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.
* 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.
* 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.
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.
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)
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.
- 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.
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.
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
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().
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.
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.
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.
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.
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
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 ...
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.