doom3-bfg/neo/renderer/RenderSystem_init.cpp
2012-11-26 12:58:24 -06:00

2504 lines
89 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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 "../idlib/precompiled.h"
#include "tr_local.h"
// Vista OpenGL wrapper check
#include "../sys/win32/win_local.h"
// 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 );
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" );
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", "1", 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" );
idCVar r_skipRenderContext( "r_skipRenderContext", "0", CVAR_RENDERER | CVAR_BOOL, "NULL the rendering context during backend 3D rendering" );
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> );
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" );
// GL_ARB_multitexture
PFNGLACTIVETEXTUREPROC qglActiveTextureARB;
PFNGLCLIENTACTIVETEXTUREPROC qglClientActiveTextureARB;
// GL_EXT_direct_state_access
PFNGLBINDMULTITEXTUREEXTPROC qglBindMultiTextureEXT;
// GL_ARB_texture_compression
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC qglCompressedTexSubImage2DARB;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
// GL_ARB_vertex_buffer_object
PFNGLBINDBUFFERARBPROC qglBindBufferARB;
PFNGLBINDBUFFERRANGEPROC qglBindBufferRange;
PFNGLDELETEBUFFERSARBPROC qglDeleteBuffersARB;
PFNGLGENBUFFERSARBPROC qglGenBuffersARB;
PFNGLISBUFFERARBPROC qglIsBufferARB;
PFNGLBUFFERDATAARBPROC qglBufferDataARB;
PFNGLBUFFERSUBDATAARBPROC qglBufferSubDataARB;
PFNGLGETBUFFERSUBDATAARBPROC qglGetBufferSubDataARB;
PFNGLMAPBUFFERARBPROC qglMapBufferARB;
PFNGLUNMAPBUFFERARBPROC qglUnmapBufferARB;
PFNGLGETBUFFERPARAMETERIVARBPROC qglGetBufferParameterivARB;
PFNGLGETBUFFERPOINTERVARBPROC qglGetBufferPointervARB;
// GL_ARB_map_buffer_range
PFNGLMAPBUFFERRANGEPROC qglMapBufferRange;
// GL_ARB_draw_elements_base_vertex
PFNGLDRAWELEMENTSBASEVERTEXPROC qglDrawElementsBaseVertex;
// GL_ARB_vertex_array_object
PFNGLGENVERTEXARRAYSPROC qglGenVertexArrays;
PFNGLBINDVERTEXARRAYPROC qglBindVertexArray;
PFNGLDELETEVERTEXARRAYSPROC qglDeleteVertexArrays;
// GL_ARB_vertex_program / GL_ARB_fragment_program
PFNGLVERTEXATTRIBPOINTERARBPROC qglVertexAttribPointerARB;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC qglEnableVertexAttribArrayARB;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC qglDisableVertexAttribArrayARB;
PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB;
PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
PFNGLDELETEPROGRAMSARBPROC qglDeleteProgramsARB;
PFNGLPROGRAMENVPARAMETER4FVARBPROC qglProgramEnvParameter4fvARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC qglProgramLocalParameter4fvARB;
// GLSL / OpenGL 2.0
PFNGLCREATESHADERPROC qglCreateShader;
PFNGLDELETESHADERPROC qglDeleteShader;
PFNGLSHADERSOURCEPROC qglShaderSource;
PFNGLCOMPILESHADERPROC qglCompileShader;
PFNGLGETSHADERIVPROC qglGetShaderiv;
PFNGLGETSHADERINFOLOGPROC qglGetShaderInfoLog;
PFNGLCREATEPROGRAMPROC qglCreateProgram;
PFNGLDELETEPROGRAMPROC qglDeleteProgram;
PFNGLATTACHSHADERPROC qglAttachShader;
PFNGLDETACHSHADERPROC qglDetachShader;
PFNGLLINKPROGRAMPROC qglLinkProgram;
PFNGLUSEPROGRAMPROC qglUseProgram;
PFNGLGETPROGRAMIVPROC qglGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC qglGetProgramInfoLog;
PFNGLPROGRAMPARAMETERIPROC qglProgramParameteri;
PFNGLBINDATTRIBLOCATIONPROC qglBindAttribLocation;
PFNGLGETUNIFORMLOCATIONPROC qglGetUniformLocation;
PFNGLUNIFORM1IPROC qglUniform1i;
PFNGLUNIFORM4FVPROC qglUniform4fv;
// GL_ARB_uniform_buffer_object
PFNGLGETUNIFORMBLOCKINDEXPROC qglGetUniformBlockIndex;
PFNGLUNIFORMBLOCKBINDINGPROC qglUniformBlockBinding;
// GL_ATI_separate_stencil / OpenGL 2.0
PFNGLSTENCILOPSEPARATEATIPROC qglStencilOpSeparate;
PFNGLSTENCILFUNCSEPARATEATIPROC qglStencilFuncSeparate;
// GL_EXT_depth_bounds_test
PFNGLDEPTHBOUNDSEXTPROC qglDepthBoundsEXT;
// GL_ARB_sync
PFNGLFENCESYNCPROC qglFenceSync;
PFNGLISSYNCPROC qglIsSync;
PFNGLCLIENTWAITSYNCPROC qglClientWaitSync;
PFNGLDELETESYNCPROC qglDeleteSync;
// GL_ARB_occlusion_query
PFNGLGENQUERIESARBPROC qglGenQueriesARB;
PFNGLDELETEQUERIESARBPROC qglDeleteQueriesARB;
PFNGLISQUERYARBPROC qglIsQueryARB;
PFNGLBEGINQUERYARBPROC qglBeginQueryARB;
PFNGLENDQUERYARBPROC qglEndQueryARB;
PFNGLGETQUERYIVARBPROC qglGetQueryivARB;
PFNGLGETQUERYOBJECTIVARBPROC qglGetQueryObjectivARB;
PFNGLGETQUERYOBJECTUIVARBPROC qglGetQueryObjectuivARB;
// GL_ARB_timer_query / GL_EXT_timer_query
PFNGLGETQUERYOBJECTUI64VEXTPROC qglGetQueryObjectui64vEXT;
// GL_ARB_debug_output
PFNGLDEBUGMESSAGECONTROLARBPROC qglDebugMessageControlARB;
PFNGLDEBUGMESSAGEINSERTARBPROC qglDebugMessageInsertARB;
PFNGLDEBUGMESSAGECALLBACKARBPROC qglDebugMessageCallbackARB;
PFNGLGETDEBUGMESSAGELOGARBPROC qglGetDebugMessageLogARB;
PFNGLGETSTRINGIPROC qglGetStringi;
/*
========================
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 ) {
qglActiveTextureARB( texunit );
qglBindTexture( target, texture );
}
/*
=================
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;
}
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
static void CALLBACK DebugCallback(unsigned int source, unsigned int type,
unsigned int id, unsigned int severity, int length, const char * message, void * userParam) {
// it probably isn't safe to do an idLib::Printf at this point
OutputDebugString( message );
OutputDebugString( "\n" );
}
/*
==================
R_CheckPortableExtensions
==================
*/
static void R_CheckPortableExtensions() {
glConfig.glVersion = atof( glConfig.version_string );
const char * badVideoCard = idLocalization::GetString( "#str_06780" );
if ( glConfig.glVersion < 2.0f ) {
idLib::FatalError( 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;
}
// GL_ARB_multitexture
glConfig.multitextureAvailable = R_CheckExtension( "GL_ARB_multitexture" );
if ( glConfig.multitextureAvailable ) {
qglActiveTextureARB = (void(APIENTRY *)(GLenum))GLimp_ExtensionPointer( "glActiveTextureARB" );
qglClientActiveTextureARB = (void(APIENTRY *)(GLenum))GLimp_ExtensionPointer( "glClientActiveTextureARB" );
}
// GL_EXT_direct_state_access
glConfig.directStateAccess = R_CheckExtension( "GL_EXT_direct_state_access" );
if ( glConfig.directStateAccess ) {
qglBindMultiTextureEXT = (PFNGLBINDMULTITEXTUREEXTPROC)GLimp_ExtensionPointer( "glBindMultiTextureEXT" );
} else {
qglBindMultiTextureEXT = glBindMultiTextureEXT;
}
// GL_ARB_texture_compression + GL_S3_s3tc
// DRI drivers may have GL_ARB_texture_compression but no GL_EXT_texture_compression_s3tc
glConfig.textureCompressionAvailable = R_CheckExtension( "GL_ARB_texture_compression" ) && R_CheckExtension( "GL_EXT_texture_compression_s3tc" );
if ( glConfig.textureCompressionAvailable ) {
qglCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)GLimp_ExtensionPointer( "glCompressedTexImage2DARB" );
qglCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)GLimp_ExtensionPointer( "glCompressedTexSubImage2DARB" );
qglGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)GLimp_ExtensionPointer( "glGetCompressedTexImageARB" );
}
// GL_EXT_texture_filter_anisotropic
glConfig.anisotropicFilterAvailable = R_CheckExtension( "GL_EXT_texture_filter_anisotropic" );
if ( glConfig.anisotropicFilterAvailable ) {
qglGetFloatv( 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 || R_CheckExtension( "GL_EXT_texture_lod_bias" ) );
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 = R_CheckExtension( "GL_ARB_seamless_cube_map" );
r_useSeamlessCubeMap.SetModified(); // the CheckCvars() next frame will enable / disable it
// GL_ARB_framebuffer_sRGB
glConfig.sRGBFramebufferAvailable = R_CheckExtension( "GL_ARB_framebuffer_sRGB" );
r_useSRGB.SetModified(); // the CheckCvars() next frame will enable / disable it
// GL_ARB_vertex_buffer_object
glConfig.vertexBufferObjectAvailable = R_CheckExtension( "GL_ARB_vertex_buffer_object" );
if ( glConfig.vertexBufferObjectAvailable ) {
qglBindBufferARB = (PFNGLBINDBUFFERARBPROC)GLimp_ExtensionPointer( "glBindBufferARB" );
qglBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)GLimp_ExtensionPointer( "glBindBufferRange" );
qglDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)GLimp_ExtensionPointer( "glDeleteBuffersARB" );
qglGenBuffersARB = (PFNGLGENBUFFERSARBPROC)GLimp_ExtensionPointer( "glGenBuffersARB" );
qglIsBufferARB = (PFNGLISBUFFERARBPROC)GLimp_ExtensionPointer( "glIsBufferARB" );
qglBufferDataARB = (PFNGLBUFFERDATAARBPROC)GLimp_ExtensionPointer( "glBufferDataARB" );
qglBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)GLimp_ExtensionPointer( "glBufferSubDataARB" );
qglGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)GLimp_ExtensionPointer( "glGetBufferSubDataARB" );
qglMapBufferARB = (PFNGLMAPBUFFERARBPROC)GLimp_ExtensionPointer( "glMapBufferARB" );
qglUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)GLimp_ExtensionPointer( "glUnmapBufferARB" );
qglGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)GLimp_ExtensionPointer( "glGetBufferParameterivARB" );
qglGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)GLimp_ExtensionPointer( "glGetBufferPointervARB" );
}
// GL_ARB_map_buffer_range, map a section of a buffer object's data store
glConfig.mapBufferRangeAvailable = R_CheckExtension( "GL_ARB_map_buffer_range" );
if ( glConfig.mapBufferRangeAvailable ) {
qglMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)GLimp_ExtensionPointer( "glMapBufferRange" );
}
// GL_ARB_vertex_array_object
glConfig.vertexArrayObjectAvailable = R_CheckExtension( "GL_ARB_vertex_array_object" );
if ( glConfig.vertexArrayObjectAvailable ) {
qglGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)GLimp_ExtensionPointer( "glGenVertexArrays" );
qglBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)GLimp_ExtensionPointer( "glBindVertexArray" );
qglDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)GLimp_ExtensionPointer( "glDeleteVertexArrays" );
}
// GL_ARB_draw_elements_base_vertex
glConfig.drawElementsBaseVertexAvailable = R_CheckExtension( "GL_ARB_draw_elements_base_vertex" );
if ( glConfig.drawElementsBaseVertexAvailable ) {
qglDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)GLimp_ExtensionPointer( "glDrawElementsBaseVertex" );
}
// GL_ARB_vertex_program / GL_ARB_fragment_program
glConfig.fragmentProgramAvailable = R_CheckExtension( "GL_ARB_fragment_program" );
if ( glConfig.fragmentProgramAvailable ) {
qglVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)GLimp_ExtensionPointer( "glVertexAttribPointerARB" );
qglEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)GLimp_ExtensionPointer( "glEnableVertexAttribArrayARB" );
qglDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)GLimp_ExtensionPointer( "glDisableVertexAttribArrayARB" );
qglProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)GLimp_ExtensionPointer( "glProgramStringARB" );
qglBindProgramARB = (PFNGLBINDPROGRAMARBPROC)GLimp_ExtensionPointer( "glBindProgramARB" );
qglGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)GLimp_ExtensionPointer( "glGenProgramsARB" );
qglDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)GLimp_ExtensionPointer( "glDeleteProgramsARB" );
qglProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramEnvParameter4fvARB" );
qglProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)GLimp_ExtensionPointer( "glProgramLocalParameter4fvARB" );
qglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, (GLint *)&glConfig.maxTextureCoords );
qglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (GLint *)&glConfig.maxTextureImageUnits );
}
// GLSL, core in OpenGL > 2.0
glConfig.glslAvailable = ( glConfig.glVersion >= 2.0f );
if ( glConfig.glslAvailable ) {
qglCreateShader = (PFNGLCREATESHADERPROC)GLimp_ExtensionPointer( "glCreateShader" );
qglDeleteShader = (PFNGLDELETESHADERPROC)GLimp_ExtensionPointer( "glDeleteShader" );
qglShaderSource = (PFNGLSHADERSOURCEPROC)GLimp_ExtensionPointer( "glShaderSource" );
qglCompileShader = (PFNGLCOMPILESHADERPROC)GLimp_ExtensionPointer( "glCompileShader" );
qglGetShaderiv = (PFNGLGETSHADERIVPROC)GLimp_ExtensionPointer( "glGetShaderiv" );
qglGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)GLimp_ExtensionPointer( "glGetShaderInfoLog" );
qglCreateProgram = (PFNGLCREATEPROGRAMPROC)GLimp_ExtensionPointer( "glCreateProgram" );
qglDeleteProgram = (PFNGLDELETEPROGRAMPROC)GLimp_ExtensionPointer( "glDeleteProgram" );
qglAttachShader = (PFNGLATTACHSHADERPROC)GLimp_ExtensionPointer( "glAttachShader" );
qglDetachShader = (PFNGLDETACHSHADERPROC)GLimp_ExtensionPointer( "glDetachShader" );
qglLinkProgram = (PFNGLLINKPROGRAMPROC)GLimp_ExtensionPointer( "glLinkProgram" );
qglUseProgram = (PFNGLUSEPROGRAMPROC)GLimp_ExtensionPointer( "glUseProgram" );
qglGetProgramiv = (PFNGLGETPROGRAMIVPROC)GLimp_ExtensionPointer( "glGetProgramiv" );
qglGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)GLimp_ExtensionPointer( "glGetProgramInfoLog" );
qglBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)GLimp_ExtensionPointer( "glBindAttribLocation" );
qglGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)GLimp_ExtensionPointer( "glGetUniformLocation" );
qglUniform1i = (PFNGLUNIFORM1IPROC)GLimp_ExtensionPointer( "glUniform1i" );
qglUniform4fv = (PFNGLUNIFORM4FVPROC)GLimp_ExtensionPointer( "glUniform4fv" );
}
// GL_ARB_uniform_buffer_object
glConfig.uniformBufferAvailable = R_CheckExtension( "GL_ARB_uniform_buffer_object" );
if ( glConfig.uniformBufferAvailable ) {
qglGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)GLimp_ExtensionPointer( "glGetUniformBlockIndex" );
qglUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)GLimp_ExtensionPointer( "glUniformBlockBinding" );
qglGetIntegerv( GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint *)&glConfig.uniformBufferOffsetAlignment );
if ( glConfig.uniformBufferOffsetAlignment < 256 ) {
glConfig.uniformBufferOffsetAlignment = 256;
}
}
// ATI_separate_stencil / OpenGL 2.0 separate stencil
glConfig.twoSidedStencilAvailable = ( glConfig.glVersion >= 2.0f ) || R_CheckExtension( "GL_ATI_separate_stencil" );
if ( glConfig.twoSidedStencilAvailable ) {
qglStencilOpSeparate = (PFNGLSTENCILOPSEPARATEATIPROC)GLimp_ExtensionPointer( "glStencilOpSeparate" );
qglStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEATIPROC)GLimp_ExtensionPointer( "glStencilFuncSeparate" );
}
// GL_EXT_depth_bounds_test
glConfig.depthBoundsTestAvailable = R_CheckExtension( "GL_EXT_depth_bounds_test" );
if ( glConfig.depthBoundsTestAvailable ) {
qglDepthBoundsEXT = (PFNGLDEPTHBOUNDSEXTPROC)GLimp_ExtensionPointer( "glDepthBoundsEXT" );
}
// GL_ARB_sync
glConfig.syncAvailable = R_CheckExtension( "GL_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() );
if ( glConfig.syncAvailable ) {
qglFenceSync = (PFNGLFENCESYNCPROC)GLimp_ExtensionPointer( "glFenceSync" );
qglIsSync = (PFNGLISSYNCPROC)GLimp_ExtensionPointer( "glIsSync" );
qglClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)GLimp_ExtensionPointer( "glClientWaitSync" );
qglDeleteSync = (PFNGLDELETESYNCPROC)GLimp_ExtensionPointer( "glDeleteSync" );
}
// GL_ARB_occlusion_query
glConfig.occlusionQueryAvailable = R_CheckExtension( "GL_ARB_occlusion_query" );
if ( glConfig.occlusionQueryAvailable ) {
// defined in GL_ARB_occlusion_query, which is required for GL_EXT_timer_query
qglGenQueriesARB = (PFNGLGENQUERIESARBPROC)GLimp_ExtensionPointer( "glGenQueriesARB" );
qglDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC)GLimp_ExtensionPointer( "glDeleteQueriesARB" );
qglIsQueryARB = (PFNGLISQUERYARBPROC)GLimp_ExtensionPointer( "glIsQueryARB" );
qglBeginQueryARB = (PFNGLBEGINQUERYARBPROC)GLimp_ExtensionPointer( "glBeginQueryARB" );
qglEndQueryARB = (PFNGLENDQUERYARBPROC)GLimp_ExtensionPointer( "glEndQueryARB" );
qglGetQueryivARB = (PFNGLGETQUERYIVARBPROC)GLimp_ExtensionPointer( "glGetQueryivARB" );
qglGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)GLimp_ExtensionPointer( "glGetQueryObjectivARB" );
qglGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)GLimp_ExtensionPointer( "glGetQueryObjectuivARB" );
}
// GL_ARB_timer_query
glConfig.timerQueryAvailable = R_CheckExtension( "GL_ARB_timer_query" ) || R_CheckExtension( "GL_EXT_timer_query" );
if ( glConfig.timerQueryAvailable ) {
qglGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC)GLimp_ExtensionPointer( "glGetQueryObjectui64vARB" );
if ( qglGetQueryObjectui64vEXT == NULL ) {
qglGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC)GLimp_ExtensionPointer( "glGetQueryObjectui64vEXT" );
}
}
// GL_ARB_debug_output
glConfig.debugOutputAvailable = R_CheckExtension( "GL_ARB_debug_output" );
if ( glConfig.debugOutputAvailable ) {
qglDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)GLimp_ExtensionPointer( "glDebugMessageControlARB" );
qglDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)GLimp_ExtensionPointer( "glDebugMessageInsertARB" );
qglDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)GLimp_ExtensionPointer( "glDebugMessageCallbackARB" );
qglGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)GLimp_ExtensionPointer( "glGetDebugMessageLogARB" );
if ( r_debugContext.GetInteger() >= 1 ) {
qglDebugMessageCallbackARB( 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
qglDebugMessageControlARB( 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)
qglGenVertexArrays( 1, &glConfig.global_vao );
qglBindVertexArray( glConfig.global_vao );
}
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" );
}
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 *)qglGetString( GL_VENDOR );
glConfig.renderer_string = (const char *)qglGetString( GL_RENDERER );
glConfig.version_string = (const char *)qglGetString( GL_VERSION );
glConfig.shading_language_string = (const char *)qglGetString( GL_SHADING_LANGUAGE_VERSION );
glConfig.extensions_string = (const char *)qglGetString( GL_EXTENSIONS );
if ( glConfig.extensions_string == NULL ) {
// As of OpenGL 3.2, glGetStringi is required to obtain the available extensions
qglGetStringi = (PFNGLGETSTRINGIPROC)GLimp_ExtensionPointer( "glGetStringi" );
// Build the extensions string
GLint numExtensions;
qglGetIntegerv( GL_NUM_EXTENSIONS, &numExtensions );
extensions_string.Clear();
for ( int i = 0; i < numExtensions; i++ ) {
extensions_string.Append( (const char*)qglGetStringi( 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;
qglGetIntegerv( 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();
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" );
}
}
}
}
/*
==================
GL_CheckErrors
==================
*/
void GL_CheckErrors() {
int err;
char s[64];
int i;
// check for up to 10 errors pending
for ( i = 0 ; i < 10 ; i++ ) {
err = qglGetError();
if ( err == GL_NO_ERROR ) {
return;
}
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;
case GL_STACK_OVERFLOW:
strcpy( s, "GL_STACK_OVERFLOW" );
break;
case GL_STACK_UNDERFLOW:
strcpy( s, "GL_STACK_UNDERFLOW" );
break;
case GL_OUT_OF_MEMORY:
strcpy( s, "GL_OUT_OF_MEMORY" );
break;
default:
idStr::snPrintf( s, sizeof(s), "%i", err);
break;
}
if ( !r_ignoreGLErrors.GetBool() ) {
common->Printf( "GL_CheckErrors: %s\n", s );
}
}
}
/*
=====================
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 );
}
int w = sysWidth;
if ( xo + w > width ) {
w = width - xo;
}
int h = sysHeight;
if ( yo + h > height ) {
h = height - yo;
}
qglReadBuffer( GL_FRONT );
qglReadPixels( 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 qglReadPixels 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 );
qglReadPixels( 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 qglReadPixels 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;
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" );
// 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" );
}
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 );
}
}
/*
=================
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 = qglGetError();
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
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();
// 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 = qglGetError();
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::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;
}