Add support for MSAA.

MSAA was a long wanted and often requested feature. Just set set the
desired number of samples with gl_msaa_samples and do a vid_restart.
This code is based upon work done in Hecatomb.
This commit is contained in:
Yamagi Burmeister 2014-01-26 09:53:10 +01:00
parent 85ee926dd6
commit 26bbfead45
6 changed files with 33 additions and 4 deletions

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@ -1,6 +1,8 @@
Quake II 5.21 to 5.22: Quake II 5.21 to 5.22:
- Provide a fallback if SDL2s relative mouse mode - Provide a fallback if SDL2s relative mouse mode
cannot be activated. cannot be activated.
- Add support for MSAA through the gl_msaa_samples
cvar.
Quake II 5.20 to 5.21: Quake II 5.20 to 5.21:
- Fix a bug regaring mouse key handling (reported - Fix a bug regaring mouse key handling (reported

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@ -9,11 +9,12 @@ copys for each license:
Parts of other Quake II Clients were included into the source. They Parts of other Quake II Clients were included into the source. They
covered by the same GPLv2 license as Quake II itself: covered by the same GPLv2 license as Quake II itself:
- Hecatomb
- Icculus Quake 2 - Icculus Quake 2
- r1q2
- QuDoS
- KMQuake2 - KMQuake2
- Q2Pro - Q2Pro
- QuDoS
- r1q2
- zeq2 - zeq2
The following code is used in library form and thus not part of Yamagi The following code is used in library form and thus not part of Yamagi

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@ -505,10 +505,11 @@ GLimp_InitGraphics(qboolean fullscreen)
{ {
int counter = 0; int counter = 0;
int flags; int flags;
int msaa_samples;
int stencil_bits; int stencil_bits;
int width, height;
char title[24]; char title[24];
int width, height;
if (GetWindowSize(&width, &height) && (width == vid.width) && (height == vid.height)) if (GetWindowSize(&width, &height) && (width == vid.width) && (height == vid.height))
{ {
@ -546,6 +547,22 @@ GLimp_InitGraphics(qboolean fullscreen)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
if (gl_msaa_samples->value)
{
msaa_samples = gl_msaa_samples->value;
if (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) == -1)
{
Com_Printf("MSAA is unsupported: %s\n", SDL_GetError());
Cvar_SetValue ("gl_msaa_samples", 0);
}
else if (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaa_samples) == -1)
{
Com_Printf("%i MSAA are unsupported: %s\n", msaa_samples, SDL_GetError());
Cvar_SetValue("gl_msaa_samples", 0);
}
}
/* Initiate the flags */ /* Initiate the flags */
flags = SDL_OPENGL; flags = SDL_OPENGL;

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@ -242,6 +242,7 @@ extern cvar_t *gl_texturealphamode;
extern cvar_t *gl_texturesolidmode; extern cvar_t *gl_texturesolidmode;
extern cvar_t *gl_saturatelighting; extern cvar_t *gl_saturatelighting;
extern cvar_t *gl_lockpvs; extern cvar_t *gl_lockpvs;
extern cvar_t *gl_msaa_samples;
extern cvar_t *vid_fullscreen; extern cvar_t *vid_fullscreen;
extern cvar_t *vid_gamma; extern cvar_t *vid_gamma;

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@ -139,6 +139,7 @@ cvar_t *gl_texturesolidmode;
cvar_t *gl_anisotropic; cvar_t *gl_anisotropic;
cvar_t *gl_anisotropic_avail; cvar_t *gl_anisotropic_avail;
cvar_t *gl_lockpvs; cvar_t *gl_lockpvs;
cvar_t *gl_msaa_samples;
cvar_t *vid_fullscreen; cvar_t *vid_fullscreen;
cvar_t *vid_gamma; cvar_t *vid_gamma;
@ -1015,6 +1016,7 @@ R_Register(void)
gl_customwidth = Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE); gl_customwidth = Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE);
gl_customheight = Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE); gl_customheight = Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE);
gl_msaa_samples = Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
#ifdef RETEXTURE #ifdef RETEXTURE
gl_retexturing = Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE); gl_retexturing = Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);

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@ -164,6 +164,7 @@ void
R_SetDefaultState(void) R_SetDefaultState(void)
{ {
glClearColor(1, 0, 0.5, 0.5); glClearColor(1, 0, 0.5, 0.5);
glDisable(GL_MULTISAMPLE);
glCullFace(GL_FRONT); glCullFace(GL_FRONT);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
@ -216,8 +217,13 @@ R_SetDefaultState(void)
if (qglColorTableEXT && gl_ext_palettedtexture->value) if (qglColorTableEXT && gl_ext_palettedtexture->value)
{ {
glEnable(GL_SHARED_TEXTURE_PALETTE_EXT); glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
R_SetTexturePalette(d_8to24table); R_SetTexturePalette(d_8to24table);
} }
if (gl_msaa_samples->value)
{
glEnable(GL_MULTISAMPLE);
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
}
} }