/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. Copyright (C) 2012 dhewg (dhewm3) Copyright (C) 2012 Robert Beckebans Copyright (C) 2013 Daniel Gibson 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 . 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 "../../idlib/precompiled.h" // DG: SDL.h somehow needs the following functions, so #undef those silly // "don't use" #defines from Str.h #undef strncmp #undef strcasecmp #undef vsnprintf // DG end #include #include #include "renderer/tr_local.h" #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) static SDL_Window* window = NULL; static SDL_GLContext context = NULL; #else static SDL_Surface* window = NULL; #define SDL_WINDOW_OPENGL SDL_OPENGL #define SDL_WINDOW_FULLSCREEN SDL_FULLSCREEN #define SDL_WINDOW_RESIZABLE SDL_RESIZABLE #endif /* =================== GLimp_PreInit R_GetModeListForDisplay is called before GLimp_Init(), but SDL needs SDL_Init() first. So do that in GLimp_PreInit() Calling that function more than once doesn't make a difference =================== */ void GLimp_PreInit() // DG: added this function for SDL compatibility { if( !SDL_WasInit( SDL_INIT_VIDEO ) ) { if( SDL_Init( SDL_INIT_VIDEO ) ) common->Error( "Error while initializing SDL: %s", SDL_GetError() ); } } /* =================== GLimp_Init =================== */ bool GLimp_Init( glimpParms_t parms ) { common->Printf( "Initializing OpenGL subsystem\n" ); GLimp_PreInit(); // DG: make sure SDL is initialized // DG: make window resizable Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; // DG end if( parms.fullScreen ) flags |= SDL_WINDOW_FULLSCREEN; int colorbits = 24; int depthbits = 24; int stencilbits = 8; for( int i = 0; i < 16; i++ ) { // 0 - default // 1 - minus colorbits // 2 - minus depthbits // 3 - minus stencil if( ( i % 4 ) == 0 && i ) { // one pass, reduce switch( i / 4 ) { case 2 : if( colorbits == 24 ) colorbits = 16; break; case 1 : if( depthbits == 24 ) depthbits = 16; else if( depthbits == 16 ) depthbits = 8; case 3 : if( stencilbits == 24 ) stencilbits = 16; else if( stencilbits == 16 ) stencilbits = 8; } } int tcolorbits = colorbits; int tdepthbits = depthbits; int tstencilbits = stencilbits; if( ( i % 4 ) == 3 ) { // reduce colorbits if( tcolorbits == 24 ) tcolorbits = 16; } if( ( i % 4 ) == 2 ) { // reduce depthbits if( tdepthbits == 24 ) tdepthbits = 16; else if( tdepthbits == 16 ) tdepthbits = 8; } if( ( i % 4 ) == 1 ) { // reduce stencilbits if( tstencilbits == 24 ) tstencilbits = 16; else if( tstencilbits == 16 ) tstencilbits = 8; else tstencilbits = 0; } int channelcolorbits = 4; if( tcolorbits == 24 ) channelcolorbits = 8; SDL_GL_SetAttribute( SDL_GL_RED_SIZE, channelcolorbits ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, channelcolorbits ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, channelcolorbits ); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, tdepthbits ); SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, tstencilbits ); if( r_waylandcompat.GetBool() ) SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 ); else SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, channelcolorbits ); SDL_GL_SetAttribute( SDL_GL_STEREO, parms.stereo ? 1 : 0 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples ); #if SDL_VERSION_ATLEAST(2, 0, 0) #ifdef __APPLE__ r_useOpenGL32.SetInteger( 2 ); // only core profile is supported on OS X #endif // RB begin if( r_useOpenGL32.GetInteger() > 0 ) { glConfig.driverType = GLDRV_OPENGL32_COMPATIBILITY_PROFILE; SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 ); if( r_debugContext.GetBool() ) { SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG ); } } if( r_useOpenGL32.GetInteger() > 1 ) { glConfig.driverType = GLDRV_OPENGL32_CORE_PROFILE; SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE ); } // RB end // DG: set display num for fullscreen int windowPos = SDL_WINDOWPOS_UNDEFINED; if( parms.fullScreen > 0 ) { if( parms.fullScreen > SDL_GetNumVideoDisplays() ) { common->Warning( "Couldn't set display to num %i because we only have %i displays", parms.fullScreen, SDL_GetNumVideoDisplays() ); } else { // -1 because SDL starts counting displays at 0, while parms.fullScreen starts at 1 windowPos = SDL_WINDOWPOS_UNDEFINED_DISPLAY( ( parms.fullScreen - 1 ) ); } } // TODO: if parms.fullScreen == -1 there should be a borderless window spanning multiple displays /* * NOTE that this implicitly handles parms.fullScreen == -2 (from r_fullscreen -2) meaning * "do fullscreen, but I don't care on what monitor", at least on my box it's the monitor with * the mouse cursor. */ window = SDL_CreateWindow( GAME_NAME, windowPos, windowPos, parms.width, parms.height, flags ); // DG end context = SDL_GL_CreateContext( window ); if( !window ) { common->DPrintf( "Couldn't set GL mode %d/%d/%d: %s", channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() ); continue; } if( SDL_GL_SetSwapInterval( r_swapInterval.GetInteger() ) < 0 ) common->Warning( "SDL_GL_SWAP_CONTROL not supported" ); // RB begin SDL_GetWindowSize( window, &glConfig.nativeScreenWidth, &glConfig.nativeScreenHeight ); // RB end glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN; #else glConfig.driverType = GLDRV_OPENGL3X; SDL_WM_SetCaption( GAME_NAME, GAME_NAME ); if( SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, r_swapInterval.GetInteger() ) < 0 ) common->Warning( "SDL_GL_SWAP_CONTROL not supported" ); window = SDL_SetVideoMode( parms.width, parms.height, colorbits, flags ); if( !window ) { common->DPrintf( "Couldn't set GL mode %d/%d/%d: %s", channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() ); continue; } glConfig.nativeScreenWidth = window->w; glConfig.nativeScreenHeight = window->h; glConfig.isFullscreen = ( window->flags & SDL_FULLSCREEN ) == SDL_FULLSCREEN; #endif common->Printf( "Using %d color bits, %d depth, %d stencil display\n", channelcolorbits, tdepthbits, tstencilbits ); glConfig.colorBits = tcolorbits; glConfig.depthBits = tdepthbits; glConfig.stencilBits = tstencilbits; // RB begin glConfig.displayFrequency = 60; glConfig.isStereoPixelFormat = parms.stereo; glConfig.multisamples = parms.multiSamples; glConfig.pixelAspect = 1.0f; // FIXME: some monitor modes may be distorted // should side-by-side stereo modes be consider aspect 0.5? // RB end break; } if( !window ) { common->Printf( "No usable GL mode found: %s", SDL_GetError() ); return false; } #ifdef __APPLE__ glewExperimental = GL_TRUE; #endif GLenum glewResult = glewInit(); if( GLEW_OK != glewResult ) { // glewInit failed, something is seriously wrong common->Printf( "^3GLimp_Init() - GLEW could not load OpenGL subsystem: %s", glewGetErrorString( glewResult ) ); } else { common->Printf( "Using GLEW %s\n", glewGetString( GLEW_VERSION ) ); } // DG: disable cursor, we have two cursors in menu (because mouse isn't grabbed in menu) SDL_ShowCursor( SDL_DISABLE ); // DG end return true; } /* =================== Helper functions for GLimp_SetScreenParms() =================== */ #if SDL_VERSION_ATLEAST(2, 0, 0) // SDL1 doesn't support multiple displays, so the source is much shorter and doesn't need separate functions // makes sure the window will be full-screened on the right display and returns the SDL display index static int ScreenParmsHandleDisplayIndex( glimpParms_t parms ) { int displayIdx; if( parms.fullScreen > 0 ) { displayIdx = parms.fullScreen - 1; // first display for SDL is 0, in parms it's 1 } else // -2 == use current display { displayIdx = SDL_GetWindowDisplayIndex( window ); if( displayIdx < 0 ) // for some reason the display for the window couldn't be detected displayIdx = 0; } if( parms.fullScreen > SDL_GetNumVideoDisplays() ) { common->Warning( "Can't set fullscreen mode to display number %i, because SDL2 only knows about %i displays!", parms.fullScreen, SDL_GetNumVideoDisplays() ); return -1; } if( parms.fullScreen != glConfig.isFullscreen ) { // we have to switch to another display if( glConfig.isFullscreen ) { // if we're already in fullscreen mode but want to switch to another monitor // we have to go to windowed mode first to move the window.. SDL-oddity. SDL_SetWindowFullscreen( window, SDL_FALSE ); } // select display ; SDL_WINDOWPOS_UNDEFINED_DISPLAY() doesn't work. int x = SDL_WINDOWPOS_CENTERED_DISPLAY( displayIdx ); // move window to the center of selected display SDL_SetWindowPosition( window, x, x ); } return displayIdx; } static bool SetScreenParmsFullscreen( glimpParms_t parms ) { SDL_DisplayMode m = {0}; int displayIdx = ScreenParmsHandleDisplayIndex( parms ); if( displayIdx < 0 ) return false; // get current mode of display the window should be full-screened on SDL_GetCurrentDisplayMode( displayIdx, &m ); // change settings in that display mode according to parms // FIXME: check if refreshrate, width and height are supported? // m.refresh_rate = parms.displayHz; m.w = parms.width; m.h = parms.height; // set that displaymode if( SDL_SetWindowDisplayMode( window, &m ) < 0 ) { common->Warning( "Couldn't set window mode for fullscreen, reason: %s", SDL_GetError() ); return false; } // if we're currently not in fullscreen mode, we need to switch to fullscreen if( !( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) ) { if( SDL_SetWindowFullscreen( window, SDL_TRUE ) < 0 ) { common->Warning( "Couldn't switch to fullscreen mode, reason: %s!", SDL_GetError() ); return false; } } return true; } static bool SetScreenParmsWindowed( glimpParms_t parms ) { SDL_SetWindowSize( window, parms.width, parms.height ); SDL_SetWindowPosition( window, parms.x, parms.y ); // if we're currently in fullscreen mode, we need to disable that if( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) { if( SDL_SetWindowFullscreen( window, SDL_FALSE ) < 0 ) { common->Warning( "Couldn't switch to windowed mode, reason: %s!", SDL_GetError() ); return false; } } return true; } #endif // SDL_VERSION_ATLEAST(2, 0, 0) /* =================== GLimp_SetScreenParms =================== */ bool GLimp_SetScreenParms( glimpParms_t parms ) { #if SDL_VERSION_ATLEAST(2, 0, 0) if( parms.fullScreen > 0 || parms.fullScreen == -2 ) { if( !SetScreenParmsFullscreen( parms ) ) return false; } else if( parms.fullScreen == 0 ) // windowed mode { if( !SetScreenParmsWindowed( parms ) ) return false; } else { common->Warning( "GLimp_SetScreenParms: fullScreen -1 (borderless window for multiple displays) currently unsupported!" ); return false; } #else // SDL 1.2 - so much shorter, but doesn't handle multiple displays SDL_Surface* s = SDL_GetVideoSurface(); if( s == NULL ) { common->Warning( "GLimp_SetScreenParms: Couldn't get video information, reason: %s", SDL_GetError() ); return false; } int bitsperpixel = 24; if( s->format ) bitsperpixel = s->format->BitsPerPixel; Uint32 flags = s->flags; if( parms.fullScreen ) flags |= SDL_FULLSCREEN; else flags &= ~SDL_FULLSCREEN; s = SDL_SetVideoMode( parms.width, parms.height, bitsperpixel, flags ); if( s == NULL ) { common->Warning( "GLimp_SetScreenParms: Couldn't set video information, reason: %s", SDL_GetError() ); return false; } #endif // SDL_VERSION_ATLEAST(2, 0, 0) // Note: the following stuff would also work with SDL1.2 SDL_GL_SetAttribute( SDL_GL_STEREO, parms.stereo ? 1 : 0 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples ); glConfig.isFullscreen = parms.fullScreen; glConfig.isStereoPixelFormat = parms.stereo; glConfig.nativeScreenWidth = parms.width; glConfig.nativeScreenHeight = parms.height; glConfig.displayFrequency = parms.displayHz; glConfig.multisamples = parms.multiSamples; return true; } /* =================== GLimp_Shutdown =================== */ void GLimp_Shutdown() { common->Printf( "Shutting down OpenGL subsystem\n" ); #if SDL_VERSION_ATLEAST(2, 0, 0) if( context ) { SDL_GL_DeleteContext( context ); context = NULL; } if( window ) { SDL_DestroyWindow( window ); window = NULL; } #endif } /* =================== GLimp_SwapBuffers =================== */ void GLimp_SwapBuffers() { #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_SwapWindow( window ); #else SDL_GL_SwapBuffers(); #endif } /* ================= GLimp_SetGamma ================= */ void GLimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] ) { if( !window ) { common->Warning( "GLimp_SetGamma called without window" ); return; } #if SDL_VERSION_ATLEAST(2, 0, 0) if( SDL_SetWindowGammaRamp( window, red, green, blue ) ) #else if( SDL_SetGammaRamp( red, green, blue ) ) #endif common->Warning( "Couldn't set gamma ramp: %s", SDL_GetError() ); } /* =================== GLimp_ExtensionPointer =================== */ /* GLExtension_t GLimp_ExtensionPointer(const char *name) { assert(SDL_WasInit(SDL_INIT_VIDEO)); return (GLExtension_t)SDL_GL_GetProcAddress(name); } */ void GLimp_GrabInput( int flags ) { bool grab = flags & GRAB_ENABLE; if( grab && ( flags & GRAB_REENABLE ) ) grab = false; if( flags & GRAB_SETSTATE ) grabbed = grab; if( in_nograb.GetBool() ) grab = false; if( !window ) { common->Warning( "GLimp_GrabInput called without window" ); return; } #if SDL_VERSION_ATLEAST(2, 0, 0) // DG: disabling the cursor is now done once in GLimp_Init() because it should always be disabled // DG: check for GRAB_ENABLE instead of GRAB_HIDECURSOR because we always wanna hide it SDL_SetRelativeMouseMode( flags & GRAB_ENABLE ? SDL_TRUE : SDL_FALSE ); SDL_SetWindowGrab( window, grab ? SDL_TRUE : SDL_FALSE ); #else // DG end SDL_WM_GrabInput( grab ? SDL_GRAB_ON : SDL_GRAB_OFF ); #endif } /* ==================== DumpAllDisplayDevices ==================== */ void DumpAllDisplayDevices() { common->DPrintf( "TODO: DumpAllDisplayDevices\n" ); } class idSort_VidMode : public idSort_Quick< vidMode_t, idSort_VidMode > { public: int Compare( const vidMode_t& a, const vidMode_t& b ) const { int wd = a.width - b.width; int hd = a.height - b.height; int fd = a.displayHz - b.displayHz; return ( hd != 0 ) ? hd : ( wd != 0 ) ? wd : fd; } }; // 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 ==================== */ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList& modeList ) { assert( requestedDisplayNum >= 0 ); modeList.Clear(); #if SDL_VERSION_ATLEAST(2, 0, 0) // DG: SDL2 implementation if( requestedDisplayNum >= SDL_GetNumVideoDisplays() ) { // requested invalid displaynum return false; } int numModes = SDL_GetNumDisplayModes( requestedDisplayNum ); if( numModes > 0 ) { for( int i = 0; i < numModes; i++ ) { SDL_DisplayMode m; int ret = SDL_GetDisplayMode( requestedDisplayNum, i, &m ); if( ret != 0 ) { common->Warning( "Can't get video mode no %i, because of %s\n", i, SDL_GetError() ); continue; } vidMode_t mode; mode.width = m.w; mode.height = m.h; mode.displayHz = m.refresh_rate ? m.refresh_rate : 60; // default to 60 if unknown (0) modeList.AddUnique( mode ); } if( modeList.Num() < 1 ) { common->Warning( "Couldn't get a single video mode for display %i, using default ones..!\n", requestedDisplayNum ); FillStaticVidModes( modeList ); } // sort with lowest resolution first modeList.SortWithTemplate( idSort_VidMode() ); } else { common->Warning( "Can't get Video Info, using default modes...\n" ); if( numModes < 0 ) { common->Warning( "Reason was: %s\n", SDL_GetError() ); } FillStaticVidModes( modeList ); } return true; // DG end #else // SDL 1 // DG: SDL1 only knows of one display - some functions rely on // R_GetModeListForDisplay() returning false for invalid displaynum to iterate all displays if( requestedDisplayNum >= 1 ) { return false; } // DG end 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->Warning( "Can't get Video Info, using default modes...\n" ); FillStaticVidModes( modeList ); return true; } SDL_Rect** modes = SDL_ListModes( videoInfo->vfmt, SDL_OPENGL | SDL_FULLSCREEN ); if( !modes ) { common->Warning( "Can't get list of available modes, using default ones...\n" ); FillStaticVidModes( modeList ); return true; } if( modes == ( SDL_Rect** ) - 1 ) { common->Printf( "Display supports any resolution\n" ); FillStaticVidModes( modeList ); return true; } int numModes; for( numModes = 0; modes[numModes]; numModes++ ); if( numModes > 1 ) { for( int i = 0; i < numModes; i++ ) { vidMode_t mode; mode.width = modes[i]->w; mode.height = modes[i]->h; mode.displayHz = 60; // FIXME; modeList.AddUnique( mode ); } // sort with lowest resolution first modeList.SortWithTemplate( idSort_VidMode() ); return true; } return false; #endif }