dhewm3/neo/renderer/RenderSystem_init.cpp
Daniel Gibson e8b8f5c02d Always optimize code of some integrated libraries, even in Debug builds
the stb libs, miniz and minizip are now always optimized to speed up
performance, esp. level loading times, in debug builds.

So far the stb libs implementation were dragged into the source file
that uses them, now I created additional source files just for them so
those can be optimized while the engine source files using those libs
can remain unoptimized in debug builds.
2024-06-05 21:40:59 +02:00

2387 lines
83 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/Licensee.h"
#include "framework/Console.h"
#include "framework/Session.h"
#include "renderer/VertexCache.h"
#include "renderer/ModelManager.h"
#include "renderer/RenderWorld_local.h"
#include "renderer/GuiModel.h"
#include "sound/sound.h"
#include "ui/UserInterface.h"
#include "renderer/tr_local.h"
#include "framework/GameCallbacks_local.h"
// Vista OpenGL wrapper check
#ifdef _WIN32
#include "sys/win32/win_local.h"
#endif
#include "stb_image_write.h"
// functions that are not called every frame
glconfig_t glConfig;
const char *r_rendererArgs[] = { "best", "arb2", NULL };
idCVar r_inhibitFragmentProgram( "r_inhibitFragmentProgram", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the fragment program extension" );
idCVar r_useLightPortalFlow( "r_useLightPortalFlow", "1", CVAR_RENDERER | CVAR_BOOL, "use a more precise area reference determination" );
idCVar r_multiSamples( "r_multiSamples", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "number of antialiasing samples" );
idCVar r_mode( "r_mode", "5", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "video mode number" );
idCVar r_displayRefresh( "r_displayRefresh", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "optional display refresh rate option for vid mode", 0.0f, 200.0f );
idCVar r_fullscreen( "r_fullscreen", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "0 = windowed, 1 = full screen" );
idCVar r_fullscreenDesktop( "r_fullscreenDesktop", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "0: 'real' fullscreen mode 1: keep resolution 'desktop' fullscreen mode" );
idCVar r_customWidth( "r_customWidth", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen width. set r_mode to -1 to activate" );
idCVar r_customHeight( "r_customHeight", "486", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen height. set r_mode to -1 to activate" );
idCVar r_singleTriangle( "r_singleTriangle", "0", CVAR_RENDERER | CVAR_BOOL, "only draw a single triangle per primitive" );
idCVar r_checkBounds( "r_checkBounds", "0", CVAR_RENDERER | CVAR_BOOL, "compare all surface bounds with precalculated ones" );
idCVar r_useConstantMaterials( "r_useConstantMaterials", "1", CVAR_RENDERER | CVAR_BOOL, "use pre-calculated material registers if possible" );
idCVar r_useSilRemap( "r_useSilRemap", "1", CVAR_RENDERER | CVAR_BOOL, "consider verts with the same XYZ, but different ST the same for shadows" );
idCVar r_useNodeCommonChildren( "r_useNodeCommonChildren", "1", CVAR_RENDERER | CVAR_BOOL, "stop pushing reference bounds early when possible" );
idCVar r_useShadowProjectedCull( "r_useShadowProjectedCull", "1", CVAR_RENDERER | CVAR_BOOL, "discard triangles outside light volume before shadowing" );
idCVar r_useShadowVertexProgram( "r_useShadowVertexProgram", "1", CVAR_RENDERER | CVAR_BOOL, "do the shadow projection in the vertex program on capable cards" );
idCVar r_useShadowSurfaceScissor( "r_useShadowSurfaceScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor shadows by the scissor rect of the interaction surfaces" );
idCVar r_useInteractionTable( "r_useInteractionTable", "1", CVAR_RENDERER | CVAR_BOOL, "create a full entityDefs * lightDefs table to make finding interactions faster" );
idCVar r_useTurboShadow( "r_useTurboShadow", "1", CVAR_RENDERER | CVAR_BOOL, "use the infinite projection with W technique for dynamic shadows" );
idCVar r_useTwoSidedStencil( "r_useTwoSidedStencil", "1", CVAR_RENDERER | CVAR_BOOL, "do stencil shadows in one pass with different ops on each side" );
idCVar r_useDeferredTangents( "r_useDeferredTangents", "1", CVAR_RENDERER | CVAR_BOOL, "defer tangents calculations after deform" );
idCVar r_useCachedDynamicModels( "r_useCachedDynamicModels", "1", CVAR_RENDERER | CVAR_BOOL, "cache snapshots of dynamic models" );
idCVar r_useVertexBuffers( "r_useVertexBuffers", "1", CVAR_RENDERER | CVAR_INTEGER, "use ARB_vertex_buffer_object for vertexes", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> );
idCVar r_useIndexBuffers( "r_useIndexBuffers", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "use ARB_vertex_buffer_object for indexes", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> );
idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "avoid redundant state changes in GL_*() calls" );
idCVar r_useInfiniteFarZ( "r_useInfiniteFarZ", "1", CVAR_RENDERER | CVAR_BOOL, "use the no-far-clip-plane trick" );
idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f );
idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "1", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" );
idCVar r_finish( "r_finish", "0", CVAR_RENDERER | CVAR_BOOL, "force a call to glFinish() every frame" );
idCVar r_swapInterval( "r_swapInterval", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "changes the GL swap interval" );
idCVar r_gamma( "r_gamma", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f );
idCVar r_brightness( "r_brightness", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 2.0f );
idCVar r_gammaInShader( "r_gammaInShader", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Set gamma and brightness in shaders instead using hardware gamma" );
idCVar r_renderer( "r_renderer", "best", CVAR_RENDERER | CVAR_ARCHIVE, "hardware specific renderer path to use", r_rendererArgs, idCmdSystem::ArgCompletion_String<r_rendererArgs> );
idCVar r_jitter( "r_jitter", "0", CVAR_RENDERER | CVAR_BOOL, "randomly subpixel jitter the projection matrix" );
idCVar r_skipSuppress( "r_skipSuppress", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the per-view suppressions" );
idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings" );
idCVar r_skipLightScale( "r_skipLightScale", "0", CVAR_RENDERER | CVAR_BOOL, "don't do any post-interaction light scaling, makes things dim on low-dynamic range cards" );
idCVar r_skipInteractions( "r_skipInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip all light/surface interaction drawing" );
idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR_BOOL, "don't dynamically create textures" );
idCVar r_skipCopyTexture( "r_skipCopyTexture", "0", CVAR_RENDERER | CVAR_BOOL, "do all rendering, but don't actually copyTexSubImage2D" );
idCVar r_skipBackEnd( "r_skipBackEnd", "0", CVAR_RENDERER | CVAR_BOOL, "don't draw anything" );
idCVar r_skipRender( "r_skipRender", "0", CVAR_RENDERER | CVAR_BOOL, "skip 3D rendering, but pass 2D" );
idCVar r_skipRenderContext( "r_skipRenderContext", "0", CVAR_RENDERER | CVAR_BOOL, "NULL the rendering context during backend 3D rendering" );
idCVar r_skipTranslucent( "r_skipTranslucent", "0", CVAR_RENDERER | CVAR_BOOL, "skip the translucent interaction rendering" );
idCVar r_skipAmbient( "r_skipAmbient", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all non-interaction drawing" );
idCVar r_skipNewAmbient( "r_skipNewAmbient", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "bypasses all vertex/fragment program ambient drawing" );
idCVar r_skipBlendLights( "r_skipBlendLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all blend lights" );
idCVar r_skipFogLights( "r_skipFogLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all fog lights" );
idCVar r_skipDeforms( "r_skipDeforms", "0", CVAR_RENDERER | CVAR_BOOL, "leave all deform materials in their original state" );
idCVar r_skipFrontEnd( "r_skipFrontEnd", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all front end work, but 2D gui rendering still draws" );
idCVar r_skipUpdates( "r_skipUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't accept any entity or light updates, making everything static" );
idCVar r_skipOverlays( "r_skipOverlays", "0", CVAR_RENDERER | CVAR_BOOL, "skip overlay surfaces" );
idCVar r_skipSpecular( "r_skipSpecular", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_CHEAT | CVAR_ARCHIVE, "use black for specular1" );
idCVar r_skipBump( "r_skipBump", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "uses a flat surface instead of the bump map" );
idCVar r_skipDiffuse( "r_skipDiffuse", "0", CVAR_RENDERER | CVAR_BOOL, "use black for diffuse" );
idCVar r_skipROQ( "r_skipROQ", "0", CVAR_RENDERER | CVAR_BOOL, "skip ROQ decoding" );
idCVar r_ignore( "r_ignore", "0", CVAR_RENDERER, "used for random debugging without defining new vars" );
idCVar r_ignore2( "r_ignore2", "0", CVAR_RENDERER, "used for random debugging without defining new vars" );
idCVar r_usePreciseTriangleInteractions( "r_usePreciseTriangleInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "1 = do winding clipping to determine if each ambiguous tri should be lit" );
idCVar r_useCulling( "r_useCulling", "2", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = sphere, 2 = sphere + box", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_useLightCulling( "r_useLightCulling", "3", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_useLightScissors( "r_useLightScissors", "1", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each light" );
idCVar r_useClippedLightScissors( "r_useClippedLightScissors", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_useEntityCulling( "r_useEntityCulling", "1", CVAR_RENDERER | CVAR_BOOL, "0 = none, 1 = box" );
idCVar r_useEntityScissors( "r_useEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each entity" );
idCVar r_useInteractionCulling( "r_useInteractionCulling", "1", CVAR_RENDERER | CVAR_BOOL, "1 = cull interactions" );
idCVar r_useInteractionScissors( "r_useInteractionScissors", "2", CVAR_RENDERER | CVAR_INTEGER, "1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors", -2, 2, idCmdSystem::ArgCompletion_Integer<-2,2> );
idCVar r_useShadowCulling( "r_useShadowCulling", "1", CVAR_RENDERER | CVAR_BOOL, "try to cull shadows from partially visible lights" );
idCVar r_useFrustumFarDistance( "r_useFrustumFarDistance", "0", CVAR_RENDERER | CVAR_FLOAT, "if != 0 force the view frustum far distance to this distance" );
idCVar r_clear( "r_clear", "2", CVAR_RENDERER, "force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom" );
idCVar r_offsetFactor( "r_offsetfactor", "0", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" );
idCVar r_offsetUnits( "r_offsetunits", "-600", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" );
idCVar r_shadowPolygonOffset( "r_shadowPolygonOffset", "-1", CVAR_RENDERER | CVAR_FLOAT, "bias value added to depth test for stencil shadow drawing" );
idCVar r_shadowPolygonFactor( "r_shadowPolygonFactor", "0", CVAR_RENDERER | CVAR_FLOAT, "scale value for stencil shadow drawing" );
idCVar r_frontBuffer( "r_frontBuffer", "0", CVAR_RENDERER | CVAR_BOOL, "draw to front buffer for debugging" );
idCVar r_skipSubviews( "r_skipSubviews", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = don't render any gui elements on surfaces" );
idCVar r_skipGuiShaders( "r_skipGuiShaders", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_skipParticles( "r_skipParticles", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all particle systems", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> );
idCVar r_subviewOnly( "r_subviewOnly", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't render main view, allowing subviews to be debugged" );
idCVar r_shadows( "r_shadows", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "enable shadows" );
idCVar r_testARBProgram( "r_testARBProgram", "0", CVAR_RENDERER | CVAR_BOOL, "experiment with vertex/fragment programs" );
idCVar r_testGamma( "r_testGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels", 0, 195 );
idCVar r_testGammaBias( "r_testGammaBias", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" );
idCVar r_testStepGamma( "r_testStepGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" );
idCVar r_lightScale( "r_lightScale", "2", CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this" );
idCVar r_lightSourceRadius( "r_lightSourceRadius", "0", CVAR_RENDERER | CVAR_FLOAT, "for soft-shadow sampling" );
idCVar r_flareSize( "r_flareSize", "1", CVAR_RENDERER | CVAR_FLOAT, "scale the flare deforms from the material def" );
idCVar r_useExternalShadows( "r_useExternalShadows", "1", CVAR_RENDERER | CVAR_INTEGER, "1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_useOptimizedShadows( "r_useOptimizedShadows", "1", CVAR_RENDERER | CVAR_BOOL, "use the dmap generated static shadow volumes" );
idCVar r_useScissor( "r_useScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor clip as portals and lights are processed" );
idCVar r_useCombinerDisplayLists( "r_useCombinerDisplayLists", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NOCHEAT, "put all nvidia register combiner programming in display lists" );
idCVar r_useDepthBoundsTest( "r_useDepthBoundsTest", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test to reduce shadow fill" );
idCVar r_screenFraction( "r_screenFraction", "100", CVAR_RENDERER | CVAR_INTEGER, "for testing fill rate, the resolution of the entire screen can be changed" );
idCVar r_demonstrateBug( "r_demonstrateBug", "0", CVAR_RENDERER | CVAR_BOOL, "used during development to show IHV's their problems" );
idCVar r_usePortals( "r_usePortals", "1", CVAR_RENDERER | CVAR_BOOL, " 1 = use portals to perform area culling, otherwise draw everything" );
idCVar r_singleLight( "r_singleLight", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one light" );
idCVar r_singleEntity( "r_singleEntity", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one entity" );
idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" );
idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" );
idCVar r_forceLoadImages( "r_forceLoadImages", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "draw all images to screen after registration" );
idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" );
idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "0", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" );
// visual debugging info
idCVar r_showPortals( "r_showPortals", "0", CVAR_RENDERER | CVAR_BOOL, "draw portal outlines in color based on passed / not passed" );
idCVar r_showUnsmoothedTangents( "r_showUnsmoothedTangents", "0", CVAR_RENDERER | CVAR_BOOL, "if 1, put all nvidia register combiner programming in display lists" );
idCVar r_showSilhouette( "r_showSilhouette", "0", CVAR_RENDERER | CVAR_BOOL, "highlight edges that are casting shadow planes" );
idCVar r_showVertexColor( "r_showVertexColor", "0", CVAR_RENDERER | CVAR_BOOL, "draws all triangles with the solid vertex color" );
idCVar r_showUpdates( "r_showUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "report entity and light updates and ref counts" );
idCVar r_showDemo( "r_showDemo", "0", CVAR_RENDERER | CVAR_BOOL, "report reads and writes to the demo file" );
idCVar r_showDynamic( "r_showDynamic", "0", CVAR_RENDERER | CVAR_BOOL, "report stats on dynamic surface generation" );
idCVar r_showLightScale( "r_showLightScale", "0", CVAR_RENDERER | CVAR_BOOL, "report the scale factor applied to drawing for overbrights" );
idCVar r_showDefs( "r_showDefs", "0", CVAR_RENDERER | CVAR_BOOL, "report the number of modeDefs and lightDefs in view" );
idCVar r_showTrace( "r_showTrace", "0", CVAR_RENDERER | CVAR_INTEGER, "show the intersection of an eye trace with the world", idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_showIntensity( "r_showIntensity", "0", CVAR_RENDERER | CVAR_BOOL, "draw the screen colors based on intensity, red = 0, green = 128, blue = 255" );
idCVar r_showImages( "r_showImages", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show all images instead of rendering, 2 = show in proportional size", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_showSmp( "r_showSmp", "0", CVAR_RENDERER | CVAR_BOOL, "show which end (front or back) is blocking" );
idCVar r_showLights( "r_showLights", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showShadows( "r_showShadows", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = visualize the stencil shadow volumes, 2 = draw filled in", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showShadowCount( "r_showShadowCount", "0", CVAR_RENDERER | CVAR_INTEGER, "colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> );
idCVar r_showLightScissors( "r_showLightScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show light scissor rectangles" );
idCVar r_showEntityScissors( "r_showEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show entity scissor rectangles" );
idCVar r_showInteractionFrustums( "r_showInteractionFrustums", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showInteractionScissors( "r_showInteractionScissors", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_showLightCount( "r_showLightCount", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showViewEntitys( "r_showViewEntitys", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view models, 2 = print index numbers" );
idCVar r_showTris( "r_showTris", "0", CVAR_RENDERER | CVAR_INTEGER, "enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showSurfaceInfo( "r_showSurfaceInfo", "0", CVAR_RENDERER | CVAR_BOOL, "show surface material name under crosshair" );
idCVar r_showNormals( "r_showNormals", "0", CVAR_RENDERER | CVAR_FLOAT, "draws wireframe normals" );
idCVar r_showMemory( "r_showMemory", "0", CVAR_RENDERER | CVAR_BOOL, "print frame memory utilization" );
idCVar r_showCull( "r_showCull", "0", CVAR_RENDERER | CVAR_BOOL, "report sphere and box culling stats" );
idCVar r_showInteractions( "r_showInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "report interaction generation activity" );
idCVar r_showDepth( "r_showDepth", "0", CVAR_RENDERER | CVAR_BOOL, "display the contents of the depth buffer and the depth range" );
idCVar r_showSurfaces( "r_showSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "report surface/light/shadow counts" );
idCVar r_showPrimitives( "r_showPrimitives", "0", CVAR_RENDERER | CVAR_INTEGER, "report drawsurf/index/vertex counts" );
idCVar r_showEdges( "r_showEdges", "0", CVAR_RENDERER | CVAR_BOOL, "draw the sil edges" );
idCVar r_showTexturePolarity( "r_showTexturePolarity", "0", CVAR_RENDERER | CVAR_BOOL, "shade triangles by texture area polarity" );
idCVar r_showTangentSpace( "r_showTangentSpace", "0", CVAR_RENDERER | CVAR_INTEGER, "shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_showDominantTri( "r_showDominantTri", "0", CVAR_RENDERER | CVAR_BOOL, "draw lines from vertexes to center of dominant triangles" );
idCVar r_showAlloc( "r_showAlloc", "0", CVAR_RENDERER | CVAR_BOOL, "report alloc/free counts" );
idCVar r_showTextureVectors( "r_showTextureVectors", "0", CVAR_RENDERER | CVAR_FLOAT, " if > 0 draw each triangles texture (tangent) vectors" );
idCVar r_showOverDraw( "r_showOverDraw", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar r_lockSurfaces( "r_lockSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "allow moving the view point without changing the composition of the scene, including culling" );
idCVar r_useEntityCallbacks( "r_useEntityCallbacks", "1", CVAR_RENDERER | CVAR_BOOL, "if 0, issue the callback immediately at update time, rather than defering" );
idCVar r_showSkel( "r_showSkel", "0", CVAR_RENDERER | CVAR_INTEGER, "draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar r_jointNameScale( "r_jointNameScale", "0.02", CVAR_RENDERER | CVAR_FLOAT, "size of joint names when r_showskel is set to 1" );
idCVar r_jointNameOffset( "r_jointNameOffset", "0.5", CVAR_RENDERER | CVAR_FLOAT, "offset of joint names when r_showskel is set to 1" );
idCVar r_debugLineDepthTest( "r_debugLineDepthTest", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "perform depth test on debug lines" );
idCVar r_debugLineWidth( "r_debugLineWidth", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "width of debug lines" );
idCVar r_debugArrowStep( "r_debugArrowStep", "120", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "step size of arrow cone line rotation in degrees", 0, 120 );
idCVar r_debugPolygonFilled( "r_debugPolygonFilled", "1", CVAR_RENDERER | CVAR_BOOL, "draw a filled polygon" );
idCVar r_materialOverride( "r_materialOverride", "", CVAR_RENDERER, "overrides all materials", idCmdSystem::ArgCompletion_Decl<DECL_MATERIAL> );
idCVar r_debugRenderToTexture( "r_debugRenderToTexture", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
// DG: let users disable the "scale menus to 4:3" hack
idCVar r_scaleMenusTo43( "r_scaleMenusTo43", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Scale menus, fullscreen videos and PDA to 4:3 aspect ratio" );
// DG: the fscking patent has finally expired
idCVar r_useCarmacksReverse( "r_useCarmacksReverse", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Use Z-Fail (Carmack's Reverse) when rendering shadows" );
idCVar r_useStencilOpSeparate( "r_useStencilOpSeparate", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Use glStencilOpSeparate() (if available) when rendering shadows" );
idCVar r_screenshotFormat("r_screenshotFormat", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Screenshot format. 0 = TGA (default), 1 = BMP, 2 = PNG, 3 = JPG");
idCVar r_screenshotJpgQuality("r_screenshotJpgQuality", "75", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Screenshot quality for JPG images (1-100). Lower value means smaller file but worse quality");
idCVar r_screenshotPngCompression("r_screenshotPngCompression", "3", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Compression level when using PNG screenshots (0-9). Higher levels generate smaller files, but take noticeably longer");
// define qgl functions
#define QGLPROC(name, rettype, args) rettype (APIENTRYP q##name) args;
#include "renderer/qgl_proc.h"
void ( APIENTRY * qglMultiTexCoord2fARB )( GLenum texture, GLfloat s, GLfloat t );
void ( APIENTRY * qglMultiTexCoord2fvARB )( GLenum texture, GLfloat *st );
void ( APIENTRY * qglActiveTextureARB )( GLenum texture );
void ( APIENTRY * qglClientActiveTextureARB )( GLenum texture );
void (APIENTRY *qglTexImage3D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
void (APIENTRY * qglColorTableEXT)( int, int, int, int, int, const void * );
// EXT_stencil_two_side
PFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT;
// ARB_texture_compression
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
// ARB_vertex_buffer_object
PFNGLBINDBUFFERARBPROC qglBindBufferARB;
PFNGLDELETEBUFFERSARBPROC qglDeleteBuffersARB;
PFNGLGENBUFFERSARBPROC qglGenBuffersARB;
PFNGLISBUFFERARBPROC qglIsBufferARB;
PFNGLBUFFERDATAARBPROC qglBufferDataARB;
PFNGLBUFFERSUBDATAARBPROC qglBufferSubDataARB;
PFNGLGETBUFFERSUBDATAARBPROC qglGetBufferSubDataARB;
PFNGLMAPBUFFERARBPROC qglMapBufferARB;
PFNGLUNMAPBUFFERARBPROC qglUnmapBufferARB;
PFNGLGETBUFFERPARAMETERIVARBPROC qglGetBufferParameterivARB;
PFNGLGETBUFFERPOINTERVARBPROC qglGetBufferPointervARB;
// ARB_vertex_program / ARB_fragment_program
PFNGLVERTEXATTRIBPOINTERARBPROC qglVertexAttribPointerARB;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC qglEnableVertexAttribArrayARB;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC qglDisableVertexAttribArrayARB;
PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB;
PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
PFNGLPROGRAMENVPARAMETER4FVARBPROC qglProgramEnvParameter4fvARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC qglProgramLocalParameter4fvARB;
// GL_EXT_depth_bounds_test
PFNGLDEPTHBOUNDSEXTPROC qglDepthBoundsEXT;
// DG: couldn't find any extension for this, it's supported in GL2.0 and newer, incl OpenGL ES2.0
PFNGLSTENCILOPSEPARATEPROC qglStencilOpSeparate;
// eez: This is a slight hack for letting us select the desired screenshot format in other functions
// This is a hack to avoid adding another function parameter to idRenderSystem::TakeScreenshot(),
// which would break the API of the dhewm3 SDK for mods.
// Note that this is reset to -1 (which means: use value of r_screenshotFormat) at the end of
// idRenderSystemLocal::TakeScreenshot(), so if your code wants to enforce a specific format,
// it must set g_screenshotFormat accordingly before each call to TakeScreenshot().
int g_screenshotFormat = -1;
/*
=================
R_CheckExtension
=================
*/
bool R_CheckExtension( const char *name ) {
if ( !strstr( glConfig.extensions_string, name ) ) {
common->Printf( "X..%s not found\n", name );
return false;
}
common->Printf( "...using %s\n", name );
return true;
}
/*
==================
R_CheckPortableExtensions
==================
*/
static void R_CheckPortableExtensions( void ) {
glConfig.glVersion = atof( glConfig.version_string );
// GL_ARB_multitexture
glConfig.multitextureAvailable = R_CheckExtension( "GL_ARB_multitexture" );
if ( glConfig.multitextureAvailable ) {
qglMultiTexCoord2fARB = (void(APIENTRY *)(GLenum, GLfloat, GLfloat))GLimp_ExtensionPointer( "glMultiTexCoord2fARB" );
qglMultiTexCoord2fvARB = (void(APIENTRY *)(GLenum, GLfloat *))GLimp_ExtensionPointer( "glMultiTexCoord2fvARB" );
qglActiveTextureARB = (void(APIENTRY *)(GLenum))GLimp_ExtensionPointer( "glActiveTextureARB" );
qglClientActiveTextureARB = (void(APIENTRY *)(GLenum))GLimp_ExtensionPointer( "glClientActiveTextureARB" );
qglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, (GLint *)&glConfig.maxTextureUnits );
if ( glConfig.maxTextureUnits > MAX_MULTITEXTURE_UNITS ) {
glConfig.maxTextureUnits = MAX_MULTITEXTURE_UNITS;
}
if ( glConfig.maxTextureUnits < 2 ) {
glConfig.multitextureAvailable = false; // shouldn't ever happen
}
qglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, (GLint *)&glConfig.maxTextureCoords );
qglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (GLint *)&glConfig.maxTextureImageUnits );
}
// GL_ARB_texture_env_combine
glConfig.textureEnvCombineAvailable = R_CheckExtension( "GL_ARB_texture_env_combine" );
// GL_ARB_texture_cube_map
glConfig.cubeMapAvailable = R_CheckExtension( "GL_ARB_texture_cube_map" );
// GL_ARB_texture_env_dot3
glConfig.envDot3Available = R_CheckExtension( "GL_ARB_texture_env_dot3" );
// GL_ARB_texture_env_add
glConfig.textureEnvAddAvailable = R_CheckExtension( "GL_ARB_texture_env_add" );
// GL_ARB_texture_non_power_of_two
glConfig.textureNonPowerOfTwoAvailable = R_CheckExtension( "GL_ARB_texture_non_power_of_two" );
// GL_ARB_texture_compression + GL_S3_s3tc
// DRI drivers may have GL_ARB_texture_compression but no GL_EXT_texture_compression_s3tc
if ( R_CheckExtension( "GL_ARB_texture_compression" ) && R_CheckExtension( "GL_EXT_texture_compression_s3tc" ) ) {
glConfig.textureCompressionAvailable = true;
qglCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)GLimp_ExtensionPointer( "glCompressedTexImage2DARB" );
qglGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)GLimp_ExtensionPointer( "glGetCompressedTexImageARB" );
} else {
glConfig.textureCompressionAvailable = false;
}
// GL_EXT_texture_filter_anisotropic
glConfig.anisotropicAvailable = R_CheckExtension( "GL_EXT_texture_filter_anisotropic" );
if ( glConfig.anisotropicAvailable ) {
qglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.maxTextureAnisotropy );
common->Printf( " maxTextureAnisotropy: %f\n", glConfig.maxTextureAnisotropy );
} else {
glConfig.maxTextureAnisotropy = 1;
}
// GL_EXT_texture_lod_bias
// The actual extension is broken as specificed, storing the state in the texture unit instead
// of the texture object. The behavior in GL 1.4 is the behavior we use.
if ( glConfig.glVersion >= 1.4 || R_CheckExtension( "GL_EXT_texture_lod" ) ) {
common->Printf( "...using %s\n", "GL_1.4_texture_lod_bias" );
glConfig.textureLODBiasAvailable = true;
} else {
common->Printf( "X..%s not found\n", "GL_1.4_texture_lod_bias" );
glConfig.textureLODBiasAvailable = false;
}
// GL_EXT_shared_texture_palette
glConfig.sharedTexturePaletteAvailable = R_CheckExtension( "GL_EXT_shared_texture_palette" );
if ( glConfig.sharedTexturePaletteAvailable ) {
qglColorTableEXT = ( void ( APIENTRY * ) ( int, int, int, int, int, const void * ) ) GLimp_ExtensionPointer( "glColorTableEXT" );
}
// GL_EXT_texture3D (not currently used for anything)
glConfig.texture3DAvailable = R_CheckExtension( "GL_EXT_texture3D" );
if ( glConfig.texture3DAvailable ) {
qglTexImage3D =
(void (APIENTRY *)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *) )
GLimp_ExtensionPointer( "glTexImage3D" );
}
// EXT_stencil_wrap
// This isn't very important, but some pathological case might cause a clamp error and give a shadow bug.
// Nvidia also believes that future hardware may be able to run faster with this enabled to avoid the
// serialization of clamping.
if ( R_CheckExtension( "GL_EXT_stencil_wrap" ) ) {
tr.stencilIncr = GL_INCR_WRAP_EXT;
tr.stencilDecr = GL_DECR_WRAP_EXT;
} else {
tr.stencilIncr = GL_INCR;
tr.stencilDecr = GL_DECR;
}
// GL_EXT_stencil_two_side
glConfig.twoSidedStencilAvailable = R_CheckExtension( "GL_EXT_stencil_two_side" );
if ( glConfig.twoSidedStencilAvailable )
qglActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC)GLimp_ExtensionPointer( "glActiveStencilFaceEXT" );
if( glConfig.glVersion >= 2.0) {
common->Printf( "... got GL2.0+ glStencilOpSeparate()\n" );
qglStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)GLimp_ExtensionPointer( "glStencilOpSeparate" );
} else if( R_CheckExtension( "GL_ATI_separate_stencil" ) ) {
common->Printf( "... got glStencilOpSeparateATI() (GL_ATI_separate_stencil)\n" );
// the ATI version of glStencilOpSeparate() has the same signature and should also
// behave identical to the GL2 version (in Mesa3D it's just an alias)
qglStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)GLimp_ExtensionPointer( "glStencilOpSeparateATI" );
} else {
common->Printf( "... don't have glStencilOpSeparateATI() or (GL2.0+) glStencilOpSeparate()\n" );
qglStencilOpSeparate = NULL;
}
// ARB_vertex_buffer_object
glConfig.ARBVertexBufferObjectAvailable = R_CheckExtension( "GL_ARB_vertex_buffer_object" );
if(glConfig.ARBVertexBufferObjectAvailable) {
qglBindBufferARB = (PFNGLBINDBUFFERARBPROC)GLimp_ExtensionPointer( "glBindBufferARB");
qglDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)GLimp_ExtensionPointer( "glDeleteBuffersARB");
qglGenBuffersARB = (PFNGLGENBUFFERSARBPROC)GLimp_ExtensionPointer( "glGenBuffersARB");
qglIsBufferARB = (PFNGLISBUFFERARBPROC)GLimp_ExtensionPointer( "glIsBufferARB");
qglBufferDataARB = (PFNGLBUFFERDATAARBPROC)GLimp_ExtensionPointer( "glBufferDataARB");
qglBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)GLimp_ExtensionPointer( "glBufferSubDataARB");
qglGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)GLimp_ExtensionPointer( "glGetBufferSubDataARB");
qglMapBufferARB = (PFNGLMAPBUFFERARBPROC)GLimp_ExtensionPointer( "glMapBufferARB");
qglUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)GLimp_ExtensionPointer( "glUnmapBufferARB");
qglGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)GLimp_ExtensionPointer( "glGetBufferParameterivARB");
qglGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)GLimp_ExtensionPointer( "glGetBufferPointervARB");
}
// ARB_vertex_program
glConfig.ARBVertexProgramAvailable = R_CheckExtension( "GL_ARB_vertex_program" );
if (glConfig.ARBVertexProgramAvailable) {
qglVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)GLimp_ExtensionPointer( "glVertexAttribPointerARB" );
qglEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)GLimp_ExtensionPointer( "glEnableVertexAttribArrayARB" );
qglDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)GLimp_ExtensionPointer( "glDisableVertexAttribArrayARB" );
qglProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)GLimp_ExtensionPointer( "glProgramStringARB" );
qglBindProgramARB = (PFNGLBINDPROGRAMARBPROC)GLimp_ExtensionPointer( "glBindProgramARB" );
qglGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)GLimp_ExtensionPointer( "glGenProgramsARB" );
qglProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramEnvParameter4fvARB" );
qglProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramLocalParameter4fvARB" );
}
// ARB_fragment_program
if ( r_inhibitFragmentProgram.GetBool() ) {
glConfig.ARBFragmentProgramAvailable = false;
} else {
glConfig.ARBFragmentProgramAvailable = R_CheckExtension( "GL_ARB_fragment_program" );
if (glConfig.ARBFragmentProgramAvailable) {
// these are the same as ARB_vertex_program
qglProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)GLimp_ExtensionPointer( "glProgramStringARB" );
qglBindProgramARB = (PFNGLBINDPROGRAMARBPROC)GLimp_ExtensionPointer( "glBindProgramARB" );
qglProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramEnvParameter4fvARB" );
qglProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramLocalParameter4fvARB" );
}
}
// check for minimum set
if ( !glConfig.multitextureAvailable || !glConfig.textureEnvCombineAvailable || !glConfig.cubeMapAvailable
|| !glConfig.envDot3Available ) {
common->Error( "%s", common->GetLanguageDict()->GetString( "#str_06780" ) );
}
// GL_EXT_depth_bounds_test
glConfig.depthBoundsTestAvailable = R_CheckExtension( "EXT_depth_bounds_test" );
if ( glConfig.depthBoundsTestAvailable ) {
qglDepthBoundsEXT = (PFNGLDEPTHBOUNDSEXTPROC)GLimp_ExtensionPointer( "glDepthBoundsEXT" );
}
}
/*
====================
R_GetModeInfo
r_mode is normally a small non-negative integer that
looks resolutions up in a table, but if it is set to -1,
the values from r_customWidth, and r_customHeight
will be used instead.
====================
*/
typedef struct vidmode_s {
const char *description;
int width, height;
} vidmode_t;
vidmode_t r_vidModes[] = {
{ "Mode 0: 320x240", 320, 240 },
{ "Mode 1: 400x300", 400, 300 },
{ "Mode 2: 512x384", 512, 384 },
{ "Mode 3: 640x480", 640, 480 },
{ "Mode 4: 800x600", 800, 600 },
{ "Mode 5: 1024x768", 1024, 768 },
{ "Mode 6: 1152x864", 1152, 864 },
{ "Mode 7: 1280x1024", 1280, 1024 },
{ "Mode 8: 1600x1200", 1600, 1200 },
// DG: from here on: modes I added.
{ "Mode 9: 1280x720", 1280, 720 },
{ "Mode 10: 1366x768", 1366, 768 },
{ "Mode 11: 1440x900", 1440, 900 },
{ "Mode 12: 1400x1050", 1400, 1050 },
{ "Mode 13: 1600x900", 1600, 900 },
{ "Mode 14: 1680x1050", 1680, 1050 },
{ "Mode 15: 1920x1080", 1920, 1080 },
{ "Mode 16: 1920x1200", 1920, 1200 },
{ "Mode 17: 2048x1152", 2048, 1152 },
{ "Mode 18: 2560x1600", 2560, 1600 },
{ "Mode 19: 3200x2400", 3200, 2400 },
{ "Mode 20: 3840x2160", 3840, 2160 },
{ "Mode 21: 4096x2304", 4096, 2304 },
{ "Mode 22: 2880x1800", 2880, 1800 },
{ "Mode 23: 2560x1440", 2560, 1440 },
{ "Mode 24: 1440x1080", 1440, 1080 },
{ "Mode 25: 1280x800", 1280, 800 },
// 21:9 resolutions
{ "Mode 26: 2560x1080", 2560, 1080 },
{ "Mode 27: 3440x1440", 3440, 1440 },
{ "Mode 28: 3840x1600", 3840, 1600 },
{ "Mode 29: 5120x2160", 5120, 2160 },
// 32:9 resolutions
{ "Mode 30: 3840x1080", 3840, 1080 },
{ "Mode 31: 5120x1440", 5120, 1440 },
{ "Mode 32: 7680x2160", 7680, 2160 },
};
// DG: made this an enum so even stupid compilers accept it as array length below
enum { s_numVidModes = sizeof( r_vidModes ) / sizeof( r_vidModes[0] ) };
bool R_GetModeInfo( int *width, int *height, int mode ) {
vidmode_t *vm;
if ( mode < -1 ) {
return false;
}
if ( mode >= s_numVidModes ) {
return false;
}
if ( mode == -1 ) {
*width = r_customWidth.GetInteger();
*height = r_customHeight.GetInteger();
return true;
}
vm = &r_vidModes[mode];
if ( width ) {
*width = vm->width;
}
if ( height ) {
*height = vm->height;
}
return true;
}
// DG: I added all this vidModeInfoPtr stuff, so I can have a second list of vidmodes
// that are sorted (by width, height), instead of just r_mode index.
// That way I can add modes without breaking r_mode, but still display them
// sorted in the menu.
struct vidModePtr {
vidmode_t* vidMode;
int modeIndex;
};
static vidModePtr sortedVidModes[s_numVidModes];
static int vidModeCmp(const void* vm1, const void* vm2)
{
const vidModePtr* v1 = static_cast<const vidModePtr*>(vm1);
const vidModePtr* v2 = static_cast<const vidModePtr*>(vm2);
// sort primarily by width, secondarily by height
int wdiff = v1->vidMode->width - v2->vidMode->width;
return (wdiff != 0) ? wdiff : (v1->vidMode->height - v2->vidMode->height);
}
static void initSortedVidModes()
{
if(sortedVidModes[0].vidMode != NULL)
{
// already initialized
return;
}
for(int i=0; i<s_numVidModes; ++i)
{
sortedVidModes[i].modeIndex = i;
sortedVidModes[i].vidMode = &r_vidModes[i];
}
qsort(sortedVidModes, s_numVidModes, sizeof(vidModePtr), vidModeCmp);
}
// DG: the following two functions are part of a horrible hack in ChoiceWindow.cpp
// to overwrite the default resolution list in the system options menu
// "r_custom*;640x480;800x600;1024x768;..."
idStr R_GetVidModeListString(bool addCustom)
{
idStr ret = addCustom ? "r_custom*" : "";
for(int i=0; i<s_numVidModes; ++i)
{
// for some reason, modes 0-2 are not used. maybe too small for GUI?
if(sortedVidModes[i].modeIndex >= 3 && sortedVidModes[i].vidMode != NULL)
{
idStr modeStr;
sprintf(modeStr, ";%dx%d", sortedVidModes[i].vidMode->width, sortedVidModes[i].vidMode->height);
ret += modeStr;
}
}
return ret;
}
// r_mode values for resolutions from R_GetVidModeListString(): "-1;3;4;5;..."
idStr R_GetVidModeValsString(bool addCustom)
{
idStr ret = addCustom ? "-1" : ""; // for custom resolutions using r_customWidth/r_customHeight
for(int i=0; i<s_numVidModes; ++i)
{
// for some reason, modes 0-2 are not used. maybe too small for GUI?
if(sortedVidModes[i].modeIndex >= 3 && sortedVidModes[i].vidMode != NULL)
{
ret += ";";
ret += sortedVidModes[i].modeIndex;
}
}
return ret;
}
// DG end
/*
==================
R_InitOpenGL
This function is responsible for initializing a valid OpenGL subsystem
for rendering. This is done by calling the system specific GLimp_Init,
which gives us a working OGL subsystem, then setting all necessary openGL
state, including images, vertex programs, and display lists.
Changes to the vertex cache size or smp state require a vid_restart.
If glConfig.isInitialized is false, no rendering can take place, but
all renderSystem functions will still operate properly, notably the material
and model information functions.
==================
*/
void R_InitOpenGL( void ) {
GLint temp;
glimpParms_t parms;
int i;
common->Printf( "----- Initializing OpenGL -----\n" );
if ( glConfig.isInitialized ) {
common->FatalError( "R_InitOpenGL called while active" );
}
// in case we had an error while doing a tiled rendering
tr.viewportOffset[0] = 0;
tr.viewportOffset[1] = 0;
initSortedVidModes();
//
// initialize OS specific portions of the renderSystem
//
for ( i = 0 ; i < 2 ; i++ ) {
// set the parameters we are trying
R_GetModeInfo( &glConfig.vidWidth, &glConfig.vidHeight, r_mode.GetInteger() );
parms.width = glConfig.vidWidth;
parms.height = glConfig.vidHeight;
parms.fullScreen = r_fullscreen.GetBool();
parms.displayHz = r_displayRefresh.GetInteger();
parms.multiSamples = r_multiSamples.GetInteger();
parms.stereo = false;
if ( GLimp_Init( parms ) ) {
// it worked
break;
}
if ( i == 1 ) {
common->FatalError( "Unable to initialize OpenGL" );
}
// if we failed, set everything back to "safe mode"
// and try again
r_mode.SetInteger( 3 );
r_fullscreen.SetInteger( 0 );
r_displayRefresh.SetInteger( 0 );
r_multiSamples.SetInteger( 0 );
}
// load qgl function pointers
#define QGLPROC(name, rettype, args) \
q##name = (rettype(APIENTRYP)args)GLimp_ExtensionPointer(#name); \
if (!q##name) \
common->FatalError("Unable to initialize OpenGL (%s)", #name);
#include "renderer/qgl_proc.h"
// input and sound systems need to be tied to the new window
Sys_InitInput();
soundSystem->InitHW();
// get our config strings
glConfig.vendor_string = (const char *)qglGetString(GL_VENDOR);
glConfig.renderer_string = (const char *)qglGetString(GL_RENDERER);
glConfig.version_string = (const char *)qglGetString(GL_VERSION);
glConfig.extensions_string = (const char *)qglGetString(GL_EXTENSIONS);
// OpenGL driver constants
qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp );
glConfig.maxTextureSize = temp;
// stubbed or broken drivers may have reported 0...
if ( glConfig.maxTextureSize <= 0 ) {
glConfig.maxTextureSize = 256;
}
glConfig.isInitialized = true;
common->Printf("OpenGL vendor: %s\n", glConfig.vendor_string );
common->Printf("OpenGL renderer: %s\n", glConfig.renderer_string );
common->Printf("OpenGL version: %s\n", glConfig.version_string );
// recheck all the extensions (FIXME: this might be dangerous)
R_CheckPortableExtensions();
// parse our vertex and fragment programs, possibly disably support for
// one of the paths if there was an error
R_ARB2_Init();
cmdSystem->AddCommand( "reloadARBprograms", R_ReloadARBPrograms_f, CMD_FL_RENDERER, "reloads ARB programs" );
R_ReloadARBPrograms_f( idCmdArgs() );
// allocate the vertex array range or vertex objects
vertexCache.Init();
// select which renderSystem we are going to use
r_renderer.SetModified();
tr.SetBackEndRenderer();
// allocate the frame data, which may be more if smp is enabled
R_InitFrameData();
// Reset our gamma
r_gammaInShader.ClearModified();
if ( r_gammaInShader.GetBool() ) {
common->Printf( "Will apply r_gamma and r_brightness in shaders (r_gammaInShader 1)\n" );
} else {
common->Printf( "Will apply r_gamma and r_brightness in hardware (possibly on all screens; r_gammaInShader 0)\n" );
R_SetColorMappings();
}
#ifdef _WIN32
static bool glCheck = false;
if ( !glCheck && win32.osversion.dwMajorVersion == 6 ) {
glCheck = true;
if ( !idStr::Icmp( glConfig.vendor_string, "Microsoft" ) && idStr::FindText( glConfig.renderer_string, "OpenGL-D3D" ) != -1 ) {
if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart partial windowed\n" );
Sys_GrabMouseCursor( false );
}
int ret = MessageBox( NULL, "Please install OpenGL drivers from your graphics hardware vendor to run " GAME_NAME ".\nYour OpenGL functionality is limited.",
"Insufficient OpenGL capabilities", MB_OKCANCEL | MB_ICONWARNING | MB_TASKMODAL );
if ( ret == IDCANCEL ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
cmdSystem->ExecuteCommandBuffer();
}
if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "vid_restart\n" );
}
}
}
#endif
}
/*
==================
GL_CheckErrors
==================
*/
void GL_CheckErrors( void ) {
int err;
char s[64];
int i;
// check for up to 10 errors pending
for ( i = 0 ; i < 10 ; i++ ) {
err = qglGetError();
if ( err == GL_NO_ERROR ) {
return;
}
switch( err ) {
case GL_INVALID_ENUM:
strcpy( s, "GL_INVALID_ENUM" );
break;
case GL_INVALID_VALUE:
strcpy( s, "GL_INVALID_VALUE" );
break;
case GL_INVALID_OPERATION:
strcpy( s, "GL_INVALID_OPERATION" );
break;
case GL_STACK_OVERFLOW:
strcpy( s, "GL_STACK_OVERFLOW" );
break;
case GL_STACK_UNDERFLOW:
strcpy( s, "GL_STACK_UNDERFLOW" );
break;
case GL_OUT_OF_MEMORY:
strcpy( s, "GL_OUT_OF_MEMORY" );
break;
default:
idStr::snPrintf( s, sizeof(s), "%i", err);
break;
}
if ( !r_ignoreGLErrors.GetBool() ) {
common->Printf( "GL_CheckErrors: %s\n", s );
}
}
}
/*
=====================
R_ReloadSurface_f
Reload the material displayed by r_showSurfaceInfo
=====================
*/
static void R_ReloadSurface_f( const idCmdArgs &args ) {
modelTrace_t mt;
idVec3 start, end;
// start far enough away that we don't hit the player model
start = tr.primaryView->renderView.vieworg + tr.primaryView->renderView.viewaxis[0] * 16;
end = start + tr.primaryView->renderView.viewaxis[0] * 1000.0f;
if ( !tr.primaryWorld->Trace( mt, start, end, 0.0f, false ) ) {
return;
}
common->Printf( "Reloading %s\n", mt.material->GetName() );
// reload the decl
mt.material->base->Reload();
// reload any images used by the decl
mt.material->ReloadImages( false );
}
/*
==============
R_ListModes_f
==============
*/
static void R_ListModes_f( const idCmdArgs &args ) {
int i;
common->Printf( "\n" );
for ( i = 0; i < s_numVidModes; i++ ) {
common->Printf( "%s\n", r_vidModes[i].description );
}
common->Printf( "\n" );
}
/*
=============
R_TestImage_f
Display the given image centered on the screen.
testimage <number>
testimage <filename>
=============
*/
void R_TestImage_f( const idCmdArgs &args ) {
int imageNum;
if ( tr.testVideo ) {
delete tr.testVideo;
tr.testVideo = NULL;
}
tr.testImage = NULL;
if ( args.Argc() != 2 ) {
return;
}
if ( idStr::IsNumeric( args.Argv(1) ) ) {
imageNum = atoi( args.Argv(1) );
if ( imageNum >= 0 && imageNum < globalImages->images.Num() ) {
tr.testImage = globalImages->images[imageNum];
}
} else {
tr.testImage = globalImages->ImageFromFile( args.Argv( 1 ), TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT );
}
}
/*
=============
R_TestVideo_f
Plays the cinematic file in a testImage
=============
*/
void R_TestVideo_f( const idCmdArgs &args ) {
if ( tr.testVideo ) {
delete tr.testVideo;
tr.testVideo = NULL;
}
tr.testImage = NULL;
if ( args.Argc() < 2 ) {
return;
}
tr.testImage = globalImages->ImageFromFile( "_scratch", TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT );
tr.testVideo = idCinematic::Alloc();
tr.testVideo->InitFromFile( args.Argv( 1 ), true );
cinData_t cin;
cin = tr.testVideo->ImageForTime( 0 );
if ( !cin.image ) {
delete tr.testVideo;
tr.testVideo = NULL;
tr.testImage = NULL;
return;
}
common->Printf( "%i x %i images\n", cin.imageWidth, cin.imageHeight );
int len = tr.testVideo->AnimationLength();
common->Printf( "%5.1f seconds of video\n", len * 0.001 );
tr.testVideoStartTime = tr.primaryRenderView.time * 0.001;
// try to play the matching wav file
idStr wavString = args.Argv( ( args.Argc() == 2 ) ? 1 : 2 );
wavString.StripFileExtension();
wavString = wavString + ".wav";
session->sw->PlayShaderDirectly( wavString.c_str() );
}
static int R_QsortSurfaceAreas( const void *a, const void *b ) {
const idMaterial *ea, *eb;
int ac, bc;
ea = *(idMaterial **)a;
if ( !ea->EverReferenced() ) {
ac = 0;
} else {
ac = ea->GetSurfaceArea();
}
eb = *(idMaterial **)b;
if ( !eb->EverReferenced() ) {
bc = 0;
} else {
bc = eb->GetSurfaceArea();
}
if ( ac < bc ) {
return -1;
}
if ( ac > bc ) {
return 1;
}
return idStr::Icmp( ea->GetName(), eb->GetName() );
}
/*
===================
R_ReportSurfaceAreas_f
Prints a list of the materials sorted by surface area
===================
*/
void R_ReportSurfaceAreas_f( const idCmdArgs &args ) {
int i, count;
idMaterial **list;
count = declManager->GetNumDecls( DECL_MATERIAL );
list = (idMaterial **)_alloca( count * sizeof( *list ) );
for ( i = 0 ; i < count ; i++ ) {
list[i] = (idMaterial *)declManager->DeclByIndex( DECL_MATERIAL, i, false );
}
qsort( list, count, sizeof( list[0] ), R_QsortSurfaceAreas );
// skip over ones with 0 area
for ( i = 0 ; i < count ; i++ ) {
if ( list[i]->GetSurfaceArea() > 0 ) {
break;
}
}
for ( ; i < count ; i++ ) {
// report size in "editor blocks"
int blocks = list[i]->GetSurfaceArea() / 4096.0;
common->Printf( "%7i %s\n", blocks, list[i]->GetName() );
}
}
/*
===================
R_ReportImageDuplication_f
Checks for images with the same hash value and does a better comparison
===================
*/
void R_ReportImageDuplication_f( const idCmdArgs &args ) {
int i, j;
common->Printf( "Images with duplicated contents:\n" );
int count = 0;
for ( i = 0 ; i < globalImages->images.Num() ; i++ ) {
idImage *image1 = globalImages->images[i];
if ( image1->isPartialImage ) {
// ignore background loading stubs
continue;
}
if ( image1->generatorFunction ) {
// ignore procedural images
continue;
}
if ( image1->cubeFiles != CF_2D ) {
// ignore cube maps
continue;
}
if ( image1->defaulted ) {
continue;
}
byte *data1;
int w1, h1;
R_LoadImageProgram( image1->imgName, &data1, &w1, &h1, NULL );
for ( j = 0 ; j < i ; j++ ) {
idImage *image2 = globalImages->images[j];
if ( image2->isPartialImage ) {
continue;
}
if ( image2->generatorFunction ) {
continue;
}
if ( image2->cubeFiles != CF_2D ) {
continue;
}
if ( image2->defaulted ) {
continue;
}
if ( image1->imageHash != image2->imageHash ) {
continue;
}
if ( image2->uploadWidth != image1->uploadWidth
|| image2->uploadHeight != image1->uploadHeight ) {
continue;
}
if ( !idStr::Icmp( image1->imgName, image2->imgName ) ) {
// ignore same image-with-different-parms
continue;
}
byte *data2;
int w2, h2;
R_LoadImageProgram( image2->imgName, &data2, &w2, &h2, NULL );
if ( w2 != w1 || h2 != h1 ) {
R_StaticFree( data2 );
continue;
}
if ( memcmp( data1, data2, w1*h1*4 ) ) {
R_StaticFree( data2 );
continue;
}
R_StaticFree( data2 );
common->Printf( "%s == %s\n", image1->imgName.c_str(), image2->imgName.c_str() );
session->UpdateScreen( true );
count++;
break;
}
R_StaticFree( data1 );
}
common->Printf( "%i / %i collisions\n", count, globalImages->images.Num() );
}
/*
==============================================================================
THROUGHPUT BENCHMARKING
==============================================================================
*/
/*
================
R_RenderingFPS
================
*/
static float R_RenderingFPS( const renderView_t *renderView ) {
qglFinish();
int start = Sys_Milliseconds();
static const int SAMPLE_MSEC = 1000;
int end;
int count = 0;
while( 1 ) {
// render
renderSystem->BeginFrame( glConfig.vidWidth, glConfig.vidHeight );
tr.primaryWorld->RenderScene( renderView );
renderSystem->EndFrame( NULL, NULL );
qglFinish();
count++;
end = Sys_Milliseconds();
if ( end - start > SAMPLE_MSEC ) {
break;
}
}
float fps = count * 1000.0 / ( end - start );
return fps;
}
/*
================
R_Benchmark_f
================
*/
void R_Benchmark_f( const idCmdArgs &args ) {
float fps, msec;
renderView_t view;
if ( !tr.primaryView ) {
common->Printf( "No primaryView for benchmarking\n" );
return;
}
view = tr.primaryRenderView;
for ( int size = 100 ; size >= 10 ; size -= 10 ) {
r_screenFraction.SetInteger( size );
fps = R_RenderingFPS( &view );
int kpix = glConfig.vidWidth * glConfig.vidHeight * ( size * 0.01 ) * ( size * 0.01 ) * 0.001;
msec = 1000.0 / fps;
common->Printf( "kpix: %4i msec:%5.1f fps:%5.1f\n", kpix, msec, fps );
}
// enable r_singleTriangle 1 while r_screenFraction is still at 10
r_singleTriangle.SetBool( 1 );
fps = R_RenderingFPS( &view );
msec = 1000.0 / fps;
common->Printf( "single tri msec:%5.1f fps:%5.1f\n", msec, fps );
r_singleTriangle.SetBool( 0 );
r_screenFraction.SetInteger( 100 );
// enable r_skipRenderContext 1
r_skipRenderContext.SetBool( true );
fps = R_RenderingFPS( &view );
msec = 1000.0 / fps;
common->Printf( "no context msec:%5.1f fps:%5.1f\n", msec, fps );
r_skipRenderContext.SetBool( false );
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
/*
====================
R_ReadTiledPixels
Allows the rendering of an image larger than the actual window by
tiling it into window-sized chunks and rendering each chunk separately
If ref isn't specified, the full session UpdateScreen will be done.
====================
*/
void R_ReadTiledPixels( int width, int height, byte *buffer, renderView_t *ref = NULL ) {
// include extra space for OpenGL padding to word boundaries
byte *temp = (byte *)R_StaticAlloc( (glConfig.vidWidth+3) * glConfig.vidHeight * 3 );
int oldWidth = glConfig.vidWidth;
int oldHeight = glConfig.vidHeight;
tr.tiledViewport[0] = width;
tr.tiledViewport[1] = height;
// disable scissor, so we don't need to adjust all those rects
r_useScissor.SetBool( false );
for ( int xo = 0 ; xo < width ; xo += oldWidth ) {
for ( int yo = 0 ; yo < height ; yo += oldHeight ) {
tr.viewportOffset[0] = -xo;
tr.viewportOffset[1] = -yo;
if ( ref ) {
tr.BeginFrame( oldWidth, oldHeight );
tr.primaryWorld->RenderScene( ref );
tr.EndFrame( NULL, NULL );
} else {
session->UpdateScreen(false);
}
int w = oldWidth;
if ( xo + w > width ) {
w = width - xo;
}
int h = oldHeight;
if ( yo + h > height ) {
h = height - yo;
}
qglReadBuffer( GL_FRONT );
qglReadPixels( 0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, temp );
int row = ( w * 3 + 3 ) & ~3; // OpenGL pads to dword boundaries
for ( int y = 0 ; y < h ; y++ ) {
memcpy( buffer + ( ( yo + y )* width + xo ) * 3,
temp + y * row, w * 3 );
}
}
}
r_useScissor.SetBool( true );
tr.viewportOffset[0] = 0;
tr.viewportOffset[1] = 0;
tr.tiledViewport[0] = 0;
tr.tiledViewport[1] = 0;
R_StaticFree( temp );
glConfig.vidWidth = oldWidth;
glConfig.vidHeight = oldHeight;
}
/*
==================
WriteScreenshotForSTBIW
Callback to each stbi_write_* function
==================
*/
static void WriteScreenshotForSTBIW(void* context, void* data, int size)
{
idFile* f = (idFile*)context;
f->Write(data, size);
}
/*
==================
TakeScreenshot
Move to tr_imagefiles.c...
Will automatically tile render large screen shots if necessary
Downsample is the number of steps to mipmap the image before saving it
If ref == NULL, session->updateScreen will be used
==================
*/
void idRenderSystemLocal::TakeScreenshot( int width, int height, const char *fileName, int blends, renderView_t *ref ) {
byte *buffer, *swapBuffer;
int i, j;
takingScreenshot = true;
int pix = width * height;
int lineSize = width * 3;
buffer = (byte *)R_StaticAlloc(pix*3);
swapBuffer = (byte*)R_StaticAlloc(lineSize);
if ( blends <= 1 ) {
R_ReadTiledPixels( width, height, buffer, ref );
} else {
unsigned short *shortBuffer = (unsigned short *)R_StaticAlloc(pix*2*3);
memset( shortBuffer, 0, pix*2*3 );
// enable anti-aliasing jitter
r_jitter.SetBool( true );
for ( i = 0 ; i < blends ; i++ ) {
R_ReadTiledPixels( width, height, buffer, ref );
for ( j = 0 ; j < pix*3 ; j++ ) {
shortBuffer[j] += buffer[j];
}
}
// divide back to bytes
for ( i = 0 ; i < pix*3 ; i++ ) {
buffer[i] = shortBuffer[i] / blends;
}
R_StaticFree( shortBuffer );
r_jitter.SetBool( false );
}
// The buffer is upside down, we need to flip it the right way.
for (i = 0; i < height / 2; ++i) {
byte* line1 = &buffer[i * lineSize];
byte* line2 = &buffer[(height - i - 1) * lineSize];
memcpy(swapBuffer, line1, lineSize);
memcpy(line1, line2, lineSize);
memcpy(line2, swapBuffer, lineSize);
}
idFile* f;
if (strstr(fileName, "viewnote")) {
f = fileSystem->OpenFileWrite( fileName, "fs_cdpath" );
}
else {
f = fileSystem->OpenFileWrite( fileName );
}
// If no specific format is requested, default to using the CVar value.
if (g_screenshotFormat == -1) {
g_screenshotFormat = cvarSystem->GetCVarInteger( "r_screenshotFormat" );
}
switch (g_screenshotFormat) {
default:
stbi_write_tga_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer );
break;
case 1:
stbi_write_bmp_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer);
break;
case 2:
stbi_write_png_compression_level = idMath::ClampInt( 0, 9, r_screenshotPngCompression.GetInteger() );
stbi_write_png_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer, 3 * width );
break;
case 3:
stbi_write_jpg_to_func( WriteScreenshotForSTBIW, f, width, height, 3, buffer, idMath::ClampInt( 1, 100, r_screenshotJpgQuality.GetInteger() ) );
break;
}
g_screenshotFormat = -1;
fileSystem->CloseFile(f);
R_StaticFree( buffer );
R_StaticFree( swapBuffer );
takingScreenshot = false;
}
/*
==================
R_ScreenshotFilename
Returns a filename with digits appended
if we have saved a previous screenshot, don't scan
from the beginning, because recording demo avis can involve
thousands of shots
==================
*/
void R_ScreenshotFilename( int &lastNumber, const char *base, idStr &fileName ) {
int a,b,c,d, e;
bool fsrestrict = cvarSystem->GetCVarBool( "fs_restrict" );
cvarSystem->SetCVarBool( "fs_restrict", false );
int format = cvarSystem->GetCVarInteger("r_screenshotFormat");
lastNumber++;
if ( lastNumber > 99999 ) {
lastNumber = 99999;
}
for ( ; lastNumber < 99999 ; lastNumber++ ) {
int frac = lastNumber;
a = frac / 10000;
frac -= a*10000;
b = frac / 1000;
frac -= b*1000;
c = frac / 100;
frac -= c*100;
d = frac / 10;
frac -= d*10;
e = frac;
switch (format) {
default:
sprintf(fileName, "%s%i%i%i%i%i.tga", base, a, b, c, d, e);
break;
case 1:
sprintf(fileName, "%s%i%i%i%i%i.bmp", base, a, b, c, d, e);
break;
case 2:
sprintf(fileName, "%s%i%i%i%i%i.png", base, a, b, c, d, e);
break;
case 3:
sprintf(fileName, "%s%i%i%i%i%i.jpg", base, a, b, c, d, e);
break;
}
if ( lastNumber == 99999 ) {
break;
}
int len = fileSystem->ReadFile( fileName, NULL, NULL );
if ( len <= 0 ) {
break;
}
// check again...
}
cvarSystem->SetCVarBool( "fs_restrict", fsrestrict );
}
/*
==================
R_BlendedScreenShot
screenshot
screenshot [filename]
screenshot [width] [height]
screenshot [width] [height] [samples]
==================
*/
#define MAX_BLENDS 256 // to keep the accumulation in shorts
void R_ScreenShot_f( const idCmdArgs &args ) {
static int lastNumber = 0;
idStr checkname;
int width = glConfig.vidWidth;
int height = glConfig.vidHeight;
int blends = 0;
switch ( args.Argc() ) {
case 1:
width = glConfig.vidWidth;
height = glConfig.vidHeight;
blends = 1;
R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname );
break;
case 2:
width = glConfig.vidWidth;
height = glConfig.vidHeight;
blends = 1;
checkname = args.Argv( 1 );
break;
case 3:
width = atoi( args.Argv( 1 ) );
height = atoi( args.Argv( 2 ) );
blends = 1;
R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname );
break;
case 4:
width = atoi( args.Argv( 1 ) );
height = atoi( args.Argv( 2 ) );
blends = atoi( args.Argv( 3 ) );
if ( blends < 1 ) {
blends = 1;
}
if ( blends > MAX_BLENDS ) {
blends = MAX_BLENDS;
}
R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname );
break;
default:
common->Printf( "usage: screenshot\n screenshot <filename>\n screenshot <width> <height>\n screenshot <width> <height> <blends>\n" );
return;
}
// put the console away
console->Close();
tr.TakeScreenshot( width, height, checkname, blends, NULL );
common->Printf( "Wrote %s\n", checkname.c_str() );
}
/*
===============
R_StencilShot
Save out a screenshot showing the stencil buffer expanded by 16x range
===============
*/
void R_StencilShot( void ) {
byte *buffer;
int i, c;
int width = tr.GetScreenWidth();
int height = tr.GetScreenHeight();
int pix = width * height;
c = pix * 3 + 18;
buffer = (byte *)Mem_Alloc(c);
memset (buffer, 0, 18);
byte *byteBuffer = (byte *)Mem_Alloc(pix);
qglReadPixels( 0, 0, width, height, GL_STENCIL_INDEX , GL_UNSIGNED_BYTE, byteBuffer );
for ( i = 0 ; i < pix ; i++ ) {
buffer[18+i*3] =
buffer[18+i*3+1] =
// buffer[18+i*3+2] = ( byteBuffer[i] & 15 ) * 16;
buffer[18+i*3+2] = byteBuffer[i];
}
// fill in the header (this is vertically flipped, which qglReadPixels emits)
buffer[2] = 2; // uncompressed type
buffer[12] = width & 255;
buffer[13] = width >> 8;
buffer[14] = height & 255;
buffer[15] = height >> 8;
buffer[16] = 24; // pixel size
fileSystem->WriteFile( "screenshots/stencilShot.tga", buffer, c, "fs_savepath" );
Mem_Free( buffer );
Mem_Free( byteBuffer );
}
/*
==================
R_EnvShot_f
envshot <basename>
Saves out env/<basename>_ft.tga, etc
==================
*/
void R_EnvShot_f( const idCmdArgs &args ) {
idStr fullname;
const char *baseName;
int i;
idMat3 axis[6];
renderView_t ref;
viewDef_t primary;
int blends;
const char *extensions[6] = { "_px.tga", "_nx.tga", "_py.tga", "_ny.tga",
"_pz.tga", "_nz.tga" };
int size;
if ( args.Argc() != 2 && args.Argc() != 3 && args.Argc() != 4 ) {
common->Printf( "USAGE: envshot <basename> [size] [blends]\n" );
return;
}
baseName = args.Argv( 1 );
blends = 1;
if ( args.Argc() == 4 ) {
size = atoi( args.Argv( 2 ) );
blends = atoi( args.Argv( 3 ) );
} else if ( args.Argc() == 3 ) {
size = atoi( args.Argv( 2 ) );
blends = 1;
} else {
size = 256;
blends = 1;
}
if ( !tr.primaryView ) {
common->Printf( "No primary view.\n" );
return;
}
primary = *tr.primaryView;
memset( &axis, 0, sizeof( axis ) );
axis[0][0][0] = 1;
axis[0][1][2] = 1;
axis[0][2][1] = 1;
axis[1][0][0] = -1;
axis[1][1][2] = -1;
axis[1][2][1] = 1;
axis[2][0][1] = 1;
axis[2][1][0] = -1;
axis[2][2][2] = -1;
axis[3][0][1] = -1;
axis[3][1][0] = -1;
axis[3][2][2] = 1;
axis[4][0][2] = 1;
axis[4][1][0] = -1;
axis[4][2][1] = 1;
axis[5][0][2] = -1;
axis[5][1][0] = 1;
axis[5][2][1] = 1;
for ( i = 0 ; i < 6 ; i++ ) {
ref = primary.renderView;
ref.x = ref.y = 0;
ref.fov_x = ref.fov_y = 90;
ref.width = glConfig.vidWidth;
ref.height = glConfig.vidHeight;
ref.viewaxis = axis[i];
sprintf( fullname, "env/%s%s", baseName, extensions[i] );
g_screenshotFormat = 0;
tr.TakeScreenshot( size, size, fullname, blends, &ref );
}
common->Printf( "Wrote %s, etc\n", fullname.c_str() );
}
//============================================================================
static idMat3 cubeAxis[6];
/*
==================
R_SampleCubeMap
==================
*/
void R_SampleCubeMap( const idVec3 &dir, int size, byte *buffers[6], byte result[4] ) {
float adir[3];
int axis, x, y;
adir[0] = fabs(dir[0]);
adir[1] = fabs(dir[1]);
adir[2] = fabs(dir[2]);
if ( dir[0] >= adir[1] && dir[0] >= adir[2] ) {
axis = 0;
} else if ( -dir[0] >= adir[1] && -dir[0] >= adir[2] ) {
axis = 1;
} else if ( dir[1] >= adir[0] && dir[1] >= adir[2] ) {
axis = 2;
} else if ( -dir[1] >= adir[0] && -dir[1] >= adir[2] ) {
axis = 3;
} else if ( dir[2] >= adir[1] && dir[2] >= adir[2] ) {
axis = 4;
} else {
axis = 5;
}
float fx = (dir * cubeAxis[axis][1]) / (dir * cubeAxis[axis][0]);
float fy = (dir * cubeAxis[axis][2]) / (dir * cubeAxis[axis][0]);
fx = -fx;
fy = -fy;
x = size * 0.5 * (fx + 1);
y = size * 0.5 * (fy + 1);
if ( x < 0 ) {
x = 0;
} else if ( x >= size ) {
x = size-1;
}
if ( y < 0 ) {
y = 0;
} else if ( y >= size ) {
y = size-1;
}
result[0] = buffers[axis][(y*size+x)*4+0];
result[1] = buffers[axis][(y*size+x)*4+1];
result[2] = buffers[axis][(y*size+x)*4+2];
result[3] = buffers[axis][(y*size+x)*4+3];
}
/*
==================
R_MakeAmbientMap_f
R_MakeAmbientMap_f <basename> [size]
Saves out env/<basename>_amb_ft.tga, etc
==================
*/
void R_MakeAmbientMap_f( const idCmdArgs &args ) {
idStr fullname;
const char *baseName;
int i;
const char *extensions[6] = { "_px.tga", "_nx.tga", "_py.tga", "_ny.tga",
"_pz.tga", "_nz.tga" };
int outSize;
byte *buffers[6];
int width, height;
if ( args.Argc() != 2 && args.Argc() != 3 ) {
common->Printf( "USAGE: ambientshot <basename> [size]\n" );
return;
}
baseName = args.Argv( 1 );
if ( args.Argc() == 3 ) {
outSize = atoi( args.Argv( 2 ) );
} else {
outSize = 32;
}
memset( &cubeAxis, 0, sizeof( cubeAxis ) );
cubeAxis[0][0][0] = 1;
cubeAxis[0][1][2] = 1;
cubeAxis[0][2][1] = 1;
cubeAxis[1][0][0] = -1;
cubeAxis[1][1][2] = -1;
cubeAxis[1][2][1] = 1;
cubeAxis[2][0][1] = 1;
cubeAxis[2][1][0] = -1;
cubeAxis[2][2][2] = -1;
cubeAxis[3][0][1] = -1;
cubeAxis[3][1][0] = -1;
cubeAxis[3][2][2] = 1;
cubeAxis[4][0][2] = 1;
cubeAxis[4][1][0] = -1;
cubeAxis[4][2][1] = 1;
cubeAxis[5][0][2] = -1;
cubeAxis[5][1][0] = 1;
cubeAxis[5][2][1] = 1;
// read all of the images
for ( i = 0 ; i < 6 ; i++ ) {
sprintf( fullname, "env/%s%s", baseName, extensions[i] );
common->Printf( "loading %s\n", fullname.c_str() );
session->UpdateScreen();
R_LoadImage( fullname, &buffers[i], &width, &height, NULL, true );
if ( !buffers[i] ) {
common->Printf( "failed.\n" );
for ( i-- ; i >= 0 ; i-- ) {
Mem_Free( buffers[i] );
}
return;
}
}
// resample with hemispherical blending
int samples = 1000;
byte *outBuffer = (byte *)_alloca( outSize * outSize * 4 );
for ( int map = 0 ; map < 2 ; map++ ) {
for ( i = 0 ; i < 6 ; i++ ) {
for ( int x = 0 ; x < outSize ; x++ ) {
for ( int y = 0 ; y < outSize ; y++ ) {
idVec3 dir;
float total[3];
dir = cubeAxis[i][0] + -( -1 + 2.0*x/(outSize-1) ) * cubeAxis[i][1] + -( -1 + 2.0*y/(outSize-1) ) * cubeAxis[i][2];
dir.Normalize();
total[0] = total[1] = total[2] = 0;
//samples = 1;
float limit = map ? 0.95 : 0.25; // small for specular, almost hemisphere for ambient
for ( int s = 0 ; s < samples ; s++ ) {
// pick a random direction vector that is inside the unit sphere but not behind dir,
// which is a robust way to evenly sample a hemisphere
idVec3 test;
while( 1 ) {
for ( int j = 0 ; j < 3 ; j++ ) {
test[j] = -1 + 2 * (rand()&0x7fff)/(float)0x7fff;
}
if ( test.Length() > 1.0 ) {
continue;
}
test.Normalize();
if ( test * dir > limit ) { // don't do a complete hemisphere
break;
}
}
byte result[4];
//test = dir;
R_SampleCubeMap( test, width, buffers, result );
total[0] += result[0];
total[1] += result[1];
total[2] += result[2];
}
outBuffer[(y*outSize+x)*4+0] = total[0] / samples;
outBuffer[(y*outSize+x)*4+1] = total[1] / samples;
outBuffer[(y*outSize+x)*4+2] = total[2] / samples;
outBuffer[(y*outSize+x)*4+3] = 255;
}
}
if ( map == 0 ) {
sprintf( fullname, "env/%s_amb%s", baseName, extensions[i] );
} else {
sprintf( fullname, "env/%s_spec%s", baseName, extensions[i] );
}
common->Printf( "writing %s\n", fullname.c_str() );
session->UpdateScreen();
R_WriteTGA( fullname, outBuffer, outSize, outSize );
}
}
for ( i = 0 ; i < 6 ; i++ ) {
if ( buffers[i] ) {
Mem_Free( buffers[i] );
}
}
}
//============================================================================
/*
===============
R_SetColorMappings
===============
*/
void R_SetColorMappings( void ) {
if ( r_gammaInShader.GetBool() ) {
// nothing to do here
return;
}
int i, j;
float g, b;
int inf;
unsigned short gammaTable[256];
b = r_brightness.GetFloat();
g = r_gamma.GetFloat();
for ( i = 0; i < 256; i++ ) {
j = i * b;
if (j > 255) {
j = 255;
}
if ( g == 1 ) {
inf = (j<<8) | j;
} else {
inf = 0xffff * pow ( j/255.0f, 1.0f / g ) + 0.5f;
}
if (inf < 0) {
inf = 0;
}
if (inf > 0xffff) {
inf = 0xffff;
}
gammaTable[i] = inf;
}
GLimp_SetGamma( gammaTable, gammaTable, gammaTable );
}
/*
================
GfxInfo_f
================
*/
static void GfxInfo_f( const idCmdArgs &args ) {
const char *fsstrings[] =
{
"windowed",
"fullscreen"
};
const char* fsmode = fsstrings[r_fullscreen.GetBool()];
if ( r_fullscreen.GetBool() && r_fullscreenDesktop.GetBool() )
fsmode = "desktop-fullscreen";
common->Printf( "\nGL_VENDOR: %s\n", glConfig.vendor_string );
common->Printf( "GL_RENDERER: %s\n", glConfig.renderer_string );
common->Printf( "GL_VERSION: %s\n", glConfig.version_string );
common->Printf( "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
common->Printf( "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
common->Printf( "GL_MAX_TEXTURE_UNITS_ARB: %d\n", glConfig.maxTextureUnits );
common->Printf( "GL_MAX_TEXTURE_COORDS_ARB: %d\n", glConfig.maxTextureCoords );
common->Printf( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %d\n", glConfig.maxTextureImageUnits );
common->Printf( "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
common->Printf( "MODE: %d, %d x %d %s hz:", r_mode.GetInteger(), glConfig.vidWidth, glConfig.vidHeight, fsmode );
if ( glConfig.displayFrequency ) {
common->Printf( "%d\n", glConfig.displayFrequency );
} else {
common->Printf( "N/A\n" );
}
common->Printf( "Logical Window size: %g x %g\n", glConfig.winWidth, glConfig.winHeight );
const char *active[2] = { "", " (ACTIVE)" };
if ( glConfig.allowARB2Path ) {
common->Printf( "ARB2 path ENABLED%s\n", active[tr.backEndRenderer == BE_ARB2] );
} else {
common->Printf( "ARB2 path disabled\n" );
}
if ( r_finish.GetBool() ) {
common->Printf( "Forcing glFinish\n" );
} else {
common->Printf( "glFinish not forced\n" );
}
bool tss = glConfig.twoSidedStencilAvailable;
if ( !r_useTwoSidedStencil.GetBool() && tss ) {
common->Printf( "Two sided stencil available but disabled\n" );
} else if ( !tss ) {
common->Printf( "Two sided stencil not available\n" );
} else if ( tss ) {
common->Printf( "Using two sided stencil\n" );
}
if ( vertexCache.IsFast() ) {
common->Printf( "Vertex cache is fast\n" );
} else {
common->Printf( "Vertex cache is SLOW\n" );
}
}
/*
=================
R_VidRestart_f
=================
*/
void R_VidRestart_f( const idCmdArgs &args ) {
int err;
// if OpenGL isn't started, do nothing
if ( !glConfig.isInitialized ) {
return;
}
// DG: notify the game DLL about the reloadImages and vid_restart commands
if(gameCallbacks.reloadImagesCB != NULL)
{
gameCallbacks.reloadImagesCB(gameCallbacks.reloadImagesUserArg, args);
}
bool full = true;
bool forceWindow = false;
for ( int i = 1 ; i < args.Argc() ; i++ ) {
if ( idStr::Icmp( args.Argv( i ), "partial" ) == 0 ) {
full = false;
continue;
}
if ( idStr::Icmp( args.Argv( i ), "windowed" ) == 0 ) {
forceWindow = true;
continue;
}
}
// this could take a while, so give them the cursor back ASAP
Sys_GrabMouseCursor( false );
// dump ambient caches
renderModelManager->FreeModelVertexCaches();
// free any current world interaction surfaces and vertex caches
R_FreeDerivedData();
// make sure the defered frees are actually freed
R_ToggleSmpFrame();
R_ToggleSmpFrame();
// free the vertex caches so they will be regenerated again
vertexCache.PurgeAll();
// sound and input are tied to the window we are about to destroy
if ( full ) {
// free all of our texture numbers
soundSystem->ShutdownHW();
Sys_ShutdownInput();
globalImages->PurgeAllImages();
// free the context and close the window
GLimp_Shutdown();
glConfig.isInitialized = false;
// create the new context and vertex cache
bool latch = cvarSystem->GetCVarBool( "r_fullscreen" );
if ( forceWindow ) {
cvarSystem->SetCVarBool( "r_fullscreen", false );
}
R_InitOpenGL();
cvarSystem->SetCVarBool( "r_fullscreen", latch );
// regenerate all images
globalImages->ReloadAllImages();
} else {
glimpParms_t parms;
parms.width = glConfig.winWidth; // DG: HighDPI adjustment: explicitly use window size
parms.height = glConfig.winHeight;
parms.fullScreen = ( forceWindow ) ? false : r_fullscreen.GetBool();
parms.displayHz = r_displayRefresh.GetInteger();
parms.multiSamples = r_multiSamples.GetInteger();
parms.stereo = false;
GLimp_SetScreenParms( parms );
}
// make sure the regeneration doesn't use anything no longer valid
tr.viewCount++;
tr.viewDef = NULL;
// regenerate all necessary interactions
R_RegenerateWorld_f( idCmdArgs() );
// check for problems
err = qglGetError();
if ( err != GL_NO_ERROR ) {
common->Printf( "glGetError() = 0x%x\n", err );
}
// start sound playing again
soundSystem->SetMute( false );
}
/*
=================
R_InitMaterials
=================
*/
void R_InitMaterials( void ) {
tr.defaultMaterial = declManager->FindMaterial( "_default", false );
if ( !tr.defaultMaterial ) {
common->FatalError( "_default material not found" );
}
declManager->FindMaterial( "_default", false );
// needed by R_DeriveLightData
declManager->FindMaterial( "lights/defaultPointLight" );
declManager->FindMaterial( "lights/defaultProjectedLight" );
}
/*
=================
R_SizeUp_f
Keybinding command
=================
*/
static void R_SizeUp_f( const idCmdArgs &args ) {
if ( r_screenFraction.GetInteger() + 10 > 100 ) {
r_screenFraction.SetInteger( 100 );
} else {
r_screenFraction.SetInteger( r_screenFraction.GetInteger() + 10 );
}
}
/*
=================
R_SizeDown_f
Keybinding command
=================
*/
static void R_SizeDown_f( const idCmdArgs &args ) {
if ( r_screenFraction.GetInteger() - 10 < 10 ) {
r_screenFraction.SetInteger( 10 );
} else {
r_screenFraction.SetInteger( r_screenFraction.GetInteger() - 10 );
}
}
/*
===============
TouchGui_f
this is called from the main thread
===============
*/
void R_TouchGui_f( const idCmdArgs &args ) {
const char *gui = args.Argv( 1 );
if ( !gui[0] ) {
common->Printf( "USAGE: touchGui <guiName>\n" );
return;
}
common->Printf( "touchGui %s\n", gui );
session->UpdateScreen();
uiManager->Touch( gui );
}
/*
=================
R_InitCvars
=================
*/
void R_InitCvars( void ) {
// update latched cvars here
}
/*
=================
R_InitCommands
=================
*/
void R_InitCommands( void ) {
cmdSystem->AddCommand( "MakeMegaTexture", idMegaTexture::MakeMegaTexture_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "processes giant images" );
cmdSystem->AddCommand( "sizeUp", R_SizeUp_f, CMD_FL_RENDERER, "makes the rendered view larger" );
cmdSystem->AddCommand( "sizeDown", R_SizeDown_f, CMD_FL_RENDERER, "makes the rendered view smaller" );
cmdSystem->AddCommand( "reloadGuis", R_ReloadGuis_f, CMD_FL_RENDERER, "reloads guis" );
cmdSystem->AddCommand( "listGuis", R_ListGuis_f, CMD_FL_RENDERER, "lists guis" );
cmdSystem->AddCommand( "touchGui", R_TouchGui_f, CMD_FL_RENDERER, "touches a gui" );
cmdSystem->AddCommand( "screenshot", R_ScreenShot_f, CMD_FL_RENDERER, "takes a screenshot" );
cmdSystem->AddCommand( "envshot", R_EnvShot_f, CMD_FL_RENDERER, "takes an environment shot" );
cmdSystem->AddCommand( "makeAmbientMap", R_MakeAmbientMap_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "makes an ambient map" );
cmdSystem->AddCommand( "benchmark", R_Benchmark_f, CMD_FL_RENDERER, "benchmark" );
cmdSystem->AddCommand( "gfxInfo", GfxInfo_f, CMD_FL_RENDERER, "show graphics info" );
cmdSystem->AddCommand( "modulateLights", R_ModulateLights_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "modifies shader parms on all lights" );
cmdSystem->AddCommand( "testImage", R_TestImage_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given image centered on screen", idCmdSystem::ArgCompletion_ImageName );
cmdSystem->AddCommand( "testVideo", R_TestVideo_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given cinematic", idCmdSystem::ArgCompletion_VideoName );
cmdSystem->AddCommand( "reportSurfaceAreas", R_ReportSurfaceAreas_f, CMD_FL_RENDERER, "lists all used materials sorted by surface area" );
cmdSystem->AddCommand( "reportImageDuplication", R_ReportImageDuplication_f, CMD_FL_RENDERER, "checks all referenced images for duplications" );
cmdSystem->AddCommand( "regenerateWorld", R_RegenerateWorld_f, CMD_FL_RENDERER, "regenerates all interactions" );
cmdSystem->AddCommand( "showInteractionMemory", R_ShowInteractionMemory_f, CMD_FL_RENDERER, "shows memory used by interactions" );
cmdSystem->AddCommand( "showTriSurfMemory", R_ShowTriSurfMemory_f, CMD_FL_RENDERER, "shows memory used by triangle surfaces" );
cmdSystem->AddCommand( "vid_restart", R_VidRestart_f, CMD_FL_RENDERER, "restarts renderSystem" );
cmdSystem->AddCommand( "listRenderEntityDefs", R_ListRenderEntityDefs_f, CMD_FL_RENDERER, "lists the entity defs" );
cmdSystem->AddCommand( "listRenderLightDefs", R_ListRenderLightDefs_f, CMD_FL_RENDERER, "lists the light defs" );
cmdSystem->AddCommand( "listModes", R_ListModes_f, CMD_FL_RENDERER, "lists all video modes" );
cmdSystem->AddCommand( "reloadSurface", R_ReloadSurface_f, CMD_FL_RENDERER, "reloads the decl and images for selected surface" );
}
/*
===============
idRenderSystemLocal::Clear
===============
*/
void idRenderSystemLocal::Clear( void ) {
registered = false;
frameCount = 0;
viewCount = 0;
staticAllocCount = 0;
frameShaderTime = 0.0f;
viewportOffset[0] = 0;
viewportOffset[1] = 0;
tiledViewport[0] = 0;
tiledViewport[1] = 0;
backEndRenderer = BE_BAD;
backEndRendererHasVertexPrograms = false;
backEndRendererMaxLight = 1.0f;
ambientLightVector.Zero();
sortOffset = 0;
worlds.Clear();
primaryWorld = NULL;
memset( &primaryRenderView, 0, sizeof( primaryRenderView ) );
primaryView = NULL;
defaultMaterial = NULL;
testImage = NULL;
ambientCubeImage = NULL;
viewDef = NULL;
memset( &pc, 0, sizeof( pc ) );
memset( &lockSurfacesCmd, 0, sizeof( lockSurfacesCmd ) );
memset( &identitySpace, 0, sizeof( identitySpace ) );
stencilIncr = 0;
stencilDecr = 0;
memset( renderCrops, 0, sizeof( renderCrops ) );
currentRenderCrop = 0;
guiRecursionLevel = 0;
guiModel = NULL;
demoGuiModel = NULL;
takingScreenshot = false;
}
/*
===============
idRenderSystemLocal::Init
===============
*/
void idRenderSystemLocal::Init( void ) {
// clear all our internal state
viewCount = 1; // so cleared structures never match viewCount
// we used to memset tr, but now that it is a class, we can't, so
// there may be other state we need to reset
ambientLightVector[0] = 0.5f;
ambientLightVector[1] = 0.5f - 0.385f;
ambientLightVector[2] = 0.8925f;
ambientLightVector[3] = 1.0f;
memset( &backEnd, 0, sizeof( backEnd ) );
R_InitCvars();
R_InitCommands();
guiModel = new idGuiModel;
guiModel->Clear();
demoGuiModel = new idGuiModel;
demoGuiModel->Clear();
R_InitTriSurfData();
globalImages->Init();
idCinematic::InitCinematic( );
R_InitMaterials();
renderModelManager->Init();
// set the identity space
identitySpace.modelMatrix[0*4+0] = 1.0f;
identitySpace.modelMatrix[1*4+1] = 1.0f;
identitySpace.modelMatrix[2*4+2] = 1.0f;
origWidth = origHeight = 0; // DG: for resetting width/height in EndFrame()
}
/*
===============
idRenderSystemLocal::Shutdown
===============
*/
void idRenderSystemLocal::Shutdown( void ) {
common->Printf( "idRenderSystem::Shutdown()\n" );
common->SetRefreshOnPrint( false ); // without a renderer there's nothing to refresh
R_DoneFreeType( );
if ( glConfig.isInitialized ) {
globalImages->PurgeAllImages();
}
renderModelManager->Shutdown();
idCinematic::ShutdownCinematic( );
globalImages->Shutdown();
// free frame memory
R_ShutdownFrameData();
// free the vertex cache, which should have nothing allocated now
vertexCache.Shutdown();
R_ShutdownTriSurfData();
RB_ShutdownDebugTools();
delete guiModel;
delete demoGuiModel;
Clear();
ShutdownOpenGL();
}
/*
========================
idRenderSystemLocal::BeginLevelLoad
========================
*/
void idRenderSystemLocal::BeginLevelLoad( void ) {
renderModelManager->BeginLevelLoad();
globalImages->BeginLevelLoad();
}
/*
========================
idRenderSystemLocal::EndLevelLoad
========================
*/
void idRenderSystemLocal::EndLevelLoad( void ) {
renderModelManager->EndLevelLoad();
globalImages->EndLevelLoad();
if ( r_forceLoadImages.GetBool() ) {
RB_ShowImages();
}
}
/*
========================
idRenderSystemLocal::InitOpenGL
========================
*/
void idRenderSystemLocal::InitOpenGL( void ) {
// if OpenGL isn't started, start it now
if ( !glConfig.isInitialized ) {
int err;
R_InitOpenGL();
globalImages->ReloadAllImages();
err = qglGetError();
if ( err != GL_NO_ERROR ) {
common->Printf( "glGetError() = 0x%x\n", err );
}
}
}
/*
========================
idRenderSystemLocal::ShutdownOpenGL
========================
*/
void idRenderSystemLocal::ShutdownOpenGL( void ) {
R_ShutdownFrameData();
// as the input is tied to the window, it should be shut down when the window
// is destroyed (relevant when starting a mod which also recreates window)
Sys_ShutdownInput();
// free the context and close the window
GLimp_Shutdown();
glConfig.isInitialized = false;
}
/*
========================
idRenderSystemLocal::IsOpenGLRunning
========================
*/
bool idRenderSystemLocal::IsOpenGLRunning( void ) const {
if ( !glConfig.isInitialized ) {
return false;
}
return true;
}
/*
========================
idRenderSystemLocal::IsFullScreen
========================
*/
bool idRenderSystemLocal::IsFullScreen( void ) const {
return glConfig.isFullscreen;
}
/*
========================
idRenderSystemLocal::GetScreenWidth
========================
*/
int idRenderSystemLocal::GetScreenWidth( void ) const {
return glConfig.vidWidth;
}
/*
========================
idRenderSystemLocal::GetScreenHeight
========================
*/
int idRenderSystemLocal::GetScreenHeight( void ) const {
return glConfig.vidHeight;
}