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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.
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6 changed files with 33 additions and 4 deletions
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@ -1,6 +1,8 @@
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Quake II 5.21 to 5.22:
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- Provide a fallback if SDL2s relative mouse mode
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cannot be activated.
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- Add support for MSAA through the gl_msaa_samples
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cvar.
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Quake II 5.20 to 5.21:
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- Fix a bug regaring mouse key handling (reported
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5
LICENSE
5
LICENSE
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@ -9,11 +9,12 @@ copys for each license:
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Parts of other Quake II Clients were included into the source. They
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covered by the same GPLv2 license as Quake II itself:
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- Hecatomb
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- Icculus Quake 2
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- r1q2
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- QuDoS
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- KMQuake2
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- Q2Pro
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- QuDoS
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- r1q2
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- zeq2
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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)
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{
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int counter = 0;
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int flags;
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int msaa_samples;
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int stencil_bits;
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int width, height;
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char title[24];
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int width, height;
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if (GetWindowSize(&width, &height) && (width == vid.width) && (height == vid.height))
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{
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@ -546,6 +547,22 @@ GLimp_InitGraphics(qboolean fullscreen)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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if (gl_msaa_samples->value)
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{
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msaa_samples = gl_msaa_samples->value;
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if (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) == -1)
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{
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Com_Printf("MSAA is unsupported: %s\n", SDL_GetError());
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Cvar_SetValue ("gl_msaa_samples", 0);
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}
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else if (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaa_samples) == -1)
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{
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Com_Printf("%i MSAA are unsupported: %s\n", msaa_samples, SDL_GetError());
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Cvar_SetValue("gl_msaa_samples", 0);
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}
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}
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/* Initiate the flags */
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flags = SDL_OPENGL;
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@ -242,6 +242,7 @@ extern cvar_t *gl_texturealphamode;
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extern cvar_t *gl_texturesolidmode;
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extern cvar_t *gl_saturatelighting;
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extern cvar_t *gl_lockpvs;
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extern cvar_t *gl_msaa_samples;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *vid_gamma;
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@ -139,6 +139,7 @@ cvar_t *gl_texturesolidmode;
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cvar_t *gl_anisotropic;
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cvar_t *gl_anisotropic_avail;
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cvar_t *gl_lockpvs;
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cvar_t *gl_msaa_samples;
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cvar_t *vid_fullscreen;
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cvar_t *vid_gamma;
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@ -1015,6 +1016,7 @@ R_Register(void)
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gl_customwidth = Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE);
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gl_customheight = Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE);
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gl_msaa_samples = Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
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#ifdef RETEXTURE
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gl_retexturing = Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
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@ -164,6 +164,7 @@ void
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R_SetDefaultState(void)
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{
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glClearColor(1, 0, 0.5, 0.5);
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glDisable(GL_MULTISAMPLE);
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glCullFace(GL_FRONT);
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glEnable(GL_TEXTURE_2D);
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@ -216,8 +217,13 @@ R_SetDefaultState(void)
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if (qglColorTableEXT && gl_ext_palettedtexture->value)
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{
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glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
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R_SetTexturePalette(d_8to24table);
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}
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if (gl_msaa_samples->value)
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{
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glEnable(GL_MULTISAMPLE);
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glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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}
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}
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