gzdoom/src/gl/system/gl_interface.cpp

1084 lines
34 KiB
C++
Raw Normal View History

/*
** r_opengl.cpp
**
** OpenGL system interface
**
**---------------------------------------------------------------------------
** Copyright 2005 Tim Stump
** Copyright 2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "tarray.h"
#include "doomtype.h"
#include "m_argv.h"
#include "zstring.h"
#include "version.h"
#include "i_system.h"
#include "gl/system/gl_cvars.h"
#if defined (unix) || defined (__APPLE__)
#include <SDL.h>
#define wglGetProcAddress(x) (*SDL_GL_GetProcAddress)(x)
#endif
static void APIENTRY glBlendEquationDummy (GLenum mode);
#if !defined (unix) && !defined (__APPLE__)
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
#endif
static TArray<FString> m_Extensions;
#if !defined (unix) && !defined (__APPLE__)
HWND m_Window;
HDC m_hDC;
HGLRC m_hRC;
#endif
#define gl pgl
RenderContext * gl;
int occlusion_type=0;
//==========================================================================
//
//
//
//==========================================================================
#if !defined (unix) && !defined (__APPLE__)
static HWND InitDummy()
{
HMODULE g_hInst = GetModuleHandle(NULL);
HWND dummy;
//Create a rect structure for the size/position of the window
RECT windowRect;
windowRect.left = 0;
windowRect.right = 64;
windowRect.top = 0;
windowRect.bottom = 64;
//Window class structure
WNDCLASS wc;
//Fill in window class struct
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) DefWindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = g_hInst;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = "GZDoomOpenGLDummyWindow";
//Register window class
if(!RegisterClass(&wc))
{
return 0;
}
//Set window style & extended style
DWORD style, exStyle;
exStyle = WS_EX_CLIENTEDGE;
style = WS_SYSMENU | WS_BORDER | WS_CAPTION;// | WS_VISIBLE;
//Adjust the window size so that client area is the size requested
AdjustWindowRectEx(&windowRect, style, false, exStyle);
//Create Window
if(!(dummy = CreateWindowEx(exStyle,
"GZDoomOpenGLDummyWindow",
"GZDOOM",
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | style,
0, 0,
windowRect.right-windowRect.left,
windowRect.bottom-windowRect.top,
NULL, NULL,
g_hInst,
NULL)))
{
UnregisterClass("GZDoomOpenGLDummyWindow", g_hInst);
return 0;
}
ShowWindow(dummy, SW_HIDE);
return dummy;
}
//==========================================================================
//
//
//
//==========================================================================
static void ShutdownDummy(HWND dummy)
{
DestroyWindow(dummy);
UnregisterClass("GZDoomOpenGLDummyWindow", GetModuleHandle(NULL));
}
//==========================================================================
//
//
//
//==========================================================================
static bool ReadInitExtensions()
{
HDC hDC;
HGLRC hRC;
HWND dummy;
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32, // color depth
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16, // z depth
0, // stencil buffer
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
int pixelFormat;
// we have to create a dummy window to init stuff from or the full init stuff fails
dummy = InitDummy();
hDC = GetDC(dummy);
pixelFormat = ChoosePixelFormat(hDC, &pfd);
DescribePixelFormat(hDC, pixelFormat, sizeof(pfd), &pfd);
SetPixelFormat(hDC, pixelFormat, &pfd);
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
// any extra stuff here?
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(dummy, hDC);
ShutdownDummy(dummy);
return true;
}
#endif
//==========================================================================
//
//
//
//==========================================================================
static void CollectExtensions()
{
const char *supported = NULL;
char *extensions, *extension;
supported = (char *)glGetString(GL_EXTENSIONS);
if (supported)
{
extensions = new char[strlen(supported) + 1];
strcpy(extensions, supported);
extension = strtok(extensions, " ");
while(extension)
{
m_Extensions.Push(FString(extension));
extension = strtok(NULL, " ");
}
delete [] extensions;
}
}
//==========================================================================
//
//
//
//==========================================================================
static bool CheckExtension(const char *ext)
{
for (unsigned int i = 0; i < m_Extensions.Size(); ++i)
{
if (m_Extensions[i].CompareNoCase(ext) == 0) return true;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
static void APIENTRY LoadExtensions()
{
CollectExtensions();
const char *version = (const char*)glGetString(GL_VERSION);
// Don't even start if it's lower than 1.2
if (strcmp(version, "1.2") < 0)
{
I_FatalError("Unsupported OpenGL version.\nAt least GL 1.2 is required to run "GAMENAME".\n");
}
// This loads any function pointers and flags that require a vaild render context to
// initialize properly
gl->shadermodel = 0; // assume no shader support
gl->vendorstring=(char*)glGetString(GL_VENDOR);
// First try the regular function
gl->BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation");
// If that fails try the EXT version
if (!gl->BlendEquation) gl->BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT");
// If that fails use a no-op dummy
if (!gl->BlendEquation) gl->BlendEquation = glBlendEquationDummy;
if (CheckExtension("GL_ARB_texture_non_power_of_two")) gl->flags|=RFL_NPOT_TEXTURE;
if (CheckExtension("GL_ARB_texture_compression")) gl->flags|=RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl->flags|=RFL_TEXTURE_COMPRESSION_S3TC;
if (strstr(gl->vendorstring, "NVIDIA")) gl->flags|=RFL_NVIDIA;
else if (strstr(gl->vendorstring, "ATI Technologies")) gl->flags|=RFL_ATI;
if (strcmp(version, "2.0") >= 0) gl->flags|=RFL_GL_20;
if (strcmp(version, "2.1") >= 0) gl->flags|=RFL_GL_21;
if (strcmp(version, "3.0") >= 0) gl->flags|=RFL_GL_30;
#if !defined (unix) && !defined (__APPLE__)
PFNWGLSWAPINTERVALEXTPROC vs = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
if (vs) gl->SetVSync = vs;
#endif
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl->max_texturesize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (gl->flags & RFL_GL_20)
{
gl->DeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
gl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
gl->DetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
gl->CreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
gl->ShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
gl->CompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
gl->CreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
gl->AttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
gl->LinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
gl->UseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
gl->ValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram");
gl->VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
gl->VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f");
gl->VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
gl->VertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib2fv");
gl->VertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib3fv");
gl->VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
gl->VertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)wglGetProcAddress("glVertexAttrib4ubv");
gl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
gl->BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
gl->Uniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
gl->Uniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
gl->Uniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
gl->Uniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
gl->Uniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
gl->Uniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
gl->Uniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i");
gl->Uniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i");
gl->Uniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
gl->Uniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
gl->Uniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
gl->Uniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
gl->Uniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
gl->Uniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
gl->Uniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
gl->Uniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
gl->UniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv");
gl->UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
gl->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
gl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
gl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
gl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
gl->GetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
gl->GetUniformfv = (PFNGLGETUNIFORMFVPROC)wglGetProcAddress("glGetUniformfv");
gl->GetUniformiv = (PFNGLGETUNIFORMIVPROC)wglGetProcAddress("glGetUniformiv");
gl->GetShaderSource = (PFNGLGETSHADERSOURCEPROC)wglGetProcAddress("glGetShaderSource");
gl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
gl->DisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
gl->VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
// what'S the equivalent of this in GL 2.0???
gl->GetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
// Rules:
// SM4 will always use shaders. No option to switch them off is needed here.
// SM3 has shaders optional but they are off by default (they will have a performance impact
// SM2 only uses shaders for colormaps on camera textures and has no option to use them in general.
// On SM2 cards the shaders will be too slow and show visual bugs (at least on GF 6800.)
if (strcmp((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION), "1.3") >= 0) gl->shadermodel = 4;
else if (CheckExtension("GL_NV_GPU_shader4")) gl->shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
else if (CheckExtension("GL_EXT_GPU_shader4")) gl->shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
else if (CheckExtension("GL_NV_vertex_program3")) gl->shadermodel = 3;
else if (!strstr(gl->vendorstring, "NVIDIA")) gl->shadermodel = 3;
else gl->shadermodel = 2; // Only for older NVidia cards which had notoriously bad shader support.
// Command line overrides for testing and problem cases.
if (Args->CheckParm("-sm2") && gl->shadermodel > 2) gl->shadermodel = 2;
else if (Args->CheckParm("-sm3") && gl->shadermodel > 3) gl->shadermodel = 3;
}
if (CheckExtension("GL_ARB_occlusion_query"))
{
gl->GenQueries = (PFNGLGENQUERIESARBPROC)wglGetProcAddress("glGenQueriesARB");
gl->DeleteQueries = (PFNGLDELETEQUERIESARBPROC)wglGetProcAddress("glDeleteQueriesARB");
gl->GetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)wglGetProcAddress("glGetQueryObjectuivARB");
gl->BeginQuery = (PFNGLBEGINQUERYARBPROC)wglGetProcAddress("glBeginQueryARB");
gl->EndQuery = (PFNGLENDQUERYPROC)wglGetProcAddress("glEndQueryARB");
gl->flags|=RFL_OCCLUSION_QUERY;
}
if (gl->flags & RFL_GL_21)
{
gl->BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
gl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
gl->GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
gl->BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
gl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
gl->MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
gl->UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
gl->flags |= RFL_VBO;
}
else if (CheckExtension("GL_ARB_vertex_buffer_object"))
{
gl->BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBufferARB");
gl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffersARB");
gl->GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffersARB");
gl->BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferDataARB");
gl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubDataARB");
gl->MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBufferARB");
gl->UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBufferARB");
gl->flags |= RFL_VBO;
}
if (CheckExtension("GL_ARB_map_buffer_range"))
{
gl->MapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wglGetProcAddress("glMapBufferRange");
gl->FlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wglGetProcAddress("glFlushMappedBufferRange");
gl->flags|=RFL_MAP_BUFFER_RANGE;
}
if (CheckExtension("GL_ARB_framebuffer_object"))
{
gl->GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
gl->DeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
gl->BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
gl->FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
gl->GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
gl->DeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
gl->BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
gl->RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
gl->FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
gl->flags|=RFL_FRAMEBUFFER;
}
#if 0
else if (CheckExtension("GL_EXT_framebuffer_object") &&
CheckExtension("GL_EXT_packed_depth_stencil"))
{
gl->GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffersEXT");
gl->BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebufferEXT");
gl->FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2DEXT");
gl->GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffersEXT");
gl->BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbufferEXT");
gl->RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorageEXT");
gl->FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbufferEXT");
gl->flags|=RFL_FRAMEBUFFER;
}
#endif
#if 0
if (CheckExtension("GL_ARB_texture_buffer_object") &&
CheckExtension("GL_ARB_texture_float") &&
CheckExtension("GL_EXT_GPU_Shader4") &&
CheckExtension("GL_ARB_texture_rg") &&
gl->shadermodel == 4)
{
gl->TexBufferARB = (PFNGLTEXBUFFERARBPROC)wglGetProcAddress("glTexBufferARB");
gl->flags|=RFL_TEXTUREBUFFER;
}
#endif
gl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTextureARB");
gl->MultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress("glMultiTexCoord2fARB");
gl->MultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) wglGetProcAddress("glMultiTexCoord2fvARB");
}
//==========================================================================
//
//
//
//==========================================================================
static void APIENTRY PrintStartupLog()
{
Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
Printf ("GL_VERSION: %s\n", glGetString(GL_VERSION));
Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
Printf ("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
int v;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
Printf ("Max. texture units: %d\n", v);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
Printf ("Max. fragment uniforms: %d\n", v);
if (gl->shadermodel == 4) gl->maxuniforms = v;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
Printf ("Max. vertex uniforms: %d\n", v);
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
Printf ("Max. varying: %d\n", v);
glGetIntegerv(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, &v);
Printf ("Max. combined uniforms: %d\n", v);
glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &v);
Printf ("Max. combined uniform blocks: %d\n", v);
}
//==========================================================================
//
//
//
//==========================================================================
#if !defined (unix) && !defined (__APPLE__)
static bool SetupPixelFormat(HDC hDC, bool allowsoftware, bool nostencil, int multisample)
{
int colorDepth;
HDC deskDC;
int attributes[26];
int pixelFormat;
unsigned int numFormats;
float attribsFloat[] = {0.0f, 0.0f};
int stencil;
deskDC = GetDC(GetDesktopWindow());
colorDepth = GetDeviceCaps(deskDC, BITSPIXEL);
ReleaseDC(GetDesktopWindow(), deskDC);
/*
if (!nostencil && colorDepth < 32)
{
Printf("R_OPENGL: Desktop not in 32 bit mode!\n");
return false;
}
*/
if (!nostencil)
{
for (stencil=1;stencil>=0;stencil--)
{
if (wglChoosePixelFormatARB && stencil)
{
attributes[0] = WGL_RED_BITS_ARB; //bits
attributes[1] = 8;
attributes[2] = WGL_GREEN_BITS_ARB; //bits
attributes[3] = 8;
attributes[4] = WGL_BLUE_BITS_ARB; //bits
attributes[5] = 8;
attributes[6] = WGL_ALPHA_BITS_ARB;
attributes[7] = 8;
attributes[8] = WGL_DEPTH_BITS_ARB;
attributes[9] = 24;
attributes[10] = WGL_STENCIL_BITS_ARB;
attributes[11] = 8;
attributes[12] = WGL_DRAW_TO_WINDOW_ARB; //required to be true
attributes[13] = true;
attributes[14] = WGL_SUPPORT_OPENGL_ARB;
attributes[15] = true;
attributes[16] = WGL_DOUBLE_BUFFER_ARB;
attributes[17] = true;
attributes[18] = WGL_ACCELERATION_ARB; //required to be FULL_ACCELERATION_ARB
if (allowsoftware)
{
attributes[19] = WGL_NO_ACCELERATION_ARB;
}
else
{
attributes[19] = WGL_FULL_ACCELERATION_ARB;
}
if (multisample > 0)
{
attributes[20] = WGL_SAMPLE_BUFFERS_ARB;
attributes[21] = true;
attributes[22] = WGL_SAMPLES_ARB;
attributes[23] = multisample;
}
else
{
attributes[20] = 0;
attributes[21] = 0;
attributes[22] = 0;
attributes[23] = 0;
}
attributes[24] = 0;
attributes[25] = 0;
if (!wglChoosePixelFormatARB(hDC, attributes, attribsFloat, 1, &pixelFormat, &numFormats))
{
Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
goto oldmethod;
}
if (numFormats == 0)
{
Printf("R_OPENGL: No valid pixel formats found. Retrying in compatibility mode\n");
goto oldmethod;
}
break;
}
else
{
oldmethod:
// If wglChoosePixelFormatARB is not found we have to do it the old fashioned way.
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32, // color depth
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
32, // z depth
stencil*8, // stencil buffer
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
pixelFormat = ChoosePixelFormat(hDC, &pfd);
DescribePixelFormat(hDC, pixelFormat, sizeof(pfd), &pfd);
if (pfd.dwFlags & PFD_GENERIC_FORMAT)
{
if (!allowsoftware)
{
if (stencil==0)
{
// not accelerated!
Printf("R_OPENGL: OpenGL driver not accelerated! Falling back to software renderer.\n");
return false;
}
else
{
Printf("R_OPENGL: OpenGL driver not accelerated! Retrying in compatibility mode\n");
continue;
}
}
}
break;
}
}
}
else
{
// Use the cheapest mode available and let's hope the driver can handle this...
stencil=0;
// If wglChoosePixelFormatARB is not found we have to do it the old fashioned way.
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
16, // color depth
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16, // z depth
0, // stencil buffer
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
pixelFormat = ChoosePixelFormat(hDC, &pfd);
DescribePixelFormat(hDC, pixelFormat, sizeof(pfd), &pfd);
if (pfd.dwFlags & PFD_GENERIC_FORMAT)
{
if (!allowsoftware)
{
Printf("R_OPENGL: OpenGL driver not accelerated! Falling back to software renderer.\n");
return false;
}
}
}
if (stencil==0)
{
gl->flags|=RFL_NOSTENCIL;
}
if (!SetPixelFormat(hDC, pixelFormat, NULL))
{
Printf("R_OPENGL: Couldn't set pixel format.\n");
return false;
}
return true;
}
#else
static bool SetupPixelFormat(bool allowsoftware, bool nostencil, int multisample)
{
int stencil;
if (!nostencil)
{
stencil=1;
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
if (multisample > 0) {
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, multisample );
}
}
else
{
// Use the cheapest mode available and let's hope the driver can handle this...
stencil=0;
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 4 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 4 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 4 );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 4 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
//SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 )*/
}
if (stencil==0)
{
gl->flags|=RFL_NOSTENCIL;
}
return true;
}
#endif
//==========================================================================
//
//
//
//==========================================================================
#if !defined (unix) && !defined (__APPLE__)
CVAR(Bool, gl_debug, false, 0)
static bool APIENTRY InitHardware (HWND Window, bool allowsoftware, bool nostencil, int multisample)
{
m_Window=Window;
m_hDC = GetDC(Window);
if (!SetupPixelFormat(m_hDC, allowsoftware, nostencil, multisample))
{
Printf ("R_OPENGL: Reverting to software mode...\n");
return false;
}
m_hRC = 0;
if (wglCreateContextAttribsARB != NULL)
{
int ctxAttribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, gl_debug? WGL_CONTEXT_DEBUG_BIT_ARB : 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0
};
m_hRC = wglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
}
if (m_hRC == 0)
{
m_hRC = wglCreateContext(m_hDC);
}
if (m_hRC == NULL)
{
Printf ("R_OPENGL: Couldn't create render context. Reverting to software mode...\n");
return false;
}
wglMakeCurrent(m_hDC, m_hRC);
return true;
}
#else
static bool APIENTRY InitHardware (bool allowsoftware, bool nostencil, int multisample)
{
if (!SetupPixelFormat(allowsoftware, nostencil, multisample))
{
Printf ("R_OPENGL: Reverting to software mode...\n");
return false;
}
return true;
}
#endif
//==========================================================================
//
//
//
//==========================================================================
#if !defined (unix) && !defined (__APPLE__)
static void APIENTRY Shutdown()
{
if (m_hRC)
{
wglMakeCurrent(0, 0);
wglDeleteContext(m_hRC);
}
if (m_hDC) ReleaseDC(m_Window, m_hDC);
}
static bool APIENTRY SetFullscreen(const char *devicename, int w, int h, int bits, int hz)
{
DEVMODE dm;
if (w==0)
{
ChangeDisplaySettingsEx(devicename, 0, 0, 0, 0);
}
else
{
dm.dmSize = sizeof(DEVMODE);
dm.dmSpecVersion = DM_SPECVERSION;//Somebody owes me...
dm.dmDriverExtra = 0;//...1 hour of my life back
dm.dmPelsWidth = w;
dm.dmPelsHeight = h;
dm.dmBitsPerPel = bits;
dm.dmDisplayFrequency = hz;
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
if (DISP_CHANGE_SUCCESSFUL != ChangeDisplaySettingsEx(devicename, &dm, 0, CDS_FULLSCREEN, 0))
{
dm.dmFields &= ~DM_DISPLAYFREQUENCY;
return DISP_CHANGE_SUCCESSFUL == ChangeDisplaySettingsEx(devicename, &dm, 0, CDS_FULLSCREEN, 0);
}
}
return true;
}
#endif
//==========================================================================
//
//
//
//==========================================================================
static void APIENTRY iSwapBuffers()
{
#if !defined (unix) && !defined (__APPLE__)
SwapBuffers(m_hDC);
#else
SDL_GL_SwapBuffers ();
#endif
}
static BOOL APIENTRY SetVSync( int vsync )
{
#if defined (__APPLE__)
return kCGLNoError == CGLSetParameter( CGLGetCurrentContext(), kCGLCPSwapInterval, &vsync );
#else // !__APPLE__
// empty placeholder
return false;
#endif // __APPLE__
}
//==========================================================================
//
//
//
//==========================================================================
static void APIENTRY glBlendEquationDummy (GLenum mode)
{
// If this is not supported all non-existent modes are
// made to draw nothing.
if (mode == GL_FUNC_ADD)
{
glColorMask(true, true, true, true);
}
else
{
glColorMask(false, false, false, false);
}
}
//==========================================================================
//
//
//
//==========================================================================
static void APIENTRY SetTextureMode(int type)
{
static float white[] = {1.f,1.f,1.f,1.f};
if (gl_vid_compatibility)
{
type = TM_MODULATE;
}
if (type == TM_MASK)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_OPAQUE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_INVERT)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_INVERTOPAQUE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
else // if (type == TM_MODULATE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
//==========================================================================
//
//
//
//==========================================================================
/*
extern "C"
{
__declspec(dllexport)
*/
void APIENTRY GetContext(RenderContext & gl)
{
::gl=&gl;
gl.flags=0;
gl.LoadExtensions = LoadExtensions;
gl.SetTextureMode = SetTextureMode;
gl.PrintStartupLog = PrintStartupLog;
gl.InitHardware = InitHardware;
#if !defined (unix) && !defined (__APPLE__)
gl.Shutdown = Shutdown;
#endif
gl.SwapBuffers = iSwapBuffers;
#if !defined (unix) && !defined (__APPLE__)
gl.SetFullscreen = SetFullscreen;
#endif
gl.Begin = glBegin;
gl.End = glEnd;
gl.DrawArrays = glDrawArrays;
gl.TexCoord2f = glTexCoord2f;
gl.TexCoord2fv = glTexCoord2fv;
gl.Vertex2f = glVertex2f;
gl.Vertex2i = glVertex2i;
gl.Vertex3f = glVertex3f;
gl.Vertex3fv = glVertex3fv;
gl.Vertex3d = glVertex3d;
gl.Color4f = glColor4f;
gl.Color4fv = glColor4fv;
gl.Color3f = glColor3f;
gl.Color3ub = glColor3ub;
gl.Color4ub = glColor4ub;
gl.ColorMask = glColorMask;
gl.DepthFunc = glDepthFunc;
gl.DepthMask = glDepthMask;
gl.DepthRange = glDepthRange;
gl.StencilFunc = glStencilFunc;
gl.StencilMask = glStencilMask;
gl.StencilOp = glStencilOp;
gl.MatrixMode = glMatrixMode;
gl.PushMatrix = glPushMatrix;
gl.PopMatrix = glPopMatrix;
gl.LoadIdentity = glLoadIdentity;
gl.MultMatrixd = glMultMatrixd;
gl.Translatef = glTranslatef;
gl.Ortho = glOrtho;
gl.Scalef = glScalef;
gl.Rotatef = glRotatef;
gl.Viewport = glViewport;
gl.Scissor = glScissor;
gl.Clear = glClear;
gl.ClearColor = glClearColor;
gl.ClearDepth = glClearDepth;
gl.ShadeModel = glShadeModel;
gl.Hint = glHint;
gl.DisableClientState = glDisableClientState;
gl.EnableClientState = glEnableClientState;
gl.Fogf = glFogf;
gl.Fogi = glFogi;
gl.Fogfv = glFogfv;
gl.Enable = glEnable;
gl.IsEnabled = glIsEnabled;
gl.Disable = glDisable;
gl.TexGeni = glTexGeni;
gl.DeleteTextures = glDeleteTextures;
gl.GenTextures = glGenTextures;
gl.BindTexture = glBindTexture;
gl.TexImage2D = glTexImage2D;
gl.TexParameterf = glTexParameterf;
gl.TexParameteri = glTexParameteri;
gl.CopyTexSubImage2D = glCopyTexSubImage2D;
gl.ReadPixels = glReadPixels;
gl.PolygonOffset = glPolygonOffset;
gl.ClipPlane = glClipPlane;
gl.Finish = glFinish;
gl.Flush = glFlush;
gl.BlendEquation = glBlendEquationDummy;
gl.SetVSync = SetVSync;
#if !defined (unix) && !defined (__APPLE__)
ReadInitExtensions();
//GL is not yet inited in UNIX version, read them later in LoadExtensions
#endif
}
//} // extern "C"