#include "quakedef.h" #include "glquake.h" //standard 1.1 opengl calls void (APIENTRY *qglAlphaFunc) (GLenum func, GLclampf ref); void (APIENTRY *qglBegin) (GLenum mode); void (APIENTRY *qglBlendFunc) (GLenum sfactor, GLenum dfactor); void (APIENTRY *qglClear) (GLbitfield mask); void (APIENTRY *qglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (APIENTRY *qglClearDepth) (GLclampd depth); void (APIENTRY *qglClearStencil) (GLint s); void (APIENTRY *qglColor3f) (GLfloat red, GLfloat green, GLfloat blue); void (APIENTRY *qglColor3ub) (GLubyte red, GLubyte green, GLubyte blue); void (APIENTRY *qglColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (APIENTRY *qglColor4fv) (const GLfloat *v); void (APIENTRY *qglColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void (APIENTRY *qglColor4ubv) (const GLubyte *v); void (APIENTRY *qglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void (APIENTRY *qglCullFace) (GLenum mode); void (APIENTRY *qglDepthFunc) (GLenum func); void (APIENTRY *qglDepthMask) (GLboolean flag); void (APIENTRY *qglDepthRange) (GLclampd zNear, GLclampd zFar); void (APIENTRY *qglDisable) (GLenum cap); void (APIENTRY *qglDrawBuffer) (GLenum mode); void (APIENTRY *qglDrawPixels) (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void (APIENTRY *qglEnable) (GLenum cap); void (APIENTRY *qglEnd) (void); void (APIENTRY *qglFinish) (void); void (APIENTRY *qglFlush) (void); void (APIENTRY *qglFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void (APIENTRY *qglGetFloatv) (GLenum pname, GLfloat *params); void (APIENTRY *qglGetIntegerv) (GLenum pname, GLint *params); const GLubyte * (APIENTRY *qglGetString) (GLenum name); void (APIENTRY *qglHint) (GLenum target, GLenum mode); void (APIENTRY *qglLoadIdentity) (void); void (APIENTRY *qglLoadMatrixf) (const GLfloat *m); void (APIENTRY *qglNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz); void (APIENTRY *qglNormal3fv) (const GLfloat *v); void (APIENTRY *qglMatrixMode) (GLenum mode); void (APIENTRY *qglMultMatrixf) (const GLfloat *m); void (APIENTRY *qglOrtho) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void (APIENTRY *qglPolygonMode) (GLenum face, GLenum mode); void (APIENTRY *qglPopMatrix) (void); void (APIENTRY *qglPushMatrix) (void); void (APIENTRY *qglReadBuffer) (GLenum mode); void (APIENTRY *qglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void (APIENTRY *qglRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void (APIENTRY *qglScalef) (GLfloat x, GLfloat y, GLfloat z); void (APIENTRY *qglShadeModel) (GLenum mode); void (APIENTRY *qglTexCoord1f) (GLfloat s); void (APIENTRY *qglTexCoord2f) (GLfloat s, GLfloat t); void (APIENTRY *qglTexCoord2fv) (const GLfloat *v); void (APIENTRY *qglTexEnvf) (GLenum target, GLenum pname, GLfloat param); void (APIENTRY *qglTexEnvi) (GLenum target, GLenum pname, GLint param); void (APIENTRY *qglTexGeni) (GLenum coord, GLenum pname, GLint param); void (APIENTRY *qglTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (APIENTRY *qglTexParameteri) (GLenum target, GLenum pname, GLint param); void (APIENTRY *qglTexParameterf) (GLenum target, GLenum pname, GLfloat param); void (APIENTRY *qglTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void (APIENTRY *qglTranslatef) (GLfloat x, GLfloat y, GLfloat z); void (APIENTRY *qglVertex2f) (GLfloat x, GLfloat y); void (APIENTRY *qglVertex3f) (GLfloat x, GLfloat y, GLfloat z); void (APIENTRY *qglVertex3fv) (const GLfloat *v); void (APIENTRY *qglViewport) (GLint x, GLint y, GLsizei width, GLsizei height); void (APIENTRY *qglGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint *params); void (APIENTRY *qglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void (APIENTRY *qglVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void (APIENTRY *qglNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer); void (APIENTRY *qglTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void (APIENTRY *qglColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void (APIENTRY *qglDisableClientState) (GLenum array); void (APIENTRY *qglEnableClientState) (GLenum array); void (APIENTRY *qglStencilOp) (GLenum fail, GLenum zfail, GLenum zpass); void (APIENTRY *qglStencilFunc) (GLenum func, GLint ref, GLuint mask); void (APIENTRY *qglPushAttrib) (GLbitfield mask); void (APIENTRY *qglPopAttrib) (void); //extensions //arb multitexture qlpSelTexFUNC qglActiveTextureARB; qlpSelTexFUNC qglClientActiveTextureARB; qlpMTex3FUNC qglMultiTexCoord3fARB; qlpMTex2FUNC qglMultiTexCoord2fARB; //generic multitexture lpMTexFUNC qglMTexCoord2fSGIS; lpSelTexFUNC qglSelectTextureSGIS; int mtexid0; int mtexid1; //ati_truform PFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI; PFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI; //stencil shadowing void (APIENTRY *qglStencilOpSeparateATI) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass); PFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT; //quick hack that made quake work on both 1 and 1.1 gl implementations. BINDTEXFUNCPTR bindTexFunc; qboolean gl_ext_stencil_wrap; int gl_mtexarbable=0; //max texture units qboolean gl_mtexable = false; qboolean gl_compressable=false; int gl_bumpmappingpossible; //int texture_mode = GL_NEAREST; //int texture_mode = GL_NEAREST_MIPMAP_NEAREST; //int texture_mode = GL_NEAREST_MIPMAP_LINEAR; int texture_mode = GL_LINEAR; //int texture_mode = GL_LINEAR_MIPMAP_NEAREST; //int texture_mode = GL_LINEAR_MIPMAP_LINEAR; int texture_extension_number = 1; #define fieldvector(name) QC_RegisterFieldVar(svprogfuncs, ev_vector, #name, (int)&((edict_t*)0)->v.name - (int)&((edict_t*)0)->v, -1) #define getglcore getglfunction #define getglext(name) getglfunction(name) void GL_CheckExtensions (void *(*getglfunction) (char *name)) { extern cvar_t gl_bump; qboolean support_GL_ARB_texture_env_combine, support_GL_ARB_texture_env_dot3, support_GL_ARB_texture_cube_map; //multitexture gl_mtexable = false; gl_mtexarbable = 0; qglActiveTextureARB = NULL; qglMultiTexCoord2fARB = NULL; qglMultiTexCoord3fARB = NULL; qglMTexCoord2fSGIS = NULL; qglSelectTextureSGIS = NULL; mtexid0 = 0; mtexid1 = 0; //none of them bumpmapping possabilities. gl_bumpmappingpossible = false; //no GL_EXT_stencil_wrap gl_ext_stencil_wrap = false; //no GL_ATI_separate_stencil qglStencilOpSeparateATI = NULL; //no GL_EXT_stencil_two_side qglActiveStencilFaceEXT = NULL; //no GL_ARB_texture_compression gl_compressable = false; //no truform. sorry. qglPNTrianglesfATI = NULL; qglPNTrianglesiATI = NULL; if (strstr(gl_extensions, "GL_ARB_multitexture") && !COM_CheckParm("-noamtex")) { //ARB multitexture is the popular choice. Con_SafePrintf("ARB Multitexture extensions found. Use -noamtex to disable.\n"); qglActiveTextureARB = (void *) getglext("glActiveTextureARB"); qglClientActiveTextureARB = (void *) getglext("glClientActiveTextureARB"); qglMultiTexCoord2fARB = (void *) getglext("glMultiTexCoord2fARB"); qglMultiTexCoord3fARB = (void *) getglext("glMultiTexCoord3fARB"); glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_mtexarbable); gl_mtexable = true; qglMTexCoord2fSGIS = qglMultiTexCoord2fARB; qglSelectTextureSGIS = qglActiveTextureARB; mtexid0 = GL_TEXTURE0_ARB; mtexid1 = GL_TEXTURE1_ARB; if (!qglActiveTextureARB || !qglClientActiveTextureARB || !qglMultiTexCoord2fARB || !qglMultiTexCoord3fARB) { qglActiveTextureARB = NULL; qglMultiTexCoord2fARB = NULL; qglMultiTexCoord3fARB = NULL; qglMTexCoord2fSGIS = NULL; qglSelectTextureSGIS = NULL; gl_mtexable=false; gl_mtexarbable = false; } } else if (strstr(gl_extensions, "GL_SGIS_multitexture") && !COM_CheckParm("-nomtex")) { //SGIS multitexture, limited in many ways but basic functionality is identical to ARB Con_SafePrintf("Multitexture extensions found.\n"); qglMTexCoord2fSGIS = (void *) getglext("glMTexCoord2fSGIS"); qglSelectTextureSGIS = (void *) getglext("glSelectTextureSGIS"); gl_mtexable = true; mtexid0 = GL_TEXTURE0_SGIS; mtexid1 = GL_TEXTURE1_SGIS; } if (strstr(gl_extensions, "GL_EXT_stencil_wrap")) gl_ext_stencil_wrap = true; if (strstr(gl_extensions, "GL_ATI_separate_stencil")) qglStencilOpSeparateATI = (void *) getglext("glStencilOpSeparateATI"); if (strstr(gl_extensions, "GL_EXT_stencil_two_side")) qglActiveStencilFaceEXT = (void *) getglext("glActiveStencilFaceEXT"); if (strstr(gl_extensions, "GL_ARB_texture_compression")) { qglCompressedTexImage2DARB = (void *)getglext("glCompressedTexImage2DARB"); qglGetCompressedTexImageARB = (void *)getglext("glGetCompressedTexImageARB"); if (!qglCompressedTexImage2DARB || !qglGetCompressedTexImageARB) { qglCompressedTexImage2DARB = NULL; qglGetCompressedTexImageARB = NULL; } else gl_compressable = true; } if (strstr(gl_extensions, "GL_ATI_pn_triangles")) { qglPNTrianglesfATI = (void *)getglext("glPNTrianglesfATI"); qglPNTrianglesiATI = (void *)getglext("glPNTrianglesiATI"); } if (strstr(gl_extensions, "GL_EXT_texture_object")) { bindTexFunc = (void *)getglext("glBindTextureEXT"); if (!bindTexFunc) //grrr bindTexFunc = (void *)getglext("glBindTexture"); } support_GL_ARB_texture_env_combine = !!strstr(gl_extensions, "GL_ARB_texture_env_combine"); support_GL_ARB_texture_env_dot3 = !!strstr(gl_extensions, "GL_ARB_texture_env_dot3"); support_GL_ARB_texture_cube_map = !!strstr(gl_extensions, "GL_ARB_texture_cube_map"); if (gl_mtexarbable && support_GL_ARB_texture_cube_map && support_GL_ARB_texture_env_combine && support_GL_ARB_texture_env_dot3 && !COM_CheckParm("-nobump") && gl_bump.value) gl_bumpmappingpossible = true; } //the vid routines have initialised a window, and now they are giving us a reference to some of of GetProcAddress to get pointers to the funcs. void GL_Init(void *(*getglfunction) (char *name)) { qglAlphaFunc = (void *)getglcore("glAlphaFunc"); qglBegin = (void *)getglcore("glBegin"); qglBlendFunc = (void *)getglcore("glBlendFunc"); bindTexFunc = (void *)getglcore("glBindTexture"); //for compleateness qglClear = (void *)getglcore("glClear"); qglClearColor = (void *)getglcore("glClearColor"); qglClearDepth = (void *)getglcore("glClearDepth"); qglClearStencil = (void *)getglcore("glClearStencil"); qglColor3f = (void *)getglcore("glColor3f"); qglColor3ub = (void *)getglcore("glColor3ub"); qglColor4f = (void *)getglcore("glColor4f"); qglColor4fv = (void *)getglcore("glColor4fv"); qglColor4ub = (void *)getglcore("glColor4ub"); qglColor4ubv = (void *)getglcore("glColor4ubv"); qglColorMask = (void *)getglcore("glColorMask"); qglCullFace = (void *)getglcore("glCullFace"); qglDepthFunc = (void *)getglcore("glDepthFunc"); qglDepthMask = (void *)getglcore("glDepthMask"); qglDepthRange = (void *)getglcore("glDepthRange"); qglDisable = (void *)getglcore("glDisable"); qglDrawBuffer = (void *)getglcore("glDrawBuffer"); qglDrawPixels = (void *)getglcore("glDrawPixels"); qglEnable = (void *)getglcore("glEnable"); qglEnd = (void *)getglcore("glEnd"); qglFinish = (void *)getglcore("glFinish"); qglFlush = (void *)getglcore("glFlush"); qglFrustum = (void *)getglcore("glFrustum"); qglGetFloatv = (void *)getglcore("glGetFloatv"); qglGetIntegerv = (void *)getglcore("glGetIntegerv"); qglGetString = (void *)getglcore("glGetString"); qglGetTexLevelParameteriv = (void *)getglcore("glGetTexLevelParameteriv"); qglHint = (void *)getglcore("glHint"); qglLoadIdentity = (void *)getglcore("glLoadIdentity"); qglLoadMatrixf = (void *)getglcore("glLoadMatrixf"); qglNormal3f = (void *)getglcore("glNormal3f"); qglNormal3fv = (void *)getglcore("glNormal3fv"); qglMatrixMode = (void *)getglcore("glMatrixMode"); qglMultMatrixf = (void *)getglcore("glMultMatrixf"); qglOrtho = (void *)getglcore("glOrtho"); qglPolygonMode = (void *)getglcore("glPolygonMode"); qglPopMatrix = (void *)getglcore("glPopMatrix"); qglPushMatrix = (void *)getglcore("glPushMatrix"); qglReadBuffer = (void *)getglcore("glReadBuffer"); qglReadPixels = (void *)getglcore("glReadPixels"); qglRotatef = (void *)getglcore("glRotatef"); qglScalef = (void *)getglcore("glScalef"); qglShadeModel = (void *)getglcore("glShadeModel"); qglTexCoord1f = (void *)getglcore("glTexCoord1f"); qglTexCoord2f = (void *)getglcore("glTexCoord2f"); qglTexCoord2fv = (void *)getglcore("glTexCoord2fv"); qglTexEnvf = (void *)getglcore("glTexEnvf"); qglTexEnvi = (void *)getglcore("glTexEnvi"); qglTexGeni = (void *)getglcore("glTexGeni"); qglTexImage2D = (void *)getglcore("glTexImage2D"); qglTexParameteri = (void *)getglcore("glTexParameteri"); qglTexParameterf = (void *)getglcore("glTexParameterf"); qglTexSubImage2D = (void *)getglcore("glTexSubImage2D"); qglTranslatef = (void *)getglcore("glTranslatef"); qglVertex2f = (void *)getglcore("glVertex2f"); qglVertex3f = (void *)getglcore("glVertex3f"); qglVertex3fv = (void *)getglcore("glVertex3fv"); qglViewport = (void *)getglcore("glViewport"); //fixme: make non-core? qglDrawElements = (void *)getglcore("glDrawElements"); qglVertexPointer = (void *)getglcore("glVertexPointer"); qglNormalPointer = (void *)getglcore("glNormalPointer"); qglTexCoordPointer = (void *)getglcore("glTexCoordPointer"); qglColorPointer = (void *)getglcore("glColorPointer"); qglEnableClientState = (void *)getglcore("glEnableClientState"); qglDisableClientState = (void *)getglcore("glDisableClientState"); //fixme: definatly make non-core qglStencilOp = (void *)getglcore("glStencilOp"); qglStencilFunc = (void *)getglcore("glStencilFunc"); qglPushAttrib = (void *)getglcore("glPushAttrib"); qglPopAttrib = (void *)getglcore("glPopAttrib"); gl_vendor = glGetString (GL_VENDOR); Con_SafePrintf ("GL_VENDOR: %s\n", gl_vendor); gl_renderer = glGetString (GL_RENDERER); Con_SafePrintf ("GL_RENDERER: %s\n", gl_renderer); gl_version = glGetString (GL_VERSION); Con_SafePrintf ("GL_VERSION: %s\n", gl_version); gl_extensions = glGetString (GL_EXTENSIONS); Con_DPrintf ("GL_EXTENSIONS: %s\n", gl_extensions); GL_CheckExtensions (getglfunction); glClearColor (0,0,0,0); //clear to black so that it looks a little nicer on start. glClear(GL_COLOR_BUFFER_BIT); glClearColor (1,0,0,0); glCullFace(GL_FRONT); glEnable(GL_TEXTURE_2D); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.666); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glShadeModel (GL_FLAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } unsigned int d_8to24rgbtable[256];