mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-03 09:22:45 +00:00
342 lines
8.3 KiB
C++
342 lines
8.3 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include "sys/platform.h"
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#include "framework/Licensee.h"
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#include "renderer/tr_local.h"
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idCVar in_nograb( "in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing" );
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idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer" );
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static bool grabbed = false;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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static SDL_Window* window = NULL;
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static SDL_GLContext context = NULL;
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#else
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static SDL_Surface* window = NULL;
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#define SDL_WINDOW_OPENGL SDL_OPENGL
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#define SDL_WINDOW_FULLSCREEN SDL_FULLSCREEN
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#endif
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/*
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===================
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GLimp_Init
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===================
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*/
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bool GLimp_Init( glimpParms_t parms )
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{
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common->Printf( "Initializing OpenGL subsystem\n" );
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assert( SDL_WasInit( SDL_INIT_VIDEO ) );
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Uint32 flags = SDL_WINDOW_OPENGL;
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if( parms.fullScreen )
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flags |= SDL_WINDOW_FULLSCREEN;
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int colorbits = 24;
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int depthbits = 24;
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int stencilbits = 8;
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for( int i = 0; i < 16; i++ )
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{
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// 0 - default
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// 1 - minus colorbits
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// 2 - minus depthbits
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// 3 - minus stencil
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if( ( i % 4 ) == 0 && i )
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{
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// one pass, reduce
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switch( i / 4 )
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{
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case 2 :
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if( colorbits == 24 )
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colorbits = 16;
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break;
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case 1 :
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if( depthbits == 24 )
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depthbits = 16;
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else if( depthbits == 16 )
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depthbits = 8;
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case 3 :
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if( stencilbits == 24 )
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stencilbits = 16;
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else if( stencilbits == 16 )
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stencilbits = 8;
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}
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}
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int tcolorbits = colorbits;
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int tdepthbits = depthbits;
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int tstencilbits = stencilbits;
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if( ( i % 4 ) == 3 )
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{
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// reduce colorbits
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if( tcolorbits == 24 )
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tcolorbits = 16;
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}
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if( ( i % 4 ) == 2 )
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{
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// reduce depthbits
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if( tdepthbits == 24 )
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tdepthbits = 16;
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else if( tdepthbits == 16 )
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tdepthbits = 8;
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}
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if( ( i % 4 ) == 1 )
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{
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// reduce stencilbits
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if( tstencilbits == 24 )
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tstencilbits = 16;
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else if( tstencilbits == 16 )
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tstencilbits = 8;
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else
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tstencilbits = 0;
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}
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int channelcolorbits = 4;
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if( tcolorbits == 24 )
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channelcolorbits = 8;
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, channelcolorbits );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, channelcolorbits );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, channelcolorbits );
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, tdepthbits );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, tstencilbits );
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if( r_waylandcompat.GetBool() )
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 );
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else
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, channelcolorbits );
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SDL_GL_SetAttribute( SDL_GL_STEREO, parms.stereo ? 1 : 0 );
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 );
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples );
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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window = SDL_CreateWindow( GAME_NAME,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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parms.width, parms.height, flags );
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context = SDL_GL_CreateContext( window );
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if( !window )
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{
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common->DPrintf( "Couldn't set GL mode %d/%d/%d: %s",
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channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() );
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continue;
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}
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if( SDL_GL_SetSwapInterval( r_swapInterval.GetInteger() ) < 0 )
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common->Warning( "SDL_GL_SWAP_CONTROL not supported" );
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SDL_GetWindowSize( window, &glConfig.vidWidth, &glConfig.vidHeight );
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glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN;
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#else
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SDL_WM_SetCaption( GAME_NAME, GAME_NAME );
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if( SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, r_swapInterval.GetInteger() ) < 0 )
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common->Warning( "SDL_GL_SWAP_CONTROL not supported" );
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window = SDL_SetVideoMode( parms.width, parms.height, colorbits, flags );
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if( !window )
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{
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common->DPrintf( "Couldn't set GL mode %d/%d/%d: %s",
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channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() );
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continue;
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}
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glConfig.vidWidth = window->w;
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glConfig.vidHeight = window->h;
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glConfig.isFullscreen = ( window->flags & SDL_FULLSCREEN ) == SDL_FULLSCREEN;
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#endif
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common->Printf( "Using %d color bits, %d depth, %d stencil display\n",
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channelcolorbits, tdepthbits, tstencilbits );
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glConfig.colorBits = tcolorbits;
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glConfig.depthBits = tdepthbits;
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glConfig.stencilBits = tstencilbits;
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glConfig.displayFrequency = 0;
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break;
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}
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if( !window )
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{
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common->Warning( "No usable GL mode found: %s", SDL_GetError() );
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return false;
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}
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return true;
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}
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/*
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===================
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GLimp_SetScreenParms
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===================
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*/
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bool GLimp_SetScreenParms( glimpParms_t parms )
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{
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common->DPrintf( "TODO: GLimp_ActivateContext\n" );
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return true;
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}
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/*
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===================
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GLimp_Shutdown
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===================
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*/
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void GLimp_Shutdown()
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{
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common->Printf( "Shutting down OpenGL subsystem\n" );
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if( context )
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{
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SDL_GL_DeleteContext( context );
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context = NULL;
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}
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if( window )
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{
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SDL_DestroyWindow( window );
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window = NULL;
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}
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#endif
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}
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/*
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===================
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GLimp_SwapBuffers
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===================
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*/
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void GLimp_SwapBuffers()
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_GL_SwapWindow( window );
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#else
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SDL_GL_SwapBuffers();
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#endif
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}
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/*
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=================
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GLimp_SetGamma
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=================
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*/
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void GLimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] )
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{
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if( !window )
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{
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common->Warning( "GLimp_SetGamma called without window" );
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if( SDL_SetWindowGammaRamp( window, red, green, blue ) )
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#else
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if( SDL_SetGammaRamp( red, green, blue ) )
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#endif
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common->Warning( "Couldn't set gamma ramp: %s", SDL_GetError() );
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}
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/*
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=================
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GLimp_ActivateContext
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=================
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*/
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void GLimp_ActivateContext()
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{
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common->DPrintf( "TODO: GLimp_ActivateContext\n" );
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}
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/*
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=================
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GLimp_DeactivateContext
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=================
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*/
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void GLimp_DeactivateContext()
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{
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common->DPrintf( "TODO: GLimp_DeactivateContext\n" );
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}
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/*
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===================
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GLimp_ExtensionPointer
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===================
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*/
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GLExtension_t GLimp_ExtensionPointer( const char* name )
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{
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assert( SDL_WasInit( SDL_INIT_VIDEO ) );
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return ( GLExtension_t )SDL_GL_GetProcAddress( name );
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}
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void GLimp_GrabInput( int flags )
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{
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bool grab = flags & GRAB_ENABLE;
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if( grab && ( flags & GRAB_REENABLE ) )
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grab = false;
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if( flags & GRAB_SETSTATE )
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grabbed = grab;
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if( in_nograb.GetBool() )
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grab = false;
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if( !window )
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{
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common->Warning( "GLimp_GrabInput called without window" );
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_ShowCursor( flags & GRAB_HIDECURSOR ? SDL_DISABLE : SDL_ENABLE );
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SDL_SetRelativeMouseMode( flags & GRAB_HIDECURSOR ? SDL_TRUE : SDL_FALSE );
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SDL_SetWindowGrab( window, grab ? SDL_TRUE : SDL_FALSE );
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#else
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SDL_ShowCursor( flags & GRAB_HIDECURSOR ? SDL_DISABLE : SDL_ENABLE );
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SDL_WM_GrabInput( grab ? SDL_GRAB_ON : SDL_GRAB_OFF );
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#endif
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}
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