Commit graph

54 commits

Author SHA1 Message Date
Yamagi Burmeister
b805b4e044 Move vid.c and dependencies into the client.
The vid interface has been exclusive to the client for years, trace
that in the file hierarchy.
2018-08-07 10:00:21 +02:00
Yamagi Burmeister
63350c418e Clearify some FIXMEs and bump the renderer API.
The last commits did some bigger changes to the interaction between the
GL renderers and the client. The code is now SDL 2.0 conformant, window
and context creation are strictly distinct operations. SDL is only
initialized when necessary. Since this broke the client <-> renderer
API, bump it's version.

There a lot of things left to do for dark and cold winter evenings:

* The software renderer implements it's own window handling and
  reinitialized SDL whenever vid_restart is called. This is highly
  problematic.
* vid_fullscreen is abused to communicate changes to renderer config
  throughout the code. That's a very ugly, messy and potential very
  problematic hack. But not easy to remove.
* Some funtion calls between the client and the renderer are
  unnecessary.

The changes to the client <-> renderer interaction fixed issue #302.
2018-07-31 18:57:13 +02:00
Yamagi Burmeister
bef21c101e General cleanup of vid.c
* Reformat code and reorder functions.
* Remove unnecessary stuff.
* Move everything possible into headers.
* Implement a clean fallback logic, gl3 -> gl1 -> soft.
2018-07-31 14:32:13 +02:00
Yamagi Burmeister
b8a062e36b Cleanup and refactor gl3_sdl.c.
* Another round of general cleanup.
* Introduce gl3_libgl cvar to force a libGL.
* Fix stencil buffer tests.
* Further untangle window <-> context stuff.

The window is now fully at client side, the context at renderer side.
This is another break of the renderer API. And at least GL1 needs to
track this, it's broken for now.
2018-07-31 14:32:13 +02:00
Yamagi Burmeister
5db73a795b General cleanup of refresh.c.
* Even more syntax and code style fixes.
* Rename functions to match their actual purpose.
* Fix comments.
* SDL initialization and shutdown is now client side only. With
  SDL 1.2 finally gone there's no need to involve the renderers
  in it.

This breaks the client <-> renderer API. I haven't bumped the API
version with this commit because there're likely more changes when
I'm going through the renderer side of things. The VID backend also
needs a lot of love...

It might be a good idea to move this SDL backend files into the client
and rename them. We'll decide that at a later time.
2018-07-31 14:32:13 +02:00
Daniel Gibson
eb259d0c02 Exit game if loading fallback renderer failed
If loading gl3 fails, the game tries gl1 instead.
If that fails as well, the game should quit. Now it does.
2018-07-10 21:46:53 +02:00
Daniel Gibson
3acf5f0cba VID_WriteScreenshot() PNG compression level must be < 10
10 is no valid zlib compression level, so make sure it's not used

Thanks to @maraakate for pointing this out!
2018-02-15 00:39:43 +01:00
Yamagi Burmeister
37ea3e1d58 Introduce a wrapper Q_fopen() and replace fopen() with it.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.

This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.

Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
  This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
  necessayry.
2018-02-05 07:43:26 +01:00
Daniel Gibson
833738b7e7 Update stb_image_write.h to latest release (1.08)
My modifications (jpeg writing and supplying zlib compressor for better
PNG compression) have been merged upstream, so from now on updates
should be easy and painless.

(Sean renamed my stbi_png_level to stbi_write_png_compression_level)
2018-02-04 00:03:51 +01:00
Yamagi Burmeister
11ad28b711 Unify gl_mode and sw_mode in r_mode. 2018-01-09 14:03:45 +01:00
Yamagi Burmeister
03098715ee Rename gl_custom* to r_custom*. 2018-01-09 09:25:29 +01:00
Yamagi
44da2aca3b
Merge pull request #262 from DanielGibson/fix-win-msaa-crash
Fix crash on Windows if MSAA is set to a value the driver doesn't support
2017-12-02 16:38:26 +01:00
Denis Pauk
e7199f5c41 Add support for joystick/gamecontroller(axis/buttons/hats)/haptic.
By default joystick "in_joystick" and haptic feedback haptic ("joy_haptic_magnitude")
are disabled. And can be anabled by menu in options section. Joystick/Haptic
options are showed only if have found any.

By default axis is mapped in such way:
 * Left X(joy_axis_leftx): sidemove
 * Left Y(joy_axis_lefty): forwardmove
 * Right X(joy_axis_rightx): yaw
 * Right Y(joy_axis_righty): pitch
 * Trigger Left(joy_axis_triggerleft): triggerleft
 * Trigger Right(joy_axis_triggerright): triggerright

Joystick sensitivity varibales:
 * joy_yawsensitivity,
 * joy_pitchsensitivity,
 * joy_forwardsensitivity,
 * joy_sidesensitivity,
 * joy_upsensitivity.

For change joystick axis mapping to gamecontoller axis export SDL_GAMECONTROLLERCONFIG before run,
e.g.: SDL_GAMECONTROLLERCONFIG='<joystick guid>,<joystick name>,leftx:a0,lefty:a1,rightx:a2,righty:a3,'

Add menu navigation by dpad and thresholds:
 * Add threshold for axis (based on ioquake3), 0.15 by defaults.
 * Navigate in menus by dpad (up/down, left/right, any joystick button for enter).

Defaults:
 * in_joystick "0.0"
 * joy_haptic_magnitude "0.0"
 * joy_axis_leftx "sidemove"
 * joy_axis_leftx_threshold "0.15"
 * joy_axis_lefty "forwardmove"
 * joy_axis_lefty_threshold "0.15"
 * joy_axis_rightx "yaw"
 * joy_axis_rightx_threshold "0.15"
 * joy_axis_righty "pitch"
 * joy_axis_righty_threshold "0.15"
 * joy_axis_triggerleft "triggerleft"
 * joy_axis_triggerleft_threshold "0.15"
 * joy_axis_triggerright "triggerright"
 * joy_axis_triggerright_threshold "0.15"
 * joy_forwardsensitivity "1.0"
 * joy_pitchsensitivity "1.0"
 * joy_sidesensitivity "1.0"
 * joy_upsensitivity "1.0"
 * joy_yawsensitivity "1.0"
2017-09-16 14:23:12 +03:00
Daniel Gibson
36ef1e6bb8 Exit game if loading renderer fails
it's no fun without a  window, even if sound works you don't have input..
2017-09-04 00:18:13 +02:00
Yamagi Burmeister
908fd30148 Switch from SDL_WINDOW_FULLSCREEN to SDL_WINDOW_FULLSCREEN_DESKTOP.
SDL_WINDOW_FULLSCREEN changes the display resolution if the requested
resolution is different to the actual resultion. SDL_WINDOW_FULLSCREEN_
DESKTOP doesn't do that, it places a smaller or bigger render area
somewhere inside the fullscreen area. This is somewhat nicer with modern
high resolution flatscreens.

This commit changes vid_fullscreen 1 from SDL_WINDOW_FULLSCREEN to
SDL_WINDOW_FULLSCREEN_DESKTOP. Additional vid_fullscreen 2 is
implemented, it uses SDL_WINDOW_FULLSCREEN to create the fullscreen
area.

TL;DR: Use vid_fullscreen 1 to keep the current resolution or use
vid_fullscreen 2 to switch the resolution.

Implementation details: The whole fullscreen stuff is a horrible mess.
Like generations of hackers before me I'm not desperated enough to clean
it up. GLimp_InitGraphics() is modified to take the fullscreen mode as
an integer and not as a boolean. That's a change to the renderer API.
In GLimp_InitGraphics() the needed SDL fullscreen mode flag is
determined once at the top and just used further down below. That saves
dome SDL1 <-> SDL2 compatibility cruft. IsFullscreen() was modified to
return the actual fullscreen mode and not just if fullscreen is enabled.
2017-08-01 10:08:24 +02:00
Yamagi Burmeister
e134ae578f Reset vod_renderer to gl1 if the requested lib couldn't be loaded.
This was reported in issue #209.
2017-06-30 13:43:37 +02:00
Yamagi Burmeister
9359d6d51d Some more debug / log output at refresher startup
- Print which library is loaded.
- Print the client version against which the library was build.
2017-04-20 19:57:42 +02:00
Yamagi Burmeister
df86c46e57 Several adjustments to the visual impression.
- Bump vid_gamma to 1.2 in both GL1 and GL3. A default value of 1.0 is
  too dark.
- Lower gl3_overbrightbits to 1.3, the previous value of 1.5 was too
  bright. This can be seen in later units, for example on mine1 some
  textures blended into white.
- Lower gl3_particle_size to 40. A value of 60 may be okay, but with
  gl3_particle_fade_factor 1.2 the particles take up too much screen
  estate in close range combat.

With this changes GL3 looks (at least for me) nearly the same as GL1
rendered through the removed multitexturing path.
2017-04-10 19:28:46 +02:00
Daniel Gibson
264df420e3 Rename vid_ref cvar to vid_renderer 2017-04-09 00:00:36 +02:00
Daniel Gibson
182948fecc Rename ref_gl.* to ref_gl1.* 2017-04-02 16:23:00 +02:00
Daniel Gibson
9044eb1370 Load ref_* lib with absolute path, fall back to ref_gl
.. if initializing the other renderer failed.
2017-04-02 05:19:01 +02:00
Daniel Gibson
b6f68cd532 Allow setting png compression level in screenshot command
The level is between 0 and 10, use like
screenshot png 6
2017-03-13 00:50:57 +01:00
Daniel Gibson
9462063869 Screenshots can be tga, bmp, png, jpg now, using stb_image_write.h
the screenshot command now supports the filetype as optional argument
(just "screenshot" will use tga like before):
"screenshot png" will save the screenshot as PNG, same with jpg, png
and tga.
For jpg, you can even specify the quality, like "screenshot jpg 90"
(the Quality is between 1 and 100, like with libjpeg).

To reduce duplicated code, I addeed Vid_WriteScreenshot() to refimport_t
and implement most of it in the client (vid.c).
The renderer still fetches the raw image data from OpenGL or whatever
and then calls re.VidWriteScreenshot() which will write it to disk in
the format requested by the user.
2017-03-12 03:28:06 +01:00
Daniel Gibson
18bfa35f9b Allow switching VSync on/off without vid_restart (for SDL2) 2017-03-04 16:31:34 +01:00
Daniel Gibson
c4c21075a4 vid_listmodes command to show video modes, add 720p mode
the very unusual 1280x854 mode has been replaced with the more common
1280x720 ("720p").
2017-02-25 20:33:17 +01:00
Daniel Gibson
aaa73236ec refexport_t::Init() now returns bool and has no args; minor things
the arguments were not used anyway, and returning true/false is clearer
than returning -1 (for error) or sth else (which has no deeper meaning
anyway).

Also:
* PrepareForWindow() can now return -1 if there's an error
* suppress some warnings in Makefile
* fix error for building ref_gl.dylib on OSX
2017-02-19 06:03:07 +01:00
Daniel Gibson
5938a665e8 pass Com_VPrintf() to reflib used by R_Printf(), remove VID_Printf()
So in all code in the reflib (ref_gl.dll/.so/.dylib) calls to
ri.Con_Printf(print_level, fmt, ...) have been replaced by calls to
R_Printf(print_level, fmt, ...) which uses ri.Com_VPrintf().
2017-02-19 06:03:07 +01:00
Daniel Gibson
a0c1c74a2e (Mostly) get rid of VID_Printf() and VID_Error()
they're only wrapping Com_Printf() and Com_Error() anyway
2017-02-19 06:03:07 +01:00
Daniel Gibson
9252eba643 use vid_ref cvar to select render dll 2017-02-19 06:03:07 +01:00
Daniel Gibson
7f27c549a8 It works again, ref_gl doesn't use any client symbols anymore
So in theory this should even work on Windows now.
2017-02-19 06:03:07 +01:00
Daniel Gibson
f13e15e561 ref_gl.so builds and works (on Linux, with Makefile)
still dirty, seems to use some symbols from client directly, which will
not work on Windows.
2017-02-19 05:53:56 +01:00
Yamagi Burmeister
31c564a030 Setting the window position was unsupported for years. 2016-08-18 18:58:18 +02:00
Yamagi Burmeister
aff37eda16 Make sure that no key is being marked down
It's apparently not enough to clear key repeats, we'll need to clear
the down states too. Without this Alt stays pressed after toggeling
fullscreen trhough Alt-Enter.
2015-03-30 21:22:55 +02:00
Yamagi Burmeister
9bda84299c Mark all keys as "up" when the refresher is restarted
This is a less intrusive variant of the old Key_ClearState() function.
When the refresher is restarted or the menu is left, this function is
called to mark all keys as "up". That works around some corner cases
where a key is still marked "down" and thus the first stroke is detected
as a repetition.
2015-01-28 20:55:28 +01:00
Yamagi Burmeister
db10e0db87 Untangle the input system from the refresher
In the old times the refresher was a stand alone DLL. For performance
reasons and to avoid laggy input parts of the input system were
implemented in this DLL. Now that the renfresher is part of the main
binary and initialized at client startup we can remove most of the
abstractions between input system, refresher and client. Also the
input system can be treated as a normal subsystem.

Changes:
- Untangle the VID_* stuff and the IN_* stuff. The functions
  called by function pointers in in_state are now called directly
  and 'struct in_state' was removed.

- Remove input.h and rename the appropriate backend functions.
  There's no longer a need for an abstraction layer between the
  input backend and the input frontend.

- Move input initialization and shutdown into CL_Init(), like it's
  already done for all other subsystems.

- Remove Key_ClearStates(). I'm pretty sure that's a left over from
  the old Win 9x backends and unnecessary.

- General cleanup.
2015-01-16 18:23:39 +01:00
svdijk
50e1bf16fe Fix key-repeats in the console (for instance the backspace key) 2014-01-05 20:22:34 +01:00
Yamagi Burmeister
84a1766702 Merge input backend init and keyboard init
Now that the refresher is part of the client, there's no need to init
the backend before the refresher and the keyboard after it.
2014-01-05 18:58:52 +01:00
Yamagi Burmeister
e8239291a7 Remove unnecessary IN_Close()
Having a special function to close the input devices is unnecessary. The
backend should close them at shutdown, when IN_BackendShutdown() is
called.
2014-01-05 18:53:03 +01:00
Yamagi Burmeister
18733b68ce Do not allow input devices to write to command buffer
Input devices should send key events and nothing more. The ability to
add commands into the input buffer was used by the joystick code
(removed long time ago) and as a dirty hack to work around limitations
of DirectInput.
2014-01-05 18:51:27 +01:00
Alejandro Ricoveri
1cfb5c67d5 QGL renundancy cleanup
Despite QGL is only handling GL extensions, there was a little code renundancy.
QGL_EXT_Reset sets all extension pointers to NULL.
2013-11-22 08:17:34 -04:30
Alejandro Ricoveri
2b0974822c Client refactoring
Some stuff being reordered
2013-06-15 10:37:11 +02:00
Alejandro Ricoveri
3e45c5e363 Refresh API refactoring
Analog functions of the former refexport_t are now public for the client
to access.
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
6686b875cc vid.c refactoring
VID_LoadRefresh with no parameters
VID_LoadRefresh doesn't need a DLL name (because there isn't one)
Rename reflib_active to ref_active
Reference to client input callbacks
All declarations are at the beginning of the file
Full reimplementation of VID_Shutdown
VID_Shutdown does all the refresher cleanup
Reimplementation of VID_FreeReflib
Implementation of VID_LoadRefresh
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
8e69d9dc5c Remove vid_ref cvar
Normally setting gl_mode cvar would result in VID_LoadRefresh because
of vid_ref being "modified". After removing vid_ref out of the picture
it will "modify" vid_fullscreen to replicate the same behaviour.

Variable "name" (who used to hold refresh dll name) is now left unused

All references to vid_ref cvar has been taken out ...
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
35e1792c91 Input backend refactoring
Get rid of input backend function pointers + some code cleanup that is no longer necessary
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
a7f02a5b0e The refresher is linked statically into the client, no more 'ref_gl.so'. 2013-06-15 10:27:30 +02:00
svdijk
6472514c8f Lets not do the last two commits just before 5.11
Revert "change several strcat calls to Q_strlcat calls"
This reverts commit ab879f1bc7.

Revert "change (v)sprintf calls to (v)snprintf calls"
This reverts commit b46e210d76.
2013-05-18 18:59:39 +02:00
svdijk
b46e210d76 change (v)sprintf calls to (v)snprintf calls 2013-05-17 21:50:31 +02:00
svdijk
695e0a9a16 cinematics: fix video mode changing during cinematic playback 2013-04-22 20:51:59 +02:00
Citramonum
3e56938aa9 Update vid.c
Fix a typo in 1280x960 graphic mode parameters.
2013-03-09 21:06:06 +04:00