mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-30 16:11:11 +00:00
9a9babf8d6
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.
319 lines
8.1 KiB
C++
319 lines
8.1 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 <SDL_syswm.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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idCVar in_nograb("in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing");
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idCVar r_waylandcompat("r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer");
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static bool grabbed = false;
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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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/*
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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)
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flags |= SDL_WINDOW_FULLSCREEN;
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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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// 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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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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if (r_waylandcompat.GetBool())
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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else
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_STEREO, parms.stereo ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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window = SDL_CreateWindow(GAME_NAME,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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parms.width, parms.height, flags);
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context = SDL_GL_CreateContext(window);
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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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continue;
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}
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if (SDL_GL_SetSwapInterval(r_swapInterval.GetInteger()) < 0)
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common->Warning("SDL_GL_SWAP_CONTROL not supported");
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SDL_GetWindowSize(window, &glConfig.vidWidth, &glConfig.vidHeight);
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glConfig.isFullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN;
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#else
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SDL_WM_SetCaption(GAME_NAME, GAME_NAME);
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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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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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continue;
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}
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glConfig.vidWidth = window->w;
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glConfig.vidHeight = window->h;
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glConfig.isFullscreen = (window->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN;
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#endif
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common->Printf("Using %d color bits, %d depth, %d stencil display\n",
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channelcolorbits, tdepthbits, tstencilbits);
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glConfig.colorBits = tcolorbits;
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glConfig.depthBits = tdepthbits;
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glConfig.stencilBits = tstencilbits;
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glConfig.displayFrequency = 0;
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break;
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}
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if (!window) {
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common->Warning("No usable GL mode found: %s", SDL_GetError());
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return false;
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}
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return true;
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}
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/*
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===================
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GLimp_SetScreenParms
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===================
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*/
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bool GLimp_SetScreenParms(glimpParms_t parms) {
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common->DPrintf("TODO: GLimp_ActivateContext\n");
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return true;
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}
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/*
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===================
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GLimp_Shutdown
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===================
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*/
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void GLimp_Shutdown() {
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common->Printf("Shutting down OpenGL subsystem\n");
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (context) {
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SDL_GL_DeleteContext(context);
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context = NULL;
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}
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if (window) {
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SDL_DestroyWindow(window);
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window = NULL;
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}
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#endif
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}
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/*
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===================
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GLimp_SwapBuffers
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===================
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*/
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void GLimp_SwapBuffers() {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_GL_SwapWindow(window);
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#else
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SDL_GL_SwapBuffers();
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#endif
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}
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/*
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=================
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GLimp_SetGamma
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=================
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*/
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void GLimp_SetGamma(unsigned short red[256], unsigned short green[256], unsigned short blue[256]) {
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if (!window) {
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common->Warning("GLimp_SetGamma called without window");
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (SDL_SetWindowGammaRamp(window, red, green, blue))
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#else
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if (SDL_SetGammaRamp(red, green, blue))
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#endif
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common->Warning("Couldn't set gamma ramp: %s", SDL_GetError());
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}
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/*
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=================
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GLimp_ActivateContext
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=================
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*/
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void GLimp_ActivateContext() {
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common->DPrintf("TODO: GLimp_ActivateContext\n");
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}
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/*
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=================
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GLimp_DeactivateContext
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=================
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*/
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void GLimp_DeactivateContext() {
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common->DPrintf("TODO: GLimp_DeactivateContext\n");
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}
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/*
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===================
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GLimp_ExtensionPointer
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===================
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*/
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GLExtension_t GLimp_ExtensionPointer(const char *name) {
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assert(SDL_WasInit(SDL_INIT_VIDEO));
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return (GLExtension_t)SDL_GL_GetProcAddress(name);
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}
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void GLimp_GrabInput(int flags) {
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bool grab = flags & GRAB_ENABLE;
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if (grab && (flags & GRAB_REENABLE))
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grab = false;
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if (flags & GRAB_SETSTATE)
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grabbed = grab;
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if (in_nograb.GetBool())
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grab = false;
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if (!window) {
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common->Warning("GLimp_GrabInput called without window");
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_ShowCursor(flags & GRAB_HIDECURSOR ? SDL_DISABLE : SDL_ENABLE);
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SDL_SetRelativeMouseMode(flags & GRAB_HIDECURSOR ? SDL_TRUE : SDL_FALSE);
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SDL_SetWindowGrab(window, grab ? SDL_TRUE : SDL_FALSE);
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#else
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SDL_ShowCursor(flags & GRAB_HIDECURSOR ? SDL_DISABLE : SDL_ENABLE);
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SDL_WM_GrabInput(grab ? SDL_GRAB_ON : SDL_GRAB_OFF);
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#endif
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}
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