x < rect.x + rect.w
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&& y >= rect.y && y < rect.y + rect.h )
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{
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displayIndex = j;
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found = true;
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}
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}
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}
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common->Printf("Will use display %d because mouse cursor is at (%d, %d).\n",
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displayIndex, x, y);
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}
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#endif
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window = SDL_CreateWindow(ENGINE_VERSION,
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SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),
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SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),
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parms.width, parms.height, flags);
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if (!window) {
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common->Warning("Couldn't set GL mode %d/%d/%d with %dx MSAA: %s",
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channelcolorbits, tdepthbits, tstencilbits, parms.multiSamples, SDL_GetError());
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// before trying to reduce color channel size or whatever, first try reducing MSAA, if possible
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if(multisamples > 1) {
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multisamples = (multisamples <= 2) ? 0 : (multisamples/2);
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// using goto because enhancing that logic which reduces attributes
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// based on i (so it'd first try reducing MSAA) would be too painful
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goto try_again;
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}
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continue;
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} else {
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// creating the window succeeded, so adjust r_multiSamples to the value that was actually used
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parms.multiSamples = multisamples;
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r_multiSamples.SetInteger(multisamples);
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}
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/* Check if we're really in the requested display mode. There is
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(or was) an SDL bug were SDL switched into the wrong mode
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without giving an error code. See the bug report for details:
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https://bugzilla.libsdl.org/show_bug.cgi?id=4700 */
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if ((flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP)) == SDL_WINDOW_FULLSCREEN)
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{
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SDL_DisplayMode real_mode;
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if (SDL_GetWindowDisplayMode(window, &real_mode) != 0)
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{
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SDL_DestroyWindow(window);
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window = NULL;
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common->Warning("Can't get display mode: %s\n", SDL_GetError());
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return false; // trying other color depth etc is unlikely to help with this issue
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}
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if ((real_mode.w != parms.width) || (real_mode.h != parms.height))
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{
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common->Warning("Current display mode isn't requested display mode\n");
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common->Warning("Likely SDL bug #4700, trying to work around it..\n");
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int dIdx = SDL_GetWindowDisplayIndex(window);
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if(dIdx != displayIndex) {
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common->Warning("Window's display index is %d, but we wanted %d!\n", dIdx, displayIndex);
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}
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/* Mkay, try to hack around that. */
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SDL_DisplayMode wanted_mode = {};
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wanted_mode.w = parms.width;
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wanted_mode.h = parms.height;
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if (SDL_SetWindowDisplayMode(window, &wanted_mode) != 0)
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{
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SDL_DestroyWindow(window);
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window = NULL;
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common->Warning("Can't force resolution to %ix%i: %s\n", parms.width, parms.height, SDL_GetError());
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return false; // trying other color depth etc is unlikely to help with this issue
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}
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/* The SDL doku says, that SDL_SetWindowSize() shouldn't be
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used on fullscreen windows. But at least in my test with
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SDL 2.0.9 the subsequent SDL_GetWindowDisplayMode() fails
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if I don't call it. */
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SDL_SetWindowSize(window, wanted_mode.w, wanted_mode.h);
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if (SDL_GetWindowDisplayMode(window, &real_mode) != 0)
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{
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SDL_DestroyWindow(window);
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window = NULL;
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common->Warning("Can't get display mode: %s\n", SDL_GetError());
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return false; // trying other color depth etc is unlikely to help with this issue
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}
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if ((real_mode.w != parms.width) || (real_mode.h != parms.height))
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{
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SDL_DestroyWindow(window);
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window = NULL;
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common->Warning("Still in wrong display mode: %ix%i instead of %ix%i\n",
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real_mode.w, real_mode.h, parms.width, parms.height);
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return false; // trying other color depth etc is unlikely to help with this issue
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}
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common->Warning("Now we have the requested resolution (%d x %d)\n", parms.width, parms.height);
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}
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}
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context = SDL_GL_CreateContext(window);
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GLimp_SetSwapInterval( r_swapInterval.GetInteger() );
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r_swapInterval.ClearModified();
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// for HighDPI, window size and drawable size can differ
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GLimp_UpdateWindowSize();
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SetSDLIcon(); // for SDL2 this must be done after creating the window
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glConfig.isFullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN;
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const char* fsStr = glConfig.isFullscreen ? "fullscreen " : "";
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if ( (int)glConfig.winWidth != glConfig.vidWidth ) {
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common->Printf( "Got a HighDPI %swindow with physical resolution %d x %d and virtual resolution %g x %g\n",
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fsStr, glConfig.vidWidth, glConfig.vidHeight, glConfig.winWidth, glConfig.winHeight );
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} else {
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common->Printf( "Got a %swindow with resolution %g x %g\n", fsStr, glConfig.winWidth, glConfig.winHeight );
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}
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#else
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SDL_WM_SetCaption(ENGINE_VERSION, ENGINE_VERSION);
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SetSDLIcon(); // for SDL1.2 this must be done before creating the window
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if (SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_swapInterval.GetInteger()) < 0)
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common->Warning("SDL_GL_SWAP_CONTROL not supported");
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r_swapInterval.ClearModified();
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window = SDL_SetVideoMode(parms.width, parms.height, colorbits, flags);
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if (!window) {
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common->DPrintf("Couldn't set GL mode %d/%d/%d: %s",
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channelcolorbits, tdepthbits, tstencilbits, SDL_GetError());
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// before trying to reduce color channel size or whatever, first try reducing MSAA, if possible
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if(multisamples > 1) {
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multisamples = (multisamples <= 2) ? 0 : (multisamples/2);
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// using goto because enhancing that logic which reduces attributes
|
|
// based on i (so it'd first try reducing MSAA) would be too painful
|
|
goto try_again;
|
|
}
|
|
|
|
continue;
|
|
} else {
|
|
// creating the window succeeded, so adjust r_multiSamples to the value that was actually used
|
|
parms.multiSamples = multisamples;
|
|
r_multiSamples.SetInteger(multisamples);
|
|
}
|
|
|
|
glConfig.vidWidth = window->w;
|
|
glConfig.vidHeight = window->h;
|
|
|
|
glConfig.isFullscreen = (window->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN;
|
|
#endif
|
|
|
|
#if defined(_WIN32) && defined(ID_ALLOW_TOOLS)
|
|
|
|
#if ! SDL_VERSION_ATLEAST(2, 0, 0)
|
|
#error "dhewm3 only supports the tools with SDL2, not SDL1!"
|
|
#endif
|
|
|
|
// The tools are Win32 specific. If building the tools
|
|
// then we know we are win32 and we have to include this
|
|
// config to get the editors to work.
|
|
|
|
// Get the HWND for later use.
|
|
SDL_SysWMinfo sdlinfo;
|
|
SDL_version sdlver;
|
|
SDL_VERSION(&sdlver);
|
|
sdlinfo.version = sdlver;
|
|
if (SDL_GetWindowWMInfo(window, &sdlinfo) && sdlinfo.subsystem == SDL_SYSWM_WINDOWS) {
|
|
win32.hWnd = sdlinfo.info.win.window;
|
|
win32.hDC = sdlinfo.info.win.hdc;
|
|
// NOTE: hInstance is set in main()
|
|
win32.hGLRC = qwglGetCurrentContext();
|
|
|
|
int pfIdx = GetPixelFormat(win32.hDC);
|
|
PIXELFORMATDESCRIPTOR src = {};
|
|
if (DescribePixelFormat(win32.hDC, pfIdx, sizeof(PIXELFORMATDESCRIPTOR), &win32.pfd) == 0)
|
|
{
|
|
common->Warning("DescribePixelFormat() failed: %d!\n", GetLastError());
|
|
PIXELFORMATDESCRIPTOR src =
|
|
{
|
|
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
|
|
1, // version number
|
|
PFD_DRAW_TO_WINDOW | // support window
|
|
PFD_SUPPORT_OPENGL | // support OpenGL
|
|
PFD_DOUBLEBUFFER, // double buffered
|
|
PFD_TYPE_RGBA, // RGBA type
|
|
32, // 32-bit color depth
|
|
0, 0, 0, 0, 0, 0, // color bits ignored
|
|
8, // 8 bit destination alpha
|
|
0, // shift bit ignored
|
|
0, // no accumulation buffer
|
|
0, 0, 0, 0, // accum bits ignored
|
|
24, // 24-bit z-buffer
|
|
8, // 8-bit stencil buffer
|
|
0, // no auxiliary buffer
|
|
PFD_MAIN_PLANE, // main layer
|
|
0, // reserved
|
|
0, 0, 0 // layer masks ignored
|
|
};
|
|
memcpy(&win32.pfd, &src, sizeof(PIXELFORMATDESCRIPTOR));
|
|
}
|
|
|
|
win32.piAttribIList = NULL;
|
|
|
|
win32.wglGetPixelFormatAttribivARB = (BOOL(WINAPI*)(HDC,int,int,UINT,const int*,int*))SDL_GL_GetProcAddress("wglGetPixelFormatAttribivARB");
|
|
win32.wglChoosePixelFormatARB = (BOOL(WINAPI*)(HDC,const int*,const FLOAT*,UINT,int*piFormats,UINT*))SDL_GL_GetProcAddress("wglChoosePixelFormatARB");
|
|
|
|
if(win32.wglGetPixelFormatAttribivARB != NULL && win32.wglChoosePixelFormatARB != NULL) {
|
|
const int queryAttributes[] = {
|
|
// equivalents of all the SDL_GL_* attributes we set above (and ones set implicitly)
|
|
WGL_DRAW_TO_WINDOW_ARB,
|
|
WGL_RED_BITS_ARB,
|
|
WGL_GREEN_BITS_ARB,
|
|
WGL_BLUE_BITS_ARB,
|
|
WGL_ALPHA_BITS_ARB,
|
|
WGL_DOUBLE_BUFFER_ARB,
|
|
WGL_DEPTH_BITS_ARB,
|
|
WGL_STENCIL_BITS_ARB,
|
|
// WGL_ACCUM_*_BITS_ARB - not used
|
|
WGL_STEREO_ARB,
|
|
WGL_SAMPLE_BUFFERS_ARB,
|
|
WGL_SAMPLES_ARB,
|
|
// WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB - not used
|
|
WGL_ACCELERATION_ARB,
|
|
};
|
|
enum { NUM_ATTRIBUTES = sizeof(queryAttributes)/sizeof(queryAttributes[0]) };
|
|
int queryResults[NUM_ATTRIBUTES] = {};
|
|
|
|
win32.wglGetPixelFormatAttribivARB(win32.hDC, pfIdx, PFD_MAIN_PLANE, NUM_ATTRIBUTES, queryAttributes, queryResults);
|
|
|
|
static int attribIList[2*NUM_ATTRIBUTES+2] = {}; // +2 for terminating 0, 0 pair
|
|
for(int i=0; i<NUM_ATTRIBUTES; ++i) {
|
|
attribIList[i*2] = queryAttributes[i];
|
|
attribIList[i*2+1] = queryResults[i];
|
|
}
|
|
win32.piAttribIList = attribIList;
|
|
}
|
|
} else {
|
|
// TODO: can we just disable them?
|
|
common->Error("SDL_GetWindowWMInfo(), which is needed for Tools to work, failed!");
|
|
}
|
|
#endif // defined(_WIN32) && defined(ID_ALLOW_TOOLS)
|
|
|
|
common->Printf("Requested %d color bits per chan, %d alpha %d depth, %d stencil\n",
|
|
channelcolorbits, talphabits, tdepthbits, tstencilbits);
|
|
|
|
{
|
|
int r, g, b, a, d, s;
|
|
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
|
|
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
|
|
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
|
|
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
|
|
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &d);
|
|
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &s);
|
|
|
|
common->Printf("Got %d stencil bits, %d depth bits, color bits: r%d g%d b%d a%d\n", s, d, r, g, b, a);
|
|
|
|
glConfig.colorBits = r+g+b; // a bit imprecise, but seems to be used only in GfxInfo_f()
|
|
glConfig.alphabits = a;
|
|
glConfig.depthBits = d;
|
|
glConfig.stencilBits = s;
|
|
}
|
|
|
|
glConfig.displayFrequency = 0;
|
|
|
|
// for r_fillWindowAlphaChan -1, see also the big comment above
|
|
glConfig.shouldFillWindowAlpha = false;
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
const char* videoDriver = SDL_GetCurrentVideoDriver();
|
|
if (idStr::Icmp(videoDriver, "wayland") == 0) {
|
|
glConfig.shouldFillWindowAlpha = true;
|
|
}
|
|
#endif
|
|
|
|
break;
|
|
}
|
|
|
|
if (!window) {
|
|
common->Warning("No usable GL mode found: %s", SDL_GetError());
|
|
return false;
|
|
}
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
// SDL1.2 has no context, and is not supported by ImGui anyway
|
|
D3::ImGuiHooks::Init(window, context);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
GLimp_SetScreenParms
|
|
===================
|
|
*/
|
|
bool GLimp_SetScreenParms(glimpParms_t parms) {
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
int curMultiSamples = 0;
|
|
if ( SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &curMultiSamples ) == 0 && curMultiSamples > 0 ) {
|
|
if ( SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &curMultiSamples ) != 0 ) {
|
|
curMultiSamples = 0; // SDL_GL_GetAttribute() call failed, assume no MSAA
|
|
}
|
|
} else {
|
|
curMultiSamples = 0; // SDL_GL_GetAttribute() call failed, assume no MSAA
|
|
}
|
|
|
|
if( parms.multiSamples != -1 && parms.multiSamples != curMultiSamples ) {
|
|
// if MSAA settings have changed, we really need a vid_restart
|
|
return false;
|
|
}
|
|
|
|
Uint32 winFlags = SDL_GetWindowFlags( window );
|
|
bool isFullscreen = (winFlags & SDL_WINDOW_FULLSCREEN) != 0;
|
|
bool isFullscreenDesktop = (winFlags & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP;
|
|
|
|
bool wantFullscreenDesktop = parms.fullScreen && r_fullscreenDesktop.GetBool();
|
|
|
|
// TODO: parms.displayHz ?
|
|
|
|
if ( isFullscreenDesktop && wantFullscreenDesktop ) {
|
|
return true; // nothing to do (resolution is not configurable in that mode)
|
|
}
|
|
|
|
if ( !parms.fullScreen ) { // we want windowed mode
|
|
if ( isFullscreen && SDL_SetWindowFullscreen( window, 0 ) != 0 ) {
|
|
common->Warning( "GLimp_SetScreenParms(): Couldn't switch to windowed mode, SDL error: %s\n", SDL_GetError() );
|
|
return false;
|
|
}
|
|
SDL_RestoreWindow( window ); // make sure we're not maximized, then setting the size wouldn't work
|
|
SDL_SetWindowSize( window, parms.width, parms.height );
|
|
} else { // we want some kind of fullscreen mode
|
|
|
|
// it's probably safest to first switch to windowed mode
|
|
if ( isFullscreen ) {
|
|
SDL_SetWindowFullscreen( window, 0 );
|
|
}
|
|
|
|
if ( wantFullscreenDesktop ) {
|
|
if ( SDL_SetWindowFullscreen( window, SDL_WINDOW_FULLSCREEN_DESKTOP ) != 0 ) {
|
|
common->Warning( "GLimp_SetScreenParms(): Couldn't switch to fullscreen desktop mode, SDL error: %s\n", SDL_GetError() );
|
|
return false;
|
|
}
|
|
} else { // want real fullscreen
|
|
SDL_DisplayMode wanted_mode = {};
|
|
|
|
wanted_mode.w = parms.width;
|
|
wanted_mode.h = parms.height;
|
|
|
|
// TODO: refresh rate? parms.displayHz should probably try to get most similar mode before trying to set it?
|
|
|
|
if ( SDL_SetWindowDisplayMode( window, &wanted_mode ) != 0 )
|
|
{
|
|
common->Warning("GLimp_SetScreenParms(): Can't set fullscreen resolution to %ix%i: %s\n", wanted_mode.w, wanted_mode.h, SDL_GetError());
|
|
return false;
|
|
}
|
|
|
|
SDL_SetWindowFullscreen( window, SDL_WINDOW_FULLSCREEN );
|
|
|
|
/* The SDL doku says, that SDL_SetWindowSize() shouldn't be
|
|
used on fullscreen windows. But at least in my test with
|
|
SDL 2.0.9 the subsequent SDL_GetWindowDisplayMode() fails
|
|
if I don't call it. */
|
|
SDL_SetWindowSize( window, wanted_mode.w, wanted_mode.h );
|
|
|
|
SDL_DisplayMode real_mode = {};
|
|
if ( SDL_GetWindowDisplayMode( window, &real_mode ) != 0 )
|
|
{
|
|
common->Warning( "GLimp_SetScreenParms(): Can't get display mode: %s\n", SDL_GetError() );
|
|
return false; // trying other color depth etc is unlikely to help with this issue
|
|
}
|
|
|
|
if ( (real_mode.w != wanted_mode.w) || (real_mode.h != wanted_mode.h) )
|
|
{
|
|
common->Warning( "GLimp_SetScreenParms(): Still in wrong display mode: %ix%i instead of %ix%i\n",
|
|
real_mode.w, real_mode.h, wanted_mode.w, wanted_mode.h );
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
glConfig.isFullscreen = (SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN) != 0;
|
|
|
|
return true;
|
|
|
|
#else // SDL1.2 - I don't feel like implementing this for old SDL, just do a full vid_restart, like before
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===================
|
|
GLimp_Shutdown
|
|
===================
|
|
*/
|
|
void GLimp_Shutdown() {
|
|
|
|
D3::ImGuiHooks::Shutdown();
|
|
|
|
common->Printf("Shutting down OpenGL subsystem\n");
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
if (context) {
|
|
SDL_GL_DeleteContext(context);
|
|
context = NULL;
|
|
}
|
|
|
|
if (window) {
|
|
SDL_DestroyWindow(window);
|
|
window = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===================
|
|
GLimp_SwapBuffers
|
|
===================
|
|
*/
|
|
void GLimp_SwapBuffers() {
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
SDL_GL_SwapWindow(window);
|
|
#else
|
|
SDL_GL_SwapBuffers();
|
|
#endif
|
|
}
|
|
|
|
static bool gammaOrigError = false;
|
|
static bool gammaOrigSet = false;
|
|
static unsigned short gammaOrigRed[256];
|
|
static unsigned short gammaOrigGreen[256];
|
|
static unsigned short gammaOrigBlue[256];
|
|
|
|
/*
|
|
=================
|
|
GLimp_SetGamma
|
|
=================
|
|
*/
|
|
void GLimp_SetGamma(unsigned short red[256], unsigned short green[256], unsigned short blue[256]) {
|
|
if (!window) {
|
|
common->Warning("GLimp_SetGamma called without window");
|
|
return;
|
|
}
|
|
|
|
if ( !gammaOrigSet ) {
|
|
gammaOrigSet = true;
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
if ( SDL_GetWindowGammaRamp( window, gammaOrigRed, gammaOrigGreen, gammaOrigBlue ) == -1 ) {
|
|
#else
|
|
if ( SDL_GetGammaRamp( gammaOrigRed, gammaOrigGreen, gammaOrigBlue ) == -1 ) {
|
|
#endif
|
|
gammaOrigError = true;
|
|
common->Warning( "Failed to get Gamma Ramp: %s\n", SDL_GetError() );
|
|
}
|
|
}
|
|
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
if (SDL_SetWindowGammaRamp(window, red, green, blue))
|
|
#else
|
|
if (SDL_SetGammaRamp(red, green, blue))
|
|
#endif
|
|
common->Warning("Couldn't set gamma ramp: %s", SDL_GetError());
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GLimp_ResetGamma
|
|
|
|
Restore original system gamma setting
|
|
=================
|
|
*/
|
|
void GLimp_ResetGamma() {
|
|
if( gammaOrigError ) {
|
|
common->Warning( "Can't reset hardware gamma because getting the Gamma Ramp at startup failed!\n" );
|
|
common->Warning( "You might have to restart the game for gamma/brightness in shaders to work properly.\n" );
|
|
return;
|
|
}
|
|
|
|
if( gammaOrigSet ) {
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
SDL_SetWindowGammaRamp( window, gammaOrigRed, gammaOrigGreen, gammaOrigBlue );
|
|
#else
|
|
SDL_SetGammaRamp( gammaOrigRed, gammaOrigGreen, gammaOrigBlue );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
GLimp_ActivateContext
|
|
=================
|
|
*/
|
|
void GLimp_ActivateContext() {
|
|
common->DPrintf("TODO: GLimp_ActivateContext\n");
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GLimp_DeactivateContext
|
|
=================
|
|
*/
|
|
void GLimp_DeactivateContext() {
|
|
common->DPrintf("TODO: GLimp_DeactivateContext\n");
|
|
}
|
|
|
|
/*
|
|
===================
|
|
GLimp_ExtensionPointer
|
|
===================
|
|
*/
|
|
GLExtension_t GLimp_ExtensionPointer(const char *name) {
|
|
assert(SDL_WasInit(SDL_INIT_VIDEO));
|
|
|
|
return (GLExtension_t)SDL_GL_GetProcAddress(name);
|
|
}
|
|
|
|
void GLimp_GrabInput(int flags) {
|
|
if (!window) {
|
|
common->Warning("GLimp_GrabInput called without window");
|
|
return;
|
|
}
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
SDL_ShowCursor( (flags & GRAB_HIDECURSOR) ? SDL_DISABLE : SDL_ENABLE );
|
|
SDL_SetRelativeMouseMode( (flags & GRAB_RELATIVEMOUSE) ? SDL_TRUE : SDL_FALSE );
|
|
SDL_SetWindowGrab( window, (flags & GRAB_GRABMOUSE) ? SDL_TRUE : SDL_FALSE );
|
|
#else
|
|
SDL_ShowCursor( (flags & GRAB_HIDECURSOR) ? SDL_DISABLE : SDL_ENABLE );
|
|
// ignore GRAB_GRABMOUSE, SDL1.2 doesn't support grabbing without relative mode
|
|
// so only grab if we want relative mode
|
|
SDL_WM_GrabInput( (flags & GRAB_RELATIVEMOUSE) ? SDL_GRAB_ON : SDL_GRAB_OFF );
|
|
#endif
|
|
}
|
|
|
|
bool GLimp_SetSwapInterval( int swapInterval )
|
|
{
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
if ( SDL_GL_SetSwapInterval( swapInterval ) < 0 ) {
|
|
common->Warning( "SDL_GL_SetSwapInterval( %d ) not supported", swapInterval );
|
|
return false;
|
|
}
|
|
return true;
|
|
#else
|
|
common->Warning( "SDL1.2 does not support changing the swapinterval (vsync) on-the-fly!" );
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool GLimp_SetWindowResizable( bool enableResizable )
|
|
{
|
|
#if SDL_VERSION_ATLEAST(2, 0, 5)
|
|
SDL_SetWindowResizable( window, (SDL_bool)enableResizable );
|
|
return true;
|
|
#else
|
|
common->Warning( "dhewm3 must be built with SDL 2.0.5 or newer to change resizability of existing windows!" );
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void GLimp_UpdateWindowSize()
|
|
{
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
int ww=0, wh=0;
|
|
SDL_GetWindowSize( window, &ww, &wh );
|
|
glConfig.winWidth = ww;
|
|
glConfig.winHeight = wh;
|
|
SDL_GL_GetDrawableSize( window, &glConfig.vidWidth, &glConfig.vidHeight );
|
|
#endif
|
|
}
|