yquake2remaster/src/backends/generic/vid.c
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

596 lines
13 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* This is the "heart" of the id Tech 2 refresh engine. This file
* implements the main window in which Quake II is running. The window
* itself is created by the SDL backend, but here the refresh module is
* loaded, initialized and it's interaction with the operating system
* implemented. This code is also the interconnect between the input
* system (the mouse) and the keyboard system, both are here tied
* together with the refresher. The direct interaction between the
* refresher and those subsystems are the main cause for the very
* acurate and precise input controls of the id Tech 2.
*
* This implementation works for Windows and unixoid systems, but
* other platforms may need an own implementation!
*
* =======================================================================
*/
#include <assert.h>
#include <errno.h>
#include "../../client/header/client.h"
#include "../../client/header/keyboard.h"
#ifdef ZIP
// if we build with zip support, zlib is available and we can use that for better PNG compression
#include <zlib.h>
static unsigned char*
compress_for_stbiw(unsigned char *data, int data_len, int *out_len, int quality)
{
uLongf bufSize = compressBound(data_len);
unsigned char* buf = malloc(bufSize);
if(buf == NULL) return NULL;
if(compress2(buf, &bufSize, data, data_len, quality) != Z_OK)
{
free(buf);
return NULL;
}
*out_len = bufSize;
return buf;
}
#define STBIW_ZLIB_COMPRESS compress_for_stbiw
#endif // ZIP
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "header/stb_image_write.h"
qboolean VID_LoadRefresh(void);
typedef struct vidmode_s
{
const char *description;
int width, height;
int mode;
} vidmode_t;
/* This must be the same as in videomenu.c! */
vidmode_t vid_modes[] = {
{"Mode 0: 320x240", 320, 240, 0},
{"Mode 1: 400x300", 400, 300, 1},
{"Mode 2: 512x384", 512, 384, 2},
{"Mode 3: 640x400", 640, 400, 3},
{"Mode 4: 640x480", 640, 480, 4},
{"Mode 5: 800x500", 800, 500, 5},
{"Mode 6: 800x600", 800, 600, 6},
{"Mode 7: 960x720", 960, 720, 7},
{"Mode 8: 1024x480", 1024, 480, 8},
{"Mode 9: 1024x640", 1024, 640, 9},
{"Mode 10: 1024x768", 1024, 768, 10},
{"Mode 11: 1152x768", 1152, 768, 11},
{"Mode 12: 1152x864", 1152, 864, 12},
{"Mode 13: 1280x800", 1280, 800, 13},
{"Mode 14: 1280x720", 1280, 720, 14},
{"Mode 15: 1280x960", 1280, 960, 15},
{"Mode 16: 1280x1024", 1280, 1024, 16},
{"Mode 17: 1366x768", 1366, 768, 17},
{"Mode 18: 1440x900", 1440, 900, 18},
{"Mode 19: 1600x1200", 1600, 1200, 19},
{"Mode 20: 1680x1050", 1680, 1050, 20},
{"Mode 21: 1920x1080", 1920, 1080, 21},
{"Mode 22: 1920x1200", 1920, 1200, 22},
{"Mode 23: 2048x1536", 2048, 1536, 23},
};
/* Console variables that we need to access from this module */
cvar_t *vid_gamma;
cvar_t *vid_fullscreen;
cvar_t *vid_renderer;
/* Global variables used internally by this module */
viddef_t viddef; /* global video state; used by other modules */
#define VID_NUM_MODES (sizeof(vid_modes) / sizeof(vid_modes[0]))
#define MAXPRINTMSG 4096
/*
* Console command to re-start the video mode and refresh. We do this
* simply by setting the modified flag for the vid_fullscreen variable, which will
* cause the entire video mode and refreshto be reset on the next frame.
*/
void
VID_Restart_f(void)
{
vid_fullscreen->modified = true;
}
void
VID_ListModes_f(void)
{
int i;
Com_Printf("Supported video modes (gl_mode):\n");
for(i=0; i<VID_NUM_MODES; ++i)
{
Com_Printf(" %s\n", vid_modes[i].description);
}
Com_Printf(" Mode -1: gl_customwidth x gl_customheight\n");
}
qboolean
VID_GetModeInfo(int *width, int *height, int mode)
{
if ((mode < 0) || (mode >= VID_NUM_MODES))
{
return false;
}
*width = vid_modes[mode].width;
*height = vid_modes[mode].height;
return true;
}
void
VID_NewWindow(int width, int height)
{
viddef.width = width;
viddef.height = height;
}
/*
* This function gets called once just before drawing each frame, and
* it's sole purpose in life is to check to see if any of the video mode
* parameters have changed, and if they have to update the refresh
* and/or video mode to match.
*/
void
VID_CheckChanges(void)
{
if (vid_fullscreen->modified)
{
S_StopAllSounds();
/* refresh has changed */
cl.refresh_prepped = false;
cl.cinematicpalette_active = false;
cls.disable_screen = true;
// Proceed to reboot the refresher
if(!VID_LoadRefresh() && (strcmp(vid_renderer->string, "gl1") != 0))
{
Com_Printf("\n ... trying again with standard OpenGL1.x renderer ... \n\n");
Cvar_Set("vid_renderer", "gl1");
VID_LoadRefresh();
}
cls.disable_screen = false;
}
}
void
VID_Init(void)
{
/* Create the video variables so we know how to start the graphics drivers */
vid_fullscreen = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
vid_gamma = Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
vid_renderer = Cvar_Get("vid_renderer", "gl1", CVAR_ARCHIVE);
/* Add some console commands that we want to handle */
Cmd_AddCommand("vid_restart", VID_Restart_f);
Cmd_AddCommand("vid_listmodes", VID_ListModes_f);
/* Start the graphics mode and load refresh DLL */
VID_CheckChanges();
}
// called with image data of width*height pixel which comp bytes per pixel (must be 3 or 4 for RGB or RGBA)
// expects the pixels data to be row-wise, starting at top left
void VID_WriteScreenshot( int width, int height, int comp, const void* data )
{
char picname[80];
char checkname[MAX_OSPATH];
int i, success=0;
static const char* supportedFormats[] = { "tga", "bmp", "png", "jpg" };
static const int numFormats = sizeof(supportedFormats)/sizeof(supportedFormats[0]);
int format = 0; // 0=tga 1=bmp 2=png 3=jpg
int quality = 85;
int argc = Cmd_Argc();
const char* gameDir = FS_Gamedir();
/* FS_InitFilesystem() made sure the screenshots dir exists */
if(argc > 1)
{
const char* maybeFormat = Cmd_Argv(1);
for(i=0; i<numFormats; ++i)
{
if(Q_stricmp(maybeFormat, supportedFormats[i]) == 0)
{
format = i;
break;
}
}
if(i==numFormats)
{
Com_Printf("the (optional) second argument to 'screenshot' is the format, one of \"tga\", \"bmp\", \"png\", \"jpg\"\n");
return;
}
if(argc > 2)
{
const char* q = Cmd_Argv(2);
int qualityStrLen = strlen(q);
for(i=0; i<qualityStrLen; ++i)
{
if(q[i] < '0' || q[i] > '9')
{
Com_Printf("the (optional!) third argument to 'screenshot' is jpg quality, a number between 1 and 100\n");
Com_Printf(" or png compression level, between 0 and 10!\n");
return;
}
}
quality = atoi(q);
if(format == 2) // png
{
if(quality < 0) quality = 0;
else if(quality > 10) quality = 10;
}
else if(format == 3) // jpg
{
if(quality < 1) quality = 1;
else if(quality > 100) quality = 100;
}
}
}
/* find a file name to save it to */
for (i = 0; i <= 9999; i++)
{
FILE *f;
Com_sprintf(checkname, sizeof(checkname), "%s/scrnshot/q2_%04d.%s", gameDir, i, supportedFormats[format]);
f = fopen(checkname, "rb");
if (!f)
{
Com_sprintf(picname, sizeof(picname), "q2_%04d.%s", i, supportedFormats[format]);
break; /* file doesn't exist */
}
fclose(f);
}
if (i == 10000)
{
Com_Printf("SCR_ScreenShot_f: Couldn't create a file\n");
return;
}
switch(format) // 0=tga 1=bmp 2=png 3=jpg
{
case 0: success = stbi_write_tga(checkname, width, height, comp, data); break;
case 1: success = stbi_write_bmp(checkname, width, height, comp, data); break;
case 2:
stbi_png_level = (quality <= 10) ? quality : 7;
success = stbi_write_png(checkname, width, height, comp, data, 0);
break;
case 3: success = stbi_write_jpg(checkname, width, height, comp, data, quality); break;
}
if(success)
{
Com_Printf("Wrote %s\n", picname);
}
else
{
Com_Printf("SCR_ScreenShot_f: Couldn't write %s\n", picname);
}
}
// Structure containing functions exported from refresh DLL
refexport_t re;
void *reflib_handle = NULL; // Handle to refresh DLL
qboolean ref_active = false; /* Is the refresher being used? */
void Key_MarkAllUp(void);
extern int GLimp_Init(void);
extern qboolean GLimp_InitGraphics(qboolean fullscreen, int *pwidth, int *pheight);
extern void VID_ShutdownWindow(void);
qboolean
VID_LoadRefresh(void)
{
refimport_t ri;
GetRefAPI_t GetRefAPI;
#ifdef __APPLE__
const char* lib_ext = "dylib";
#elif defined(_WIN32)
const char* lib_ext = "dll";
#else
const char* lib_ext = "so";
#endif
char reflib_name[64] = {0};
char reflib_path[MAX_OSPATH] = {0};
// If the refresher is already active
// we'll shut it down
VID_Shutdown();
// Log it!
Com_Printf("----- refresher initialization -----\n");
snprintf(reflib_name, sizeof(reflib_name), "ref_%s.%s", vid_renderer->string, lib_ext);
snprintf(reflib_path, sizeof(reflib_path), "%s%s", Sys_GetBinaryDir(), reflib_name);
GetRefAPI = Sys_LoadLibrary(reflib_path, "GetRefAPI", &reflib_handle);
if(GetRefAPI == NULL)
{
Com_Error( ERR_FATAL, "Loading %s as renderer lib failed!", reflib_name );
return false;
}
ri.Cmd_AddCommand = Cmd_AddCommand;
ri.Cmd_RemoveCommand = Cmd_RemoveCommand;
ri.Cmd_Argc = Cmd_Argc;
ri.Cmd_Argv = Cmd_Argv;
ri.Cmd_ExecuteText = Cbuf_ExecuteText;
ri.Com_VPrintf = Com_VPrintf;
ri.Sys_Error = Com_Error;
ri.FS_LoadFile = FS_LoadFile;
ri.FS_FreeFile = FS_FreeFile;
ri.FS_Gamedir = FS_Gamedir;
ri.Cvar_Get = Cvar_Get;
ri.Cvar_Set = Cvar_Set;
ri.Cvar_SetValue = Cvar_SetValue;
ri.Vid_GetModeInfo = VID_GetModeInfo;
ri.Vid_MenuInit = VID_MenuInit;
ri.Vid_NewWindow = VID_NewWindow;
ri.Vid_WriteScreenshot = VID_WriteScreenshot;
ri.Vid_ShutdownWindow = VID_ShutdownWindow;
ri.GLimp_Init = GLimp_Init;
ri.GLimp_InitGraphics = GLimp_InitGraphics;
re = GetRefAPI( ri );
// Declare the refresher as active
ref_active = true;
if (re.api_version != API_VERSION)
{
VID_Shutdown();
Com_Error (ERR_FATAL, "%s has incompatible api_version %d", reflib_name, re.api_version);
}
// Initiate the refresher
if (!re.Init())
{
VID_Shutdown(); // Isn't that just too bad? :(
Com_Printf("ERROR: Loading %s as rendering backend failed!\n", reflib_name);
Com_Printf("------------------------------------\n\n");
return false; // TODO: try again with default renderer?
}
/* Ensure that all key states are cleared */
Key_MarkAllUp();
Com_Printf("Successfully loaded %s as rendering backend\n", reflib_name);
Com_Printf("------------------------------------\n\n");
return true;
}
void
VID_Shutdown(void)
{
if (ref_active)
{
/* Shut down the renderer */
re.Shutdown();
Sys_FreeLibrary(reflib_handle);
reflib_handle = NULL;
memset(&re, 0, sizeof(re));
}
// Declare the refresher as inactive
ref_active = false;
}
// ======== wrappers for functions from refresh lib ========
void
R_BeginRegistration(char *map)
{
if(ref_active)
{
re.BeginRegistration(map);
}
}
struct model_s*
R_RegisterModel(char *name)
{
if(ref_active)
{
return re.RegisterModel(name);
}
return NULL;
}
struct image_s*
R_RegisterSkin(char *name)
{
if(ref_active)
{
return re.RegisterSkin(name);
}
return NULL;
}
void
R_SetSky(char *name, float rotate, vec3_t axis)
{
if(ref_active)
{
re.SetSky(name, rotate, axis);
}
}
void
R_EndRegistration(void)
{
if(ref_active)
{
re.EndRegistration();
}
}
void
R_RenderFrame(refdef_t *fd)
{
if(ref_active)
{
re.RenderFrame(fd);
}
}
struct image_s*
Draw_FindPic(char *name)
{
if(ref_active)
{
return re.DrawFindPic(name);
}
return NULL;
}
void
Draw_GetPicSize(int *w, int *h, char *name)
{
if(ref_active)
{
re.DrawGetPicSize(w, h, name);
}
}
void
Draw_StretchPic(int x, int y, int w, int h, char *name)
{
if(ref_active)
{
re.DrawStretchPic(x, y, w, h, name);
}
}
void
Draw_PicScaled(int x, int y, char *pic, float factor)
{
if(ref_active)
{
re.DrawPicScaled(x, y, pic, factor);
}
}
void
Draw_CharScaled(int x, int y, int num, float scale)
{
if(ref_active)
{
re.DrawCharScaled(x, y, num, scale);
}
}
void
Draw_TileClear(int x, int y, int w, int h, char *name)
{
if(ref_active)
{
re.DrawTileClear(x, y, w, h, name);
}
}
void
Draw_Fill(int x, int y, int w, int h, int c)
{
if(ref_active)
{
re.DrawFill(x, y, w, h, c);
}
}
void
Draw_FadeScreen(void)
{
if(ref_active)
{
re.DrawFadeScreen();
}
}
void
Draw_StretchRaw(int x, int y, int w, int h, int cols, int rows, byte *data)
{
if(ref_active)
{
re.DrawStretchRaw(x, y, w, h, cols, rows, data);
}
}
void
R_SetPalette(const unsigned char *palette)
{
if(ref_active)
{
re.SetPalette(palette);
}
}
void
R_BeginFrame(float camera_separation)
{
if(ref_active)
{
re.BeginFrame(camera_separation);
}
}
void
R_EndFrame(void)
{
if(ref_active)
{
re.EndFrame();
}
}
qboolean
R_IsVSyncActive(void)
{
if(ref_active)
{
return re.IsVSyncActive();
}
return false;
}