mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-12-22 18:41:32 +00:00
553 lines
14 KiB
C
553 lines
14 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#include <signal.h>
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//#include <EGL/egl.h>
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#include <stdbool.h>
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int cl_available = true;
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static long oldtime=0;
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qboolean vid_supportrefreshrate = false;
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extern int vrMode;
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void Host_BeginFrame(bool stopTime);
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void Host_Frame(int eye, int x, int y);
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void Host_EndFrame();
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void VID_Shutdown(void)
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{
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}
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static void signal_handler(int sig)
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{
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Con_Printf("Received signal %d, exiting...\n", sig);
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Sys_Quit(1);
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}
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static void InitSig(void)
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{
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//Nope, I want a logcat backtrace.
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/*signal(SIGHUP, signal_handler);
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signal(SIGINT, signal_handler);
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signal(SIGQUIT, signal_handler);
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signal(SIGILL, signal_handler);
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signal(SIGTRAP, signal_handler);
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signal(SIGIOT, signal_handler);
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signal(SIGBUS, signal_handler);
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signal(SIGFPE, signal_handler);
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signal(SIGSEGV, signal_handler);
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signal(SIGTERM, signal_handler);*/
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}
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void qglBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
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{
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//Nope.avi
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}
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void qglUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
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{
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//Nope.avi
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}
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GLuint qglGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
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{
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//Nope.avi
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return 0;
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}
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void glLoadMatrixf(const GLfloat *m)
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{
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//Nope.avi
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}
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void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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{
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//Nope.avi
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}
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void glClientActiveTexture(GLenum target)
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{
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//Nope.avi
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}
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void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
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{
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//Nope.avi
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}
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void qglBindFramebuffer(GLenum target, GLuint framebuffer)
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{
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glBindFramebuffer(target, framebuffer);
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}
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void qglBindRenderbuffer(GLenum target, GLuint renderbuffer)
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{
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glBindRenderbuffer(target, renderbuffer);
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}
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void qglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
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{
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glDeleteRenderbuffers(n, renderbuffers);
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}
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void qglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
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{
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glDeleteFramebuffers(n, framebuffers);
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}
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void qglGenFramebuffers(GLsizei n, GLuint *framebuffers)
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{
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glGenFramebuffers(n, framebuffers);
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}
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GLenum qglCheckFramebufferStatus(GLenum target)
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{
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return glCheckFramebufferStatus(target);
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}
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void qglGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
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{
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glGenRenderbuffers(n, renderbuffers);
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}
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void qglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
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{
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glRenderbufferStorage(target, internalformat, width, height);
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}
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void VID_SetMouse (qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
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{
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}
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bool scndswp=0;
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void VID_Finish (void)
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{
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//if (scndswp) eglSwapBuffers(eglGetCurrentDisplay(), eglGetCurrentSurface(EGL_DRAW));
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scndswp=1;
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}
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int VID_SetGamma(unsigned short *ramps, int rampsize)
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{
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return FALSE;
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}
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int VID_GetGamma(unsigned short *ramps, int rampsize)
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{
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return FALSE;
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}
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void VID_Init(void)
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{
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InitSig(); // trap evil signals
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}
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#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x))
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int is32bit=0;
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void GLES_Init(void)
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{
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gl_renderer = (const char *)qglGetString(GL_RENDERER);
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gl_vendor = (const char *)qglGetString(GL_VENDOR);
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gl_version = (const char *)qglGetString(GL_VERSION);
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gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
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if (!gl_extensions)
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gl_extensions = "";
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if (!gl_platformextensions)
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gl_platformextensions = "";
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Con_Printf("GL_VENDOR: %s\n", gl_vendor);
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Con_Printf("GL_RENDERER: %s\n", gl_renderer);
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Con_Printf("GL_VERSION: %s\n", gl_version);
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Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
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Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
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// LordHavoc: report supported extensions
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Con_Printf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
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// GLES devices in general do not like GL_BGRA, so use GL_RGBA
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vid.forcetextype = TEXTYPE_RGBA;
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vid.support.gl20shaders = true;
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vid.support.amd_texture_texture4 = false;
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vid.support.arb_depth_texture = false;
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vid.support.arb_draw_buffers = false;
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vid.support.arb_multitexture = false;
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vid.support.arb_occlusion_query = false;
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vid.support.arb_shadow = false;
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vid.support.arb_texture_compression = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc");
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vid.support.arb_texture_cube_map = true;
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vid.support.arb_texture_env_combine = false;
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vid.support.arb_texture_gather = false;
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vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL;
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vid.support.arb_vertex_buffer_object = true;
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vid.support.arb_uniform_buffer_object = false;
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vid.support.ati_separate_stencil = false;
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vid.support.ext_blend_minmax = false;
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vid.support.ext_blend_subtract = true;
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vid.support.ext_draw_range_elements = true;
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vid.support.ext_framebuffer_object = false;
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vid.support.ext_packed_depth_stencil = false;
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vid.support.ext_stencil_two_side = false;
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vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D");
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vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc");
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vid.support.ext_texture_edge_clamp = true;
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vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
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vid.support.ext_texture_srgb = false;
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qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
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if (vid.support.ext_texture_filter_anisotropic)
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qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
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if (vid.support.arb_texture_cube_map)
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qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
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Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
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Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
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{
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#define GL_ALPHA_BITS 0x0D55
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#define GL_RED_BITS 0x0D52
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#define GL_GREEN_BITS 0x0D53
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#define GL_BLUE_BITS 0x0D54
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#define GL_DEPTH_BITS 0x0D56
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#define GL_STENCIL_BITS 0x0D57
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int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1;
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qglGetIntegerv(GL_RED_BITS , &fb_r);
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qglGetIntegerv(GL_GREEN_BITS , &fb_g);
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qglGetIntegerv(GL_BLUE_BITS , &fb_b);
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qglGetIntegerv(GL_ALPHA_BITS , &fb_a);
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qglGetIntegerv(GL_DEPTH_BITS , &fb_d);
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qglGetIntegerv(GL_STENCIL_BITS, &fb_s);
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if ((fb_r+fb_g+fb_b+fb_a)>=24) is32bit=1;
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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);
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}
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// verify that cubemap textures are really supported
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if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
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vid.support.arb_texture_cube_map = false;
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// verify that 3d textures are really supported
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if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
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{
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vid.support.ext_texture_3d = false;
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Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
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}
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vid.texunits = 4;
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vid.teximageunits = 8;
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vid.texarrayunits = 5;
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vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
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vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
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vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
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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" : "");
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vid.renderpath = RENDERPATH_GLES2;
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vid.useinterleavedarrays = false;
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vid.sRGBcapable2D = false;
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vid.sRGBcapable3D = false;
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// VorteX: set other info (maybe place them in VID_InitMode?)
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extern cvar_t gl_info_vendor;
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extern cvar_t gl_info_renderer;
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extern cvar_t gl_info_version;
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extern cvar_t gl_info_platform;
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extern cvar_t gl_info_driver;
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Cvar_SetQuick(&gl_info_vendor, gl_vendor);
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Cvar_SetQuick(&gl_info_renderer, gl_renderer);
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Cvar_SetQuick(&gl_info_version, gl_version);
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Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
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Cvar_SetQuick(&gl_info_driver, gl_driver);
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}
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int andrw=640;
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int andrh=480;
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qboolean VID_InitMode(viddef_mode_t *mode)
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{
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mode->width = andrw;
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mode->height = andrh;
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mode->fullscreen = true;
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mode->refreshrate=60.0f;
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vid.softpixels = NULL;
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vid_hidden=false;
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gl_platform = "Android";
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gl_platformextensions = "";
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GLES_Init();
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if (is32bit)
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mode->bitsperpixel=32;else mode->bitsperpixel=16;
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return true;
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}
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void *GL_GetProcAddress(const char *name)
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{
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return NULL;
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}
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void Sys_SendKeyEvents(void)
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{
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}
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void VID_BuildJoyState(vid_joystate_t *joystate)
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{
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}
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size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
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{
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return 0;
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}
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typedef struct r_glsl_permutation_s
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{
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/// hash lookup data
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struct r_glsl_permutation_s *hashnext;
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unsigned int mode;
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unsigned int permutation;
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/// indicates if we have tried compiling this permutation already
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qboolean compiled;
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/// 0 if compilation failed
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int program;
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// texture units assigned to each detected uniform
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int tex_Texture_First;
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int tex_Texture_Second;
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int tex_Texture_GammaRamps;
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int tex_Texture_Normal;
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int tex_Texture_Color;
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int tex_Texture_Gloss;
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int tex_Texture_Glow;
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int tex_Texture_SecondaryNormal;
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int tex_Texture_SecondaryColor;
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int tex_Texture_SecondaryGloss;
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int tex_Texture_SecondaryGlow;
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int tex_Texture_Pants;
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int tex_Texture_Shirt;
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int tex_Texture_FogHeightTexture;
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int tex_Texture_FogMask;
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int tex_Texture_Lightmap;
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int tex_Texture_Deluxemap;
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int tex_Texture_Attenuation;
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int tex_Texture_Cube;
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int tex_Texture_Refraction;
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int tex_Texture_Reflection;
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int tex_Texture_ShadowMap2D;
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int tex_Texture_CubeProjection;
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int tex_Texture_ScreenNormalMap;
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int tex_Texture_ScreenDiffuse;
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int tex_Texture_ScreenSpecular;
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int tex_Texture_ReflectMask;
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int tex_Texture_ReflectCube;
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int tex_Texture_BounceGrid;
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/// locations of detected uniforms in program object, or -1 if not found
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int loc_Texture_First;
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int loc_Texture_Second;
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int loc_Texture_GammaRamps;
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int loc_Texture_Normal;
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int loc_Texture_Color;
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int loc_Texture_Gloss;
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int loc_Texture_Glow;
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int loc_Texture_SecondaryNormal;
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int loc_Texture_SecondaryColor;
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int loc_Texture_SecondaryGloss;
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int loc_Texture_SecondaryGlow;
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int loc_Texture_Pants;
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int loc_Texture_Shirt;
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int loc_Texture_FogHeightTexture;
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int loc_Texture_FogMask;
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int loc_Texture_Lightmap;
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int loc_Texture_Deluxemap;
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int loc_Texture_Attenuation;
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int loc_Texture_Cube;
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int loc_Texture_Refraction;
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int loc_Texture_Reflection;
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int loc_Texture_ShadowMap2D;
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int loc_Texture_CubeProjection;
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int loc_Texture_ScreenNormalMap;
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int loc_Texture_ScreenDiffuse;
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int loc_Texture_ScreenSpecular;
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int loc_Texture_ReflectMask;
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int loc_Texture_ReflectCube;
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int loc_Texture_BounceGrid;
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int loc_Alpha;
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int loc_BloomBlur_Parameters;
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int loc_ClientTime;
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int loc_Color_Ambient;
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int loc_Color_Diffuse;
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int loc_Color_Specular;
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int loc_Color_Glow;
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int loc_Color_Pants;
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int loc_Color_Shirt;
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int loc_DeferredColor_Ambient;
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int loc_DeferredColor_Diffuse;
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int loc_DeferredColor_Specular;
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int loc_DeferredMod_Diffuse;
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int loc_DeferredMod_Specular;
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int loc_DistortScaleRefractReflect;
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int loc_EyePosition;
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int loc_FogColor;
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int loc_FogHeightFade;
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int loc_FogPlane;
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int loc_FogPlaneViewDist;
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int loc_FogRangeRecip;
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int loc_LightColor;
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int loc_LightDir;
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int loc_LightPosition;
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int loc_OffsetMapping_ScaleSteps;
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int loc_OffsetMapping_LodDistance;
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int loc_OffsetMapping_Bias;
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int loc_PixelSize;
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int loc_ReflectColor;
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int loc_ReflectFactor;
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int loc_ReflectOffset;
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int loc_RefractColor;
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int loc_Saturation;
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int loc_ScreenCenterRefractReflect;
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int loc_ScreenScaleRefractReflect;
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int loc_ScreenToDepth;
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int loc_ShadowMap_Parameters;
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int loc_ShadowMap_TextureScale;
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int loc_SpecularPower;
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int loc_UserVec1;
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int loc_UserVec2;
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int loc_UserVec3;
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int loc_UserVec4;
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int loc_ViewTintColor;
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int loc_ViewToLight;
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int loc_ModelToLight;
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int loc_TexMatrix;
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int loc_BackgroundTexMatrix;
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int loc_ModelViewProjectionMatrix;
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int loc_ModelViewMatrix;
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int loc_PixelToScreenTexCoord;
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int loc_ModelToReflectCube;
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int loc_ShadowMapMatrix;
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int loc_BloomColorSubtract;
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int loc_NormalmapScrollBlend;
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int loc_BounceGridMatrix;
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int loc_BounceGridIntensity;
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}
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r_glsl_permutation_t;
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extern r_glsl_permutation_t *r_glsl_permutation;
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extern void android_kostyl();
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void QC_BeginFrame(bool stopTime)
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{
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scndswp=0;
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Host_BeginFrame(stopTime);
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}
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void QC_DrawFrame(int eye, int x, int y)
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{
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Host_Frame(eye, x, y);
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}
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void QC_EndFrame()
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{
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Host_EndFrame();
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}
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void QC_KeyEvent(int state,int key,int character)
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{
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Key_Event(key, character, state);
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}
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float analogx=0.0f;
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float analogy=0.0f;
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int analogenabled=0;
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void QC_Analog(int enable,float x,float y)
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{
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analogenabled=enable;
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analogx=x;
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analogy=y;
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}
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void QC_MotionEvent(float delta, float dx, float dy)
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{
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static bool canAdjust = true;
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//If not in vr mode, then always use yaw stick control
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if (cl_yawmode.integer == 2)
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{
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in_mouse_x+=(dx*delta);
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in_windowmouse_x += (dx*delta);
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if (in_windowmouse_x<0) in_windowmouse_x=0;
|
|
if (in_windowmouse_x>andrw-1) in_windowmouse_x=andrw-1;
|
|
}
|
|
else if (cl_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 (cl_yawmode.integer == 0) {
|
|
cl.viewangles[YAW] = move_event.yaw;
|
|
} else if (cl_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();
|
|
}
|