jedi-academy/codemp/win32/win_glimp_console.cpp
2013-04-23 15:21:39 +10:00

281 lines
6.3 KiB
C++

// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
/*
** WIN_GLIMP.C
**
** This file contains ALL Win32 specific stuff having to do with the
** OpenGL refresh. When a port is being made the following functions
** must be implemented by the port:
**
** GLimp_EndFrame
** GLimp_Init
** GLimp_LogComment
** GLimp_Shutdown
**
** Note that the GLW_xxx functions are Windows specific GL-subsystem
** related functions that are relevant ONLY to win_glimp.c
*/
#include <assert.h>
#include "../renderer/tr_local.h"
#include "../qcommon/qcommon.h"
#include "win_local.h"
#if defined(_WINDOWS) || defined(_XBOX)
#include "glw_win_dx8.h"
#elif defined(_GAMECUBE)
#include "glw_win_gc.h"
#endif
extern void WG_CheckHardwareGamma( void );
static void GLW_InitExtensions( void );
static int GLW_CreateWindow( void );
//
// function declaration
//
void QGL_EnableLogging( qboolean enable );
qboolean QGL_Init( const char *dllname );
void QGL_Shutdown( void );
void GLW_Init(int width, int height, int colorbits, qboolean cdsFullscreen);
void GLW_Shutdown(void);
//
// variable declarations
//
glwstate_t *glw_state = NULL;
/*
** GLW_CreateWindow
**
** Responsible for creating the Alchemy window and initializing the OpenGL driver.
*/
static qboolean GLW_CreateWindow( int width, int height, int colorbits, qboolean cdsFullscreen )
{
GLW_Init(width, height, colorbits, cdsFullscreen);
IN_Init();
return qtrue;
}
//--------------------------------------------
static void GLW_InitTextureCompression( void )
{
glConfig.textureCompression = TC_NONE;
}
/*
** GLW_InitExtensions
*/
static void GLW_InitExtensions( void )
{
// Select our tc scheme
GLW_InitTextureCompression();
// GL_EXT_texture_env_add
glConfig.textureEnvAddAvailable = qfalse;
if ( strstr( glConfig.extensions_string, "EXT_texture_env_add" ) )
{
glConfig.textureEnvAddAvailable = qtrue;
}
// GL_EXT_texture_filter_anisotropic
glConfig.maxTextureFilterAnisotropy = 0;
if ( strstr( glConfig.extensions_string, "EXT_texture_filter_anisotropic" ) )
{
qglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.maxTextureFilterAnisotropy );
Com_Printf ("...GL_EXT_texture_filter_anisotropic available\n" );
if ( r_ext_texture_filter_anisotropic->integer>1 )
{
Com_Printf ("...using GL_EXT_texture_filter_anisotropic\n" );
}
else
{
Com_Printf ("...ignoring GL_EXT_texture_filter_anisotropic\n" );
}
Cvar_Set( "r_ext_texture_filter_anisotropic_avail", va("%f",glConfig.maxTextureFilterAnisotropy) );
if ( r_ext_texture_filter_anisotropic->value > glConfig.maxTextureFilterAnisotropy )
{
Cvar_Set( "r_ext_texture_filter_anisotropic", va("%f",glConfig.maxTextureFilterAnisotropy) );
}
}
else
{
Com_Printf ("...GL_EXT_texture_filter_anisotropic not found\n" );
Cvar_Set( "r_ext_texture_filter_anisotropic_avail", "0" );
}
// GL_EXT_clamp_to_edge
glConfig.clampToEdgeAvailable = qfalse;
if ( strstr( glConfig.extensions_string, "GL_EXT_texture_edge_clamp" ) )
{
glConfig.clampToEdgeAvailable = qtrue;
}
// GL_ARB_multitexture
if ( strstr( glConfig.extensions_string, "GL_ARB_multitexture" ) )
{
if ( qglActiveTextureARB )
{
qglGetIntegerv( GL_MAX_ACTIVE_TEXTURES_ARB, &glConfig.maxActiveTextures );
if ( glConfig.maxActiveTextures < 2 )
{
qglMultiTexCoord2fARB = NULL;
qglActiveTextureARB = NULL;
qglClientActiveTextureARB = NULL;
}
}
}
}
/*
** GLW_LoadOpenGL
**
** GLimp_win.c internal function that attempts to load and use
** a specific OpenGL DLL.
*/
static qboolean GLW_LoadOpenGL()
{
char buffer[1024];
strlwr( strcpy( buffer, OPENGL_DRIVER_NAME ) );
//
// load the driver and bind our function pointers to it
//
if ( QGL_Init( buffer ) )
{
GLW_CreateWindow(640, 480, 24, 1);
return qtrue;
}
QGL_Shutdown();
return qfalse;
}
/*
** GLimp_EndFrame
*/
void GLimp_EndFrame (void)
{
// don't flip if drawing to front buffer
// if ( stricmp( r_drawBuffer->string, "GL_FRONT" ) != 0 )
{
}
}
static void GLW_StartOpenGL( void )
{
//
// load and initialize the specific OpenGL driver
//
if ( !GLW_LoadOpenGL() )
{
Com_Error( ERR_FATAL, "GLW_StartOpenGL() - could not load OpenGL subsystem\n" );
}
}
/*
** GLimp_Init
**
** This is the platform specific OpenGL initialization function. It
** is responsible for loading OpenGL, initializing it, setting
** extensions, creating a window of the appropriate size, doing
** fullscreen manipulations, etc. Its overall responsibility is
** to make sure that a functional OpenGL subsystem is operating
** when it returns to the ref.
*/
void GLimp_Init( void )
{
// load appropriate DLL and initialize subsystem
GLW_StartOpenGL();
// 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.extensions_string = (const char *) qglGetString (GL_EXTENSIONS);
if (!glConfig.vendor_string || !glConfig.renderer_string || !glConfig.version_string || !glConfig.extensions_string)
{
Com_Error( ERR_FATAL, "GLimp_Init() - Invalid GL Driver\n" );
}
// OpenGL driver constants
qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.maxTextureSize );
// stubbed or broken drivers may have reported 0...
if ( glConfig.maxTextureSize <= 0 )
{
glConfig.maxTextureSize = 0;
}
GLW_InitExtensions();
WG_CheckHardwareGamma();
}
/*
** GLimp_Shutdown
**
** This routine does all OS specific shutdown procedures for the OpenGL
** subsystem.
*/
void GLimp_Shutdown( void )
{
// FIXME: Brian, we need better fallbacks from partially initialized failures
Com_Printf ("Shutting down OpenGL subsystem\n" );
// Set the gamma back to normal
// GLimp_SetGamma(1.f);
// kill input system (tied to window)
IN_Shutdown();
// shutdown QGL subsystem
GLW_Shutdown();
QGL_Shutdown();
memset( &glConfig, 0, sizeof( glConfig ) );
memset( &glState, 0, sizeof( glState ) );
}
/*
** GLimp_LogComment
*/
void GLimp_LogComment( char *comment )
{
}
/*
===========================================================
SMP acceleration
===========================================================
*/
qboolean GLimp_SpawnRenderThread( void (*function)( void ) ) {
return qfalse;
}
void *GLimp_RendererSleep( void ) {
return NULL;
}
void GLimp_FrontEndSleep( void ) {
}
void GLimp_WakeRenderer( void *data ) {
}