diff --git a/neo/CMakeLists.txt b/neo/CMakeLists.txt index 3c42cb3f..16253001 100644 --- a/neo/CMakeLists.txt +++ b/neo/CMakeLists.txt @@ -9,6 +9,9 @@ option(USE_MFC_TOOLS option(MONOLITH "Embed game logic into main executable" ON) +option(SDL2 + "Use SDL2 instead of SDL1.2" OFF) + #option(STANDALONE # "Skip Doom 3 base/ folder" ON) @@ -1050,9 +1053,15 @@ else() if(UNIX) - find_package(SDL REQUIRED) - include_directories(${SDL_INCLUDE_DIR}) - set(SDLx_LIBRARY ${SDL_LIBRARY}) + if(SDL2) + find_package(SDL2 REQUIRED) + include_directories(${SDL2_INCLUDE_DIR}) + set(SDLx_LIBRARY ${SDL2_LIBRARY}) + else() + find_package(SDL REQUIRED) + include_directories(${SDL_INCLUDE_DIR}) + set(SDLx_LIBRARY ${SDL_LIBRARY}) + endif() list(APPEND RBDOOM3_SOURCES ${POSIX_INCLUDES} ${POSIX_SOURCES} diff --git a/neo/cmake/FindSDL2.cmake b/neo/cmake/FindSDL2.cmake new file mode 100644 index 00000000..236d6b4b --- /dev/null +++ b/neo/cmake/FindSDL2.cmake @@ -0,0 +1,163 @@ +# Locate SDL2 library +# This module defines +# SDL2_LIBRARY, the name of the library to link against +# SDL2_FOUND, if false, do not try to link to SDL2 +# SDL2_INCLUDE_DIR, where to find SDL.h +# +# This module responds to the the flag: +# SDL2_BUILDING_LIBRARY +# If this is defined, then no SDL2main will be linked in because +# only applications need main(). +# Otherwise, it is assumed you are building an application and this +# module will attempt to locate and set the the proper link flags +# as part of the returned SDL2_LIBRARY variable. +# +# Don't forget to include SDLmain.h and SDLmain.m your project for the +# OS X framework based version. (Other versions link to -lSDL2main which +# this module will try to find on your behalf.) Also for OS X, this +# module will automatically add the -framework Cocoa on your behalf. +# +# +# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration +# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library +# (SDL2.dll, libsdl2.so, SDL2.framework, etc). +# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again. +# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value +# as appropriate. These values are used to generate the final SDL2_LIBRARY +# variable, but when these values are unset, SDL2_LIBRARY does not get created. +# +# +# $SDL2DIR is an environment variable that would +# correspond to the ./configure --prefix=$SDL2DIR +# used in building SDL2. +# l.e.galup 9-20-02 +# +# Modified by Eric Wing. +# Added code to assist with automated building by using environmental variables +# and providing a more controlled/consistent search behavior. +# Added new modifications to recognize OS X frameworks and +# additional Unix paths (FreeBSD, etc). +# Also corrected the header search path to follow "proper" SDL guidelines. +# Added a search for SDL2main which is needed by some platforms. +# Added a search for threads which is needed by some platforms. +# Added needed compile switches for MinGW. +# +# On OSX, this will prefer the Framework version (if found) over others. +# People will have to manually change the cache values of +# SDL2_LIBRARY to override this selection or set the CMake environment +# CMAKE_INCLUDE_PATH to modify the search paths. +# +# Note that the header path has changed from SDL2/SDL.h to just SDL.h +# This needed to change because "proper" SDL convention +# is #include "SDL.h", not . This is done for portability +# reasons because not all systems place things in SDL2/ (see FreeBSD). + +#============================================================================= +# Copyright 2003-2009 Kitware, Inc. +# +# Distributed under the OSI-approved BSD License (the "License"); +# see accompanying file Copyright.txt for details. +# +# This software is distributed WITHOUT ANY WARRANTY; without even the +# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +# See the License for more information. +#============================================================================= +# (To distribute this file outside of CMake, substitute the full +# License text for the above reference.) + +SET(SDL2_SEARCH_PATHS + ~/Library/Frameworks + /Library/Frameworks + /usr/local + /usr + /sw # Fink + /opt/local # DarwinPorts + /opt/csw # Blastwave + /opt +) + +FIND_PATH(SDL2_INCLUDE_DIR SDL.h + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES include/SDL2 include + PATHS ${SDL2_SEARCH_PATHS} +) + +FIND_LIBRARY(SDL2_LIBRARY_TEMP + NAMES SDL2 + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS} +) + +IF(NOT SDL2_BUILDING_LIBRARY) + IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") + # Non-OS X framework versions expect you to also dynamically link to + # SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms + # seem to provide SDL2main for compatibility even though they don't + # necessarily need it. + FIND_LIBRARY(SDL2MAIN_LIBRARY + NAMES SDL2main + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS} + ) + ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") +ENDIF(NOT SDL2_BUILDING_LIBRARY) + +# SDL2 may require threads on your system. +# The Apple build may not need an explicit flag because one of the +# frameworks may already provide it. +# But for non-OSX systems, I will use the CMake Threads package. +IF(NOT APPLE) + FIND_PACKAGE(Threads) +ENDIF(NOT APPLE) + +# MinGW needs an additional library, mwindows +# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows +# (Actually on second look, I think it only needs one of the m* libraries.) +IF(MINGW) + SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW") +ENDIF(MINGW) + +IF(SDL2_LIBRARY_TEMP) + # For SDL2main + IF(NOT SDL2_BUILDING_LIBRARY) + IF(SDL2MAIN_LIBRARY) + SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP}) + ENDIF(SDL2MAIN_LIBRARY) + ENDIF(NOT SDL2_BUILDING_LIBRARY) + + # For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa. + # CMake doesn't display the -framework Cocoa string in the UI even + # though it actually is there if I modify a pre-used variable. + # I think it has something to do with the CACHE STRING. + # So I use a temporary variable until the end so I can set the + # "real" variable in one-shot. + IF(APPLE) + SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa") + ENDIF(APPLE) + + # For threads, as mentioned Apple doesn't need this. + # In fact, there seems to be a problem if I used the Threads package + # and try using this line, so I'm just skipping it entirely for OS X. + IF(NOT APPLE) + SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT}) + ENDIF(NOT APPLE) + + # For MinGW library + IF(MINGW) + SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP}) + ENDIF(MINGW) + + # Set the final string here so the GUI reflects the final state. + SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found") + # Set the temp variable to INTERNAL so it is not seen in the CMake GUI + SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "") +ENDIF(SDL2_LIBRARY_TEMP) + +INCLUDE(FindPackageHandleStandardArgs) + +FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR) diff --git a/neo/renderer/RenderSystem_init.cpp b/neo/renderer/RenderSystem_init.cpp index e6d582b4..d6b356f0 100644 --- a/neo/renderer/RenderSystem_init.cpp +++ b/neo/renderer/RenderSystem_init.cpp @@ -80,7 +80,7 @@ idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, " 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_ignoreGLErrors( "r_ignoreGLErrors", "0", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" ); idCVar r_swapInterval( "r_swapInterval", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = tear, 1 = swap-tear where available, 2 = always v-sync" ); idCVar r_gamma( "r_gamma", "1.0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f ); diff --git a/neo/renderer/tr_local.h b/neo/renderer/tr_local.h index bec40039..1e742303 100644 --- a/neo/renderer/tr_local.h +++ b/neo/renderer/tr_local.h @@ -3,6 +3,7 @@ Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. +Copyright (C) 2012 Robert Beckebans This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). @@ -1028,6 +1029,22 @@ struct vidMode_t int height; int displayHz; + // RB begin + vidMode_t() + { + width = 640; + height = 480; + displayHz = 60; + } + + vidMode_t( int widht, int height, int displayHz ) + { + this->width = width; + this->height = height; + this->displayHz = displayHz; + } + // RB end + bool operator==( const vidMode_t& a ) { return a.width == width && a.height == height && a.displayHz == displayHz; diff --git a/neo/sys/sdl/sdl_events.cpp b/neo/sys/sdl/sdl_events.cpp index 79bba729..f292f379 100644 --- a/neo/sys/sdl/sdl_events.cpp +++ b/neo/sys/sdl/sdl_events.cpp @@ -462,6 +462,7 @@ sysEvent_t Sys_GetEvent() switch( ev.window.event ) { case SDL_WINDOWEVENT_FOCUS_GAINED: + { // unset modifier, in case alt-tab was used to leave window and ALT is still set // as that can cause fullscreen-toggling when pressing enter... SDL_Keymod currentmod = SDL_GetModState(); @@ -473,6 +474,8 @@ sysEvent_t Sys_GetEvent() GLimp_GrabInput( GRAB_ENABLE | GRAB_REENABLE | GRAB_HIDECURSOR ); break; + } + case SDL_WINDOWEVENT_FOCUS_LOST: GLimp_GrabInput( 0 ); break; diff --git a/neo/sys/sdl/sdl_glimp.cpp b/neo/sys/sdl/sdl_glimp.cpp index 7a50433f..b0224c00 100644 --- a/neo/sys/sdl/sdl_glimp.cpp +++ b/neo/sys/sdl/sdl_glimp.cpp @@ -37,8 +37,14 @@ If you have questions concerning this license or the applicable additional terms #include "sdl_local.h" idCVar in_nograb( "in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing" ); + +// RB: FIXME this shit. We need the OpenGL alpha channel for advanced rendering effects idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer" ); +// RB: only relevant if using SDL 2.0 +idCVar r_useOpenGL32( "r_useOpenGL32", "1", CVAR_INTEGER, "0 = OpenGL 2.0, 1 = OpenGL 3.2 compatibility profile, 2 = OpenGL 3.2 core profile", 0, 2 ); +// RB end + static bool grabbed = false; #if SDL_VERSION_ATLEAST(2, 0, 0) @@ -155,7 +161,6 @@ bool GLimp_Init( glimpParms_t parms ) if( tcolorbits == 24 ) channelcolorbits = 8; -#if 1 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, channelcolorbits ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, channelcolorbits ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, channelcolorbits ); @@ -172,9 +177,22 @@ bool GLimp_Init( glimpParms_t parms ) SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples ); -#endif #if SDL_VERSION_ATLEAST(2, 0, 0) + + // RB begin + if( r_useOpenGL32.GetInteger() > 0 ) + { + SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 ); + SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 ); + } + + if( r_useOpenGL32.GetInteger() > 1 ) + { + SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE ); + } + // RB end + window = SDL_CreateWindow( GAME_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, @@ -251,7 +269,7 @@ GLimp_SetScreenParms */ bool GLimp_SetScreenParms( glimpParms_t parms ) { - common->DPrintf( "TODO: GLimp_ActivateContext\n" ); + common->DPrintf( "TODO: GLimp_SetScreenParms\n" ); return true; } @@ -381,6 +399,33 @@ public: } }; +// RB: resolutions supported by XreaL +static void FillStaticVidModes( idList& modeList ) +{ + modeList.AddUnique( vidMode_t( 320, 240, 60 ) ); + modeList.AddUnique( vidMode_t( 400, 300, 60 ) ); + modeList.AddUnique( vidMode_t( 512, 384, 60 ) ); + modeList.AddUnique( vidMode_t( 640, 480, 60 ) ); + modeList.AddUnique( vidMode_t( 800, 600, 60 ) ); + modeList.AddUnique( vidMode_t( 960, 720, 60 ) ); + modeList.AddUnique( vidMode_t( 1024, 768, 60 ) ); + modeList.AddUnique( vidMode_t( 1152, 864, 60 ) ); + modeList.AddUnique( vidMode_t( 1280, 720, 60 ) ); + modeList.AddUnique( vidMode_t( 1280, 768, 60 ) ); + modeList.AddUnique( vidMode_t( 1280, 800, 60 ) ); + modeList.AddUnique( vidMode_t( 1280, 1024, 60 ) ); + modeList.AddUnique( vidMode_t( 1360, 768, 60 ) ); + modeList.AddUnique( vidMode_t( 1440, 900, 60 ) ); + modeList.AddUnique( vidMode_t( 1680, 1050, 60 ) ); + modeList.AddUnique( vidMode_t( 1600, 1200, 60 ) ); + modeList.AddUnique( vidMode_t( 1920, 1080, 60 ) ); + modeList.AddUnique( vidMode_t( 1920, 1200, 60 ) ); + modeList.AddUnique( vidMode_t( 2048, 1536, 60 ) ); + modeList.AddUnique( vidMode_t( 2560, 1600, 60 ) ); + + modeList.SortWithTemplate( idSort_VidMode() ); +} + /* ==================== R_GetModeListForDisplay @@ -390,13 +435,22 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList& { modeList.Clear(); +#if SDL_VERSION_ATLEAST(2, 0, 0) + // RB: TODO didn't find SDL_ListModes API + FillStaticVidModes( modeList ); + return true; + +#else + bool verbose = false; const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo(); if( videoInfo == NULL ) { // DG: yes, this can actually fail, e.g. if SDL_Init( SDL_INIT_VIDEO ) wasn't called - common->Error( "Can't get Video Info!\n" ); + common->Warning( "Can't get Video Info!\n" ); + FillStaticVidModes( modeList ); + return true; } SDL_Rect** modes = SDL_ListModes( videoInfo->vfmt, SDL_OPENGL | SDL_FULLSCREEN ); @@ -404,13 +458,15 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList& if( !modes ) { common->Warning( "Can't get list of available modes\n" ); - return false; + FillStaticVidModes( modeList ); + return true; } if( modes == ( SDL_Rect** ) - 1 ) { common->Printf( "Display supports any resolution\n" ); - return false; // can set any resolution + FillStaticVidModes( modeList ); + return true; } int numModes; @@ -426,12 +482,13 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList& mode.displayHz = 60; // FIXME; modeList.AddUnique( mode ); } - + // sort with lowest resolution first modeList.SortWithTemplate( idSort_VidMode() ); - + return true; } return false; +#endif }