doom3-bfg/neo/renderer/RenderSystem_init.cpp
Robert Beckebans 277964f074 Because I can :)
- Implemented soft shadows using PCF hardware shadow mapping

  The implementation uses sampler2DArrayShadow and PCF which usually
  requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
  be widely supported.
  All 3 light types are supported which means parallel lights (sun) use
  scene independent cascaded shadow mapping.
  The implementation is very fast with single taps (400 fps average per
  scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
  really good which should you give stable 100 fps on todays hardware.

  The shadow filtering algorithm is based on Carmack's research which was
  released in the original Doom 3 GPL release draw_exp.cpp.

- Changed interaction shaders to use Half-Lambert lighting like in HL2 to
  make the game less dark

- Fixed some of the renderer debugging/development tools like r_showTris
2014-05-10 14:40:01 +02:00

2744 lines
83 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012-2014 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#include "tr_local.h"
// RB begin
#if defined(_WIN32)
// Vista OpenGL wrapper check
#include "../sys/win32/win_local.h"
#endif
// RB end
// DeviceContext bypasses RenderSystem to work directly with this
idGuiModel* tr_guiModel;
// functions that are not called every frame
glconfig_t glConfig;
idCVar r_requestStereoPixelFormat( "r_requestStereoPixelFormat", "1", CVAR_RENDERER, "Ask for a stereo GL pixel format on startup" );
idCVar r_debugContext( "r_debugContext", "0", CVAR_RENDERER, "Enable various levels of context debug." );
idCVar r_glDriver( "r_glDriver", "", CVAR_RENDERER, "\"opengl32\", etc." );
idCVar r_skipIntelWorkarounds( "r_skipIntelWorkarounds", "0", CVAR_RENDERER | CVAR_BOOL, "skip workarounds for Intel driver bugs" );
idCVar r_multiSamples( "r_multiSamples", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "number of antialiasing samples" );
idCVar r_vidMode( "r_vidMode", "0", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "fullscreen 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, 240.0f );
#ifdef WIN32
idCVar r_fullscreen( "r_fullscreen", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = windowed, 1 = full screen on monitor 1, 2 = full screen on monitor 2, etc" );
#else
// DG: add mode -2 for SDL, also defaulting to windowed mode, as that causes less trouble on linux
idCVar r_fullscreen( "r_fullscreen", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "-2 = use current monitor, -1 = (reserved), 0 = windowed, 1 = full screen on monitor 1, 2 = full screen on monitor 2, etc" );
// DG end
#endif
idCVar r_customWidth( "r_customWidth", "1280", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen width. set r_vidMode to -1 to activate" );
idCVar r_customHeight( "r_customHeight", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen height. set r_vidMode to -1 to activate" );
idCVar r_windowX( "r_windowX", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" );
idCVar r_windowY( "r_windowY", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" );
idCVar r_windowWidth( "r_windowWidth", "1280", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" );
idCVar r_windowHeight( "r_windowHeight", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" );
idCVar r_useViewBypass( "r_useViewBypass", "1", CVAR_RENDERER | CVAR_INTEGER, "bypass a frame of latency to the view" );
idCVar r_useLightPortalFlow( "r_useLightPortalFlow", "1", CVAR_RENDERER | CVAR_BOOL, "use a more precise area reference determination" );
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_useShadowSurfaceScissor( "r_useShadowSurfaceScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor shadows by the scissor rect of the interaction surfaces" );
idCVar r_useCachedDynamicModels( "r_useCachedDynamicModels", "1", CVAR_RENDERER | CVAR_BOOL, "cache snapshots of dynamic models" );
idCVar r_useSeamlessCubeMap( "r_useSeamlessCubeMap", "1", CVAR_RENDERER | CVAR_BOOL, "use ARB_seamless_cube_map if available" );
idCVar r_useSRGB( "r_useSRGB", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "1 = both texture and framebuffer, 2 = framebuffer only, 3 = texture only" );
idCVar r_maxAnisotropicFiltering( "r_maxAnisotropicFiltering", "8", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "limit aniso filtering" );
idCVar r_useTrilinearFiltering( "r_useTrilinearFiltering", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Extra quality filtering" );
idCVar r_lodBias( "r_lodBias", "0.5", CVAR_RENDERER | CVAR_ARCHIVE, "image lod bias" );
idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "avoid redundant state changes in GL_*() calls" );
idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f );
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 );
idCVar r_brightness( "r_brightness", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 2.0f );
idCVar r_jitter( "r_jitter", "0", CVAR_RENDERER | CVAR_BOOL, "randomly subpixel jitter the projection matrix" );
idCVar r_skipStaticInteractions( "r_skipStaticInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip interactions created at level load" );
idCVar r_skipDynamicInteractions( "r_skipDynamicInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip interactions created after level load" );
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_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" );
// RB begin
idCVar r_skipRenderContext( "r_skipRenderContext", "0", CVAR_RENDERER | CVAR_BOOL, "DISABLED: NULL the rendering context during backend 3D rendering" );
// RB end
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_skipDecals( "r_skipDecals", "0", CVAR_RENDERER | CVAR_BOOL, "skip decal surfaces" );
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_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_skipShadows( "r_skipShadows", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "disable shadows" );
idCVar r_useLightPortalCulling( "r_useLightPortalCulling", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_useLightAreaCulling( "r_useLightAreaCulling", "1", CVAR_RENDERER | CVAR_BOOL, "0 = off, 1 = on" );
idCVar r_useLightScissors( "r_useLightScissors", "3", CVAR_RENDERER | CVAR_INTEGER, "0 = no scissor, 1 = non-clipped scissor, 2 = near-clipped scissor, 3 = fully-clipped scissor", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
idCVar r_useEntityPortalCulling( "r_useEntityPortalCulling", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_logFile( "r_logFile", "0", CVAR_RENDERER | CVAR_INTEGER, "number of frames to emit GL logs" );
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_subviewOnly( "r_subviewOnly", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't render main view, allowing subviews to be debugged" );
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_lightScale( "r_lightScale", "3", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this" );
idCVar r_flareSize( "r_flareSize", "1", CVAR_RENDERER | CVAR_FLOAT, "scale the flare deforms from the material def" );
idCVar r_skipPrelightShadows( "r_skipPrelightShadows", "0", CVAR_RENDERER | CVAR_BOOL, "skip 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_useLightDepthBounds( "r_useLightDepthBounds", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test on lights to reduce both shadow and interaction fill" );
idCVar r_useShadowDepthBounds( "r_useShadowDepthBounds", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test on individual shadow volumes 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_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_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_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_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_showLightScissors( "r_showLightScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show light scissor rectangles" );
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, 4 = draw with alpha", 0, 4, idCmdSystem::ArgCompletion_Integer<0, 4> );
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_showAddModel( "r_showAddModel", "0", CVAR_RENDERER | CVAR_BOOL, "report stats from tr_addModel" );
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_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> );
// RB begin
idCVar r_showShadowMaps( "r_showShadowMaps", "0", CVAR_RENDERER | CVAR_BOOL, "" );
// RB end
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, "" );
idCVar stereoRender_enable( "stereoRender_enable", "0", CVAR_INTEGER | CVAR_ARCHIVE, "1 = side-by-side compressed, 2 = top and bottom compressed, 3 = side-by-side, 4 = 720 frame packed, 5 = interlaced, 6 = OpenGL quad buffer" );
idCVar stereoRender_swapEyes( "stereoRender_swapEyes", "0", CVAR_BOOL | CVAR_ARCHIVE, "reverse eye adjustments" );
idCVar stereoRender_deGhost( "stereoRender_deGhost", "0.05", CVAR_FLOAT | CVAR_ARCHIVE, "subtract from opposite eye to reduce ghosting" );
idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "do 2D rendering at 640x480 and stretch to the current resolution" );
// RB: shadow mapping parameters
idCVar r_useShadowMapping( "r_useShadowMapping", "1", CVAR_RENDERER | CVAR_BOOL, "use shadow mapping instead of stencil shadows" );
idCVar r_shadowMapFrustumFOV( "r_shadowMapFrustumFOV", "92", CVAR_RENDERER | CVAR_FLOAT, "oversize FOV for point light side matching" );
idCVar r_shadowMapSingleSide( "r_shadowMapSingleSide", "-1", CVAR_RENDERER | CVAR_INTEGER, "only draw a single side (0-5) of point lights" );
idCVar r_shadowMapImageSize( "r_shadowMapImageSize", "1024", CVAR_RENDERER | CVAR_INTEGER, "", 128, 2048 );
idCVar r_shadowMapJitterScale( "r_shadowMapJitterScale", "0.006", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter offset" );
idCVar r_shadowMapBiasScale( "r_shadowMapBiasScale", "0.0001", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter bias" );
idCVar r_shadowMapSamples( "r_shadowMapSamples", "16", CVAR_RENDERER | CVAR_INTEGER, "0, 1, 4, or 16" );
idCVar r_shadowMapSplits( "r_shadowMapSplits", "3", CVAR_RENDERER | CVAR_INTEGER, "number of splits for cascaded shadow mapping with parallel lights", 0, 4 );
idCVar r_shadowMapSplitWeight( "r_shadowMapSplitWeight", "0.9", CVAR_RENDERER | CVAR_FLOAT, "" );
// RB end
/*
========================
glBindMultiTextureEXT
As of 2011/09/16 the Intel drivers for "Sandy Bridge" and "Ivy Bridge" integrated graphics do not support this extension.
========================
*/
/*
void APIENTRY glBindMultiTextureEXT( GLenum texunit, GLenum target, GLuint texture )
{
glActiveTextureARB( texunit );
glBindTexture( target, texture );
}
*/
/*
=================
R_CheckExtension
=================
*/
// RB begin
static bool R_CheckExtension( const char* name )
// RB end
{
if( !strstr( glConfig.extensions_string, name ) )
{
common->Printf( "X..%s not found\n", name );
return false;
}
common->Printf( "...using %s\n", name );
return true;
}
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
// RB: added const to userParam
static void CALLBACK DebugCallback( unsigned int source, unsigned int type,
unsigned int id, unsigned int severity, int length, const char* message, const void* userParam )
{
// it probably isn't safe to do an idLib::Printf at this point
// RB: printf should be thread safe on Linux
#if defined(_WIN32)
OutputDebugString( message );
OutputDebugString( "\n" );
#else
printf( "%s\n", message );
#endif
// RB end
}
/*
=================
R_CheckExtension
=================
*/
bool R_CheckExtension( 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
==================
*/
// RB: replaced QGL with GLEW
static void R_CheckPortableExtensions()
{
glConfig.glVersion = atof( glConfig.version_string );
const char* badVideoCard = idLocalization::GetString( "#str_06780" );
if( glConfig.glVersion < 2.0f )
{
idLib::FatalError( "%s", badVideoCard );
}
if( idStr::Icmpn( glConfig.renderer_string, "ATI ", 4 ) == 0 || idStr::Icmpn( glConfig.renderer_string, "AMD ", 4 ) == 0 )
{
glConfig.vendor = VENDOR_AMD;
}
else if( idStr::Icmpn( glConfig.renderer_string, "NVIDIA", 6 ) == 0 )
{
glConfig.vendor = VENDOR_NVIDIA;
}
else if( idStr::Icmpn( glConfig.renderer_string, "Intel", 5 ) == 0 )
{
glConfig.vendor = VENDOR_INTEL;
}
// RB: Mesa support
if( idStr::Icmpn( glConfig.renderer_string, "Mesa", 4 ) == 0 || idStr::Icmpn( glConfig.renderer_string, "X.org", 4 ) == 0 )
{
glConfig.driverType = GLDRV_OPENGL_MESA;
}
// RB end
// GL_ARB_multitexture
glConfig.multitextureAvailable = GLEW_ARB_multitexture != 0;
// GL_EXT_direct_state_access
glConfig.directStateAccess = GLEW_EXT_direct_state_access != 0;
// GL_ARB_texture_compression + GL_S3_s3tc
// DRI drivers may have GL_ARB_texture_compression but no GL_EXT_texture_compression_s3tc
glConfig.textureCompressionAvailable = GLEW_ARB_texture_compression != 0 && GLEW_EXT_texture_compression_s3tc != 0;
// GL_EXT_texture_filter_anisotropic
glConfig.anisotropicFilterAvailable = GLEW_EXT_texture_filter_anisotropic != 0;
if( glConfig.anisotropicFilterAvailable )
{
glGetFloatv( 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.
glConfig.textureLODBiasAvailable = ( glConfig.glVersion >= 1.4 || GLEW_EXT_texture_lod_bias != 0 );
if( glConfig.textureLODBiasAvailable )
{
common->Printf( "...using %s\n", "GL_EXT_texture_lod_bias" );
}
else
{
common->Printf( "X..%s not found\n", "GL_EXT_texture_lod_bias" );
}
// GL_ARB_seamless_cube_map
glConfig.seamlessCubeMapAvailable = GLEW_ARB_seamless_cube_map != 0;
r_useSeamlessCubeMap.SetModified(); // the CheckCvars() next frame will enable / disable it
// GL_ARB_framebuffer_sRGB
glConfig.sRGBFramebufferAvailable = GLEW_ARB_framebuffer_sRGB != 0;
r_useSRGB.SetModified(); // the CheckCvars() next frame will enable / disable it
// GL_ARB_vertex_buffer_object
glConfig.vertexBufferObjectAvailable = GLEW_ARB_vertex_buffer_object != 0;
// GL_ARB_map_buffer_range, map a section of a buffer object's data store
glConfig.mapBufferRangeAvailable = GLEW_ARB_map_buffer_range != 0;
// GL_ARB_vertex_array_object
glConfig.vertexArrayObjectAvailable = GLEW_ARB_vertex_array_object != 0;
// GL_ARB_draw_elements_base_vertex
glConfig.drawElementsBaseVertexAvailable = GLEW_ARB_draw_elements_base_vertex != 0;
// GL_ARB_vertex_program / GL_ARB_fragment_program
glConfig.fragmentProgramAvailable = GLEW_ARB_fragment_program != 0;
if( glConfig.fragmentProgramAvailable )
{
glGetIntegerv( GL_MAX_TEXTURE_COORDS, ( GLint* )&glConfig.maxTextureCoords );
glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS, ( GLint* )&glConfig.maxTextureImageUnits );
}
// GLSL, core in OpenGL > 2.0
glConfig.glslAvailable = ( glConfig.glVersion >= 2.0f );
// GL_ARB_uniform_buffer_object
glConfig.uniformBufferAvailable = GLEW_ARB_uniform_buffer_object != 0;
if( glConfig.uniformBufferAvailable )
{
glGetIntegerv( GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, ( GLint* )&glConfig.uniformBufferOffsetAlignment );
if( glConfig.uniformBufferOffsetAlignment < 256 )
{
glConfig.uniformBufferOffsetAlignment = 256;
}
}
// RB: make GPU skinning optional for weak OpenGL drivers
glConfig.gpuSkinningAvailable = glConfig.uniformBufferAvailable && ( glConfig.driverType == GLDRV_OPENGL3X || glConfig.driverType == GLDRV_OPENGL32_CORE_PROFILE || glConfig.driverType == GLDRV_OPENGL32_COMPATIBILITY_PROFILE );
// ATI_separate_stencil / OpenGL 2.0 separate stencil
glConfig.twoSidedStencilAvailable = ( glConfig.glVersion >= 2.0f ) || GLEW_ATI_separate_stencil != 0;
// GL_EXT_depth_bounds_test
glConfig.depthBoundsTestAvailable = GLEW_EXT_depth_bounds_test != 0;
// GL_ARB_sync
glConfig.syncAvailable = GLEW_ARB_sync &&
// as of 5/24/2012 (driver version 15.26.12.64.2761) sync objects
// do not appear to work for the Intel HD 4000 graphics
( glConfig.vendor != VENDOR_INTEL || r_skipIntelWorkarounds.GetBool() );
// GL_ARB_occlusion_query
glConfig.occlusionQueryAvailable = GLEW_ARB_occlusion_query != 0;
// GL_ARB_timer_query
glConfig.timerQueryAvailable = ( GLEW_ARB_timer_query != 0 || GLEW_EXT_timer_query != 0 ) && ( glConfig.vendor != VENDOR_INTEL || r_skipIntelWorkarounds.GetBool() ) && glConfig.driverType != GLDRV_OPENGL_MESA;
// GREMEDY_string_marker
glConfig.gremedyStringMarkerAvailable = GLEW_GREMEDY_string_marker != 0;
if( glConfig.gremedyStringMarkerAvailable )
{
common->Printf( "...using %s\n", "GL_GREMEDY_string_marker" );
}
else
{
common->Printf( "X..%s not found\n", "GL_GREMEDY_string_marker" );
}
// GL_EXT_framebuffer_object
glConfig.framebufferObjectAvailable = GLEW_EXT_framebuffer_object != 0;
if( glConfig.framebufferObjectAvailable )
{
glGetIntegerv( GL_MAX_RENDERBUFFER_SIZE, &glConfig.maxRenderbufferSize );
glGetIntegerv( GL_MAX_COLOR_ATTACHMENTS, &glConfig.maxColorAttachments );
common->Printf( "...using %s\n", "GL_EXT_framebuffer_object" );
}
else
{
common->Printf( "X..%s not found\n", "GL_EXT_framebuffer_object" );
}
// GL_EXT_framebuffer_blit
glConfig.framebufferBlitAvailable = GLEW_EXT_framebuffer_blit != 0;
if( glConfig.framebufferBlitAvailable )
{
common->Printf( "...using %s\n", "GL_EXT_framebuffer_blit" );
}
else
{
common->Printf( "X..%s not found\n", "GL_EXT_framebuffer_object" );
}
// GL_ARB_debug_output
glConfig.debugOutputAvailable = GLEW_ARB_debug_output != 0;
if( glConfig.debugOutputAvailable )
{
if( r_debugContext.GetInteger() >= 1 )
{
glDebugMessageCallbackARB( ( GLDEBUGPROCARB ) DebugCallback, NULL );
}
if( r_debugContext.GetInteger() >= 2 )
{
// force everything to happen in the main thread instead of in a separate driver thread
glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
}
if( r_debugContext.GetInteger() >= 3 )
{
// enable all the low priority messages
glDebugMessageControlARB( GL_DONT_CARE,
GL_DONT_CARE,
GL_DEBUG_SEVERITY_LOW_ARB,
0, NULL, true );
}
}
// GL_ARB_multitexture
if( !glConfig.multitextureAvailable )
{
idLib::Error( "GL_ARB_multitexture not available" );
}
// GL_ARB_texture_compression + GL_EXT_texture_compression_s3tc
if( !glConfig.textureCompressionAvailable )
{
idLib::Error( "GL_ARB_texture_compression or GL_EXT_texture_compression_s3tc not available" );
}
// GL_ARB_vertex_buffer_object
if( !glConfig.vertexBufferObjectAvailable )
{
idLib::Error( "GL_ARB_vertex_buffer_object not available" );
}
// GL_ARB_map_buffer_range
if( !glConfig.mapBufferRangeAvailable )
{
idLib::Error( "GL_ARB_map_buffer_range not available" );
}
// GL_ARB_vertex_array_object
if( !glConfig.vertexArrayObjectAvailable )
{
idLib::Error( "GL_ARB_vertex_array_object not available" );
}
// GL_ARB_draw_elements_base_vertex
if( !glConfig.drawElementsBaseVertexAvailable )
{
idLib::Error( "GL_ARB_draw_elements_base_vertex not available" );
}
// GL_ARB_vertex_program / GL_ARB_fragment_program
if( !glConfig.fragmentProgramAvailable )
{
idLib::Error( "GL_ARB_fragment_program not available" );
}
// GLSL
if( !glConfig.glslAvailable )
{
idLib::Error( "GLSL not available" );
}
// GL_ARB_uniform_buffer_object
if( !glConfig.uniformBufferAvailable )
{
idLib::Error( "GL_ARB_uniform_buffer_object not available" );
}
// GL_EXT_stencil_two_side
if( !glConfig.twoSidedStencilAvailable )
{
idLib::Error( "GL_ATI_separate_stencil not available" );
}
// generate one global Vertex Array Object (VAO)
glGenVertexArrays( 1, &glConfig.global_vao );
glBindVertexArray( glConfig.global_vao );
}
// RB end
static bool r_initialized = false;
/*
=============================
R_IsInitialized
=============================
*/
bool R_IsInitialized()
{
return r_initialized;
}
/*
=============================
R_SetNewMode
r_fullScreen -1 borderless window at exact desktop coordinates
r_fullScreen 0 bordered window at exact desktop coordinates
r_fullScreen 1 fullscreen on monitor 1 at r_vidMode
r_fullScreen 2 fullscreen on monitor 2 at r_vidMode
...
r_vidMode -1 use r_customWidth / r_customHeight, even if they don't appear on the mode list
r_vidMode 0 use first mode returned by EnumDisplaySettings()
r_vidMode 1 use second mode returned by EnumDisplaySettings()
...
r_displayRefresh 0 don't specify refresh
r_displayRefresh 70 specify 70 hz, etc
=============================
*/
void R_SetNewMode( const bool fullInit )
{
// try up to three different configurations
for( int i = 0 ; i < 3 ; i++ )
{
if( i == 0 && stereoRender_enable.GetInteger() != STEREO3D_QUAD_BUFFER )
{
continue; // don't even try for a stereo mode
}
glimpParms_t parms;
if( r_fullscreen.GetInteger() <= 0 )
{
// use explicit position / size for window
parms.x = r_windowX.GetInteger();
parms.y = r_windowY.GetInteger();
parms.width = r_windowWidth.GetInteger();
parms.height = r_windowHeight.GetInteger();
// may still be -1 to force a borderless window
parms.fullScreen = r_fullscreen.GetInteger();
parms.displayHz = 0; // ignored
}
else
{
// get the mode list for this monitor
idList<vidMode_t> modeList;
if( !R_GetModeListForDisplay( r_fullscreen.GetInteger() - 1, modeList ) )
{
idLib::Printf( "r_fullscreen reset from %i to 1 because mode list failed.", r_fullscreen.GetInteger() );
r_fullscreen.SetInteger( 1 );
R_GetModeListForDisplay( r_fullscreen.GetInteger() - 1, modeList );
}
if( modeList.Num() < 1 )
{
idLib::Printf( "Going to safe mode because mode list failed." );
goto safeMode;
}
parms.x = 0; // ignored
parms.y = 0; // ignored
parms.fullScreen = r_fullscreen.GetInteger();
// set the parameters we are trying
if( r_vidMode.GetInteger() < 0 )
{
// try forcing a specific mode, even if it isn't on the list
parms.width = r_customWidth.GetInteger();
parms.height = r_customHeight.GetInteger();
parms.displayHz = r_displayRefresh.GetInteger();
}
else
{
if( r_vidMode.GetInteger() >= modeList.Num() )
{
idLib::Printf( "r_vidMode reset from %i to 0.\n", r_vidMode.GetInteger() );
r_vidMode.SetInteger( 0 );
}
parms.width = modeList[ r_vidMode.GetInteger() ].width;
parms.height = modeList[ r_vidMode.GetInteger() ].height;
parms.displayHz = modeList[ r_vidMode.GetInteger() ].displayHz;
}
}
parms.multiSamples = r_multiSamples.GetInteger();
if( i == 0 )
{
parms.stereo = ( stereoRender_enable.GetInteger() == STEREO3D_QUAD_BUFFER );
}
else
{
parms.stereo = false;
}
if( fullInit )
{
// create the context as well as setting up the window
if( GLimp_Init( parms ) )
{
// it worked
break;
}
}
else
{
// just rebuild the window
if( GLimp_SetScreenParms( parms ) )
{
// it worked
break;
}
}
if( i == 2 )
{
common->FatalError( "Unable to initialize OpenGL" );
}
if( i == 0 )
{
// same settings, no stereo
continue;
}
safeMode:
// if we failed, set everything back to "safe mode"
// and try again
r_vidMode.SetInteger( 0 );
r_fullscreen.SetInteger( 1 );
r_displayRefresh.SetInteger( 0 );
r_multiSamples.SetInteger( 0 );
}
}
idStr extensions_string;
/*
==================
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 R_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()
{
common->Printf( "----- R_InitOpenGL -----\n" );
if( R_IsInitialized() )
{
common->FatalError( "R_InitOpenGL called while active" );
}
// DG: make sure SDL has setup video so getting supported modes in R_SetNewMode() works
GLimp_PreInit();
// DG end
R_SetNewMode( true );
// input and sound systems need to be tied to the new window
Sys_InitInput();
// get our config strings
glConfig.vendor_string = ( const char* )glGetString( GL_VENDOR );
glConfig.renderer_string = ( const char* )glGetString( GL_RENDERER );
glConfig.version_string = ( const char* )glGetString( GL_VERSION );
glConfig.shading_language_string = ( const char* )glGetString( GL_SHADING_LANGUAGE_VERSION );
glConfig.extensions_string = ( const char* )glGetString( GL_EXTENSIONS );
if( glConfig.extensions_string == NULL )
{
// As of OpenGL 3.2, glGetStringi is required to obtain the available extensions
//glGetStringi = ( PFNGLGETSTRINGIPROC )GLimp_ExtensionPointer( "glGetStringi" );
// Build the extensions string
GLint numExtensions;
glGetIntegerv( GL_NUM_EXTENSIONS, &numExtensions );
extensions_string.Clear();
for( int i = 0; i < numExtensions; i++ )
{
extensions_string.Append( ( const char* )glGetStringi( GL_EXTENSIONS, i ) );
// the now deprecated glGetString method usaed to create a single string with each extension separated by a space
if( i < numExtensions - 1 )
{
extensions_string.Append( ' ' );
}
}
glConfig.extensions_string = extensions_string.c_str();
}
float glVersion = atof( glConfig.version_string );
float glslVersion = atof( glConfig.shading_language_string );
idLib::Printf( "OpenGL Version: %3.1f\n", glVersion );
idLib::Printf( "OpenGL Vendor : %s\n", glConfig.vendor_string );
idLib::Printf( "OpenGL GLSL : %3.1f\n", glslVersion );
// OpenGL driver constants
GLint temp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp );
glConfig.maxTextureSize = temp;
// stubbed or broken drivers may have reported 0...
if( glConfig.maxTextureSize <= 0 )
{
glConfig.maxTextureSize = 256;
}
r_initialized = true;
// recheck all the extensions (FIXME: this might be dangerous)
R_CheckPortableExtensions();
renderProgManager.Init();
r_initialized = true;
// allocate the vertex array range or vertex objects
vertexCache.Init();
// allocate the frame data, which may be more if smp is enabled
R_InitFrameData();
// Reset our gamma
R_SetColorMappings();
// RB begin
#if defined(_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
// RB end
}
/*
==================
GL_CheckErrors
==================
*/
// RB: added filename, line parms
bool GL_CheckErrors_( const char* filename, int line )
{
int err;
char s[64];
int i;
if( r_ignoreGLErrors.GetBool() )
{
return false;
}
// check for up to 10 errors pending
bool error = false;
for( i = 0 ; i < 10 ; i++ )
{
err = glGetError();
if( err == GL_NO_ERROR )
{
break;
}
error = true;
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;
#if !defined(USE_GLES2) && !defined(USE_GLES3)
case GL_STACK_OVERFLOW:
strcpy( s, "GL_STACK_OVERFLOW" );
break;
case GL_STACK_UNDERFLOW:
strcpy( s, "GL_STACK_UNDERFLOW" );
break;
#endif
case GL_OUT_OF_MEMORY:
strcpy( s, "GL_OUT_OF_MEMORY" );
break;
default:
idStr::snPrintf( s, sizeof( s ), "%i", err );
break;
}
common->Printf( "caught OpenGL error: %s in file %s line %i\n", s, filename, line );
}
return error;
}
// RB end
/*
=====================
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 )
{
for( int displayNum = 0 ; ; displayNum++ )
{
idList<vidMode_t> modeList;
if( !R_GetModeListForDisplay( displayNum, modeList ) )
{
break;
}
for( int i = 0; i < modeList.Num() ; i++ )
{
common->Printf( "Monitor %i, mode %3i: %4i x %4i @ %ihz\n", displayNum + 1, i, modeList[i].width, modeList[i].height, modeList[i].displayHz );
}
}
}
/*
=============
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, 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, 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.imageY == NULL )
{
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[1];
// try to play the matching wav file
idStr wavString = args.Argv( ( args.Argc() == 2 ) ? 1 : 2 );
wavString.StripFileExtension();
wavString = wavString + ".wav";
common->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
===================
*/
#pragma warning( disable: 6385 ) // This is simply to get pass a false defect for /analyze -- if you can figure out a better way, please let Shawn know...
void R_ReportSurfaceAreas_f( const idCmdArgs& args )
{
unsigned int i;
idMaterial** list;
const unsigned int count = declManager->GetNumDecls( DECL_MATERIAL );
if( count == 0 )
{
return;
}
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() );
}
}
#pragma warning( default: 6385 )
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
/*
====================
R_ReadTiledPixels
NO LONGER SUPPORTED (FIXME: make standard case work)
Used to allow 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
int sysWidth = renderSystem->GetWidth();
int sysHeight = renderSystem->GetHeight();
byte* temp = ( byte* )R_StaticAlloc( ( sysWidth + 3 ) * sysHeight * 3 );
// disable scissor, so we don't need to adjust all those rects
r_useScissor.SetBool( false );
for( int xo = 0 ; xo < width ; xo += sysWidth )
{
for( int yo = 0 ; yo < height ; yo += sysHeight )
{
if( ref )
{
// discard anything currently on the list
tr.SwapCommandBuffers( NULL, NULL, NULL, NULL );
// build commands to render the scene
tr.primaryWorld->RenderScene( ref );
// finish off these commands
const emptyCommand_t* cmd = tr.SwapCommandBuffers( NULL, NULL, NULL, NULL );
// issue the commands to the GPU
tr.RenderCommandBuffers( cmd );
}
else
{
const bool captureToImage = false;
common->UpdateScreen( captureToImage, false );
}
int w = sysWidth;
if( xo + w > width )
{
w = width - xo;
}
int h = sysHeight;
if( yo + h > height )
{
h = height - yo;
}
glReadBuffer( GL_FRONT );
glReadPixels( 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 );
R_StaticFree( temp );
}
/*
==================
TakeScreenshot
Move to tr_imagefiles.c...
Downsample is the number of steps to mipmap the image before saving it
If ref == NULL, common->UpdateScreen will be used
==================
*/
void idRenderSystemLocal::TakeScreenshot( int width, int height, const char* fileName, int blends, renderView_t* ref )
{
byte* buffer;
int i, j, c, temp;
takingScreenshot = true;
const int pix = width * height;
const int bufferSize = pix * 3 + 18;
buffer = ( byte* )R_StaticAlloc( bufferSize );
memset( buffer, 0, bufferSize );
if( blends <= 1 )
{
R_ReadTiledPixels( width, height, buffer + 18, 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 + 18, ref );
for( j = 0 ; j < pix * 3 ; j++ )
{
shortBuffer[j] += buffer[18 + j];
}
}
// divide back to bytes
for( i = 0 ; i < pix * 3 ; i++ )
{
buffer[18 + i] = shortBuffer[i] / blends;
}
R_StaticFree( shortBuffer );
r_jitter.SetBool( false );
}
// fill in the header (this is vertically flipped, which glReadPixels 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
// swap rgb to bgr
c = 18 + width * height * 3;
for( i = 18 ; i < c ; i += 3 )
{
temp = buffer[i];
buffer[i] = buffer[i + 2];
buffer[i + 2] = temp;
}
fileSystem->WriteFile( fileName, buffer, c );
R_StaticFree( buffer );
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 restrict = cvarSystem->GetCVarBool( "fs_restrict" );
cvarSystem->SetCVarBool( "fs_restrict", false );
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;
sprintf( fileName, "%s%i%i%i%i%i.tga", base, a, b, c, d, e );
if( lastNumber == 99999 )
{
break;
}
int len = fileSystem->ReadFile( fileName, NULL, NULL );
if( len <= 0 )
{
break;
}
// check again...
}
cvarSystem->SetCVarBool( "fs_restrict", restrict );
}
/*
==================
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 = renderSystem->GetWidth();
int height = renderSystem->GetHeight();
int blends = 0;
switch( args.Argc() )
{
case 1:
width = renderSystem->GetWidth();
height = renderSystem->GetHeight();
blends = 1;
R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname );
break;
case 2:
width = renderSystem->GetWidth();
height = renderSystem->GetHeight();
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()
{
int i, c;
int width = tr.GetWidth();
int height = tr.GetHeight();
int pix = width * height;
c = pix * 3 + 18;
idTempArray< byte > buffer( c );
memset( buffer.Ptr(), 0, 18 );
idTempArray< byte > byteBuffer( pix );
glReadPixels( 0, 0, width, height, GL_STENCIL_INDEX , GL_UNSIGNED_BYTE, byteBuffer.Ptr() );
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 glReadPixels 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.Ptr(), c, "fs_savepath" );
}
//============================================================================
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;
renderView_t ref;
viewDef_t primary;
int downSample;
const char* extensions[6] = { "_px.tga", "_nx.tga", "_py.tga", "_ny.tga",
"_pz.tga", "_nz.tga"
};
int outSize;
byte* buffers[6];
int width = 0, height = 0;
if( args.Argc() != 2 && args.Argc() != 3 )
{
common->Printf( "USAGE: ambientshot <basename> [size]\n" );
return;
}
baseName = args.Argv( 1 );
downSample = 0;
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() );
const bool captureToImage = false;
common->UpdateScreen( captureToImage );
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() );
const bool captureToImage = false;
common->UpdateScreen( captureToImage );
R_WriteTGA( fullname, outBuffer, outSize, outSize );
}
}
for( i = 0 ; i < 6 ; i++ )
{
if( buffers[i] )
{
Mem_Free( buffers[i] );
}
}
}
//============================================================================
/*
===============
R_SetColorMappings
===============
*/
void R_SetColorMappings()
{
float b = r_brightness.GetFloat();
float invg = 1.0f / r_gamma.GetFloat();
float j = 0.0f;
for( int i = 0; i < 256; i++, j += b )
{
int inf = idMath::Ftoi( 0xffff * pow( j / 255.0f, invg ) + 0.5f );
tr.gammaTable[i] = idMath::ClampInt( 0, 0xFFFF, inf );
}
GLimp_SetGamma( tr.gammaTable, tr.gammaTable, tr.gammaTable );
}
/*
================
GfxInfo_f
================
*/
void GfxInfo_f( const idCmdArgs& args )
{
common->Printf( "CPU: %s\n", Sys_GetProcessorString() );
const char* fsstrings[] =
{
"windowed",
"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 );
if( glConfig.wgl_extensions_string )
{
common->Printf( "WGL_EXTENSIONS: %s\n", glConfig.wgl_extensions_string );
}
common->Printf( "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
common->Printf( "GL_MAX_TEXTURE_COORDS_ARB: %d\n", glConfig.maxTextureCoords );
common->Printf( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %d\n", glConfig.maxTextureImageUnits );
// print all the display adapters, monitors, and video modes
//void DumpAllDisplayDevices();
//DumpAllDisplayDevices();
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_vidMode.GetInteger(), renderSystem->GetWidth(), renderSystem->GetHeight(), fsstrings[r_fullscreen.GetBool()] );
if( glConfig.displayFrequency )
{
common->Printf( "%d\n", glConfig.displayFrequency );
}
else
{
common->Printf( "N/A\n" );
}
common->Printf( "-------\n" );
// RB begin
#if defined(_WIN32) && !defined(USE_GLES2)
// WGL_EXT_swap_interval
typedef BOOL ( WINAPI * PFNWGLSWAPINTERVALEXTPROC )( int interval );
extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
if( r_swapInterval.GetInteger() && wglSwapIntervalEXT != NULL )
{
common->Printf( "Forcing swapInterval %i\n", r_swapInterval.GetInteger() );
}
else
{
common->Printf( "swapInterval not forced\n" );
}
#endif
// RB end
if( glConfig.stereoPixelFormatAvailable && glConfig.isStereoPixelFormat )
{
idLib::Printf( "OpenGl quad buffer stereo pixel format active\n" );
}
else if( glConfig.stereoPixelFormatAvailable )
{
idLib::Printf( "OpenGl quad buffer stereo pixel available but not selected\n" );
}
else
{
idLib::Printf( "OpenGl quad buffer stereo pixel format not available\n" );
}
idLib::Printf( "Stereo mode: " );
switch( renderSystem->GetStereo3DMode() )
{
case STEREO3D_OFF:
idLib::Printf( "STEREO3D_OFF\n" );
break;
case STEREO3D_SIDE_BY_SIDE_COMPRESSED:
idLib::Printf( "STEREO3D_SIDE_BY_SIDE_COMPRESSED\n" );
break;
case STEREO3D_TOP_AND_BOTTOM_COMPRESSED:
idLib::Printf( "STEREO3D_TOP_AND_BOTTOM_COMPRESSED\n" );
break;
case STEREO3D_SIDE_BY_SIDE:
idLib::Printf( "STEREO3D_SIDE_BY_SIDE\n" );
break;
case STEREO3D_HDMI_720:
idLib::Printf( "STEREO3D_HDMI_720\n" );
break;
case STEREO3D_INTERLACED:
idLib::Printf( "STEREO3D_INTERLACED\n" );
break;
case STEREO3D_QUAD_BUFFER:
idLib::Printf( "STEREO3D_QUAD_BUFFER\n" );
break;
default:
idLib::Printf( "Unknown (%i)\n", renderSystem->GetStereo3DMode() );
break;
}
idLib::Printf( "%i multisamples\n", glConfig.multisamples );
common->Printf( "%5.1f cm screen width (%4.1f\" diagonal)\n",
glConfig.physicalScreenWidthInCentimeters, glConfig.physicalScreenWidthInCentimeters / 2.54f
* sqrt( ( float )( 16 * 16 + 9 * 9 ) ) / 16.0f );
extern idCVar r_forceScreenWidthCentimeters;
if( r_forceScreenWidthCentimeters.GetFloat() )
{
common->Printf( "screen size manually forced to %5.1f cm width (%4.1f\" diagonal)\n",
renderSystem->GetPhysicalScreenWidthInCentimeters(), renderSystem->GetPhysicalScreenWidthInCentimeters() / 2.54f
* sqrt( ( float )( 16 * 16 + 9 * 9 ) ) / 16.0f );
}
if( glConfig.gpuSkinningAvailable )
{
common->Printf( S_COLOR_GREEN "GPU skeletal animation available\n" );
}
else
{
common->Printf( S_COLOR_RED "GPU skeletal animation not available (slower CPU path active)\n" );
}
}
/*
=================
R_VidRestart_f
=================
*/
void R_VidRestart_f( const idCmdArgs& args )
{
// if OpenGL isn't started, do nothing
if( !R_IsInitialized() )
{
return;
}
// set the mode without re-initializing the context
R_SetNewMode( false );
#if 0
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
Sys_ShutdownInput();
globalImages->PurgeAllImages();
// free the context and close the window
GLimp_Shutdown();
r_initialized = 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->ReloadImages( true );
}
else
{
glimpParms_t parms;
parms.width = glConfig.nativeScreenWidth;
parms.height = glConfig.nativeScreenHeight;
parms.fullScreen = ( forceWindow ) ? false : r_fullscreen.GetInteger();
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;
// check for problems
int err = glGetError();
if( err != GL_NO_ERROR )
{
common->Printf( "glGetError() = 0x%x\n", err );
}
#endif
}
/*
=================
R_InitMaterials
=================
*/
void R_InitMaterials()
{
tr.defaultMaterial = declManager->FindMaterial( "_default", false );
if( !tr.defaultMaterial )
{
common->FatalError( "_default material not found" );
}
tr.defaultPointLight = declManager->FindMaterial( "lights/defaultPointLight" );
tr.defaultProjectedLight = declManager->FindMaterial( "lights/defaultProjectedLight" );
tr.whiteMaterial = declManager->FindMaterial( "_white" );
tr.charSetMaterial = declManager->FindMaterial( "textures/bigchars" );
}
/*
=================
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 );
const bool captureToImage = false;
common->UpdateScreen( captureToImage );
uiManager->Touch( gui );
}
/*
=================
R_InitCvars
=================
*/
void R_InitCvars()
{
// update latched cvars here
}
/*
=================
R_InitCommands
=================
*/
void R_InitCommands()
{
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( "makeAmbientMap", R_MakeAmbientMap_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "makes an ambient map" );
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( "showInteractionMemory", R_ShowInteractionMemory_f, CMD_FL_RENDERER, "shows memory used by interactions" );
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()
{
registered = false;
frameCount = 0;
viewCount = 0;
frameShaderTime = 0.0f;
ambientLightVector.Zero();
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( &identitySpace, 0, sizeof( identitySpace ) );
memset( renderCrops, 0, sizeof( renderCrops ) );
currentRenderCrop = 0;
currentColorNativeBytesOrder = 0xFFFFFFFF;
currentGLState = 0;
guiRecursionLevel = 0;
guiModel = NULL;
memset( gammaTable, 0, sizeof( gammaTable ) );
takingScreenshot = false;
if( unitSquareTriangles != NULL )
{
Mem_Free( unitSquareTriangles );
unitSquareTriangles = NULL;
}
if( zeroOneCubeTriangles != NULL )
{
Mem_Free( zeroOneCubeTriangles );
zeroOneCubeTriangles = NULL;
}
if( testImageTriangles != NULL )
{
Mem_Free( testImageTriangles );
testImageTriangles = NULL;
}
frontEndJobList = NULL;
}
/*
=============
R_MakeFullScreenTris
=============
*/
static srfTriangles_t* R_MakeFullScreenTris()
{
// copy verts and indexes
srfTriangles_t* tri = ( srfTriangles_t* )Mem_ClearedAlloc( sizeof( *tri ), TAG_RENDER_TOOLS );
tri->numIndexes = 6;
tri->numVerts = 4;
int indexSize = tri->numIndexes * sizeof( tri->indexes[0] );
int allocatedIndexBytes = ALIGN( indexSize, 16 );
tri->indexes = ( triIndex_t* )Mem_Alloc( allocatedIndexBytes, TAG_RENDER_TOOLS );
int vertexSize = tri->numVerts * sizeof( tri->verts[0] );
int allocatedVertexBytes = ALIGN( vertexSize, 16 );
tri->verts = ( idDrawVert* )Mem_ClearedAlloc( allocatedVertexBytes, TAG_RENDER_TOOLS );
idDrawVert* verts = tri->verts;
triIndex_t tempIndexes[6] = { 3, 0, 2, 2, 0, 1 };
memcpy( tri->indexes, tempIndexes, indexSize );
verts[0].xyz[0] = -1.0f;
verts[0].xyz[1] = 1.0f;
verts[0].SetTexCoord( 0.0f, 1.0f );
verts[1].xyz[0] = 1.0f;
verts[1].xyz[1] = 1.0f;
verts[1].SetTexCoord( 1.0f, 1.0f );
verts[2].xyz[0] = 1.0f;
verts[2].xyz[1] = -1.0f;
verts[2].SetTexCoord( 1.0f, 0.0f );
verts[3].xyz[0] = -1.0f;
verts[3].xyz[1] = -1.0f;
verts[3].SetTexCoord( 0.0f, 0.0f );
for( int i = 0 ; i < 4 ; i++ )
{
verts[i].SetColor( 0xffffffff );
}
return tri;
}
/*
=============
R_MakeZeroOneCubeTris
=============
*/
static srfTriangles_t* R_MakeZeroOneCubeTris()
{
srfTriangles_t* tri = ( srfTriangles_t* )Mem_ClearedAlloc( sizeof( *tri ), TAG_RENDER_TOOLS );
tri->numVerts = 8;
tri->numIndexes = 36;
const int indexSize = tri->numIndexes * sizeof( tri->indexes[0] );
const int allocatedIndexBytes = ALIGN( indexSize, 16 );
tri->indexes = ( triIndex_t* )Mem_Alloc( allocatedIndexBytes, TAG_RENDER_TOOLS );
const int vertexSize = tri->numVerts * sizeof( tri->verts[0] );
const int allocatedVertexBytes = ALIGN( vertexSize, 16 );
tri->verts = ( idDrawVert* )Mem_ClearedAlloc( allocatedVertexBytes, TAG_RENDER_TOOLS );
idDrawVert* verts = tri->verts;
const float low = 0.0f;
const float high = 1.0f;
idVec3 center( 0.0f );
idVec3 mx( low, 0.0f, 0.0f );
idVec3 px( high, 0.0f, 0.0f );
idVec3 my( 0.0f, low, 0.0f );
idVec3 py( 0.0f, high, 0.0f );
idVec3 mz( 0.0f, 0.0f, low );
idVec3 pz( 0.0f, 0.0f, high );
verts[0].xyz = center + mx + my + mz;
verts[1].xyz = center + px + my + mz;
verts[2].xyz = center + px + py + mz;
verts[3].xyz = center + mx + py + mz;
verts[4].xyz = center + mx + my + pz;
verts[5].xyz = center + px + my + pz;
verts[6].xyz = center + px + py + pz;
verts[7].xyz = center + mx + py + pz;
// bottom
tri->indexes[ 0 * 3 + 0] = 2;
tri->indexes[ 0 * 3 + 1] = 3;
tri->indexes[ 0 * 3 + 2] = 0;
tri->indexes[ 1 * 3 + 0] = 1;
tri->indexes[ 1 * 3 + 1] = 2;
tri->indexes[ 1 * 3 + 2] = 0;
// back
tri->indexes[ 2 * 3 + 0] = 5;
tri->indexes[ 2 * 3 + 1] = 1;
tri->indexes[ 2 * 3 + 2] = 0;
tri->indexes[ 3 * 3 + 0] = 4;
tri->indexes[ 3 * 3 + 1] = 5;
tri->indexes[ 3 * 3 + 2] = 0;
// left
tri->indexes[ 4 * 3 + 0] = 7;
tri->indexes[ 4 * 3 + 1] = 4;
tri->indexes[ 4 * 3 + 2] = 0;
tri->indexes[ 5 * 3 + 0] = 3;
tri->indexes[ 5 * 3 + 1] = 7;
tri->indexes[ 5 * 3 + 2] = 0;
// right
tri->indexes[ 6 * 3 + 0] = 1;
tri->indexes[ 6 * 3 + 1] = 5;
tri->indexes[ 6 * 3 + 2] = 6;
tri->indexes[ 7 * 3 + 0] = 2;
tri->indexes[ 7 * 3 + 1] = 1;
tri->indexes[ 7 * 3 + 2] = 6;
// front
tri->indexes[ 8 * 3 + 0] = 3;
tri->indexes[ 8 * 3 + 1] = 2;
tri->indexes[ 8 * 3 + 2] = 6;
tri->indexes[ 9 * 3 + 0] = 7;
tri->indexes[ 9 * 3 + 1] = 3;
tri->indexes[ 9 * 3 + 2] = 6;
// top
tri->indexes[10 * 3 + 0] = 4;
tri->indexes[10 * 3 + 1] = 7;
tri->indexes[10 * 3 + 2] = 6;
tri->indexes[11 * 3 + 0] = 5;
tri->indexes[11 * 3 + 1] = 4;
tri->indexes[11 * 3 + 2] = 6;
for( int i = 0 ; i < 4 ; i++ )
{
verts[i].SetColor( 0xffffffff );
}
return tri;
}
/*
================
R_MakeTestImageTriangles
Initializes the Test Image Triangles
================
*/
srfTriangles_t* R_MakeTestImageTriangles()
{
srfTriangles_t* tri = ( srfTriangles_t* )Mem_ClearedAlloc( sizeof( *tri ), TAG_RENDER_TOOLS );
tri->numIndexes = 6;
tri->numVerts = 4;
int indexSize = tri->numIndexes * sizeof( tri->indexes[0] );
int allocatedIndexBytes = ALIGN( indexSize, 16 );
tri->indexes = ( triIndex_t* )Mem_Alloc( allocatedIndexBytes, TAG_RENDER_TOOLS );
int vertexSize = tri->numVerts * sizeof( tri->verts[0] );
int allocatedVertexBytes = ALIGN( vertexSize, 16 );
tri->verts = ( idDrawVert* )Mem_ClearedAlloc( allocatedVertexBytes, TAG_RENDER_TOOLS );
ALIGNTYPE16 triIndex_t tempIndexes[6] = { 3, 0, 2, 2, 0, 1 };
memcpy( tri->indexes, tempIndexes, indexSize );
idDrawVert* tempVerts = tri->verts;
tempVerts[0].xyz[0] = 0.0f;
tempVerts[0].xyz[1] = 0.0f;
tempVerts[0].xyz[2] = 0;
tempVerts[0].SetTexCoord( 0.0, 0.0f );
tempVerts[1].xyz[0] = 1.0f;
tempVerts[1].xyz[1] = 0.0f;
tempVerts[1].xyz[2] = 0;
tempVerts[1].SetTexCoord( 1.0f, 0.0f );
tempVerts[2].xyz[0] = 1.0f;
tempVerts[2].xyz[1] = 1.0f;
tempVerts[2].xyz[2] = 0;
tempVerts[2].SetTexCoord( 1.0f, 1.0f );
tempVerts[3].xyz[0] = 0.0f;
tempVerts[3].xyz[1] = 1.0f;
tempVerts[3].xyz[2] = 0;
tempVerts[3].SetTexCoord( 0.0f, 1.0f );
for( int i = 0; i < 4; i++ )
{
tempVerts[i].SetColor( 0xFFFFFFFF );
}
return tri;
}
/*
===============
idRenderSystemLocal::Init
===============
*/
void idRenderSystemLocal::Init()
{
common->Printf( "------- Initializing renderSystem --------\n" );
// 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( TAG_RENDER ) idGuiModel;
guiModel->Clear();
tr_guiModel = guiModel; // for DeviceContext fast path
// RB begin
Framebuffer::Init();
// RB end
globalImages->Init();
idCinematic::InitCinematic( );
// build brightness translation tables
R_SetColorMappings();
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;
// make sure the tr.unitSquareTriangles data is current in the vertex / index cache
if( unitSquareTriangles == NULL )
{
unitSquareTriangles = R_MakeFullScreenTris();
}
// make sure the tr.zeroOneCubeTriangles data is current in the vertex / index cache
if( zeroOneCubeTriangles == NULL )
{
zeroOneCubeTriangles = R_MakeZeroOneCubeTris();
}
// make sure the tr.testImageTriangles data is current in the vertex / index cache
if( testImageTriangles == NULL )
{
testImageTriangles = R_MakeTestImageTriangles();
}
frontEndJobList = parallelJobManager->AllocJobList( JOBLIST_RENDERER_FRONTEND, JOBLIST_PRIORITY_MEDIUM, 2048, 0, NULL );
// make sure the command buffers are ready to accept the first screen update
SwapCommandBuffers( NULL, NULL, NULL, NULL );
common->Printf( "renderSystem initialized.\n" );
common->Printf( "--------------------------------------\n" );
}
/*
===============
idRenderSystemLocal::Shutdown
===============
*/
void idRenderSystemLocal::Shutdown()
{
common->Printf( "idRenderSystem::Shutdown()\n" );
fonts.DeleteContents();
if( R_IsInitialized() )
{
globalImages->PurgeAllImages();
}
renderModelManager->Shutdown();
idCinematic::ShutdownCinematic( );
globalImages->Shutdown();
// RB begin
Framebuffer::Shutdown();
// RB end
// free frame memory
R_ShutdownFrameData();
UnbindBufferObjects();
// free the vertex cache, which should have nothing allocated now
vertexCache.Shutdown();
RB_ShutdownDebugTools();
delete guiModel;
parallelJobManager->FreeJobList( frontEndJobList );
Clear();
ShutdownOpenGL();
}
/*
========================
idRenderSystemLocal::ResetGuiModels
========================
*/
void idRenderSystemLocal::ResetGuiModels()
{
delete guiModel;
guiModel = new( TAG_RENDER ) idGuiModel;
guiModel->Clear();
guiModel->BeginFrame();
tr_guiModel = guiModel; // for DeviceContext fast path
}
/*
========================
idRenderSystemLocal::BeginLevelLoad
========================
*/
void idRenderSystemLocal::BeginLevelLoad()
{
globalImages->BeginLevelLoad();
renderModelManager->BeginLevelLoad();
// Re-Initialize the Default Materials if needed.
R_InitMaterials();
}
/*
========================
idRenderSystemLocal::LoadLevelImages
========================
*/
void idRenderSystemLocal::LoadLevelImages()
{
globalImages->LoadLevelImages( false );
}
/*
========================
idRenderSystemLocal::Preload
========================
*/
void idRenderSystemLocal::Preload( const idPreloadManifest& manifest, const char* mapName )
{
globalImages->Preload( manifest, true );
uiManager->Preload( mapName );
renderModelManager->Preload( manifest );
}
/*
========================
idRenderSystemLocal::EndLevelLoad
========================
*/
void idRenderSystemLocal::EndLevelLoad()
{
renderModelManager->EndLevelLoad();
globalImages->EndLevelLoad();
}
/*
========================
idRenderSystemLocal::BeginAutomaticBackgroundSwaps
========================
*/
void idRenderSystemLocal::BeginAutomaticBackgroundSwaps( autoRenderIconType_t icon )
{
}
/*
========================
idRenderSystemLocal::EndAutomaticBackgroundSwaps
========================
*/
void idRenderSystemLocal::EndAutomaticBackgroundSwaps()
{
}
/*
========================
idRenderSystemLocal::AreAutomaticBackgroundSwapsRunning
========================
*/
bool idRenderSystemLocal::AreAutomaticBackgroundSwapsRunning( autoRenderIconType_t* icon ) const
{
return false;
}
/*
============
idRenderSystemLocal::RegisterFont
============
*/
idFont* idRenderSystemLocal::RegisterFont( const char* fontName )
{
idStrStatic< MAX_OSPATH > baseFontName = fontName;
baseFontName.Replace( "fonts/", "" );
for( int i = 0; i < fonts.Num(); i++ )
{
if( idStr::Icmp( fonts[i]->GetName(), baseFontName ) == 0 )
{
fonts[i]->Touch();
return fonts[i];
}
}
idFont* newFont = new( TAG_FONT ) idFont( baseFontName );
fonts.Append( newFont );
return newFont;
}
/*
========================
idRenderSystemLocal::ResetFonts
========================
*/
void idRenderSystemLocal::ResetFonts()
{
fonts.DeleteContents( true );
}
/*
========================
idRenderSystemLocal::InitOpenGL
========================
*/
void idRenderSystemLocal::InitOpenGL()
{
// if OpenGL isn't started, start it now
if( !R_IsInitialized() )
{
R_InitOpenGL();
// Reloading images here causes the rendertargets to get deleted. Figure out how to handle this properly on 360
globalImages->ReloadImages( true );
int err = glGetError();
if( err != GL_NO_ERROR )
{
common->Printf( "glGetError() = 0x%x\n", err );
}
}
}
/*
========================
idRenderSystemLocal::ShutdownOpenGL
========================
*/
void idRenderSystemLocal::ShutdownOpenGL()
{
// free the context and close the window
R_ShutdownFrameData();
GLimp_Shutdown();
r_initialized = false;
}
/*
========================
idRenderSystemLocal::IsOpenGLRunning
========================
*/
bool idRenderSystemLocal::IsOpenGLRunning() const
{
return R_IsInitialized();
}
/*
========================
idRenderSystemLocal::IsFullScreen
========================
*/
bool idRenderSystemLocal::IsFullScreen() const
{
return glConfig.isFullscreen != 0;
}
/*
========================
idRenderSystemLocal::GetWidth
========================
*/
int idRenderSystemLocal::GetWidth() const
{
if( glConfig.stereo3Dmode == STEREO3D_SIDE_BY_SIDE || glConfig.stereo3Dmode == STEREO3D_SIDE_BY_SIDE_COMPRESSED )
{
return glConfig.nativeScreenWidth >> 1;
}
return glConfig.nativeScreenWidth;
}
/*
========================
idRenderSystemLocal::GetHeight
========================
*/
int idRenderSystemLocal::GetHeight() const
{
if( glConfig.stereo3Dmode == STEREO3D_HDMI_720 )
{
return 720;
}
extern idCVar stereoRender_warp;
if( glConfig.stereo3Dmode == STEREO3D_SIDE_BY_SIDE && stereoRender_warp.GetBool() )
{
// for the Rift, render a square aspect view that will be symetric for the optics
return glConfig.nativeScreenWidth >> 1;
}
if( glConfig.stereo3Dmode == STEREO3D_INTERLACED || glConfig.stereo3Dmode == STEREO3D_TOP_AND_BOTTOM_COMPRESSED )
{
return glConfig.nativeScreenHeight >> 1;
}
return glConfig.nativeScreenHeight;
}
/*
========================
idRenderSystemLocal::GetVirtualWidth
========================
*/
int idRenderSystemLocal::GetVirtualWidth() const
{
if( r_useVirtualScreenResolution.GetBool() )
{
return SCREEN_WIDTH;
}
return glConfig.nativeScreenWidth;
}
/*
========================
idRenderSystemLocal::GetVirtualHeight
========================
*/
int idRenderSystemLocal::GetVirtualHeight() const
{
if( r_useVirtualScreenResolution.GetBool() )
{
return SCREEN_HEIGHT;
}
return glConfig.nativeScreenHeight;
}
/*
========================
idRenderSystemLocal::GetStereo3DMode
========================
*/
stereo3DMode_t idRenderSystemLocal::GetStereo3DMode() const
{
return glConfig.stereo3Dmode;
}
/*
========================
idRenderSystemLocal::IsStereoScopicRenderingSupported
========================
*/
bool idRenderSystemLocal::IsStereoScopicRenderingSupported() const
{
return true;
}
/*
========================
idRenderSystemLocal::HasQuadBufferSupport
========================
*/
bool idRenderSystemLocal::HasQuadBufferSupport() const
{
return glConfig.stereoPixelFormatAvailable;
}
/*
========================
idRenderSystemLocal::GetStereoScopicRenderingMode
========================
*/
stereo3DMode_t idRenderSystemLocal::GetStereoScopicRenderingMode() const
{
return ( !IsStereoScopicRenderingSupported() ) ? STEREO3D_OFF : ( stereo3DMode_t )stereoRender_enable.GetInteger();
}
/*
========================
idRenderSystemLocal::IsStereoScopicRenderingSupported
========================
*/
void idRenderSystemLocal::EnableStereoScopicRendering( const stereo3DMode_t mode ) const
{
stereoRender_enable.SetInteger( mode );
}
/*
========================
idRenderSystemLocal::GetPixelAspect
========================
*/
float idRenderSystemLocal::GetPixelAspect() const
{
switch( glConfig.stereo3Dmode )
{
case STEREO3D_SIDE_BY_SIDE_COMPRESSED:
return glConfig.pixelAspect * 2.0f;
case STEREO3D_TOP_AND_BOTTOM_COMPRESSED:
case STEREO3D_INTERLACED:
return glConfig.pixelAspect * 0.5f;
default:
return glConfig.pixelAspect;
}
}
/*
========================
idRenderSystemLocal::GetPhysicalScreenWidthInCentimeters
This is used to calculate stereoscopic screen offset for a given interocular distance.
========================
*/
idCVar r_forceScreenWidthCentimeters( "r_forceScreenWidthCentimeters", "0", CVAR_RENDERER | CVAR_ARCHIVE, "Override screen width returned by hardware" );
float idRenderSystemLocal::GetPhysicalScreenWidthInCentimeters() const
{
if( r_forceScreenWidthCentimeters.GetFloat() > 0 )
{
return r_forceScreenWidthCentimeters.GetFloat();
}
return glConfig.physicalScreenWidthInCentimeters;
}