mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
fdd903e0a3
keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
297 lines
6.3 KiB
C
297 lines
6.3 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include <ppapi/c/ppb_core.h>
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#include <ppapi/c/pp_completion_callback.h>
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#include <ppapi/gles2/gl2ext_ppapi.h>
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#include <ppapi/c/ppb_graphics_3d.h>
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#include <ppapi/c/ppb_instance.h>
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#include <ppapi/c/pp_errors.h>
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extern PPB_Core *ppb_core;
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extern PPB_GetInterface sys_gbi;
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extern PPB_Graphics3D* graphics3d_interface;
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extern PP_Instance pp_instance;
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static PP_Resource glcontext;
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extern PPB_Instance* instance_interface;
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qboolean swappending;
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extern cvar_t vid_vsync;
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void FrameEvent(void* user_data, int32_t result);
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qboolean NAGL_SwapPending(void)
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{
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return swappending;
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}
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void swap_callback(void* user_data, int32_t result)
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{
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if (swappending)
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{
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swappending = false;
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FrameEvent(NULL, 0);
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}
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}
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void GLVID_SwapBuffers(void)
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{
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qboolean vsync = vid_vsync.ival || !*vid_vsync.string;
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struct PP_CompletionCallback ccb = { swap_callback, NULL, vsync?PP_COMPLETIONCALLBACK_FLAG_NONE:PP_COMPLETIONCALLBACK_FLAG_OPTIONAL};
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glFlush();
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switch(graphics3d_interface->SwapBuffers(glcontext, ccb))
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{
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case PP_OK_COMPLETIONPENDING:
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swappending |= vsync;
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break;
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case PP_OK:
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break;
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case PP_ERROR_INPROGRESS:
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Con_DPrintf("chrome still can't handle vid_wait 0. forcing vsync\n");
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vid_vsync.ival = 1;
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break;
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default:
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Con_DPrintf("unknown error on SwapBuffers call\n");
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break;
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}
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}
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qboolean GLVID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps)
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{
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return false;
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}
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void *PPAPI_GetGLSymbol(char *symname)
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{
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int i;
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static struct {char *name; void *ptr;} funcs[] =
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{
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#define f(n) {#n , n},
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f(glActiveTexture)
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f(glAttachShader)
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f(glBindAttribLocation)
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f(glBindBuffer)
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f(glBindFramebuffer)
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f(glBindRenderbuffer)
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f(glBindTexture)
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f(glBlendColor)
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f(glBlendEquation)
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f(glBlendEquationSeparate)
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f(glBlendFunc)
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f(glBlendFuncSeparate)
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f(glBufferData)
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f(glBufferSubData)
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f(glCheckFramebufferStatus)
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f(glClear)
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f(glClearColor)
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f(glClearDepthf)
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f(glClearStencil)
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f(glColorMask)
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f(glCompileShader)
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f(glCompressedTexImage2D)
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f(glCompressedTexSubImage2D)
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f(glCopyTexImage2D)
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f(glCopyTexSubImage2D)
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f(glCreateProgram)
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f(glCreateShader)
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f(glCullFace)
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f(glDeleteBuffers)
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f(glDeleteFramebuffers)
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f(glDeleteProgram)
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f(glDeleteRenderbuffers)
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f(glDeleteShader)
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f(glDeleteTextures)
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f(glDepthFunc)
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f(glDepthMask)
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f(glDepthRangef)
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f(glDetachShader)
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f(glDisable)
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f(glDisableVertexAttribArray)
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f(glDrawArrays)
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f(glDrawElements)
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f(glEnable)
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f(glEnableVertexAttribArray)
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f(glFinish)
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f(glFlush)
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f(glFramebufferRenderbuffer)
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f(glFramebufferTexture2D)
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f(glFrontFace)
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f(glGenBuffers)
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f(glGenerateMipmap)
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f(glGenFramebuffers)
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f(glGenRenderbuffers)
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f(glGenTextures)
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f(glGetActiveAttrib)
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f(glGetActiveUniform)
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f(glGetAttachedShaders)
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f(glGetAttribLocation)
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f(glGetBooleanv)
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f(glGetBufferParameteriv)
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f(glGetError)
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f(glGetFloatv)
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f(glGetFramebufferAttachmentParameteriv)
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f(glGetIntegerv)
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f(glGetProgramiv)
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f(glGetProgramInfoLog)
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f(glGetRenderbufferParameteriv)
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f(glGetShaderiv)
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f(glGetShaderInfoLog)
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f(glGetShaderPrecisionFormat)
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f(glGetShaderSource)
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f(glGetString)
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f(glGetTexParameterfv)
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f(glGetTexParameteriv)
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f(glGetUniformfv)
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f(glGetUniformiv)
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f(glGetUniformLocation)
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f(glGetVertexAttribfv)
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f(glGetVertexAttribiv)
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f(glGetVertexAttribPointerv)
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f(glHint)
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f(glIsBuffer)
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f(glIsEnabled)
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f(glIsFramebuffer)
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f(glIsProgram)
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f(glIsRenderbuffer)
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f(glIsShader)
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f(glIsTexture)
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f(glLineWidth)
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f(glLinkProgram)
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f(glPixelStorei)
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f(glPolygonOffset)
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f(glReadPixels)
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f(glReleaseShaderCompiler)
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f(glRenderbufferStorage)
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f(glSampleCoverage)
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f(glScissor)
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f(glShaderBinary)
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f(glShaderSource)
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f(glStencilFunc)
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f(glStencilFuncSeparate)
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f(glStencilMask)
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f(glStencilMaskSeparate)
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f(glStencilOp)
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f(glStencilOpSeparate)
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f(glTexImage2D)
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f(glTexParameterf)
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f(glTexParameterfv)
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f(glTexParameteri)
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f(glTexParameteriv)
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f(glTexSubImage2D)
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f(glUniform1f)
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f(glUniform1fv)
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f(glUniform1i)
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f(glUniform1iv)
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f(glUniform2f)
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f(glUniform2fv)
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f(glUniform2i)
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f(glUniform2iv)
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f(glUniform3f)
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f(glUniform3fv)
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f(glUniform3i)
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f(glUniform3iv)
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f(glUniform4f)
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f(glUniform4fv)
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f(glUniform4i)
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f(glUniform4iv)
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f(glUniformMatrix2fv)
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f(glUniformMatrix3fv)
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f(glUniformMatrix4fv)
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f(glUseProgram)
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f(glValidateProgram)
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f(glVertexAttrib1f)
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f(glVertexAttrib1fv)
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f(glVertexAttrib2f)
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f(glVertexAttrib2fv)
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f(glVertexAttrib3f)
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f(glVertexAttrib3fv)
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f(glVertexAttrib4f)
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f(glVertexAttrib4fv)
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f(glVertexAttribPointer)
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f(glViewport)
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{NULL}
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};
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for (i = 0; funcs[i].name; i++)
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{
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if (!strcmp(funcs[i].name, symname))
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return funcs[i].ptr;
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}
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return NULL;
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}
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void GL_Resized(int width, int height)
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{
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extern cvar_t vid_conautoscale, vid_conwidth;
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vid.pixelwidth = width;
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vid.pixelheight = height;
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if (glcontext)
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{
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graphics3d_interface->ResizeBuffers(glcontext, width, height);
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Cvar_ForceCallback(&vid_conautoscale);
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Cvar_ForceCallback(&vid_conwidth);
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}
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}
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qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
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{
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if (!vid.pixelwidth)
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vid.pixelwidth = info->width;
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if (!vid.pixelheight)
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vid.pixelheight = info->height;
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if (vid.pixelwidth < 320)
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vid.pixelwidth = 320;
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if (vid.pixelheight < 200)
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vid.pixelheight = 200;
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int32_t attribs[] = {PP_GRAPHICS3DATTRIB_WIDTH, vid.pixelwidth,
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PP_GRAPHICS3DATTRIB_HEIGHT, vid.pixelheight,
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PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 24,
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PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 8,
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PP_GRAPHICS3DATTRIB_SWAP_BEHAVIOR, PP_GRAPHICS3DATTRIB_BUFFER_DESTROYED,
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PP_GRAPHICS3DATTRIB_NONE};
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glcontext = graphics3d_interface->Create(pp_instance, 0, attribs);
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glSetCurrentContextPPAPI(glcontext);
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if (!instance_interface->BindGraphics(pp_instance, glcontext))
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{
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Con_Printf("failed to bind context\n");
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return false;
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}
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glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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GLVID_SwapBuffers();
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// vid.pixelwidth = info->width;
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// vid.pixelheight = info->height;
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return GL_Init(PPAPI_GetGLSymbol);
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}
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void GLVID_Shutdown (void)
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{
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glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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GLVID_SwapBuffers();
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ppb_core->ReleaseResource(glcontext);
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// glTerminatePPAPI();
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GL_ForgetPointers();
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}
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void GLVID_DeInit (void)
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{
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GLVID_Shutdown();
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}
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void GLVID_Crashed(void);
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void GLVID_Update (vrect_t *rects);
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void GLVID_SetCaption(const char *caption)
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{
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}
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