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