newtree/source/vid_glx.c

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/*
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vid_glx.c
OpenGL GLX video driver
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Marcus Sundberg [mackan@stacken.kth.se]
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include <signal.h>
#include <values.h>
#ifdef HAVE_DLFCN_H
# include <dlfcn.h>
#endif
#ifndef RTLD_LAZY
# ifdef DL_LAZY
# define RTLD_LAZY DL_LAZY
# else
# define RTLD_LAZY 0
# endif
#endif
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#include <GL/glx.h>
#include <X11/keysym.h>
#include <X11/cursorfont.h>
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#ifdef HAVE_DGA
# include <X11/extensions/xf86dga.h>
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#endif
#ifdef HAVE_VIDMODE
# include <X11/extensions/xf86vmode.h>
#endif
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#ifdef XMESA
# include <GL/xmesa.h>
#endif
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#include "qtypes.h"
#include "quakedef.h"
#include "qendian.h"
#include "glquake.h"
#include "cvar.h"
#include "qargs.h"
#include "console.h"
#include "keys.h"
#include "menu.h"
#include "sys.h"
#include "draw.h"
#include "sbar.h"
#include "context_x11.h"
#include "dga_check.h"
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#define WARP_WIDTH 320
#define WARP_HEIGHT 200
static qboolean vid_initialized = false;
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static int screen;
Window x_win;
static GLXContext ctx = NULL;
static Cursor nullcursor = None;
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#define X_MASK (VisibilityChangeMask | StructureNotifyMask)
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unsigned short d_8to16table[256];
unsigned d_8to24table[256];
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unsigned char d_15to8table[65536];
cvar_t *vid_mode;
cvar_t *vid_fullscreen;
extern cvar_t *gl_triplebuffer;
extern cvar_t *in_dga_mouseaccel;
#ifdef HAVE_VIDMODE
static XF86VidModeModeInfo **vidmodes;
static int nummodes, hasvidmode = 0;
#endif
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#ifdef HAVE_DGA
static int hasdgavideo = 0;
static int hasdga = 0;
#endif
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#ifdef HAVE_DLOPEN
static void *dlhand = NULL;
#endif
static GLboolean (*QF_XMesaSetFXmode)(GLint mode) = NULL;
int scr_width, scr_height;
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#if defined(XMESA) || defined(HAVE_DGA)
int VID_options_items = 2;
#else
int VID_options_items = 1;
#endif
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/*-----------------------------------------------------------------------*/
//int texture_mode = GL_NEAREST;
//int texture_mode = GL_NEAREST_MIPMAP_NEAREST;
//int texture_mode = GL_NEAREST_MIPMAP_LINEAR;
int texture_mode = GL_LINEAR;
//int texture_mode = GL_LINEAR_MIPMAP_NEAREST;
//int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
int texture_extension_number = 1;
float gldepthmin, gldepthmax;
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const char *gl_vendor;
const char *gl_renderer;
const char *gl_version;
const char *gl_extensions;
qboolean is8bit = false;
// ARB Multitexture
int gl_mtex_enum = TEXTURE0_SGIS;
qboolean gl_arb_mtex = false;
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qboolean gl_mtexable = false;
/*
======================
Create an empty cursor
======================
*/
static void
CreateNullCursor(Display *display, Window root)
{
Pixmap cursormask;
XGCValues xgc;
GC gc;
XColor dummycolour;
if (nullcursor != None) return;
cursormask = XCreatePixmap(display, root, 1, 1, 1/*depth*/);
xgc.function = GXclear;
gc = XCreateGC(display, cursormask, GCFunction, &xgc);
XFillRectangle(display, cursormask, gc, 0, 0, 1, 1);
dummycolour.pixel = 0;
dummycolour.red = 0;
dummycolour.flags = 04;
nullcursor = XCreatePixmapCursor(display, cursormask, cursormask,
&dummycolour,&dummycolour, 0,0);
XFreePixmap(display,cursormask);
XFreeGC(display,gc);
}
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/*-----------------------------------------------------------------------*/
void D_BeginDirectRect (int x, int y, byte *pbitmap, int width, int height)
{
}
void D_EndDirectRect (int x, int y, int width, int height)
{
}
void
VID_Shutdown(void)
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{
if (!vid_initialized)
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return;
Con_Printf("VID_Shutdown\n");
XDestroyWindow(x_disp, x_win);
glXDestroyContext(x_disp, ctx);
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#ifdef HAVE_VIDMODE
if (hasvidmode) {
int i;
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XF86VidModeSwitchToMode (x_disp, DefaultScreen (x_disp),
vidmodes[0]);
for (i = 0; i < nummodes; i++) {
// if (vidmodes[i]->privsize) XFree(vidmodes[i]->private);
}
XFree(vidmodes);
}
#endif
#ifdef HAVE_DLOPEN
if (dlhand) {
dlclose(dlhand);
dlhand = NULL;
}
#endif
if (nullcursor != None) {
XFreeCursor(x_disp, nullcursor);
nullcursor = None;
}
x11_close_display();
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}
#if 0
static void
signal_handler(int sig)
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{
printf("Received signal %d, exiting...\n", sig);
Sys_Quit();
exit(sig);
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}
static void
InitSig(void)
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{
signal(SIGHUP, signal_handler);
signal(SIGINT, signal_handler);
signal(SIGQUIT, signal_handler);
signal(SIGILL, signal_handler);
signal(SIGTRAP, signal_handler);
signal(SIGIOT, signal_handler);
signal(SIGBUS, signal_handler);
/* signal(SIGFPE, signal_handler); */
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signal(SIGSEGV, signal_handler);
signal(SIGTERM, signal_handler);
}
#endif
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void VID_ShiftPalette(unsigned char *p)
{
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VID_SetPalette(p);
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}
void VID_SetPalette (unsigned char *palette)
{
byte *pal;
unsigned r,g,b;
unsigned v;
int r1,g1,b1;
int k;
unsigned short i;
unsigned *table;
FILE *f;
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char s[255];
float dist, bestdist;
static qboolean palflag = false;
//
// 8 8 8 encoding
//
// Con_Printf("Converting 8to24\n");
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pal = palette;
table = d_8to24table;
for (i=0 ; i<256 ; i++)
{
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
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d_8to24table[255] &= 0; // 255 is transparent
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// JACK: 3D distance calcs - k is last closest, l is the distance.
// FIXME: Precalculate this and cache to disk.
if (palflag)
return;
palflag = true;
COM_FOpenFile("glquake/15to8.pal", &f);
if (f) {
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fread(d_15to8table, 1<<15, 1, f);
fclose(f);
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} else {
for (i=0; i < (1<<15); i++) {
/* Maps
000000000000000
000000000011111 = Red = 0x1F
000001111100000 = Blue = 0x03E0
111110000000000 = Grn = 0x7C00
*/
r = ((i & 0x1F) << 3)+4;
g = ((i & 0x03E0) >> 2)+4;
b = ((i & 0x7C00) >> 7)+4;
pal = (unsigned char *)d_8to24table;
for (v=0,k=0,bestdist=10000.0; v<256; v++,pal+=4) {
r1 = (int)r - (int)pal[0];
g1 = (int)g - (int)pal[1];
b1 = (int)b - (int)pal[2];
dist = sqrt(((r1*r1)+(g1*g1)+(b1*b1)));
if (dist < bestdist) {
k=v;
bestdist = dist;
}
}
d_15to8table[i]=k;
}
snprintf(s, sizeof(s), "%s/glquake", com_gamedir);
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Sys_mkdir (s);
snprintf(s, sizeof(s), "%s/glquake/15to8.pal", com_gamedir);
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if ((f = fopen(s, "wb")) != NULL) {
fwrite(d_15to8table, 1<<15, 1, f);
fclose(f);
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}
}
}
/*
CheckMultiTextureExtensions
Check for ARB, SGIS, or EXT multitexture support
*/
void
CheckMultiTextureExtensions ( void )
{
Con_Printf ("Checking for multitexture... ");
if (COM_CheckParm ("-nomtex"))
{
Con_Printf ("disabled\n");
return;
}
#ifdef HAVE_DLOPEN
dlhand = dlopen (NULL, RTLD_LAZY);
if (dlhand == NULL)
{
Con_Printf ("unable to check\n");
return;
}
if (strstr(gl_extensions, "GL_ARB_multitexture "))
{
Con_Printf ("GL_ARB_multitexture\n");
qglMTexCoord2f = (void *)dlsym(dlhand, "glMultiTexCoord2fARB");
qglSelectTexture = (void *)dlsym(dlhand, "glActiveTextureARB");
gl_mtex_enum = GL_TEXTURE0_ARB;
gl_mtexable = true;
gl_arb_mtex = true;
} else if (strstr(gl_extensions, "GL_SGIS_multitexture "))
{
Con_Printf ("GL_SGIS_multitexture\n");
qglMTexCoord2f = (void *)dlsym(dlhand, "glMTexCoord2fSGIS");
qglSelectTexture = (void *)dlsym(dlhand, "glSelectTextureSGIS");
gl_mtex_enum = TEXTURE0_SGIS;
gl_mtexable = true;
gl_arb_mtex = false;
} else if (strstr(gl_extensions, "GL_EXT_multitexture "))
{
Con_Printf ("GL_EXT_multitexture\n");
qglMTexCoord2f = (void *)dlsym(dlhand, "glMTexCoord2fEXT");
qglSelectTexture = (void *)dlsym(dlhand, "glSelectTextureEXT");
gl_mtex_enum = TEXTURE0_SGIS;
gl_mtexable = true;
gl_arb_mtex = false;
} else {
Con_Printf ("none found\n");
}
dlclose(dlhand);
dlhand = NULL;
#else
gl_mtexable = false;
#endif
}
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/*
===============
GL_Init
===============
*/
void GL_Init (void)
{
gl_vendor = glGetString (GL_VENDOR);
Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
gl_renderer = glGetString (GL_RENDERER);
Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
gl_version = glGetString (GL_VERSION);
Con_Printf ("GL_VERSION: %s\n", gl_version);
gl_extensions = glGetString (GL_EXTENSIONS);
Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
// Con_Printf ("%s %s\n", gl_renderer, gl_version);
CheckMultiTextureExtensions ();
glClearColor (0,0,0,0);
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glCullFace(GL_FRONT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.666);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
/* glShadeMode(GL_SMOOTH) should look better then GL_FLAT but
I don't know if it looks any better, sure is slower
glShadeModel (GL_SMOOTH);
*/
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glShadeModel (GL_FLAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
/*
=================
GL_BeginRendering
=================
*/
void GL_BeginRendering (int *x, int *y, int *width, int *height)
{
*x = *y = 0;
*width = scr_width;
*height = scr_height;
// if (!wglMakeCurrent( maindc, baseRC ))
// Sys_Error ("wglMakeCurrent failed");
// glViewport (*x, *y, *width, *height);
}
void GL_EndRendering (void)
{
glFlush();
glXSwapBuffers(x_disp, x_win);
Sbar_Changed ();
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}
qboolean VID_Is8bit(void)
{
return is8bit;
}
#ifdef GL_EXT_SHARED
void VID_Init8bitPalette()
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{
// Check for 8bit Extensions and initialize them.
int i;
char thePalette[256*3];
char *oldPalette, *newPalette;
if (strstr(gl_extensions, "GL_EXT_shared_texture_palette") == NULL)
return;
Con_SafePrintf("8-bit GL extensions enabled.\n");
glEnable( GL_SHARED_TEXTURE_PALETTE_EXT );
oldPalette = (char *) d_8to24table; //d_8to24table3dfx;
newPalette = thePalette;
for (i=0;i<256;i++) {
*newPalette++ = *oldPalette++;
*newPalette++ = *oldPalette++;
*newPalette++ = *oldPalette++;
oldPalette++;
}
glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGB, 256, GL_RGB, GL_UNSIGNED_BYTE, (void *) thePalette);
is8bit = true;
}
#else
void VID_Init8bitPalette(void)
{
}
#endif
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void VID_Init(unsigned char *palette)
{
int i;
int attrib[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER,
GLX_DEPTH_SIZE, 1,
None
};
char gldir[MAX_OSPATH];
int width = 640, height = 480;
XSetWindowAttributes attr;
unsigned long mask;
Window root;
XVisualInfo *visinfo;
vid_mode = Cvar_Get ("vid_mode","0",0,"None");
vid_fullscreen = Cvar_Get ("vid_fullscreen","0",0,"None");
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#ifdef HAVE_DGA
in_dga_mouseaccel = Cvar_Get("vid_dga_mouseaccel","1",CVAR_ARCHIVE,
"None");
#endif
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vid.maxwarpwidth = WARP_WIDTH;
vid.maxwarpheight = WARP_HEIGHT;
vid.colormap = host_colormap;
vid.fullbright = 256 - LittleLong (*((int *)vid.colormap + 2048));
/* Interpret command-line params
*/
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/* Set vid parameters */
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if ((i = COM_CheckParm("-width")) != 0)
width = atoi(com_argv[i+1]);
if ((i = COM_CheckParm("-height")) != 0)
height = atoi(com_argv[i+1]);
if ((i = COM_CheckParm("-conwidth")) != 0)
vid.conwidth = atoi(com_argv[i+1]);
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else
vid.conwidth = width;
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vid.conwidth &= 0xfff8; // make it a multiple of eight
if (vid.conwidth < 320)
vid.conwidth = 320;
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// pick a conheight that matches with correct aspect
vid.conheight = vid.conwidth * 3 / 4;
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i = COM_CheckParm ("-conheight");
if ( i != 0 ) // Set console height, but no smaller than 200 px
vid.conheight = atoi(com_argv[i+1]);
if (vid.conheight < 200)
vid.conheight = 200;
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x11_open_display();
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screen = DefaultScreen(x_disp);
root = RootWindow(x_disp, screen);
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visinfo = glXChooseVisual(x_disp, screen, attrib);
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if (!visinfo) {
fprintf(stderr, "Error couldn't get an RGB, Double-buffered, Depth visual\n");
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exit(1);
}
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#ifdef HAVE_DGA
{
int maj_ver;
hasdga = VID_CheckDGA(x_disp, &maj_ver, NULL, &hasdgavideo);
if (!hasdga || maj_ver < 1) {
hasdga = hasdgavideo = 0;
}
}
Con_SafePrintf ("hasdga = %i\nhasdgavideo = %i\n", hasdga, hasdgavideo);
#endif
#ifdef HAVE_VIDMODE
hasvidmode = VID_CheckVMode(x_disp, NULL, NULL);
if (hasvidmode) {
if (! XF86VidModeGetAllModeLines(x_disp, DefaultScreen(x_disp),
&nummodes, &vidmodes)
|| nummodes <= 0) {
hasvidmode = 0;
}
}
Con_SafePrintf ("hasvidmode = %i\nnummodes = %i\n", hasvidmode, nummodes);
#endif
#ifdef HAVE_DLOPEN
dlhand = dlopen(NULL, RTLD_LAZY);
if (dlhand) {
QF_XMesaSetFXmode = dlsym(dlhand, "XMesaSetFXmode");
if (!QF_XMesaSetFXmode) {
QF_XMesaSetFXmode = dlsym(dlhand, "_XMesaSetFXmode");
}
} else {
QF_XMesaSetFXmode = NULL;
}
#else
#ifdef XMESA
QF_XMesaSetFXmode = XMesaSetFXmode;
#endif
#endif
if (QF_XMesaSetFXmode) {
#ifdef XMESA
const char *str = getenv("MESA_GLX_FX");
if (str != NULL && *str != 'd') {
if (tolower(*str) == 'w') {
Cvar_Set (vid_fullscreen, "0");
} else {
Cvar_Set (vid_fullscreen, "1");
}
}
#endif
/* Glide uses DGA internally, so we don't want to
mess with it. */
// hasdga = 0;
}
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/* window attributes */
attr.background_pixel = 0;
attr.border_pixel = 0;
attr.colormap = XCreateColormap(x_disp, root, visinfo->visual, AllocNone);
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attr.event_mask = X_MASK;
mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
#ifdef HAVE_VIDMODE
if (hasvidmode && vid_fullscreen->value) {
int smallest_mode=0, x=MAXINT, y=MAXINT;
attr.override_redirect=1;
mask|=CWOverrideRedirect;
// FIXME: does this depend on mode line order in XF86Config?
for (i=0; i<nummodes; i++) {
if (x>vidmodes[i]->hdisplay || y>vidmodes[i]->vdisplay) {
smallest_mode=i;
x=vidmodes[i]->hdisplay;
y=vidmodes[i]->vdisplay;
}
printf("%dx%d\n",vidmodes[i]->hdisplay,vidmodes[i]->vdisplay);
}
// chose the smallest mode that our window fits into;
for (i=smallest_mode;
i!=(smallest_mode+1)%nummodes;
i=(i?i-1:nummodes-1)) {
if (vidmodes[i]->hdisplay>=width
&& vidmodes[i]->vdisplay>=height) {
XF86VidModeSwitchToMode (x_disp, DefaultScreen (x_disp),
vidmodes[i]);
break;
}
}
XF86VidModeSetViewPort(x_disp, DefaultScreen (x_disp), 0, 0);
_windowed_mouse = Cvar_Get ("_windowed_mouse","1",CVAR_ARCHIVE|CVAR_ROM,"None");
} else
#endif
_windowed_mouse = Cvar_Get ("_windowed_mouse","0",CVAR_ARCHIVE,"None");
x_win = XCreateWindow(x_disp, root, 0, 0, width, height,
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0, visinfo->depth, InputOutput,
visinfo->visual, mask, &attr);
XMapWindow(x_disp, x_win);
XRaiseWindow(x_disp, x_win);
/* Invisible cursor */
CreateNullCursor(x_disp, x_win);
XDefineCursor(x_disp, x_win, nullcursor);
XWarpPointer(x_disp, None, x_win, 0, 0, 0, 0,
vid.width+2, vid.height+2);
#ifdef HAVE_VIDMODE
if (hasvidmode && vid_fullscreen->value) {
XGrabKeyboard(x_disp, x_win, 1, GrabModeAsync, GrabModeAsync,
CurrentTime);
}
#endif
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XSync(x_disp, 0);
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ctx = glXCreateContext(x_disp, visinfo, NULL, True);
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glXMakeCurrent(x_disp, x_win, ctx);
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scr_width = width;
scr_height = height;
if (vid.conheight > height)
vid.conheight = height;
if (vid.conwidth > width)
vid.conwidth = width;
vid.width = vid.conwidth;
vid.height = vid.conheight;
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vid.aspect = ((float)vid.height / (float)vid.width) * (320.0 / 240.0);
vid.numpages = 2;
//InitSig(); // trap evil signals
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GL_Init();
snprintf(gldir, sizeof(gldir), "%s/glquake", com_gamedir);
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Sys_mkdir (gldir);
GL_CheckGamma (palette);
VID_SetPalette (palette);
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// Check for 3DFX Extensions and initialize them.
VID_Init8bitPalette();
Con_SafePrintf ("Video mode %dx%d initialized.\n",
width, height);
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vid_initialized = true;
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vid.recalc_refdef = 1; // force a surface cache flush
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}
void VID_InitCvars()
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{
gl_triplebuffer = Cvar_Get("gl_triplebuffer","1",CVAR_ARCHIVE,"None");
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}
void
VID_LockBuffer ( void )
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{
}
void
VID_UnlockBuffer ( void )
{
}
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void VID_SetCaption (char *text)
{
}