#include "quakedef.h" #include "cdaudio.h" #include "image.h" #ifdef SUPPORTD3D #include #ifdef _MSC_VER #pragma comment(lib, "d3d9.lib") #endif LPDIRECT3DDEVICE9 vid_d3d9dev; #endif #ifdef WIN32 //#include #define XINPUT_GAMEPAD_DPAD_UP 0x0001 #define XINPUT_GAMEPAD_DPAD_DOWN 0x0002 #define XINPUT_GAMEPAD_DPAD_LEFT 0x0004 #define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 #define XINPUT_GAMEPAD_START 0x0010 #define XINPUT_GAMEPAD_BACK 0x0020 #define XINPUT_GAMEPAD_LEFT_THUMB 0x0040 #define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 #define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 #define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 #define XINPUT_GAMEPAD_A 0x1000 #define XINPUT_GAMEPAD_B 0x2000 #define XINPUT_GAMEPAD_X 0x4000 #define XINPUT_GAMEPAD_Y 0x8000 #define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849 #define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689 #define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30 #define XUSER_INDEX_ANY 0x000000FF typedef struct xinput_gamepad_s { WORD wButtons; BYTE bLeftTrigger; BYTE bRightTrigger; SHORT sThumbLX; SHORT sThumbLY; SHORT sThumbRX; SHORT sThumbRY; } xinput_gamepad_t; typedef struct xinput_state_s { DWORD dwPacketNumber; xinput_gamepad_t Gamepad; } xinput_state_t; typedef struct xinput_keystroke_s { WORD VirtualKey; WCHAR Unicode; WORD Flags; BYTE UserIndex; BYTE HidCode; } xinput_keystroke_t; DWORD (WINAPI *qXInputGetState)(DWORD index, xinput_state_t *state); DWORD (WINAPI *qXInputGetKeystroke)(DWORD index, DWORD reserved, xinput_keystroke_t *keystroke); qboolean vid_xinputinitialized = false; int vid_xinputindex = -1; #endif // global video state viddef_t vid; // AK FIXME -> input_dest qboolean in_client_mouse = true; // AK where should it be placed ? float in_mouse_x, in_mouse_y; float in_windowmouse_x, in_windowmouse_y; // LordHavoc: if window is hidden, don't update screen qboolean vid_hidden = true; // LordHavoc: if window is not the active window, don't hog as much CPU time, // let go of the mouse, turn off sound, and restore system gamma ramps... qboolean vid_activewindow = true; vid_joystate_t vid_joystate; #ifdef WIN32 cvar_t joy_xinputavailable = {CVAR_READONLY, "joy_xinputavailable", "0", "indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together)"}; #endif cvar_t joy_active = {CVAR_READONLY, "joy_active", "0", "indicates that a joystick is active (detected and enabled)"}; cvar_t joy_detected = {CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"}; cvar_t joy_enable = {CVAR_SAVE, "joy_enable", "0", "enables joystick support"}; cvar_t joy_index = {0, "joy_index", "0", "selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...)"}; cvar_t joy_axisforward = {0, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"}; cvar_t joy_axisside = {0, "joy_axisside", "0", "which joystick axis to query for right/left movement"}; cvar_t joy_axisup = {0, "joy_axisup", "-1", "which joystick axis to query for up/down movement"}; cvar_t joy_axispitch = {0, "joy_axispitch", "3", "which joystick axis to query for looking up/down"}; cvar_t joy_axisyaw = {0, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"}; cvar_t joy_axisroll = {0, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"}; cvar_t joy_deadzoneforward = {0, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneside = {0, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneup = {0, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzonepitch = {0, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneyaw = {0, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneroll = {0, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_sensitivityforward = {0, "joy_sensitivityforward", "-1", "movement multiplier"}; cvar_t joy_sensitivityside = {0, "joy_sensitivityside", "1", "movement multiplier"}; cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"}; cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"}; cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"}; cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"}; cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"}; cvar_t joy_axiskeyevents_deadzone = {CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"}; cvar_t joy_x360_axisforward = {0, "joy_x360_axisforward", "1", "which joystick axis to query for forward/backward movement"}; cvar_t joy_x360_axisside = {0, "joy_x360_axisside", "0", "which joystick axis to query for right/left movement"}; cvar_t joy_x360_axisup = {0, "joy_x360_axisup", "-1", "which joystick axis to query for up/down movement"}; cvar_t joy_x360_axispitch = {0, "joy_x360_axispitch", "3", "which joystick axis to query for looking up/down"}; cvar_t joy_x360_axisyaw = {0, "joy_x360_axisyaw", "2", "which joystick axis to query for looking right/left"}; cvar_t joy_x360_axisroll = {0, "joy_x360_axisroll", "-1", "which joystick axis to query for tilting head right/left"}; cvar_t joy_x360_deadzoneforward = {0, "joy_x360_deadzoneforward", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneside = {0, "joy_x360_deadzoneside", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneup = {0, "joy_x360_deadzoneup", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzonepitch = {0, "joy_x360_deadzonepitch", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneyaw = {0, "joy_x360_deadzoneyaw", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_deadzoneroll = {0, "joy_x360_deadzoneroll", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_x360_sensitivityforward = {0, "joy_x360_sensitivityforward", "1", "movement multiplier"}; cvar_t joy_x360_sensitivityside = {0, "joy_x360_sensitivityside", "1", "movement multiplier"}; cvar_t joy_x360_sensitivityup = {0, "joy_x360_sensitivityup", "1", "movement multiplier"}; cvar_t joy_x360_sensitivitypitch = {0, "joy_x360_sensitivitypitch", "-1", "movement multiplier"}; cvar_t joy_x360_sensitivityyaw = {0, "joy_x360_sensitivityyaw", "-1", "movement multiplier"}; cvar_t joy_x360_sensitivityroll = {0, "joy_x360_sensitivityroll", "1", "movement multiplier"}; // cvars for DPSOFTRAST cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"}; cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "8", "the number of threads the DarkPlaces Software Rasterizer should use"}; cvar_t vid_soft_interlace = {CVAR_SAVE, "vid_soft_interlace", "1", "whether the DarkPlaces Software Rasterizer should interlace the screen bands occupied by each thread"}; // we don't know until we try it! cvar_t vid_hardwaregammasupported = {CVAR_READONLY,"vid_hardwaregammasupported","1", "indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)"}; // VorteX: more info cvars, mostly set in VID_CheckExtensions cvar_t gl_info_vendor = {CVAR_READONLY, "gl_info_vendor", "", "indicates brand of graphics chip"}; cvar_t gl_info_renderer = {CVAR_READONLY, "gl_info_renderer", "", "indicates graphics chip model and other information"}; cvar_t gl_info_version = {CVAR_READONLY, "gl_info_version", "", "indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc."}; cvar_t gl_info_extensions = {CVAR_READONLY, "gl_info_extensions", "", "indicates extension list found by engine, space separated."}; cvar_t gl_info_platform = {CVAR_READONLY, "gl_info_platform", "", "indicates GL platform: WGL, GLX, or AGL."}; cvar_t gl_info_driver = {CVAR_READONLY, "gl_info_driver", "", "name of driver library (opengl32.dll, libGL.so.1, or whatever)."}; // whether hardware gamma ramps are currently in effect qboolean vid_usinghwgamma = false; int vid_gammarampsize = 0; unsigned short *vid_gammaramps = NULL; unsigned short *vid_systemgammaramps = NULL; cvar_t vid_fullscreen = {CVAR_SAVE, "vid_fullscreen", "1", "use fullscreen (1) or windowed (0)"}; cvar_t vid_width = {CVAR_SAVE, "vid_width", "640", "resolution"}; cvar_t vid_height = {CVAR_SAVE, "vid_height", "480", "resolution"}; cvar_t vid_bitsperpixel = {CVAR_SAVE, "vid_bitsperpixel", "32", "how many bits per pixel to render at (32 or 16, 32 is recommended)"}; cvar_t vid_samples = {CVAR_SAVE, "vid_samples", "1", "how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)"}; cvar_t vid_refreshrate = {CVAR_SAVE, "vid_refreshrate", "60", "refresh rate to use, in hz (higher values flicker less, if supported by your monitor)"}; cvar_t vid_userefreshrate = {CVAR_SAVE, "vid_userefreshrate", "0", "set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default"}; cvar_t vid_stereobuffer = {CVAR_SAVE, "vid_stereobuffer", "0", "enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers"}; cvar_t vid_vsync = {CVAR_SAVE, "vid_vsync", "0", "sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks"}; cvar_t vid_mouse = {CVAR_SAVE, "vid_mouse", "1", "whether to use the mouse in windowed mode (fullscreen always does)"}; cvar_t vid_grabkeyboard = {CVAR_SAVE, "vid_grabkeyboard", "0", "whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)"}; cvar_t vid_minwidth = {0, "vid_minwidth", "0", "minimum vid_width that is acceptable (to be set in default.cfg in mods)"}; cvar_t vid_minheight = {0, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"}; cvar_t vid_gl13 = {0, "vid_gl13", "1", "enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)"}; cvar_t vid_gl20 = {0, "vid_gl20", "1", "enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)"}; cvar_t gl_finish = {0, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"}; cvar_t vid_sRGB = {CVAR_SAVE, "vid_sRGB", "0", "if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended"}; cvar_t vid_sRGB_fallback = {CVAR_SAVE, "vid_sRGB_fallback", "0", "do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)"}; cvar_t vid_touchscreen = {0, "vid_touchscreen", "0", "Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons"}; cvar_t vid_stick_mouse = {CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" }; cvar_t vid_resizable = {CVAR_SAVE, "vid_resizable", "0", "0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted" }; cvar_t v_gamma = {CVAR_SAVE, "v_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"}; cvar_t v_contrast = {CVAR_SAVE, "v_contrast", "1", "brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)"}; cvar_t v_brightness = {CVAR_SAVE, "v_brightness", "0", "brightness of black, useful for monitors that are too dark"}; cvar_t v_contrastboost = {CVAR_SAVE, "v_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; cvar_t v_color_enable = {CVAR_SAVE, "v_color_enable", "0", "enables black-grey-white color correction curve controls"}; cvar_t v_color_black_r = {CVAR_SAVE, "v_color_black_r", "0", "desired color of black"}; cvar_t v_color_black_g = {CVAR_SAVE, "v_color_black_g", "0", "desired color of black"}; cvar_t v_color_black_b = {CVAR_SAVE, "v_color_black_b", "0", "desired color of black"}; cvar_t v_color_grey_r = {CVAR_SAVE, "v_color_grey_r", "0.5", "desired color of grey"}; cvar_t v_color_grey_g = {CVAR_SAVE, "v_color_grey_g", "0.5", "desired color of grey"}; cvar_t v_color_grey_b = {CVAR_SAVE, "v_color_grey_b", "0.5", "desired color of grey"}; cvar_t v_color_white_r = {CVAR_SAVE, "v_color_white_r", "1", "desired color of white"}; cvar_t v_color_white_g = {CVAR_SAVE, "v_color_white_g", "1", "desired color of white"}; cvar_t v_color_white_b = {CVAR_SAVE, "v_color_white_b", "1", "desired color of white"}; cvar_t v_hwgamma = {CVAR_SAVE, "v_hwgamma", "0", "enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not"}; cvar_t v_glslgamma = {CVAR_SAVE, "v_glslgamma", "1", "enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma)"}; cvar_t v_glslgamma_2d = {CVAR_SAVE, "v_glslgamma_2d", "0", "applies GLSL gamma to 2d pictures (HUD, fonts)"}; cvar_t v_psycho = {0, "v_psycho", "0", "easter egg"}; // brand of graphics chip const char *gl_vendor; // graphics chip model and other information const char *gl_renderer; // begins with 1.0.0, 1.1.0, 1.2.0, 1.2.1, 1.3.0, 1.3.1, or 1.4.0 const char *gl_version; // extensions list, space separated const char *gl_extensions; // WGL, GLX, or AGL const char *gl_platform; // another extensions list, containing platform-specific extensions that are // not in the main list const char *gl_platformextensions; // name of driver library (opengl32.dll, libGL.so.1, or whatever) char gl_driver[256]; #ifndef USE_GLES2 // GL_ARB_multitexture void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat); void (GLAPIENTRY *qglMultiTexCoord2f) (GLenum, GLfloat, GLfloat); void (GLAPIENTRY *qglMultiTexCoord3f) (GLenum, GLfloat, GLfloat, GLfloat); void (GLAPIENTRY *qglMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloat); void (GLAPIENTRY *qglActiveTexture) (GLenum); void (GLAPIENTRY *qglClientActiveTexture) (GLenum); // general GL functions void (GLAPIENTRY *qglClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (GLAPIENTRY *qglClear)(GLbitfield mask); void (GLAPIENTRY *qglAlphaFunc)(GLenum func, GLclampf ref); void (GLAPIENTRY *qglBlendFunc)(GLenum sfactor, GLenum dfactor); void (GLAPIENTRY *qglCullFace)(GLenum mode); void (GLAPIENTRY *qglDrawBuffer)(GLenum mode); void (GLAPIENTRY *qglReadBuffer)(GLenum mode); void (GLAPIENTRY *qglEnable)(GLenum cap); void (GLAPIENTRY *qglDisable)(GLenum cap); GLboolean (GLAPIENTRY *qglIsEnabled)(GLenum cap); void (GLAPIENTRY *qglEnableClientState)(GLenum cap); void (GLAPIENTRY *qglDisableClientState)(GLenum cap); void (GLAPIENTRY *qglGetBooleanv)(GLenum pname, GLboolean *params); void (GLAPIENTRY *qglGetDoublev)(GLenum pname, GLdouble *params); void (GLAPIENTRY *qglGetFloatv)(GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetIntegerv)(GLenum pname, GLint *params); GLenum (GLAPIENTRY *qglGetError)(void); const GLubyte* (GLAPIENTRY *qglGetString)(GLenum name); void (GLAPIENTRY *qglFinish)(void); void (GLAPIENTRY *qglFlush)(void); void (GLAPIENTRY *qglClearDepth)(GLclampd depth); void (GLAPIENTRY *qglDepthFunc)(GLenum func); void (GLAPIENTRY *qglDepthMask)(GLboolean flag); void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val); void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val); void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); void (GLAPIENTRY *qglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void (GLAPIENTRY *qglDrawArrays)(GLenum mode, GLint first, GLsizei count); void (GLAPIENTRY *qglVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglNormalPointer)(GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (GLAPIENTRY *qglArrayElement)(GLint i); void (GLAPIENTRY *qglColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void (GLAPIENTRY *qglColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (GLAPIENTRY *qglTexCoord1f)(GLfloat s); void (GLAPIENTRY *qglTexCoord2f)(GLfloat s, GLfloat t); void (GLAPIENTRY *qglTexCoord3f)(GLfloat s, GLfloat t, GLfloat r); void (GLAPIENTRY *qglTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); void (GLAPIENTRY *qglVertex2f)(GLfloat x, GLfloat y); void (GLAPIENTRY *qglVertex3f)(GLfloat x, GLfloat y, GLfloat z); void (GLAPIENTRY *qglVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (GLAPIENTRY *qglBegin)(GLenum mode); void (GLAPIENTRY *qglEnd)(void); void (GLAPIENTRY *qglMatrixMode)(GLenum mode); //void (GLAPIENTRY *qglOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); //void (GLAPIENTRY *qglFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); void (GLAPIENTRY *qglViewport)(GLint x, GLint y, GLsizei width, GLsizei height); //void (GLAPIENTRY *qglPushMatrix)(void); //void (GLAPIENTRY *qglPopMatrix)(void); void (GLAPIENTRY *qglLoadIdentity)(void); //void (GLAPIENTRY *qglLoadMatrixd)(const GLdouble *m); void (GLAPIENTRY *qglLoadMatrixf)(const GLfloat *m); //void (GLAPIENTRY *qglMultMatrixd)(const GLdouble *m); //void (GLAPIENTRY *qglMultMatrixf)(const GLfloat *m); //void (GLAPIENTRY *qglRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); //void (GLAPIENTRY *qglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); //void (GLAPIENTRY *qglScaled)(GLdouble x, GLdouble y, GLdouble z); //void (GLAPIENTRY *qglScalef)(GLfloat x, GLfloat y, GLfloat z); //void (GLAPIENTRY *qglTranslated)(GLdouble x, GLdouble y, GLdouble z); //void (GLAPIENTRY *qglTranslatef)(GLfloat x, GLfloat y, GLfloat z); void (GLAPIENTRY *qglReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void (GLAPIENTRY *qglStencilFunc)(GLenum func, GLint ref, GLuint mask); void (GLAPIENTRY *qglStencilMask)(GLuint mask); void (GLAPIENTRY *qglStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); void (GLAPIENTRY *qglClearStencil)(GLint s); void (GLAPIENTRY *qglTexEnvf)(GLenum target, GLenum pname, GLfloat param); void (GLAPIENTRY *qglTexEnvfv)(GLenum target, GLenum pname, const GLfloat *params); void (GLAPIENTRY *qglTexEnvi)(GLenum target, GLenum pname, GLint param); void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param); void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglTexParameteri)(GLenum target, GLenum pname, GLint param); void (GLAPIENTRY *qglGetTexParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetTexParameteriv)(GLenum target, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); void (GLAPIENTRY *qglHint)(GLenum target, GLenum mode); void (GLAPIENTRY *qglGenTextures)(GLsizei n, GLuint *textures); void (GLAPIENTRY *qglDeleteTextures)(GLsizei n, const GLuint *textures); void (GLAPIENTRY *qglBindTexture)(GLenum target, GLuint texture); //void (GLAPIENTRY *qglPrioritizeTextures)(GLsizei n, const GLuint *textures, const GLclampf *priorities); //GLboolean (GLAPIENTRY *qglAreTexturesResident)(GLsizei n, const GLuint *textures, GLboolean *residences); //GLboolean (GLAPIENTRY *qglIsTexture)(GLuint texture); //void (GLAPIENTRY *qglPixelStoref)(GLenum pname, GLfloat param); void (GLAPIENTRY *qglPixelStorei)(GLenum pname, GLint param); //void (GLAPIENTRY *qglTexImage1D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglTexImage2D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); //void (GLAPIENTRY *qglTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); //void (GLAPIENTRY *qglCopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); void (GLAPIENTRY *qglCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); //void (GLAPIENTRY *qglCopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void (GLAPIENTRY *qglCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (GLAPIENTRY *qglDrawRangeElementsEXT)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); //void (GLAPIENTRY *qglColorTableEXT)(int, int, int, int, int, const void *); void (GLAPIENTRY *qglTexImage3D)(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); void (GLAPIENTRY *qglCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (GLAPIENTRY *qglScissor)(GLint x, GLint y, GLsizei width, GLsizei height); void (GLAPIENTRY *qglPolygonOffset)(GLfloat factor, GLfloat units); void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode); void (GLAPIENTRY *qglPolygonStipple)(const GLubyte *mask); //void (GLAPIENTRY *qglClipPlane)(GLenum plane, const GLdouble *equation); //void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation); //[515]: added on 29.07.2005 void (GLAPIENTRY *qglLineWidth)(GLfloat width); void (GLAPIENTRY *qglPointSize)(GLfloat size); void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); void (GLAPIENTRY *qglStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum); void (GLAPIENTRY *qglStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint); void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum); void (GLAPIENTRY *qglDeleteShader)(GLuint obj); void (GLAPIENTRY *qglDeleteProgram)(GLuint obj); //GLuint (GLAPIENTRY *qglGetHandle)(GLenum pname); void (GLAPIENTRY *qglDetachShader)(GLuint containerObj, GLuint attachedObj); GLuint (GLAPIENTRY *qglCreateShader)(GLenum shaderType); void (GLAPIENTRY *qglShaderSource)(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length); void (GLAPIENTRY *qglCompileShader)(GLuint shaderObj); GLuint (GLAPIENTRY *qglCreateProgram)(void); void (GLAPIENTRY *qglAttachShader)(GLuint containerObj, GLuint obj); void (GLAPIENTRY *qglLinkProgram)(GLuint programObj); void (GLAPIENTRY *qglUseProgram)(GLuint programObj); void (GLAPIENTRY *qglValidateProgram)(GLuint programObj); void (GLAPIENTRY *qglUniform1f)(GLint location, GLfloat v0); void (GLAPIENTRY *qglUniform2f)(GLint location, GLfloat v0, GLfloat v1); void (GLAPIENTRY *qglUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void (GLAPIENTRY *qglUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void (GLAPIENTRY *qglUniform1i)(GLint location, GLint v0); void (GLAPIENTRY *qglUniform2i)(GLint location, GLint v0, GLint v1); void (GLAPIENTRY *qglUniform3i)(GLint location, GLint v0, GLint v1, GLint v2); void (GLAPIENTRY *qglUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void (GLAPIENTRY *qglUniform1fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform2fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform3fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform4fv)(GLint location, GLsizei count, const GLfloat *value); void (GLAPIENTRY *qglUniform1iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform2iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform3iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniform4iv)(GLint location, GLsizei count, const GLint *value); void (GLAPIENTRY *qglUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GLAPIENTRY *qglGetShaderiv)(GLuint obj, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetProgramiv)(GLuint obj, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetShaderInfoLog)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog); void (GLAPIENTRY *qglGetProgramInfoLog)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog); void (GLAPIENTRY *qglGetAttachedShaders)(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj); GLint (GLAPIENTRY *qglGetUniformLocation)(GLuint programObj, const GLchar *name); void (GLAPIENTRY *qglGetActiveUniform)(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void (GLAPIENTRY *qglGetUniformfv)(GLuint programObj, GLint location, GLfloat *params); void (GLAPIENTRY *qglGetUniformiv)(GLuint programObj, GLint location, GLint *params); void (GLAPIENTRY *qglGetShaderSource)(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source); void (GLAPIENTRY *qglVertexAttrib1f)(GLuint index, GLfloat v0); void (GLAPIENTRY *qglVertexAttrib1s)(GLuint index, GLshort v0); void (GLAPIENTRY *qglVertexAttrib1d)(GLuint index, GLdouble v0); void (GLAPIENTRY *qglVertexAttrib2f)(GLuint index, GLfloat v0, GLfloat v1); void (GLAPIENTRY *qglVertexAttrib2s)(GLuint index, GLshort v0, GLshort v1); void (GLAPIENTRY *qglVertexAttrib2d)(GLuint index, GLdouble v0, GLdouble v1); void (GLAPIENTRY *qglVertexAttrib3f)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); void (GLAPIENTRY *qglVertexAttrib3s)(GLuint index, GLshort v0, GLshort v1, GLshort v2); void (GLAPIENTRY *qglVertexAttrib3d)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2); void (GLAPIENTRY *qglVertexAttrib4f)(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void (GLAPIENTRY *qglVertexAttrib4s)(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3); void (GLAPIENTRY *qglVertexAttrib4d)(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); void (GLAPIENTRY *qglVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); void (GLAPIENTRY *qglVertexAttrib1fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib1sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib1dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib2fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib2sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib2dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib3fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib3sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib3dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib4fv)(GLuint index, const GLfloat *v); void (GLAPIENTRY *qglVertexAttrib4sv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib4dv)(GLuint index, const GLdouble *v); void (GLAPIENTRY *qglVertexAttrib4iv)(GLuint index, const GLint *v); void (GLAPIENTRY *qglVertexAttrib4bv)(GLuint index, const GLbyte *v); void (GLAPIENTRY *qglVertexAttrib4ubv)(GLuint index, const GLubyte *v); void (GLAPIENTRY *qglVertexAttrib4usv)(GLuint index, const GLushort *v); void (GLAPIENTRY *qglVertexAttrib4uiv)(GLuint index, const GLuint *v); void (GLAPIENTRY *qglVertexAttrib4Nbv)(GLuint index, const GLbyte *v); void (GLAPIENTRY *qglVertexAttrib4Nsv)(GLuint index, const GLshort *v); void (GLAPIENTRY *qglVertexAttrib4Niv)(GLuint index, const GLint *v); void (GLAPIENTRY *qglVertexAttrib4Nubv)(GLuint index, const GLubyte *v); void (GLAPIENTRY *qglVertexAttrib4Nusv)(GLuint index, const GLushort *v); void (GLAPIENTRY *qglVertexAttrib4Nuiv)(GLuint index, const GLuint *v); void (GLAPIENTRY *qglVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); void (GLAPIENTRY *qglEnableVertexAttribArray)(GLuint index); void (GLAPIENTRY *qglDisableVertexAttribArray)(GLuint index); void (GLAPIENTRY *qglBindAttribLocation)(GLuint programObj, GLuint index, const GLchar *name); void (GLAPIENTRY *qglBindFragDataLocation)(GLuint programObj, GLuint index, const GLchar *name); void (GLAPIENTRY *qglGetActiveAttrib)(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GLint (GLAPIENTRY *qglGetAttribLocation)(GLuint programObj, const GLchar *name); void (GLAPIENTRY *qglGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble *params); void (GLAPIENTRY *qglGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid **pointer); //GL_ARB_vertex_buffer_object void (GLAPIENTRY *qglBindBufferARB) (GLenum target, GLuint buffer); void (GLAPIENTRY *qglDeleteBuffersARB) (GLsizei n, const GLuint *buffers); void (GLAPIENTRY *qglGenBuffersARB) (GLsizei n, GLuint *buffers); GLboolean (GLAPIENTRY *qglIsBufferARB) (GLuint buffer); GLvoid* (GLAPIENTRY *qglMapBufferARB) (GLenum target, GLenum access); GLboolean (GLAPIENTRY *qglUnmapBufferARB) (GLenum target); void (GLAPIENTRY *qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage); void (GLAPIENTRY *qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data); //GL_ARB_framebuffer_object GLboolean (GLAPIENTRY *qglIsRenderbuffer)(GLuint renderbuffer); GLvoid (GLAPIENTRY *qglBindRenderbuffer)(GLenum target, GLuint renderbuffer); GLvoid (GLAPIENTRY *qglDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); GLvoid (GLAPIENTRY *qglGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); GLvoid (GLAPIENTRY *qglRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); GLvoid (GLAPIENTRY *qglRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GLvoid (GLAPIENTRY *qglGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); GLboolean (GLAPIENTRY *qglIsFramebuffer)(GLuint framebuffer); GLvoid (GLAPIENTRY *qglBindFramebuffer)(GLenum target, GLuint framebuffer); GLvoid (GLAPIENTRY *qglDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); GLvoid (GLAPIENTRY *qglGenFramebuffers)(GLsizei n, GLuint *framebuffers); GLenum (GLAPIENTRY *qglCheckFramebufferStatus)(GLenum target); GLvoid (GLAPIENTRY *qglFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLvoid (GLAPIENTRY *qglFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLvoid (GLAPIENTRY *qglFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); GLvoid (GLAPIENTRY *qglFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); GLvoid (GLAPIENTRY *qglFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLvoid (GLAPIENTRY *qglGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params); GLvoid (GLAPIENTRY *qglBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLvoid (GLAPIENTRY *qglGenerateMipmap)(GLenum target); void (GLAPIENTRY *qglDrawBuffersARB)(GLsizei n, const GLenum *bufs); void (GLAPIENTRY *qglCompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); //void (GLAPIENTRY *qglCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglCompressedTexSubImage3DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglCompressedTexSubImage2DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); //void (GLAPIENTRY *qglCompressedTexSubImage1DARB)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); void (GLAPIENTRY *qglGetCompressedTexImageARB)(GLenum target, GLint lod, void *img); void (GLAPIENTRY *qglGenQueriesARB)(GLsizei n, GLuint *ids); void (GLAPIENTRY *qglDeleteQueriesARB)(GLsizei n, const GLuint *ids); GLboolean (GLAPIENTRY *qglIsQueryARB)(GLuint qid); void (GLAPIENTRY *qglBeginQueryARB)(GLenum target, GLuint qid); void (GLAPIENTRY *qglEndQueryARB)(GLenum target); void (GLAPIENTRY *qglGetQueryivARB)(GLenum target, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetQueryObjectivARB)(GLuint qid, GLenum pname, GLint *params); void (GLAPIENTRY *qglGetQueryObjectuivARB)(GLuint qid, GLenum pname, GLuint *params); void (GLAPIENTRY *qglSampleCoverageARB)(GLclampf value, GLboolean invert); void (GLAPIENTRY *qglGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar** uniformNames, GLuint* uniformIndices); void (GLAPIENTRY *qglGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); void (GLAPIENTRY *qglGetActiveUniformName)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName); GLuint (GLAPIENTRY *qglGetUniformBlockIndex)(GLuint program, const GLchar* uniformBlockName); void (GLAPIENTRY *qglGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); void (GLAPIENTRY *qglGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); void (GLAPIENTRY *qglBindBufferRange)(GLenum target, GLuint index, GLuint buffer, GLintptrARB offset, GLsizeiptrARB size); void (GLAPIENTRY *qglBindBufferBase)(GLenum target, GLuint index, GLuint buffer); void (GLAPIENTRY *qglGetIntegeri_v)(GLenum target, GLuint index, GLint* data); void (GLAPIENTRY *qglUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); #endif #if _MSC_VER >= 1400 #define sscanf sscanf_s #endif qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent) { int failed = false; const dllfunction_t *func; struct { int major, minor; } min_version, curr_version; char extstr[MAX_INPUTLINE]; int ext; if(sscanf(minglver_or_ext, "%d.%d", &min_version.major, &min_version.minor) == 2) ext = 0; // opengl version else if(minglver_or_ext[0] != toupper(minglver_or_ext[0])) ext = -1; // pseudo name else ext = 1; // extension name if (ext) Con_DPrintf("checking for %s... ", minglver_or_ext); else Con_DPrintf("checking for OpenGL %s core features... ", minglver_or_ext); for (func = funcs;func && func->name;func++) *func->funcvariable = NULL; if (disableparm && (COM_CheckParm(disableparm) || COM_CheckParm("-safe"))) { Con_DPrint("disabled by commandline\n"); return false; } if (ext == 1) // opengl extension { if (!strstr(gl_extensions ? gl_extensions : "", minglver_or_ext) && !strstr(gl_platformextensions ? gl_platformextensions : "", minglver_or_ext)) { Con_DPrint("not detected\n"); return false; } } if(ext == 0) // opengl version { if (sscanf(gl_version, "%d.%d", &curr_version.major, &curr_version.minor) < 2) curr_version.major = curr_version.minor = 1; if (curr_version.major < min_version.major || (curr_version.major == min_version.major && curr_version.minor < min_version.minor)) { Con_DPrintf("not detected (OpenGL %d.%d loaded)\n", curr_version.major, curr_version.minor); return false; } } for (func = funcs;func && func->name != NULL;func++) { // Con_DPrintf("\n %s... ", func->name); // functions are cleared before all the extensions are evaluated if (!(*func->funcvariable = (void *) GL_GetProcAddress(func->name))) { if (ext && !silent) Con_DPrintf("%s is missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name); if (!ext) Con_Printf("OpenGL %s core features are missing function \"%s\" - broken driver!\n", minglver_or_ext, func->name); failed = true; } } // delay the return so it prints all missing functions if (failed) return false; // VorteX: add to found extension list dpsnprintf(extstr, sizeof(extstr), "%s %s ", gl_info_extensions.string, minglver_or_ext); Cvar_SetQuick(&gl_info_extensions, extstr); Con_DPrint("enabled\n"); return true; } #ifndef USE_GLES2 static dllfunction_t opengl110funcs[] = { {"glClearColor", (void **) &qglClearColor}, {"glClear", (void **) &qglClear}, {"glAlphaFunc", (void **) &qglAlphaFunc}, {"glBlendFunc", (void **) &qglBlendFunc}, {"glCullFace", (void **) &qglCullFace}, {"glDrawBuffer", (void **) &qglDrawBuffer}, {"glReadBuffer", (void **) &qglReadBuffer}, {"glEnable", (void **) &qglEnable}, {"glDisable", (void **) &qglDisable}, {"glIsEnabled", (void **) &qglIsEnabled}, {"glEnableClientState", (void **) &qglEnableClientState}, {"glDisableClientState", (void **) &qglDisableClientState}, {"glGetBooleanv", (void **) &qglGetBooleanv}, {"glGetDoublev", (void **) &qglGetDoublev}, {"glGetFloatv", (void **) &qglGetFloatv}, {"glGetIntegerv", (void **) &qglGetIntegerv}, {"glGetError", (void **) &qglGetError}, {"glGetString", (void **) &qglGetString}, {"glFinish", (void **) &qglFinish}, {"glFlush", (void **) &qglFlush}, {"glClearDepth", (void **) &qglClearDepth}, {"glDepthFunc", (void **) &qglDepthFunc}, {"glDepthMask", (void **) &qglDepthMask}, {"glDepthRange", (void **) &qglDepthRange}, {"glDrawElements", (void **) &qglDrawElements}, {"glDrawArrays", (void **) &qglDrawArrays}, {"glColorMask", (void **) &qglColorMask}, {"glVertexPointer", (void **) &qglVertexPointer}, {"glNormalPointer", (void **) &qglNormalPointer}, {"glColorPointer", (void **) &qglColorPointer}, {"glTexCoordPointer", (void **) &qglTexCoordPointer}, {"glArrayElement", (void **) &qglArrayElement}, {"glColor4ub", (void **) &qglColor4ub}, {"glColor4f", (void **) &qglColor4f}, {"glTexCoord1f", (void **) &qglTexCoord1f}, {"glTexCoord2f", (void **) &qglTexCoord2f}, {"glTexCoord3f", (void **) &qglTexCoord3f}, {"glTexCoord4f", (void **) &qglTexCoord4f}, {"glVertex2f", (void **) &qglVertex2f}, {"glVertex3f", (void **) &qglVertex3f}, {"glVertex4f", (void **) &qglVertex4f}, {"glBegin", (void **) &qglBegin}, {"glEnd", (void **) &qglEnd}, //[515]: added on 29.07.2005 {"glLineWidth", (void**) &qglLineWidth}, {"glPointSize", (void**) &qglPointSize}, // {"glMatrixMode", (void **) &qglMatrixMode}, // {"glOrtho", (void **) &qglOrtho}, // {"glFrustum", (void **) &qglFrustum}, {"glViewport", (void **) &qglViewport}, // {"glPushMatrix", (void **) &qglPushMatrix}, // {"glPopMatrix", (void **) &qglPopMatrix}, {"glLoadIdentity", (void **) &qglLoadIdentity}, // {"glLoadMatrixd", (void **) &qglLoadMatrixd}, {"glLoadMatrixf", (void **) &qglLoadMatrixf}, // {"glMultMatrixd", (void **) &qglMultMatrixd}, // {"glMultMatrixf", (void **) &qglMultMatrixf}, // {"glRotated", (void **) &qglRotated}, // {"glRotatef", (void **) &qglRotatef}, // {"glScaled", (void **) &qglScaled}, // {"glScalef", (void **) &qglScalef}, // {"glTranslated", (void **) &qglTranslated}, // {"glTranslatef", (void **) &qglTranslatef}, {"glReadPixels", (void **) &qglReadPixels}, {"glStencilFunc", (void **) &qglStencilFunc}, {"glStencilMask", (void **) &qglStencilMask}, {"glStencilOp", (void **) &qglStencilOp}, {"glClearStencil", (void **) &qglClearStencil}, {"glTexEnvf", (void **) &qglTexEnvf}, {"glTexEnvfv", (void **) &qglTexEnvfv}, {"glTexEnvi", (void **) &qglTexEnvi}, {"glTexParameterf", (void **) &qglTexParameterf}, {"glTexParameterfv", (void **) &qglTexParameterfv}, {"glTexParameteri", (void **) &qglTexParameteri}, {"glGetTexImage", (void **) &qglGetTexImage}, {"glGetTexParameterfv", (void **) &qglGetTexParameterfv}, {"glGetTexParameteriv", (void **) &qglGetTexParameteriv}, {"glGetTexLevelParameterfv", (void **) &qglGetTexLevelParameterfv}, {"glGetTexLevelParameteriv", (void **) &qglGetTexLevelParameteriv}, {"glHint", (void **) &qglHint}, // {"glPixelStoref", (void **) &qglPixelStoref}, {"glPixelStorei", (void **) &qglPixelStorei}, {"glGenTextures", (void **) &qglGenTextures}, {"glDeleteTextures", (void **) &qglDeleteTextures}, {"glBindTexture", (void **) &qglBindTexture}, // {"glPrioritizeTextures", (void **) &qglPrioritizeTextures}, // {"glAreTexturesResident", (void **) &qglAreTexturesResident}, // {"glIsTexture", (void **) &qglIsTexture}, // {"glTexImage1D", (void **) &qglTexImage1D}, {"glTexImage2D", (void **) &qglTexImage2D}, // {"glTexSubImage1D", (void **) &qglTexSubImage1D}, {"glTexSubImage2D", (void **) &qglTexSubImage2D}, // {"glCopyTexImage1D", (void **) &qglCopyTexImage1D}, {"glCopyTexImage2D", (void **) &qglCopyTexImage2D}, // {"glCopyTexSubImage1D", (void **) &qglCopyTexSubImage1D}, {"glCopyTexSubImage2D", (void **) &qglCopyTexSubImage2D}, {"glScissor", (void **) &qglScissor}, {"glPolygonOffset", (void **) &qglPolygonOffset}, {"glPolygonMode", (void **) &qglPolygonMode}, {"glPolygonStipple", (void **) &qglPolygonStipple}, // {"glClipPlane", (void **) &qglClipPlane}, // {"glGetClipPlane", (void **) &qglGetClipPlane}, {NULL, NULL} }; static dllfunction_t drawrangeelementsfuncs[] = { {"glDrawRangeElements", (void **) &qglDrawRangeElements}, {NULL, NULL} }; static dllfunction_t drawrangeelementsextfuncs[] = { {"glDrawRangeElementsEXT", (void **) &qglDrawRangeElementsEXT}, {NULL, NULL} }; static dllfunction_t multitexturefuncs[] = { {"glMultiTexCoord1fARB", (void **) &qglMultiTexCoord1f}, {"glMultiTexCoord2fARB", (void **) &qglMultiTexCoord2f}, {"glMultiTexCoord3fARB", (void **) &qglMultiTexCoord3f}, {"glMultiTexCoord4fARB", (void **) &qglMultiTexCoord4f}, {"glActiveTextureARB", (void **) &qglActiveTexture}, {"glClientActiveTextureARB", (void **) &qglClientActiveTexture}, {NULL, NULL} }; static dllfunction_t texture3dextfuncs[] = { {"glTexImage3DEXT", (void **) &qglTexImage3D}, {"glTexSubImage3DEXT", (void **) &qglTexSubImage3D}, {"glCopyTexSubImage3DEXT", (void **) &qglCopyTexSubImage3D}, {NULL, NULL} }; static dllfunction_t atiseparatestencilfuncs[] = { {"glStencilOpSeparateATI", (void **) &qglStencilOpSeparate}, {"glStencilFuncSeparateATI", (void **) &qglStencilFuncSeparate}, {NULL, NULL} }; static dllfunction_t gl2separatestencilfuncs[] = { {"glStencilOpSeparate", (void **) &qglStencilOpSeparate}, {"glStencilFuncSeparate", (void **) &qglStencilFuncSeparate}, {NULL, NULL} }; static dllfunction_t stenciltwosidefuncs[] = { {"glActiveStencilFaceEXT", (void **) &qglActiveStencilFaceEXT}, {NULL, NULL} }; static dllfunction_t blendequationfuncs[] = { {"glBlendEquationEXT", (void **) &qglBlendEquationEXT}, {NULL, NULL} }; static dllfunction_t gl20shaderfuncs[] = { {"glDeleteShader", (void **) &qglDeleteShader}, {"glDeleteProgram", (void **) &qglDeleteProgram}, // {"glGetHandle", (void **) &qglGetHandle}, {"glDetachShader", (void **) &qglDetachShader}, {"glCreateShader", (void **) &qglCreateShader}, {"glShaderSource", (void **) &qglShaderSource}, {"glCompileShader", (void **) &qglCompileShader}, {"glCreateProgram", (void **) &qglCreateProgram}, {"glAttachShader", (void **) &qglAttachShader}, {"glLinkProgram", (void **) &qglLinkProgram}, {"glUseProgram", (void **) &qglUseProgram}, {"glValidateProgram", (void **) &qglValidateProgram}, {"glUniform1f", (void **) &qglUniform1f}, {"glUniform2f", (void **) &qglUniform2f}, {"glUniform3f", (void **) &qglUniform3f}, {"glUniform4f", (void **) &qglUniform4f}, {"glUniform1i", (void **) &qglUniform1i}, {"glUniform2i", (void **) &qglUniform2i}, {"glUniform3i", (void **) &qglUniform3i}, {"glUniform4i", (void **) &qglUniform4i}, {"glUniform1fv", (void **) &qglUniform1fv}, {"glUniform2fv", (void **) &qglUniform2fv}, {"glUniform3fv", (void **) &qglUniform3fv}, {"glUniform4fv", (void **) &qglUniform4fv}, {"glUniform1iv", (void **) &qglUniform1iv}, {"glUniform2iv", (void **) &qglUniform2iv}, {"glUniform3iv", (void **) &qglUniform3iv}, {"glUniform4iv", (void **) &qglUniform4iv}, {"glUniformMatrix2fv", (void **) &qglUniformMatrix2fv}, {"glUniformMatrix3fv", (void **) &qglUniformMatrix3fv}, {"glUniformMatrix4fv", (void **) &qglUniformMatrix4fv}, {"glGetShaderiv", (void **) &qglGetShaderiv}, {"glGetProgramiv", (void **) &qglGetProgramiv}, {"glGetShaderInfoLog", (void **) &qglGetShaderInfoLog}, {"glGetProgramInfoLog", (void **) &qglGetProgramInfoLog}, {"glGetAttachedShaders", (void **) &qglGetAttachedShaders}, {"glGetUniformLocation", (void **) &qglGetUniformLocation}, {"glGetActiveUniform", (void **) &qglGetActiveUniform}, {"glGetUniformfv", (void **) &qglGetUniformfv}, {"glGetUniformiv", (void **) &qglGetUniformiv}, {"glGetShaderSource", (void **) &qglGetShaderSource}, {"glVertexAttrib1f", (void **) &qglVertexAttrib1f}, {"glVertexAttrib1s", (void **) &qglVertexAttrib1s}, {"glVertexAttrib1d", (void **) &qglVertexAttrib1d}, {"glVertexAttrib2f", (void **) &qglVertexAttrib2f}, {"glVertexAttrib2s", (void **) &qglVertexAttrib2s}, {"glVertexAttrib2d", (void **) &qglVertexAttrib2d}, {"glVertexAttrib3f", (void **) &qglVertexAttrib3f}, {"glVertexAttrib3s", (void **) &qglVertexAttrib3s}, {"glVertexAttrib3d", (void **) &qglVertexAttrib3d}, {"glVertexAttrib4f", (void **) &qglVertexAttrib4f}, {"glVertexAttrib4s", (void **) &qglVertexAttrib4s}, {"glVertexAttrib4d", (void **) &qglVertexAttrib4d}, {"glVertexAttrib4Nub", (void **) &qglVertexAttrib4Nub}, {"glVertexAttrib1fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib1sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib1dv", (void **) &qglVertexAttrib1dv}, {"glVertexAttrib2fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib2sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib2dv", (void **) &qglVertexAttrib1dv}, {"glVertexAttrib3fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib3sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib3dv", (void **) &qglVertexAttrib1dv}, {"glVertexAttrib4fv", (void **) &qglVertexAttrib1fv}, {"glVertexAttrib4sv", (void **) &qglVertexAttrib1sv}, {"glVertexAttrib4dv", (void **) &qglVertexAttrib1dv}, // {"glVertexAttrib4iv", (void **) &qglVertexAttrib1iv}, // {"glVertexAttrib4bv", (void **) &qglVertexAttrib1bv}, // {"glVertexAttrib4ubv", (void **) &qglVertexAttrib1ubv}, // {"glVertexAttrib4usv", (void **) &qglVertexAttrib1usv}, // {"glVertexAttrib4uiv", (void **) &qglVertexAttrib1uiv}, // {"glVertexAttrib4Nbv", (void **) &qglVertexAttrib1Nbv}, // {"glVertexAttrib4Nsv", (void **) &qglVertexAttrib1Nsv}, // {"glVertexAttrib4Niv", (void **) &qglVertexAttrib1Niv}, // {"glVertexAttrib4Nubv", (void **) &qglVertexAttrib1Nubv}, // {"glVertexAttrib4Nusv", (void **) &qglVertexAttrib1Nusv}, // {"glVertexAttrib4Nuiv", (void **) &qglVertexAttrib1Nuiv}, {"glVertexAttribPointer", (void **) &qglVertexAttribPointer}, {"glEnableVertexAttribArray", (void **) &qglEnableVertexAttribArray}, {"glDisableVertexAttribArray", (void **) &qglDisableVertexAttribArray}, {"glBindAttribLocation", (void **) &qglBindAttribLocation}, {"glGetActiveAttrib", (void **) &qglGetActiveAttrib}, {"glGetAttribLocation", (void **) &qglGetAttribLocation}, {"glGetVertexAttribdv", (void **) &qglGetVertexAttribdv}, {"glGetVertexAttribfv", (void **) &qglGetVertexAttribfv}, {"glGetVertexAttribiv", (void **) &qglGetVertexAttribiv}, {"glGetVertexAttribPointerv", (void **) &qglGetVertexAttribPointerv}, {NULL, NULL} }; static dllfunction_t glsl130funcs[] = { {"glBindFragDataLocation", (void **) &qglBindFragDataLocation}, {NULL, NULL} }; static dllfunction_t vbofuncs[] = { {"glBindBufferARB" , (void **) &qglBindBufferARB}, {"glDeleteBuffersARB" , (void **) &qglDeleteBuffersARB}, {"glGenBuffersARB" , (void **) &qglGenBuffersARB}, {"glIsBufferARB" , (void **) &qglIsBufferARB}, {"glMapBufferARB" , (void **) &qglMapBufferARB}, {"glUnmapBufferARB" , (void **) &qglUnmapBufferARB}, {"glBufferDataARB" , (void **) &qglBufferDataARB}, {"glBufferSubDataARB" , (void **) &qglBufferSubDataARB}, {NULL, NULL} }; static dllfunction_t ubofuncs[] = { {"glGetUniformIndices" , (void **) &qglGetUniformIndices}, {"glGetActiveUniformsiv" , (void **) &qglGetActiveUniformsiv}, {"glGetActiveUniformName" , (void **) &qglGetActiveUniformName}, {"glGetUniformBlockIndex" , (void **) &qglGetUniformBlockIndex}, {"glGetActiveUniformBlockiv" , (void **) &qglGetActiveUniformBlockiv}, {"glGetActiveUniformBlockName", (void **) &qglGetActiveUniformBlockName}, {"glBindBufferRange" , (void **) &qglBindBufferRange}, {"glBindBufferBase" , (void **) &qglBindBufferBase}, {"glGetIntegeri_v" , (void **) &qglGetIntegeri_v}, {"glUniformBlockBinding" , (void **) &qglUniformBlockBinding}, {NULL, NULL} }; static dllfunction_t arbfbofuncs[] = { {"glIsRenderbuffer" , (void **) &qglIsRenderbuffer}, {"glBindRenderbuffer" , (void **) &qglBindRenderbuffer}, {"glDeleteRenderbuffers" , (void **) &qglDeleteRenderbuffers}, {"glGenRenderbuffers" , (void **) &qglGenRenderbuffers}, {"glRenderbufferStorage" , (void **) &qglRenderbufferStorage}, {"glRenderbufferStorageMultisample" , (void **) &qglRenderbufferStorageMultisample}, // not in GL_EXT_framebuffer_object {"glGetRenderbufferParameteriv" , (void **) &qglGetRenderbufferParameteriv}, {"glIsFramebuffer" , (void **) &qglIsFramebuffer}, {"glBindFramebuffer" , (void **) &qglBindFramebuffer}, {"glDeleteFramebuffers" , (void **) &qglDeleteFramebuffers}, {"glGenFramebuffers" , (void **) &qglGenFramebuffers}, {"glCheckFramebufferStatus" , (void **) &qglCheckFramebufferStatus}, {"glFramebufferTexture1D" , (void **) &qglFramebufferTexture1D}, {"glFramebufferTexture2D" , (void **) &qglFramebufferTexture2D}, {"glFramebufferTexture3D" , (void **) &qglFramebufferTexture3D}, {"glFramebufferTextureLayer" , (void **) &qglFramebufferTextureLayer}, // not in GL_EXT_framebuffer_object {"glFramebufferRenderbuffer" , (void **) &qglFramebufferRenderbuffer}, {"glGetFramebufferAttachmentParameteriv" , (void **) &qglGetFramebufferAttachmentParameteriv}, {"glBlitFramebuffer" , (void **) &qglBlitFramebuffer}, // not in GL_EXT_framebuffer_object {"glGenerateMipmap" , (void **) &qglGenerateMipmap}, {NULL, NULL} }; static dllfunction_t extfbofuncs[] = { {"glIsRenderbufferEXT" , (void **) &qglIsRenderbuffer}, {"glBindRenderbufferEXT" , (void **) &qglBindRenderbuffer}, {"glDeleteRenderbuffersEXT" , (void **) &qglDeleteRenderbuffers}, {"glGenRenderbuffersEXT" , (void **) &qglGenRenderbuffers}, {"glRenderbufferStorageEXT" , (void **) &qglRenderbufferStorage}, {"glGetRenderbufferParameterivEXT" , (void **) &qglGetRenderbufferParameteriv}, {"glIsFramebufferEXT" , (void **) &qglIsFramebuffer}, {"glBindFramebufferEXT" , (void **) &qglBindFramebuffer}, {"glDeleteFramebuffersEXT" , (void **) &qglDeleteFramebuffers}, {"glGenFramebuffersEXT" , (void **) &qglGenFramebuffers}, {"glCheckFramebufferStatusEXT" , (void **) &qglCheckFramebufferStatus}, {"glFramebufferTexture1DEXT" , (void **) &qglFramebufferTexture1D}, {"glFramebufferTexture2DEXT" , (void **) &qglFramebufferTexture2D}, {"glFramebufferTexture3DEXT" , (void **) &qglFramebufferTexture3D}, {"glFramebufferRenderbufferEXT" , (void **) &qglFramebufferRenderbuffer}, {"glGetFramebufferAttachmentParameterivEXT" , (void **) &qglGetFramebufferAttachmentParameteriv}, {"glGenerateMipmapEXT" , (void **) &qglGenerateMipmap}, {NULL, NULL} }; static dllfunction_t texturecompressionfuncs[] = { {"glCompressedTexImage3DARB", (void **) &qglCompressedTexImage3DARB}, {"glCompressedTexImage2DARB", (void **) &qglCompressedTexImage2DARB}, // {"glCompressedTexImage1DARB", (void **) &qglCompressedTexImage1DARB}, {"glCompressedTexSubImage3DARB", (void **) &qglCompressedTexSubImage3DARB}, {"glCompressedTexSubImage2DARB", (void **) &qglCompressedTexSubImage2DARB}, // {"glCompressedTexSubImage1DARB", (void **) &qglCompressedTexSubImage1DARB}, {"glGetCompressedTexImageARB", (void **) &qglGetCompressedTexImageARB}, {NULL, NULL} }; static dllfunction_t occlusionqueryfuncs[] = { {"glGenQueriesARB", (void **) &qglGenQueriesARB}, {"glDeleteQueriesARB", (void **) &qglDeleteQueriesARB}, {"glIsQueryARB", (void **) &qglIsQueryARB}, {"glBeginQueryARB", (void **) &qglBeginQueryARB}, {"glEndQueryARB", (void **) &qglEndQueryARB}, {"glGetQueryivARB", (void **) &qglGetQueryivARB}, {"glGetQueryObjectivARB", (void **) &qglGetQueryObjectivARB}, {"glGetQueryObjectuivARB", (void **) &qglGetQueryObjectuivARB}, {NULL, NULL} }; static dllfunction_t drawbuffersfuncs[] = { {"glDrawBuffersARB", (void **) &qglDrawBuffersARB}, {NULL, NULL} }; static dllfunction_t multisamplefuncs[] = { {"glSampleCoverageARB", (void **) &qglSampleCoverageARB}, {NULL, NULL} }; #endif void VID_ClearExtensions(void) { // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension Cvar_SetQuick(&gl_info_extensions, ""); // clear the extension flags memset(&vid.support, 0, sizeof(vid.support)); vid.renderpath = RENDERPATH_GL11; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; vid.useinterleavedarrays = false; vid.forcevbo = false; vid.maxtexturesize_2d = 0; vid.maxtexturesize_3d = 0; vid.maxtexturesize_cubemap = 0; vid.texunits = 1; vid.teximageunits = 1; vid.texarrayunits = 1; vid.max_anisotropy = 1; vid.maxdrawbuffers = 1; #ifndef USE_GLES2 // this is a complete list of all functions that are directly checked in the renderer qglDrawRangeElements = NULL; qglDrawBuffer = NULL; qglPolygonStipple = NULL; qglFlush = NULL; qglActiveTexture = NULL; qglGetCompressedTexImageARB = NULL; qglFramebufferTexture2D = NULL; qglDrawBuffersARB = NULL; #endif } #ifndef USE_GLES2 void VID_CheckExtensions(void) { if (!GL_CheckExtension("glbase", opengl110funcs, NULL, false)) Sys_Error("OpenGL 1.1.0 functions not found"); vid.support.gl20shaders = GL_CheckExtension("2.0", gl20shaderfuncs, "-noshaders", true); CHECKGLERROR Con_DPrint("Checking OpenGL extensions...\n"); if (vid.support.gl20shaders) { char *s; // detect what GLSL version is available, to enable features like r_glsl_skeletal and higher quality reliefmapping vid.support.glshaderversion = 100; s = (char *) qglGetString(GL_SHADING_LANGUAGE_VERSION); if (s) vid.support.glshaderversion = (int)(atof(s) * 100.0f + 0.5f); if (vid.support.glshaderversion < 100) vid.support.glshaderversion = 100; Con_DPrintf("Detected GLSL #version %i\n", vid.support.glshaderversion); // get the glBindFragDataLocation function if (vid.support.glshaderversion >= 130) vid.support.gl20shaders130 = GL_CheckExtension("glshaders130", glsl130funcs, "-noglsl130", true); } // GL drivers generally prefer GL_BGRA vid.forcetextype = GL_BGRA; vid.support.amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false); vid.support.arb_depth_texture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false); vid.support.arb_draw_buffers = GL_CheckExtension("GL_ARB_draw_buffers", drawbuffersfuncs, "-nodrawbuffers", false); vid.support.arb_multitexture = GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false); vid.support.arb_occlusion_query = GL_CheckExtension("GL_ARB_occlusion_query", occlusionqueryfuncs, "-noocclusionquery", false); vid.support.arb_shadow = GL_CheckExtension("GL_ARB_shadow", NULL, "-noshadow", false); vid.support.arb_texture_compression = GL_CheckExtension("GL_ARB_texture_compression", texturecompressionfuncs, "-notexturecompression", false); vid.support.arb_texture_cube_map = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", false); vid.support.arb_texture_env_combine = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false); vid.support.arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false); #ifndef __APPLE__ // LordHavoc: too many bugs on OSX! vid.support.arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false); #endif vid.support.arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false); vid.support.arb_uniform_buffer_object = GL_CheckExtension("GL_ARB_uniform_buffer_object", ubofuncs, "-noubo", false); vid.support.ati_separate_stencil = GL_CheckExtension("separatestencil", gl2separatestencilfuncs, "-noseparatestencil", true) || GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false); vid.support.ext_blend_minmax = GL_CheckExtension("GL_EXT_blend_minmax", blendequationfuncs, "-noblendminmax", false); vid.support.ext_blend_subtract = GL_CheckExtension("GL_EXT_blend_subtract", blendequationfuncs, "-noblendsubtract", false); vid.support.ext_draw_range_elements = GL_CheckExtension("drawrangeelements", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false); vid.support.arb_framebuffer_object = GL_CheckExtension("GL_ARB_framebuffer_object", arbfbofuncs, "-nofbo", false); if (vid.support.arb_framebuffer_object) vid.support.ext_framebuffer_object = true; else vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", extfbofuncs, "-nofbo", false); vid.support.ext_packed_depth_stencil = GL_CheckExtension("GL_EXT_packed_depth_stencil", NULL, "-nopackeddepthstencil", false); vid.support.ext_stencil_two_side = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false); vid.support.ext_texture_3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false); vid.support.ext_texture_compression_s3tc = GL_CheckExtension("GL_EXT_texture_compression_s3tc", NULL, "-nos3tc", false); vid.support.ext_texture_edge_clamp = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false); vid.support.ext_texture_filter_anisotropic = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false); vid.support.ext_texture_srgb = GL_CheckExtension("GL_EXT_texture_sRGB", NULL, "-nosrgb", false); vid.support.arb_multisample = GL_CheckExtension("GL_ARB_multisample", multisamplefuncs, "-nomultisample", false); vid.allowalphatocoverage = false; // COMMANDLINEOPTION: GL: -noshaders disables use of OpenGL 2.0 shaders (which allow pixel shader effects, can improve per pixel lighting performance and capabilities) // COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing) // COMMANDLINEOPTION: GL: -noblendminmax disables GL_EXT_blend_minmax // COMMANDLINEOPTION: GL: -noblendsubtract disables GL_EXT_blend_subtract // COMMANDLINEOPTION: GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering) // COMMANDLINEOPTION: GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping) // COMMANDLINEOPTION: GL: -nodepthtexture disables use of GL_ARB_depth_texture (required for shadowmapping) // COMMANDLINEOPTION: GL: -nodrawbuffers disables use of GL_ARB_draw_buffers (required for r_shadow_deferredprepass) // COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster) // COMMANDLINEOPTION: GL: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method) // COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering), only used if GL_ARB_fragment_shader is also available // COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering) // COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations) // COMMANDLINEOPTION: GL: -nos3tc disables GL_EXT_texture_compression_s3tc (which allows use of .dds texture caching) // COMMANDLINEOPTION: GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering) // COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering) // COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering) // COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column) // COMMANDLINEOPTION: GL: -notexture4 disables GL_AMD_texture_texture4 (which provides fetch4 sampling) // COMMANDLINEOPTION: GL: -notexturecompression disables GL_ARB_texture_compression (which saves video memory if it is supported, but can also degrade image quality, see gl_texturecompression cvar documentation for more information) // COMMANDLINEOPTION: GL: -notexturegather disables GL_ARB_texture_gather (which provides fetch4 sampling) // COMMANDLINEOPTION: GL: -notexturenonpoweroftwo disables GL_ARB_texture_non_power_of_two (which saves video memory if it is supported, but crashes on some buggy drivers) // COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering) // COMMANDLINEOPTION: GL: -nosrgb disables GL_EXT_texture_sRGB (which is used for higher quality non-linear texture gamma) // COMMANDLINEOPTION: GL: -nomultisample disables GL_ARB_multisample if (vid.support.arb_draw_buffers) qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers); // disable non-power-of-two textures on Radeon X1600 and other cards that do not accelerate it with some filtering modes / repeat modes that we use // we detect these cards by checking if the hardware supports vertex texture fetch (Geforce6 does, Radeon X1600 does not, all GL3-class hardware does) if(vid.support.arb_texture_non_power_of_two && vid.support.gl20shaders) { int val = 0; qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &val);CHECKGLERROR if (val < 1) vid.support.arb_texture_non_power_of_two = false; } // we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code if (qglDrawRangeElements == NULL) qglDrawRangeElements = qglDrawRangeElementsEXT; qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); if (vid.support.ext_texture_filter_anisotropic) qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); if (vid.support.arb_texture_cube_map) qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap); if (vid.support.ext_texture_3d) qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); // verify that 3d textures are really supported if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32) { vid.support.ext_texture_3d = false; Con_Printf("GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n"); } vid.texunits = vid.teximageunits = vid.texarrayunits = 1; if (vid.support.arb_multitexture) qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); if (vid_gl20.integer && vid.support.gl20shaders) { qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (int *)&vid.texarrayunits);CHECKGLERROR vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); Con_DPrintf("Using GL2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : ""); vid.renderpath = RENDERPATH_GL20; vid.sRGBcapable2D = false; vid.sRGBcapable3D = true; vid.useinterleavedarrays = false; Con_Printf("vid.support.arb_multisample %i\n", vid.support.arb_multisample); Con_Printf("vid.support.gl20shaders %i\n", vid.support.gl20shaders); vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1 } else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer) { qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = vid.texunits; vid.texarrayunits = vid.texunits; Con_DPrintf("Using GL1.3 rendering path - %i texture units, single pass rendering\n", vid.texunits); vid.renderpath = RENDERPATH_GL13; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; vid.useinterleavedarrays = false; } else { vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = vid.texunits; vid.texarrayunits = vid.texunits; Con_DPrintf("Using GL1.1 rendering path - %i texture units, two pass rendering\n", vid.texunits); vid.renderpath = RENDERPATH_GL11; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; vid.useinterleavedarrays = false; } // enable multisample antialiasing if possible if(vid.support.arb_multisample) { int samples = 0; qglGetIntegerv(GL_SAMPLES_ARB, &samples); vid.samples = samples; if (samples > 1) qglEnable(GL_MULTISAMPLE_ARB); else vid.allowalphatocoverage = false; } else { vid.allowalphatocoverage = false; vid.samples = 1; } // VorteX: set other info (maybe place them in VID_InitMode?) Cvar_SetQuick(&gl_info_vendor, gl_vendor); Cvar_SetQuick(&gl_info_renderer, gl_renderer); Cvar_SetQuick(&gl_info_version, gl_version); Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); Cvar_SetQuick(&gl_info_driver, gl_driver); } #endif float VID_JoyState_GetAxis(const vid_joystate_t *joystate, int axis, float sensitivity, float deadzone) { float value; value = (axis >= 0 && axis < MAXJOYAXIS) ? joystate->axis[axis] : 0.0f; value = value > deadzone ? (value - deadzone) : (value < -deadzone ? (value + deadzone) : 0.0f); value *= deadzone > 0 ? (1.0f / (1.0f - deadzone)) : 1.0f; value = bound(-1, value, 1); return value * sensitivity; } qboolean VID_JoyBlockEmulatedKeys(int keycode) { int j; vid_joystate_t joystate; if (!joy_axiskeyevents.integer) return false; if (vid_joystate.is360) return false; if (keycode != K_UPARROW && keycode != K_DOWNARROW && keycode != K_RIGHTARROW && keycode != K_LEFTARROW) return false; // block system-generated key events for arrow keys if we're emulating the arrow keys ourselves VID_BuildJoyState(&joystate); for (j = 32;j < 36;j++) if (vid_joystate.button[j] || joystate.button[j]) return true; return false; } void VID_Shared_BuildJoyState_Begin(vid_joystate_t *joystate) { #ifdef WIN32 xinput_state_t xinputstate; #endif memset(joystate, 0, sizeof(*joystate)); #ifdef WIN32 if (vid_xinputindex >= 0 && qXInputGetState && qXInputGetState(vid_xinputindex, &xinputstate) == S_OK) { joystate->is360 = true; joystate->button[ 0] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0; joystate->button[ 1] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0; joystate->button[ 2] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0; joystate->button[ 3] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0; joystate->button[ 4] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_START) != 0; joystate->button[ 5] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) != 0; joystate->button[ 6] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0; joystate->button[ 7] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0; joystate->button[ 8] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0; joystate->button[ 9] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0; joystate->button[10] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0; joystate->button[11] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_B) != 0; joystate->button[12] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_X) != 0; joystate->button[13] = (xinputstate.Gamepad.wButtons & XINPUT_GAMEPAD_Y) != 0; joystate->button[14] = xinputstate.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; joystate->button[15] = xinputstate.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; joystate->button[16] = xinputstate.Gamepad.sThumbLY < -16384; joystate->button[17] = xinputstate.Gamepad.sThumbLY > 16384; joystate->button[18] = xinputstate.Gamepad.sThumbLX < -16384; joystate->button[19] = xinputstate.Gamepad.sThumbLX > 16384; joystate->button[20] = xinputstate.Gamepad.sThumbRY < -16384; joystate->button[21] = xinputstate.Gamepad.sThumbRY > 16384; joystate->button[22] = xinputstate.Gamepad.sThumbRX < -16384; joystate->button[23] = xinputstate.Gamepad.sThumbRX > 16384; joystate->axis[ 4] = xinputstate.Gamepad.bLeftTrigger * (1.0f / 255.0f); joystate->axis[ 5] = xinputstate.Gamepad.bRightTrigger * (1.0f / 255.0f); joystate->axis[ 0] = xinputstate.Gamepad.sThumbLX * (1.0f / 32767.0f); joystate->axis[ 1] = xinputstate.Gamepad.sThumbLY * (1.0f / 32767.0f); joystate->axis[ 2] = xinputstate.Gamepad.sThumbRX * (1.0f / 32767.0f); joystate->axis[ 3] = xinputstate.Gamepad.sThumbRY * (1.0f / 32767.0f); } #endif } void VID_Shared_BuildJoyState_Finish(vid_joystate_t *joystate) { float f, r; if (joystate->is360) return; // emulate key events for thumbstick f = VID_JoyState_GetAxis(joystate, joy_axisforward.integer, 1, joy_axiskeyevents_deadzone.value) * joy_sensitivityforward.value; r = VID_JoyState_GetAxis(joystate, joy_axisside.integer , 1, joy_axiskeyevents_deadzone.value) * joy_sensitivityside.value; #if MAXJOYBUTTON != 36 #error this code must be updated if MAXJOYBUTTON changes! #endif joystate->button[32] = f > 0.0f; joystate->button[33] = f < 0.0f; joystate->button[34] = r > 0.0f; joystate->button[35] = r < 0.0f; } static void VID_KeyEventForButton(qboolean oldbutton, qboolean newbutton, int key, double *timer) { if (oldbutton) { if (newbutton) { if (realtime >= *timer) { Key_Event(key, 0, true); *timer = realtime + 0.1; } } else { Key_Event(key, 0, false); *timer = 0; } } else { if (newbutton) { Key_Event(key, 0, true); *timer = realtime + 0.5; } } } #if MAXJOYBUTTON != 36 #error this code must be updated if MAXJOYBUTTON changes! #endif static int joybuttonkey[MAXJOYBUTTON][2] = { {K_JOY1, K_ENTER}, {K_JOY2, K_ESCAPE}, {K_JOY3, 0}, {K_JOY4, 0}, {K_JOY5, 0}, {K_JOY6, 0}, {K_JOY7, 0}, {K_JOY8, 0}, {K_JOY9, 0}, {K_JOY10, 0}, {K_JOY11, 0}, {K_JOY12, 0}, {K_JOY13, 0}, {K_JOY14, 0}, {K_JOY15, 0}, {K_JOY16, 0}, {K_AUX1, 0}, {K_AUX2, 0}, {K_AUX3, 0}, {K_AUX4, 0}, {K_AUX5, 0}, {K_AUX6, 0}, {K_AUX7, 0}, {K_AUX8, 0}, {K_AUX9, 0}, {K_AUX10, 0}, {K_AUX11, 0}, {K_AUX12, 0}, {K_AUX13, 0}, {K_AUX14, 0}, {K_AUX15, 0}, {K_AUX16, 0}, {K_JOY_UP, K_UPARROW}, {K_JOY_DOWN, K_DOWNARROW}, {K_JOY_RIGHT, K_RIGHTARROW}, {K_JOY_LEFT, K_LEFTARROW}, }; static int joybuttonkey360[][2] = { {K_X360_DPAD_UP, K_UPARROW}, {K_X360_DPAD_DOWN, K_DOWNARROW}, {K_X360_DPAD_LEFT, K_LEFTARROW}, {K_X360_DPAD_RIGHT, K_RIGHTARROW}, {K_X360_START, K_ESCAPE}, {K_X360_BACK, K_ESCAPE}, {K_X360_LEFT_THUMB, 0}, {K_X360_RIGHT_THUMB, 0}, {K_X360_LEFT_SHOULDER, 0}, {K_X360_RIGHT_SHOULDER, 0}, {K_X360_A, K_ENTER}, {K_X360_B, K_ESCAPE}, {K_X360_X, 0}, {K_X360_Y, 0}, {K_X360_LEFT_TRIGGER, 0}, {K_X360_RIGHT_TRIGGER, 0}, {K_X360_LEFT_THUMB_DOWN, K_DOWNARROW}, {K_X360_LEFT_THUMB_UP, K_UPARROW}, {K_X360_LEFT_THUMB_LEFT, K_LEFTARROW}, {K_X360_LEFT_THUMB_RIGHT, K_RIGHTARROW}, {K_X360_RIGHT_THUMB_DOWN, 0}, {K_X360_RIGHT_THUMB_UP, 0}, {K_X360_RIGHT_THUMB_LEFT, 0}, {K_X360_RIGHT_THUMB_RIGHT, 0}, }; double vid_joybuttontimer[MAXJOYBUTTON]; void VID_ApplyJoyState(vid_joystate_t *joystate) { int j; int c = joy_axiskeyevents.integer != 0; if (joystate->is360) { #if 0 // keystrokes (chatpad) // DOES NOT WORK - no driver support in xinput1_3.dll :( xinput_keystroke_t keystroke; while (qXInputGetKeystroke && qXInputGetKeystroke(XUSER_INDEX_ANY, 0, &keystroke) == S_OK) Con_Printf("XInput KeyStroke: VirtualKey %i, Unicode %i, Flags %x, UserIndex %i, HidCode %i\n", keystroke.VirtualKey, keystroke.Unicode, keystroke.Flags, keystroke.UserIndex, keystroke.HidCode); #endif // emit key events for buttons for (j = 0;j < (int)(sizeof(joybuttonkey360)/sizeof(joybuttonkey360[0]));j++) VID_KeyEventForButton(vid_joystate.button[j] != 0, joystate->button[j] != 0, joybuttonkey360[j][c], &vid_joybuttontimer[j]); // axes cl.cmd.forwardmove += VID_JoyState_GetAxis(joystate, joy_x360_axisforward.integer, joy_x360_sensitivityforward.value, joy_x360_deadzoneforward.value) * cl_movementspeed.value; cl.cmd.sidemove += VID_JoyState_GetAxis(joystate, joy_x360_axisside.integer, joy_x360_sensitivityside.value, joy_x360_deadzoneside.value) * cl_movementspeed.value; cl.cmd.upmove += VID_JoyState_GetAxis(joystate, joy_x360_axisup.integer, joy_x360_sensitivityup.value, joy_x360_deadzoneup.value) * cl_upspeed.value; cl.viewangles[0] += VID_JoyState_GetAxis(joystate, joy_x360_axispitch.integer, joy_x360_sensitivitypitch.value, joy_x360_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; cl.viewangles[1] += VID_JoyState_GetAxis(joystate, joy_x360_axisyaw.integer, joy_x360_sensitivityyaw.value, joy_x360_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; //cl.viewangles[2] += VID_JoyState_GetAxis(joystate, joy_x360_axisroll.integer, joy_x360_sensitivityroll.value, joy_x360_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; } else { // emit key events for buttons for (j = 0;j < MAXJOYBUTTON;j++) VID_KeyEventForButton(vid_joystate.button[j] != 0, joystate->button[j] != 0, joybuttonkey[j][c], &vid_joybuttontimer[j]); // axes cl.cmd.forwardmove += VID_JoyState_GetAxis(joystate, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_movementspeed.value; cl.cmd.sidemove += VID_JoyState_GetAxis(joystate, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_movementspeed.value; cl.cmd.upmove += VID_JoyState_GetAxis(joystate, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value; cl.viewangles[0] += VID_JoyState_GetAxis(joystate, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; cl.viewangles[1] += VID_JoyState_GetAxis(joystate, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; //cl.viewangles[2] += VID_JoyState_GetAxis(joystate, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; } vid_joystate = *joystate; } int VID_Shared_SetJoystick(int index) { #ifdef WIN32 int i; int xinputcount = 0; int xinputindex = -1; int xinputavailable = 0; xinput_state_t state; // detect available XInput controllers for (i = 0;i < 4;i++) { if (qXInputGetState && qXInputGetState(i, &state) == S_OK) { xinputavailable |= 1<= 0) Con_Printf("Joystick %i opened (XInput Device %i)\n", index, xinputindex); } return xinputcount; #else return 0; #endif } static void Force_CenterView_f (void) { cl.viewangles[PITCH] = 0; } static int gamma_forcenextframe = false; static float cachegamma, cachebrightness, cachecontrast, cacheblack[3], cachegrey[3], cachewhite[3], cachecontrastboost; static int cachecolorenable, cachehwgamma; unsigned int vid_gammatables_serial = 0; // so other subsystems can poll if gamma parameters have changed qboolean vid_gammatables_trivial = true; void VID_BuildGammaTables(unsigned short *ramps, int rampsize) { if (cachecolorenable) { BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[0]), cachewhite[0], cacheblack[0], cachecontrastboost, ramps, rampsize); BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[1]), cachewhite[1], cacheblack[1], cachecontrastboost, ramps + rampsize, rampsize); BuildGammaTable16(1.0f, invpow(0.5, 1 - cachegrey[2]), cachewhite[2], cacheblack[2], cachecontrastboost, ramps + rampsize*2, rampsize); } else { BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps, rampsize); BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize, rampsize); BuildGammaTable16(1.0f, cachegamma, cachecontrast, cachebrightness, cachecontrastboost, ramps + rampsize*2, rampsize); } if(vid.sRGB2D || vid.sRGB3D) { int i; for(i = 0; i < 3*rampsize; ++i) ramps[i] = (int)floor(bound(0.0f, Image_sRGBFloatFromLinearFloat(ramps[i] / 65535.0f), 1.0f) * 65535.0f + 0.5f); } // LordHavoc: this code came from Ben Winslow and Zinx Verituse, I have // immensely butchered it to work with variable framerates and fit in with // the rest of darkplaces. if (v_psycho.integer) { int x, y; float t; static float n[3], nd[3], nt[3]; static int init = true; unsigned short *ramp; gamma_forcenextframe = true; if (init) { init = false; for (x = 0;x < 3;x++) { n[x] = lhrandom(0, 1); nd[x] = (rand()&1)?-0.25:0.25; nt[x] = lhrandom(1, 8.2); } } for (x = 0;x < 3;x++) { nt[x] -= cl.realframetime; if (nt[x] < 0) { nd[x] = -nd[x]; nt[x] += lhrandom(1, 8.2); } n[x] += nd[x] * cl.realframetime; n[x] -= floor(n[x]); } for (x = 0, ramp = ramps;x < 3;x++) for (y = 0, t = n[x] - 0.75f;y < rampsize;y++, t += 0.75f * (2.0f / rampsize)) *ramp++ = (unsigned short)(cos(t*(M_PI*2.0)) * 32767.0f + 32767.0f); } } void VID_UpdateGamma(qboolean force, int rampsize) { cvar_t *c; float f; int wantgamma; qboolean gamma_changed = false; // LordHavoc: don't mess with gamma tables if running dedicated if (cls.state == ca_dedicated) return; wantgamma = v_hwgamma.integer; switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: case RENDERPATH_SOFT: case RENDERPATH_GLES2: if (v_glslgamma.integer) wantgamma = 0; break; case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: break; } if(!vid_activewindow) wantgamma = 0; #define BOUNDCVAR(cvar, m1, m2) c = &(cvar);f = bound(m1, c->value, m2);if (c->value != f) Cvar_SetValueQuick(c, f); BOUNDCVAR(v_gamma, 0.1, 5); BOUNDCVAR(v_contrast, 0.2, 5); BOUNDCVAR(v_brightness, -v_contrast.value * 0.8, 0.8); //BOUNDCVAR(v_contrastboost, 0.0625, 16); BOUNDCVAR(v_color_black_r, 0, 0.8); BOUNDCVAR(v_color_black_g, 0, 0.8); BOUNDCVAR(v_color_black_b, 0, 0.8); BOUNDCVAR(v_color_grey_r, 0, 0.95); BOUNDCVAR(v_color_grey_g, 0, 0.95); BOUNDCVAR(v_color_grey_b, 0, 0.95); BOUNDCVAR(v_color_white_r, 1, 5); BOUNDCVAR(v_color_white_g, 1, 5); BOUNDCVAR(v_color_white_b, 1, 5); #undef BOUNDCVAR // set vid_gammatables_trivial to true if the current settings would generate the identity gamma table vid_gammatables_trivial = false; if(v_psycho.integer == 0) if(v_contrastboost.value == 1) if(!vid.sRGB2D) if(!vid.sRGB3D) { if(v_color_enable.integer) { if(v_color_black_r.value == 0) if(v_color_black_g.value == 0) if(v_color_black_b.value == 0) if(fabs(v_color_grey_r.value - 0.5) < 1e-6) if(fabs(v_color_grey_g.value - 0.5) < 1e-6) if(fabs(v_color_grey_b.value - 0.5) < 1e-6) if(v_color_white_r.value == 1) if(v_color_white_g.value == 1) if(v_color_white_b.value == 1) vid_gammatables_trivial = true; } else { if(v_gamma.value == 1) if(v_contrast.value == 1) if(v_brightness.value == 0) vid_gammatables_trivial = true; } } #define GAMMACHECK(cache, value) if (cache != (value)) gamma_changed = true;cache = (value) if(v_psycho.integer) gamma_changed = true; GAMMACHECK(cachegamma , v_gamma.value); GAMMACHECK(cachecontrast , v_contrast.value); GAMMACHECK(cachebrightness , v_brightness.value); GAMMACHECK(cachecontrastboost, v_contrastboost.value); GAMMACHECK(cachecolorenable, v_color_enable.integer); GAMMACHECK(cacheblack[0] , v_color_black_r.value); GAMMACHECK(cacheblack[1] , v_color_black_g.value); GAMMACHECK(cacheblack[2] , v_color_black_b.value); GAMMACHECK(cachegrey[0] , v_color_grey_r.value); GAMMACHECK(cachegrey[1] , v_color_grey_g.value); GAMMACHECK(cachegrey[2] , v_color_grey_b.value); GAMMACHECK(cachewhite[0] , v_color_white_r.value); GAMMACHECK(cachewhite[1] , v_color_white_g.value); GAMMACHECK(cachewhite[2] , v_color_white_b.value); if(gamma_changed) ++vid_gammatables_serial; GAMMACHECK(cachehwgamma , wantgamma); #undef GAMMACHECK if (!force && !gamma_forcenextframe && !gamma_changed) return; gamma_forcenextframe = false; if (cachehwgamma) { if (!vid_usinghwgamma) { vid_usinghwgamma = true; if (vid_gammarampsize != rampsize || !vid_gammaramps) { vid_gammarampsize = rampsize; if (vid_gammaramps) Z_Free(vid_gammaramps); vid_gammaramps = (unsigned short *)Z_Malloc(6 * vid_gammarampsize * sizeof(unsigned short)); vid_systemgammaramps = vid_gammaramps + 3 * vid_gammarampsize; } VID_GetGamma(vid_systemgammaramps, vid_gammarampsize); } VID_BuildGammaTables(vid_gammaramps, vid_gammarampsize); // set vid_hardwaregammasupported to true if VID_SetGamma succeeds, OR if vid_hwgamma is >= 2 (forced gamma - ignores driver return value) Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_gammaramps, vid_gammarampsize) || cachehwgamma >= 2); // if custom gamma ramps failed (Windows stupidity), restore to system gamma if(!vid_hardwaregammasupported.integer) { if (vid_usinghwgamma) { vid_usinghwgamma = false; VID_SetGamma(vid_systemgammaramps, vid_gammarampsize); } } } else { if (vid_usinghwgamma) { vid_usinghwgamma = false; VID_SetGamma(vid_systemgammaramps, vid_gammarampsize); } } } void VID_RestoreSystemGamma(void) { if (vid_usinghwgamma) { vid_usinghwgamma = false; Cvar_SetValueQuick(&vid_hardwaregammasupported, VID_SetGamma(vid_systemgammaramps, vid_gammarampsize)); // force gamma situation to be reexamined next frame gamma_forcenextframe = true; } } #ifdef WIN32 static dllfunction_t xinputdllfuncs[] = { {"XInputGetState", (void **) &qXInputGetState}, {"XInputGetKeystroke", (void **) &qXInputGetKeystroke}, {NULL, NULL} }; static const char* xinputdllnames [] = { "xinput1_3.dll", "xinput1_2.dll", "xinput1_1.dll", NULL }; static dllhandle_t xinputdll_dll = NULL; #endif void VID_Shared_Init(void) { #ifdef SSE_POSSIBLE if (Sys_HaveSSE2()) { Con_Printf("DPSOFTRAST available (SSE2 instructions detected)\n"); Cvar_RegisterVariable(&vid_soft); Cvar_RegisterVariable(&vid_soft_threads); Cvar_RegisterVariable(&vid_soft_interlace); } else Con_Printf("DPSOFTRAST not available (SSE2 disabled or not detected)\n"); #else Con_Printf("DPSOFTRAST not available (SSE2 not compiled in)\n"); #endif Cvar_RegisterVariable(&vid_hardwaregammasupported); Cvar_RegisterVariable(&gl_info_vendor); Cvar_RegisterVariable(&gl_info_renderer); Cvar_RegisterVariable(&gl_info_version); Cvar_RegisterVariable(&gl_info_extensions); Cvar_RegisterVariable(&gl_info_platform); Cvar_RegisterVariable(&gl_info_driver); Cvar_RegisterVariable(&v_gamma); Cvar_RegisterVariable(&v_brightness); Cvar_RegisterVariable(&v_contrastboost); Cvar_RegisterVariable(&v_contrast); Cvar_RegisterVariable(&v_color_enable); Cvar_RegisterVariable(&v_color_black_r); Cvar_RegisterVariable(&v_color_black_g); Cvar_RegisterVariable(&v_color_black_b); Cvar_RegisterVariable(&v_color_grey_r); Cvar_RegisterVariable(&v_color_grey_g); Cvar_RegisterVariable(&v_color_grey_b); Cvar_RegisterVariable(&v_color_white_r); Cvar_RegisterVariable(&v_color_white_g); Cvar_RegisterVariable(&v_color_white_b); Cvar_RegisterVariable(&v_hwgamma); Cvar_RegisterVariable(&v_glslgamma); Cvar_RegisterVariable(&v_glslgamma_2d); Cvar_RegisterVariable(&v_psycho); Cvar_RegisterVariable(&vid_fullscreen); Cvar_RegisterVariable(&vid_width); Cvar_RegisterVariable(&vid_height); Cvar_RegisterVariable(&vid_bitsperpixel); Cvar_RegisterVariable(&vid_samples); Cvar_RegisterVariable(&vid_refreshrate); Cvar_RegisterVariable(&vid_userefreshrate); Cvar_RegisterVariable(&vid_stereobuffer); Cvar_RegisterVariable(&vid_vsync); Cvar_RegisterVariable(&vid_mouse); Cvar_RegisterVariable(&vid_grabkeyboard); Cvar_RegisterVariable(&vid_touchscreen); Cvar_RegisterVariable(&vid_stick_mouse); Cvar_RegisterVariable(&vid_resizable); Cvar_RegisterVariable(&vid_minwidth); Cvar_RegisterVariable(&vid_minheight); Cvar_RegisterVariable(&vid_gl13); Cvar_RegisterVariable(&vid_gl20); Cvar_RegisterVariable(&gl_finish); Cvar_RegisterVariable(&vid_sRGB); Cvar_RegisterVariable(&vid_sRGB_fallback); Cvar_RegisterVariable(&joy_active); #ifdef WIN32 Cvar_RegisterVariable(&joy_xinputavailable); #endif Cvar_RegisterVariable(&joy_detected); Cvar_RegisterVariable(&joy_enable); Cvar_RegisterVariable(&joy_index); Cvar_RegisterVariable(&joy_axisforward); Cvar_RegisterVariable(&joy_axisside); Cvar_RegisterVariable(&joy_axisup); Cvar_RegisterVariable(&joy_axispitch); Cvar_RegisterVariable(&joy_axisyaw); //Cvar_RegisterVariable(&joy_axisroll); Cvar_RegisterVariable(&joy_deadzoneforward); Cvar_RegisterVariable(&joy_deadzoneside); Cvar_RegisterVariable(&joy_deadzoneup); Cvar_RegisterVariable(&joy_deadzonepitch); Cvar_RegisterVariable(&joy_deadzoneyaw); //Cvar_RegisterVariable(&joy_deadzoneroll); Cvar_RegisterVariable(&joy_sensitivityforward); Cvar_RegisterVariable(&joy_sensitivityside); Cvar_RegisterVariable(&joy_sensitivityup); Cvar_RegisterVariable(&joy_sensitivitypitch); Cvar_RegisterVariable(&joy_sensitivityyaw); //Cvar_RegisterVariable(&joy_sensitivityroll); Cvar_RegisterVariable(&joy_axiskeyevents); Cvar_RegisterVariable(&joy_axiskeyevents_deadzone); Cvar_RegisterVariable(&joy_x360_axisforward); Cvar_RegisterVariable(&joy_x360_axisside); Cvar_RegisterVariable(&joy_x360_axisup); Cvar_RegisterVariable(&joy_x360_axispitch); Cvar_RegisterVariable(&joy_x360_axisyaw); //Cvar_RegisterVariable(&joy_x360_axisroll); Cvar_RegisterVariable(&joy_x360_deadzoneforward); Cvar_RegisterVariable(&joy_x360_deadzoneside); Cvar_RegisterVariable(&joy_x360_deadzoneup); Cvar_RegisterVariable(&joy_x360_deadzonepitch); Cvar_RegisterVariable(&joy_x360_deadzoneyaw); //Cvar_RegisterVariable(&joy_x360_deadzoneroll); Cvar_RegisterVariable(&joy_x360_sensitivityforward); Cvar_RegisterVariable(&joy_x360_sensitivityside); Cvar_RegisterVariable(&joy_x360_sensitivityup); Cvar_RegisterVariable(&joy_x360_sensitivitypitch); Cvar_RegisterVariable(&joy_x360_sensitivityyaw); //Cvar_RegisterVariable(&joy_x360_sensitivityroll); #ifdef WIN32 Sys_LoadLibrary(xinputdllnames, &xinputdll_dll, xinputdllfuncs); #endif Cmd_AddCommand("force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)"); Cmd_AddCommand("vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)"); } static int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, int stereobuffer, int samples) { viddef_mode_t mode; char vabuf[1024]; memset(&mode, 0, sizeof(mode)); mode.fullscreen = fullscreen != 0; mode.width = width; mode.height = height; mode.bitsperpixel = bpp; mode.refreshrate = vid_userefreshrate.integer ? max(1, refreshrate) : 0; mode.userefreshrate = vid_userefreshrate.integer != 0; mode.stereobuffer = stereobuffer != 0; mode.samples = samples; cl_ignoremousemoves = 2; VID_ClearExtensions(); vid.samples = vid.mode.samples; if (VID_InitMode(&mode)) { // accept the (possibly modified) mode vid.mode = mode; vid.fullscreen = vid.mode.fullscreen; vid.width = vid.mode.width; vid.height = vid.mode.height; vid.bitsperpixel = vid.mode.bitsperpixel; vid.refreshrate = vid.mode.refreshrate; vid.userefreshrate = vid.mode.userefreshrate; vid.stereobuffer = vid.mode.stereobuffer; vid.stencil = vid.mode.bitsperpixel >= 16; vid.sRGB2D = vid_sRGB.integer >= 1 && vid.sRGBcapable2D; vid.sRGB3D = vid_sRGB.integer >= 1 && vid.sRGBcapable3D; switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: { GLboolean stereo; qglGetBooleanv(GL_STEREO, &stereo); vid.stereobuffer = stereo != 0; } break; default: vid.stereobuffer = false; break; } if( (vid_sRGB_fallback.integer >= 3) // force fallback || (vid_sRGB_fallback.integer >= 2 && // fallback if framebuffer is 8bit !(r_viewfbo.integer >= 2 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2)) ) vid.sRGB2D = vid.sRGB3D = false; if(vid.samples != vid.mode.samples) Con_Printf("NOTE: requested %dx AA, got %dx AA\n", vid.mode.samples, vid.samples); Con_Printf("Video Mode: %s %dx%dx%dx%.2fhz%s%s\n", mode.fullscreen ? "fullscreen" : "window", mode.width, mode.height, mode.bitsperpixel, mode.refreshrate, mode.stereobuffer ? " stereo" : "", mode.samples > 1 ? va(vabuf, sizeof(vabuf), " (%ix AA)", mode.samples) : ""); Cvar_SetValueQuick(&vid_fullscreen, vid.mode.fullscreen); Cvar_SetValueQuick(&vid_width, vid.mode.width); Cvar_SetValueQuick(&vid_height, vid.mode.height); Cvar_SetValueQuick(&vid_bitsperpixel, vid.mode.bitsperpixel); Cvar_SetValueQuick(&vid_samples, vid.mode.samples); if(vid_userefreshrate.integer) Cvar_SetValueQuick(&vid_refreshrate, vid.mode.refreshrate); Cvar_SetValueQuick(&vid_stereobuffer, vid.stereobuffer ? 1 : 0); return true; } else return false; } static void VID_OpenSystems(void) { R_Modules_Start(); S_Startup(); } static void VID_CloseSystems(void) { S_Shutdown(); R_Modules_Shutdown(); } qboolean vid_commandlinecheck = true; extern qboolean vid_opened; void VID_Restart_f(void) { char vabuf[1024]; char vabuf2[1024]; // don't crash if video hasn't started yet if (vid_commandlinecheck) return; if (!vid_opened) { SCR_BeginLoadingPlaque(false); return; } Con_Printf("VID_Restart: changing from %s %dx%dx%dbpp%s%s, to %s %dx%dx%dbpp%s%s.\n", vid.mode.fullscreen ? "fullscreen" : "window", vid.mode.width, vid.mode.height, vid.mode.bitsperpixel, vid.mode.fullscreen && vid.mode.userefreshrate ? va(vabuf, sizeof(vabuf), "x%.2fhz", vid.mode.refreshrate) : "", vid.mode.samples > 1 ? va(vabuf2, sizeof(vabuf2), " (%ix AA)", vid.mode.samples) : "", vid_fullscreen.integer ? "fullscreen" : "window", vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_fullscreen.integer && vid_userefreshrate.integer ? va(vabuf, sizeof(vabuf), "x%.2fhz", vid_refreshrate.value) : "", vid_samples.integer > 1 ? va(vabuf2, sizeof(vabuf2), " (%ix AA)", vid_samples.integer) : ""); VID_CloseSystems(); VID_Shutdown(); if (!VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_refreshrate.value, vid_stereobuffer.integer, vid_samples.integer)) { Con_Print("Video mode change failed\n"); if (!VID_Mode(vid.mode.fullscreen, vid.mode.width, vid.mode.height, vid.mode.bitsperpixel, vid.mode.refreshrate, vid.mode.stereobuffer, vid.mode.samples)) Sys_Error("Unable to restore to last working video mode"); } VID_OpenSystems(); } const char *vidfallbacks[][2] = { {"vid_stereobuffer", "0"}, {"vid_samples", "1"}, {"vid_userefreshrate", "0"}, {"vid_width", "640"}, {"vid_height", "480"}, {"vid_bitsperpixel", "16"}, {NULL, NULL} }; // this is only called once by Host_StartVideo and again on each FS_GameDir_f void VID_Start(void) { int i, width, height, success; if (vid_commandlinecheck) { // interpret command-line parameters vid_commandlinecheck = false; // COMMANDLINEOPTION: Video: -window performs +vid_fullscreen 0 if (COM_CheckParm("-window") || COM_CheckParm("-safe")) Cvar_SetValueQuick(&vid_fullscreen, false); // COMMANDLINEOPTION: Video: -fullscreen performs +vid_fullscreen 1 if (COM_CheckParm("-fullscreen")) Cvar_SetValueQuick(&vid_fullscreen, true); width = 0; height = 0; // COMMANDLINEOPTION: Video: -width performs +vid_width and also +vid_height if only -width is specified (example: -width 1024 sets 1024x768 mode) if ((i = COM_CheckParm("-width")) != 0) width = atoi(com_argv[i+1]); // COMMANDLINEOPTION: Video: -height performs +vid_height and also +vid_width if only -height is specified (example: -height 768 sets 1024x768 mode) if ((i = COM_CheckParm("-height")) != 0) height = atoi(com_argv[i+1]); if (width == 0) width = height * 4 / 3; if (height == 0) height = width * 3 / 4; if (width) Cvar_SetValueQuick(&vid_width, width); if (height) Cvar_SetValueQuick(&vid_height, height); // COMMANDLINEOPTION: Video: -bpp performs +vid_bitsperpixel (example -bpp 32 or -bpp 16) if ((i = COM_CheckParm("-bpp")) != 0) Cvar_SetQuick(&vid_bitsperpixel, com_argv[i+1]); } success = VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_refreshrate.value, vid_stereobuffer.integer, vid_samples.integer); if (!success) { Con_Print("Desired video mode fail, trying fallbacks...\n"); for (i = 0;!success && vidfallbacks[i][0] != NULL;i++) { Cvar_Set(vidfallbacks[i][0], vidfallbacks[i][1]); success = VID_Mode(vid_fullscreen.integer, vid_width.integer, vid_height.integer, vid_bitsperpixel.integer, vid_refreshrate.value, vid_stereobuffer.integer, vid_samples.integer); } if (!success) Sys_Error("Video modes failed"); } VID_OpenSystems(); } void VID_Stop(void) { VID_CloseSystems(); VID_Shutdown(); } static int VID_SortModes_Compare(const void *a_, const void *b_) { vid_mode_t *a = (vid_mode_t *) a_; vid_mode_t *b = (vid_mode_t *) b_; if(a->width > b->width) return +1; if(a->width < b->width) return -1; if(a->height > b->height) return +1; if(a->height < b->height) return -1; if(a->refreshrate > b->refreshrate) return +1; if(a->refreshrate < b->refreshrate) return -1; if(a->bpp > b->bpp) return +1; if(a->bpp < b->bpp) return -1; if(a->pixelheight_num * b->pixelheight_denom > a->pixelheight_denom * b->pixelheight_num) return +1; if(a->pixelheight_num * b->pixelheight_denom < a->pixelheight_denom * b->pixelheight_num) return -1; return 0; } size_t VID_SortModes(vid_mode_t *modes, size_t count, qboolean usebpp, qboolean userefreshrate, qboolean useaspect) { size_t i; if(count == 0) return 0; // 1. sort them qsort(modes, count, sizeof(*modes), VID_SortModes_Compare); // 2. remove duplicates for(i = 0; i < count; ++i) { if(modes[i].width && modes[i].height) { if(i == 0) continue; if(modes[i].width != modes[i-1].width) continue; if(modes[i].height != modes[i-1].height) continue; if(userefreshrate) if(modes[i].refreshrate != modes[i-1].refreshrate) continue; if(usebpp) if(modes[i].bpp != modes[i-1].bpp) continue; if(useaspect) if(modes[i].pixelheight_num * modes[i-1].pixelheight_denom != modes[i].pixelheight_denom * modes[i-1].pixelheight_num) continue; } // a dupe, or a bogus mode! if(i < count-1) memmove(&modes[i], &modes[i+1], sizeof(*modes) * (count-1 - i)); --i; // check this index again, as mode i+1 is now here --count; } return count; } void VID_Soft_SharedSetup(void) { gl_platform = "DPSOFTRAST"; gl_platformextensions = ""; gl_renderer = "DarkPlaces-Soft"; gl_vendor = "Forest Hale"; gl_version = "0.0"; gl_extensions = ""; // clear the extension flags memset(&vid.support, 0, sizeof(vid.support)); Cvar_SetQuick(&gl_info_extensions, ""); // DPSOFTRAST requires BGRA vid.forcetextype = TEXTYPE_BGRA; vid.forcevbo = false; vid.support.arb_depth_texture = true; vid.support.arb_draw_buffers = true; vid.support.arb_occlusion_query = true; vid.support.arb_shadow = true; //vid.support.arb_texture_compression = true; vid.support.arb_texture_cube_map = true; vid.support.arb_texture_non_power_of_two = false; vid.support.arb_vertex_buffer_object = true; vid.support.ext_blend_subtract = true; vid.support.ext_draw_range_elements = true; vid.support.ext_framebuffer_object = true; vid.support.ext_texture_3d = true; //vid.support.ext_texture_compression_s3tc = true; vid.support.ext_texture_filter_anisotropic = true; vid.support.ati_separate_stencil = true; vid.support.ext_texture_srgb = false; vid.maxtexturesize_2d = 16384; vid.maxtexturesize_3d = 512; vid.maxtexturesize_cubemap = 16384; vid.texunits = 4; vid.teximageunits = 32; vid.texarrayunits = 8; vid.max_anisotropy = 1; vid.maxdrawbuffers = 4; vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); Con_DPrintf("Using DarkPlaces Software Rasterizer rendering path\n"); vid.renderpath = RENDERPATH_SOFT; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; vid.useinterleavedarrays = false; Cvar_SetQuick(&gl_info_vendor, gl_vendor); Cvar_SetQuick(&gl_info_renderer, gl_renderer); Cvar_SetQuick(&gl_info_version, gl_version); Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); Cvar_SetQuick(&gl_info_driver, gl_driver); // LordHavoc: report supported extensions Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); }