quakequest/Projects/Android/jni/darkplaces/vid_android.c
2021-02-02 22:53:37 +00:00

553 lines
14 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include <signal.h>
//#include <EGL/egl.h>
#include <stdbool.h>
int cl_available = true;
static long oldtime=0;
qboolean vid_supportrefreshrate = false;
extern int vrMode;
void Host_BeginFrame(bool stopTime);
void Host_Frame(int eye, int x, int y);
void Host_EndFrame();
void VID_Shutdown(void)
{
}
static void signal_handler(int sig)
{
Con_Printf("Received signal %d, exiting...\n", sig);
Sys_Quit(1);
}
static void InitSig(void)
{
//Nope, I want a logcat backtrace.
/*signal(SIGHUP, signal_handler);
signal(SIGINT, signal_handler);
signal(SIGQUIT, signal_handler);
signal(SIGILL, signal_handler);
signal(SIGTRAP, signal_handler);
signal(SIGIOT, signal_handler);
signal(SIGBUS, signal_handler);
signal(SIGFPE, signal_handler);
signal(SIGSEGV, signal_handler);
signal(SIGTERM, signal_handler);*/
}
void qglBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
//Nope.avi
}
void qglUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
//Nope.avi
}
GLuint qglGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
//Nope.avi
return 0;
}
void glLoadMatrixf(const GLfloat *m)
{
//Nope.avi
}
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
//Nope.avi
}
void glClientActiveTexture(GLenum target)
{
//Nope.avi
}
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
{
//Nope.avi
}
void qglBindFramebuffer(GLenum target, GLuint framebuffer)
{
glBindFramebuffer(target, framebuffer);
}
void qglBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
glBindRenderbuffer(target, renderbuffer);
}
void qglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
glDeleteRenderbuffers(n, renderbuffers);
}
void qglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
glDeleteFramebuffers(n, framebuffers);
}
void qglGenFramebuffers(GLsizei n, GLuint *framebuffers)
{
glGenFramebuffers(n, framebuffers);
}
GLenum qglCheckFramebufferStatus(GLenum target)
{
return glCheckFramebufferStatus(target);
}
void qglGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
glGenRenderbuffers(n, renderbuffers);
}
void qglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
glRenderbufferStorage(target, internalformat, width, height);
}
void VID_SetMouse (qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
{
}
bool scndswp=0;
void VID_Finish (void)
{
//if (scndswp) eglSwapBuffers(eglGetCurrentDisplay(), eglGetCurrentSurface(EGL_DRAW));
scndswp=1;
}
int VID_SetGamma(unsigned short *ramps, int rampsize)
{
return FALSE;
}
int VID_GetGamma(unsigned short *ramps, int rampsize)
{
return FALSE;
}
void VID_Init(void)
{
InitSig(); // trap evil signals
}
#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x))
int is32bit=0;
void GLES_Init(void)
{
gl_renderer = (const char *)qglGetString(GL_RENDERER);
gl_vendor = (const char *)qglGetString(GL_VENDOR);
gl_version = (const char *)qglGetString(GL_VERSION);
gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
if (!gl_extensions)
gl_extensions = "";
if (!gl_platformextensions)
gl_platformextensions = "";
Con_Printf("GL_VENDOR: %s\n", gl_vendor);
Con_Printf("GL_RENDERER: %s\n", gl_renderer);
Con_Printf("GL_VERSION: %s\n", gl_version);
Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
// LordHavoc: report supported extensions
Con_Printf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
// GLES devices in general do not like GL_BGRA, so use GL_RGBA
vid.forcetextype = TEXTYPE_RGBA;
vid.support.gl20shaders = true;
vid.support.amd_texture_texture4 = false;
vid.support.arb_depth_texture = false;
vid.support.arb_draw_buffers = false;
vid.support.arb_multitexture = false;
vid.support.arb_occlusion_query = false;
vid.support.arb_shadow = false;
vid.support.arb_texture_compression = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc");
vid.support.arb_texture_cube_map = true;
vid.support.arb_texture_env_combine = false;
vid.support.arb_texture_gather = false;
vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL;
vid.support.arb_vertex_buffer_object = true;
vid.support.arb_uniform_buffer_object = false;
vid.support.ati_separate_stencil = false;
vid.support.ext_blend_minmax = false;
vid.support.ext_blend_subtract = true;
vid.support.ext_draw_range_elements = true;
vid.support.ext_framebuffer_object = false;
vid.support.ext_packed_depth_stencil = false;
vid.support.ext_stencil_two_side = false;
vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D");
vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc");
vid.support.ext_texture_edge_clamp = true;
vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
vid.support.ext_texture_srgb = false;
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);
Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
{
#define GL_ALPHA_BITS 0x0D55
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1;
qglGetIntegerv(GL_RED_BITS , &fb_r);
qglGetIntegerv(GL_GREEN_BITS , &fb_g);
qglGetIntegerv(GL_BLUE_BITS , &fb_b);
qglGetIntegerv(GL_ALPHA_BITS , &fb_a);
qglGetIntegerv(GL_DEPTH_BITS , &fb_d);
qglGetIntegerv(GL_STENCIL_BITS, &fb_s);
if ((fb_r+fb_g+fb_b+fb_a)>=24) is32bit=1;
Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s);
}
// verify that cubemap textures are really supported
if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
vid.support.arb_texture_cube_map = false;
// 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_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
}
vid.texunits = 4;
vid.teximageunits = 8;
vid.texarrayunits = 5;
vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
Con_DPrintf("Using GLES2.0 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_GLES2;
vid.useinterleavedarrays = false;
vid.sRGBcapable2D = false;
vid.sRGBcapable3D = false;
// VorteX: set other info (maybe place them in VID_InitMode?)
extern cvar_t gl_info_vendor;
extern cvar_t gl_info_renderer;
extern cvar_t gl_info_version;
extern cvar_t gl_info_platform;
extern cvar_t gl_info_driver;
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);
}
int andrw=640;
int andrh=480;
qboolean VID_InitMode(viddef_mode_t *mode)
{
mode->width = andrw;
mode->height = andrh;
mode->fullscreen = true;
mode->refreshrate=60.0f;
vid.softpixels = NULL;
vid_hidden=false;
gl_platform = "Android";
gl_platformextensions = "";
GLES_Init();
if (is32bit)
mode->bitsperpixel=32;else mode->bitsperpixel=16;
return true;
}
void *GL_GetProcAddress(const char *name)
{
return NULL;
}
void Sys_SendKeyEvents(void)
{
}
void VID_BuildJoyState(vid_joystate_t *joystate)
{
}
size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
{
return 0;
}
typedef struct r_glsl_permutation_s
{
/// hash lookup data
struct r_glsl_permutation_s *hashnext;
unsigned int mode;
unsigned int permutation;
/// indicates if we have tried compiling this permutation already
qboolean compiled;
/// 0 if compilation failed
int program;
// texture units assigned to each detected uniform
int tex_Texture_First;
int tex_Texture_Second;
int tex_Texture_GammaRamps;
int tex_Texture_Normal;
int tex_Texture_Color;
int tex_Texture_Gloss;
int tex_Texture_Glow;
int tex_Texture_SecondaryNormal;
int tex_Texture_SecondaryColor;
int tex_Texture_SecondaryGloss;
int tex_Texture_SecondaryGlow;
int tex_Texture_Pants;
int tex_Texture_Shirt;
int tex_Texture_FogHeightTexture;
int tex_Texture_FogMask;
int tex_Texture_Lightmap;
int tex_Texture_Deluxemap;
int tex_Texture_Attenuation;
int tex_Texture_Cube;
int tex_Texture_Refraction;
int tex_Texture_Reflection;
int tex_Texture_ShadowMap2D;
int tex_Texture_CubeProjection;
int tex_Texture_ScreenNormalMap;
int tex_Texture_ScreenDiffuse;
int tex_Texture_ScreenSpecular;
int tex_Texture_ReflectMask;
int tex_Texture_ReflectCube;
int tex_Texture_BounceGrid;
/// locations of detected uniforms in program object, or -1 if not found
int loc_Texture_First;
int loc_Texture_Second;
int loc_Texture_GammaRamps;
int loc_Texture_Normal;
int loc_Texture_Color;
int loc_Texture_Gloss;
int loc_Texture_Glow;
int loc_Texture_SecondaryNormal;
int loc_Texture_SecondaryColor;
int loc_Texture_SecondaryGloss;
int loc_Texture_SecondaryGlow;
int loc_Texture_Pants;
int loc_Texture_Shirt;
int loc_Texture_FogHeightTexture;
int loc_Texture_FogMask;
int loc_Texture_Lightmap;
int loc_Texture_Deluxemap;
int loc_Texture_Attenuation;
int loc_Texture_Cube;
int loc_Texture_Refraction;
int loc_Texture_Reflection;
int loc_Texture_ShadowMap2D;
int loc_Texture_CubeProjection;
int loc_Texture_ScreenNormalMap;
int loc_Texture_ScreenDiffuse;
int loc_Texture_ScreenSpecular;
int loc_Texture_ReflectMask;
int loc_Texture_ReflectCube;
int loc_Texture_BounceGrid;
int loc_Alpha;
int loc_BloomBlur_Parameters;
int loc_ClientTime;
int loc_Color_Ambient;
int loc_Color_Diffuse;
int loc_Color_Specular;
int loc_Color_Glow;
int loc_Color_Pants;
int loc_Color_Shirt;
int loc_DeferredColor_Ambient;
int loc_DeferredColor_Diffuse;
int loc_DeferredColor_Specular;
int loc_DeferredMod_Diffuse;
int loc_DeferredMod_Specular;
int loc_DistortScaleRefractReflect;
int loc_EyePosition;
int loc_FogColor;
int loc_FogHeightFade;
int loc_FogPlane;
int loc_FogPlaneViewDist;
int loc_FogRangeRecip;
int loc_LightColor;
int loc_LightDir;
int loc_LightPosition;
int loc_OffsetMapping_ScaleSteps;
int loc_OffsetMapping_LodDistance;
int loc_OffsetMapping_Bias;
int loc_PixelSize;
int loc_ReflectColor;
int loc_ReflectFactor;
int loc_ReflectOffset;
int loc_RefractColor;
int loc_Saturation;
int loc_ScreenCenterRefractReflect;
int loc_ScreenScaleRefractReflect;
int loc_ScreenToDepth;
int loc_ShadowMap_Parameters;
int loc_ShadowMap_TextureScale;
int loc_SpecularPower;
int loc_UserVec1;
int loc_UserVec2;
int loc_UserVec3;
int loc_UserVec4;
int loc_ViewTintColor;
int loc_ViewToLight;
int loc_ModelToLight;
int loc_TexMatrix;
int loc_BackgroundTexMatrix;
int loc_ModelViewProjectionMatrix;
int loc_ModelViewMatrix;
int loc_PixelToScreenTexCoord;
int loc_ModelToReflectCube;
int loc_ShadowMapMatrix;
int loc_BloomColorSubtract;
int loc_NormalmapScrollBlend;
int loc_BounceGridMatrix;
int loc_BounceGridIntensity;
}
r_glsl_permutation_t;
extern r_glsl_permutation_t *r_glsl_permutation;
extern void android_kostyl();
void QC_BeginFrame(bool stopTime)
{
scndswp=0;
Host_BeginFrame(stopTime);
}
void QC_DrawFrame(int eye, int x, int y)
{
Host_Frame(eye, x, y);
}
void QC_EndFrame()
{
Host_EndFrame();
}
void QC_KeyEvent(int state,int key,int character)
{
Key_Event(key, character, state);
}
float analogx=0.0f;
float analogy=0.0f;
int analogenabled=0;
void QC_Analog(int enable,float x,float y)
{
analogenabled=enable;
analogx=x;
analogy=y;
}
void QC_MotionEvent(float delta, float dx, float dy)
{
static bool canAdjust = true;
//If not in vr mode, then always use yaw stick control
if (vr_yawmode.integer == 2)
{
in_mouse_x+=(dx*delta);
in_windowmouse_x += (dx*delta);
if (in_windowmouse_x<0) in_windowmouse_x=0;
if (in_windowmouse_x>andrw-1) in_windowmouse_x=andrw-1;
}
else if (vr_yawmode.integer == 1) {
if (fabs(dx) > 0.4 && canAdjust && delta != -1.0f) {
if (dx > 0.0)
cl.comfortInc--;
else
cl.comfortInc++;
int max = (360.f / cl_comfort.value);
if (cl.comfortInc >= max)
cl.comfortInc = 0;
if (cl.comfortInc < 0)
cl.comfortInc = max - 1;
canAdjust = false;
}
if (fabs(dx) < 0.3)
canAdjust = true;
}
}
static struct {
float pitch, previous_pitch, yaw, previous_yaw, roll;
} move_event;
void IN_Move(void)
{
cl.viewangles[PITCH] = move_event.pitch;
if (vr_yawmode.integer == 0) {
cl.viewangles[YAW] = move_event.yaw;
} else if (vr_yawmode.integer == 1) {
cl.viewangles[YAW] += move_event.yaw;
} else
{
cl.viewangles[YAW] -= move_event.previous_yaw;
cl.viewangles[YAW] += move_event.yaw;
}
cl.viewangles[ROLL] = move_event.roll ;
}
void QC_MoveEvent(float yaw, float pitch, float roll)
{
move_event.previous_yaw = move_event.yaw;
move_event.previous_pitch = move_event.pitch;
move_event.yaw = yaw * cl_yawmult.value;
move_event.pitch = pitch * cl_pitchmult.value;
move_event.roll = roll;
}
void QC_SetResolution(int width, int height)
{
andrw=width;
andrh=height;
VID_Restart_f();
}