- bumped minimum supported OpenGL version to 1.4. The engine was already using several 1.3 and 1.4 features which would have caused problems on 1.2.

- removed gl_vid_compatibility. With the bump to 1.4 no hardware requiring this flag is supported anymore.
- disabled 16 bit framebuffers for the same reason. As a conseqence all code for rendering without stencil could also be removed.
This commit is contained in:
Christoph Oelckers 2013-08-18 15:41:52 +02:00
parent 761ab4ab78
commit b61ef3a107
16 changed files with 443 additions and 586 deletions

View file

@ -81,6 +81,22 @@ EXTERN_CVAR(Bool, gl_render_segs)
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
mCurrentPortal = NULL;
mMirrorCount = 0;
mPlaneMirrorCount = 0;
mLightCount = 0;
mAngles = FRotator(0,0,0);
mViewVector = FVector2(0,0);
mCameraPos = FVector3(0,0,0);
mVBO = NULL;
gl_spriteindex = 0;
mShaderManager = NULL;
glpart2 = glpart = gllight = mirrortexture = NULL;
}
void FGLRenderer::Initialize() void FGLRenderer::Initialize()
{ {
glpart2 = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart2.png"), FTexture::TEX_MiscPatch); glpart2 = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart2.png"), FTexture::TEX_MiscPatch);

View file

@ -71,21 +71,7 @@ public:
FFlatVertexBuffer *mVBO; FFlatVertexBuffer *mVBO;
FGLRenderer(OpenGLFrameBuffer *fb) FGLRenderer(OpenGLFrameBuffer *fb);
{
framebuffer = fb;
mCurrentPortal = NULL;
mMirrorCount = 0;
mPlaneMirrorCount = 0;
mLightCount = 0;
mAngles = FRotator(0,0,0);
mViewVector = FVector2(0,0);
mCameraPos = FVector3(0,0,0);
mVBO = NULL;
gl_spriteindex = 0;
mShaderManager = NULL;
glpart2 = glpart = gllight = mirrortexture = NULL;
}
~FGLRenderer() ; ~FGLRenderer() ;
angle_t FrustumAngle(); angle_t FrustumAngle();

View file

@ -46,6 +46,8 @@
#include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_colormap.h" #include "gl/renderer/gl_colormap.h"
void gl_SetTextureMode(int type);
FRenderState gl_RenderState; FRenderState gl_RenderState;
int FStateAttr::ChangeCounter; int FStateAttr::ChangeCounter;
@ -291,7 +293,7 @@ void FRenderState::Apply(bool forcenoshader)
GLRenderer->mShaderManager->SetActiveShader(NULL); GLRenderer->mShaderManager->SetActiveShader(NULL);
if (mTextureMode != ffTextureMode) if (mTextureMode != ffTextureMode)
{ {
gl.SetTextureMode((ffTextureMode = mTextureMode)); gl_SetTextureMode((ffTextureMode = mTextureMode));
} }
if (mTextureEnabled != ffTextureEnabled) if (mTextureEnabled != ffTextureEnabled)
{ {

View file

@ -470,15 +470,6 @@ void GLPortal::EndFrame()
{ {
GLPortal * p; GLPortal * p;
if (gl.flags & RFL_NOSTENCIL)
{
while (portals.Pop(p) && p)
{
delete p;
}
return;
}
if (gl_portalinfo) if (gl_portalinfo)
{ {
Printf("%s%d portals, depth = %d\n%s{\n", indent.GetChars(), portals.Size(), renderdepth, indent.GetChars()); Printf("%s%d portals, depth = %d\n%s{\n", indent.GetChars(), portals.Size(), renderdepth, indent.GetChars());

View file

@ -511,15 +511,12 @@ void FGLRenderer::RenderScene(int recursion)
// flood all the gaps with the back sector's flat texture // flood all the gaps with the back sector's flat texture
// This will always be drawn like GLDL_PLAIN or GLDL_FOG, depending on the fog settings // This will always be drawn like GLDL_PLAIN or GLDL_FOG, depending on the fog settings
if (!(gl.flags&RFL_NOSTENCIL)) // needs a stencil to work! gl.DepthMask(false); // don't write to Z-buffer!
{ gl_RenderState.EnableFog(true);
gl.DepthMask(false); // don't write to Z-buffer! gl_RenderState.EnableAlphaTest(false);
gl_RenderState.EnableFog(true); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_RenderState.EnableAlphaTest(false); gl_drawinfo->DrawUnhandledMissingTextures();
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_RenderState.EnableAlphaTest(true);
gl_drawinfo->DrawUnhandledMissingTextures();
gl_RenderState.EnableAlphaTest(true);
}
gl.DepthMask(true); gl.DepthMask(true);
gl.PolygonOffset(0.0f, 0.0f); gl.PolygonOffset(0.0f, 0.0f);

View file

@ -16,7 +16,6 @@ EXTERN_CVAR(Bool, gl_colormap_shader)
EXTERN_CVAR(Bool, gl_brightmap_shader) EXTERN_CVAR(Bool, gl_brightmap_shader)
EXTERN_CVAR(Bool, gl_glow_shader) EXTERN_CVAR(Bool, gl_glow_shader)
EXTERN_CVAR(Bool, gl_vid_compatibility)
EXTERN_CVAR(Bool,gl_enhanced_nightvision) EXTERN_CVAR(Bool,gl_enhanced_nightvision)
EXTERN_CVAR(Int, screenblocks); EXTERN_CVAR(Int, screenblocks);
EXTERN_CVAR(Bool, gl_texture) EXTERN_CVAR(Bool, gl_texture)

View file

@ -73,6 +73,8 @@ CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
FGLRenderer *GLRenderer; FGLRenderer *GLRenderer;
void gl_SetupMenu(); void gl_SetupMenu();
void gl_LoadExtensions();
void gl_PrintStartupLog();
//========================================================================== //==========================================================================
// //
@ -115,14 +117,14 @@ void OpenGLFrameBuffer::InitializeState()
{ {
static bool first=true; static bool first=true;
gl.LoadExtensions(); gl_LoadExtensions();
Super::InitializeState(); Super::InitializeState();
if (first) if (first)
{ {
first=false; first=false;
// [BB] For some reason this crashes, if compiled with MinGW and optimization. Has to be investigated. // [BB] For some reason this crashes, if compiled with MinGW and optimization. Has to be investigated.
#ifdef _MSC_VER #ifdef _MSC_VER
gl.PrintStartupLog(); gl_PrintStartupLog();
#endif #endif
if (gl.flags&RFL_NPOT_TEXTURE) if (gl.flags&RFL_NPOT_TEXTURE)

View file

@ -53,9 +53,7 @@ static void APIENTRY glBlendEquationDummy (GLenum mode);
static TArray<FString> m_Extensions; static TArray<FString> m_Extensions;
#define gl pgl RenderContext gl;
RenderContext * gl;
int occlusion_type=0; int occlusion_type=0;
@ -107,343 +105,17 @@ static bool CheckExtension(const char *ext)
} }
//========================================================================== //==========================================================================
// //
// //
// //
//========================================================================== //==========================================================================
static void APIENTRY LoadExtensions() static void InitContext()
{ {
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;
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
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);
}
//==========================================================================
//
//
//
//==========================================================================
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);
}
}
//==========================================================================
//
//
//
//==========================================================================
void APIENTRY GetContext(RenderContext & gl)
{
::gl=&gl;
gl.flags=0; gl.flags=0;
gl.LoadExtensions = LoadExtensions;
gl.SetTextureMode = SetTextureMode;
gl.PrintStartupLog = PrintStartupLog;
gl.Begin = glBegin; gl.Begin = glBegin;
gl.End = glEnd; gl.End = glEnd;
gl.DrawArrays = glDrawArrays; gl.DrawArrays = glDrawArrays;
@ -522,6 +194,322 @@ void APIENTRY GetContext(RenderContext & gl)
gl.BlendEquation = glBlendEquationDummy; gl.BlendEquation = glBlendEquationDummy;
} }
//==========================================================================
//
//
//
//==========================================================================
void gl_LoadExtensions()
{
InitContext();
CollectExtensions();
const char *version = (const char*)glGetString(GL_VERSION);
// Don't even start if it's lower than 1.4
if (strcmp(version, "1.4") < 0)
{
I_FatalError("Unsupported OpenGL version.\nAt least GL 1.4 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;
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
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");
}
//==========================================================================
//
//
//
//==========================================================================
void gl_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);
}
//==========================================================================
//
//
//
//==========================================================================
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);
}
}
//==========================================================================
//
//
//
//==========================================================================
void gl_SetTextureMode(int type)
{
static float white[] = {1.f,1.f,1.f,1.f};
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" //} // extern "C"

View file

@ -21,7 +21,6 @@ typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat
enum RenderFlags enum RenderFlags
{ {
RFL_NPOT_TEXTURE=1, RFL_NPOT_TEXTURE=1,
RFL_NOSTENCIL=2,
RFL_OCCLUSION_QUERY=4, RFL_OCCLUSION_QUERY=4,
// [BB] Added texture compression flags. // [BB] Added texture compression flags.
RFL_TEXTURE_COMPRESSION=8, RFL_TEXTURE_COMPRESSION=8,
@ -67,10 +66,6 @@ struct RenderContext
return maxuniforms>=2048? 128:64; return maxuniforms>=2048? 128:64;
} }
void (APIENTRY * LoadExtensions) ();
void (APIENTRY * SetTextureMode) (int type);
void (APIENTRY * PrintStartupLog) ();
void (APIENTRY * Begin) (GLenum mode); void (APIENTRY * Begin) (GLenum mode);
void (APIENTRY * End) (void); void (APIENTRY * End) (void);
void (APIENTRY * DrawArrays) (GLenum mode, GLint first, GLsizei count); void (APIENTRY * DrawArrays) (GLenum mode, GLint first, GLsizei count);
@ -237,7 +232,5 @@ struct RenderContext
}; };
void APIENTRY GetContext(RenderContext & gl);
#endif #endif

View file

@ -19,7 +19,6 @@ CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Bool, gl_render_segs, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, gl_render_segs, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_vid_compatibility, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE) CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{ {

View file

@ -69,8 +69,6 @@ struct RECT {
}; };
#endif #endif
EXTERN_CVAR(Bool, gl_vid_compatibility)
//=========================================================================== //===========================================================================
// //
// Screen wipes // Screen wipes
@ -127,10 +125,6 @@ private:
bool OpenGLFrameBuffer::WipeStartScreen(int type) bool OpenGLFrameBuffer::WipeStartScreen(int type)
{ {
if (gl_vid_compatibility)
{
return false; // not all required features present.
}
switch (type) switch (type)
{ {
case wipe_Burn: case wipe_Burn:

View file

@ -119,10 +119,6 @@ void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned i
rw = GetTexDimension (w); rw = GetTexDimension (w);
rh = GetTexDimension (h); rh = GetTexDimension (h);
if (gl_vid_compatibility)
{
mipmap=false;
}
gl.TexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, (mipmap && use_mipmapping && !forcenofiltering)); gl.TexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, (mipmap && use_mipmapping && !forcenofiltering));
if (rw == w && rh == h) if (rw == w && rh == h)

View file

@ -59,8 +59,6 @@ CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
Printf("This won't take effect until "GAMENAME" is restarted.\n"); Printf("This won't take effect until "GAMENAME" is restarted.\n");
} }
RenderContext gl;
// PRIVATE DATA DEFINITIONS ------------------------------------------------ // PRIVATE DATA DEFINITIONS ------------------------------------------------
// Dummy screen sizes to pass when windowed // Dummy screen sizes to pass when windowed
@ -123,7 +121,6 @@ SDLGLVideo::SDLGLVideo (int parm)
fprintf( stderr, "Video initialization failed: %s\n", fprintf( stderr, "Video initialization failed: %s\n",
SDL_GetError( ) ); SDL_GetError( ) );
} }
GetContext(gl);
#ifndef _WIN32 #ifndef _WIN32
// mouse cursor is visible by default on linux systems, we disable it by default // mouse cursor is visible by default on linux systems, we disable it by default
SDL_ShowCursor (0); SDL_ShowCursor (0);
@ -285,40 +282,18 @@ bool SDLGLVideo::SetResolution (int width, int height, int bits)
// //
//========================================================================== //==========================================================================
bool SDLGLVideo::SetupPixelFormat(bool allowsoftware, bool nostencil, int multisample) bool SDLGLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
{ {
int stencil; SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
if (!nostencil) SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
{ SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
stencil=1; SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_STENCIL_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 ); // SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
if (multisample > 0) { if (multisample > 0) {
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, multisample ); 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; return true;
} }
@ -329,13 +304,20 @@ bool SDLGLVideo::SetupPixelFormat(bool allowsoftware, bool nostencil, int multis
// //
//========================================================================== //==========================================================================
bool SDLGLVideo::InitHardware (bool allowsoftware, bool nostencil, int multisample) bool SDLGLVideo::InitHardware (bool allowsoftware, int multisample)
{ {
if (!SetupPixelFormat(allowsoftware, nostencil, multisample)) if (!SetupPixelFormat(allowsoftware, multisample))
{ {
Printf ("R_OPENGL: Reverting to software mode...\n"); Printf ("R_OPENGL: Reverting to software mode...\n");
return false; return false;
} }
int value = 0;
SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &value );
if (!value)
{
Printf("R_OPENGL: Failed to initialize stencil buffer! Reverting to software mode...\n");
}
return true; return true;
} }
@ -355,23 +337,15 @@ SDLGLFB::SDLGLFB (void *, int width, int height, int, int, bool fullscreen)
UpdatePending = false; UpdatePending = false;
if (!static_cast<SDLGLVideo*>(Video)->InitHardware(false, gl_vid_compatibility, localmultisample)) if (!static_cast<SDLGLVideo*>(Video)->InitHardware(false, localmultisample))
{ {
vid_renderer = 0; vid_renderer = 0;
return; return;
} }
// Mac OS X version will crash when entering fullscreen mode with BPP <= 8
// Also it may crash with BPP == 16 on some configurations
// It seems 24 and 32 bits are safe values
// So value of vid_displaybits is ignored and hardcoded constant is used instead
Screen = SDL_SetVideoMode (width, height, Screen = SDL_SetVideoMode (width, height,
#if defined(__APPLE__)
32, 32,
#else // ! __APPLE__
vid_displaybits,
#endif // __APPLE__
SDL_HWSURFACE|SDL_HWPALETTE|SDL_OPENGL | SDL_GL_DOUBLEBUFFER|SDL_ANYFORMAT| SDL_HWSURFACE|SDL_HWPALETTE|SDL_OPENGL | SDL_GL_DOUBLEBUFFER|SDL_ANYFORMAT|
(fullscreen ? SDL_FULLSCREEN : 0)); (fullscreen ? SDL_FULLSCREEN : 0));
@ -401,13 +375,6 @@ SDLGLFB::~SDLGLFB ()
void SDLGLFB::InitializeState() void SDLGLFB::InitializeState()
{ {
int value = 0;
SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &value );
if (!value)
{
Printf("Failed to use stencil buffer!\n"); //[C] is it needed to recreate buffer in "cheapest mode"?
gl.flags|=RFL_NOSTENCIL;
}
} }
bool SDLGLFB::CanUpdate () bool SDLGLFB::CanUpdate ()

View file

@ -27,8 +27,8 @@ class SDLGLVideo : public IVideo
bool NextMode (int *width, int *height, bool *letterbox); bool NextMode (int *width, int *height, bool *letterbox);
bool SetResolution (int width, int height, int bits); bool SetResolution (int width, int height, int bits);
bool SetupPixelFormat(bool allowsoftware, bool nostencil, int multisample); bool SetupPixelFormat(bool allowsoftware, int multisample);
bool InitHardware (bool allowsoftware, bool nostencil, int multisample); bool InitHardware (bool allowsoftware, int multisample);
private: private:
int IteratorMode; int IteratorMode;

View file

@ -29,10 +29,6 @@ CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
CVAR(Bool, gl_debug, false, 0) CVAR(Bool, gl_debug, false, 0)
RenderContext gl;
EXTERN_CVAR(Bool, gl_vid_compatibility)
EXTERN_CVAR(Int, vid_refreshrate) EXTERN_CVAR(Int, vid_refreshrate)
//========================================================================== //==========================================================================
@ -49,12 +45,11 @@ Win32GLVideo::Win32GLVideo(int parm) : m_Modes(NULL), m_IsFullscreen(false)
I_SetWndProc(); I_SetWndProc();
m_DisplayWidth = vid_defwidth; m_DisplayWidth = vid_defwidth;
m_DisplayHeight = vid_defheight; m_DisplayHeight = vid_defheight;
m_DisplayBits = gl_vid_compatibility? 16:32; m_DisplayBits = 32;
m_DisplayHz = 60; m_DisplayHz = 60;
GetDisplayDeviceName(); GetDisplayDeviceName();
MakeModesList(); MakeModesList();
GetContext(gl);
SetPixelFormat(); SetPixelFormat();
} }
@ -202,8 +197,8 @@ void Win32GLVideo::StartModeIterator(int bits, bool fs)
{ {
m_IteratorMode = m_Modes; m_IteratorMode = m_Modes;
// I think it's better to ignore the game-side settings of bit depth. // I think it's better to ignore the game-side settings of bit depth.
// The GL renderer will always default to 32 bits, except in compatibility mode // The GL renderer will always default to 32 bits because 16 bit modes cannot have a stencil buffer.
m_IteratorBits = gl_vid_compatibility? 16:32; m_IteratorBits = 32;
m_IteratorFS = fs; m_IteratorFS = fs;
} }
@ -339,7 +334,7 @@ DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool fs, DF
m_DisplayWidth = width; m_DisplayWidth = width;
m_DisplayHeight = height; m_DisplayHeight = height;
m_DisplayBits = gl_vid_compatibility? 16:32; m_DisplayBits = 32;
m_DisplayHz = 60; m_DisplayHz = 60;
if (vid_refreshrate == 0) if (vid_refreshrate == 0)
@ -604,7 +599,7 @@ bool Win32GLVideo::SetPixelFormat()
// //
//========================================================================== //==========================================================================
bool Win32GLVideo::SetupPixelFormat(bool allowsoftware, bool nostencil, int multisample) bool Win32GLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
{ {
int colorDepth; int colorDepth;
HDC deskDC; HDC deskDC;
@ -612,154 +607,90 @@ bool Win32GLVideo::SetupPixelFormat(bool allowsoftware, bool nostencil, int mult
int pixelFormat; int pixelFormat;
unsigned int numFormats; unsigned int numFormats;
float attribsFloat[] = {0.0f, 0.0f}; float attribsFloat[] = {0.0f, 0.0f};
int stencil;
deskDC = GetDC(GetDesktopWindow()); deskDC = GetDC(GetDesktopWindow());
colorDepth = GetDeviceCaps(deskDC, BITSPIXEL); colorDepth = GetDeviceCaps(deskDC, BITSPIXEL);
ReleaseDC(GetDesktopWindow(), deskDC); ReleaseDC(GetDesktopWindow(), deskDC);
/* if (wglChoosePixelFormatARB)
if (!nostencil && colorDepth < 32)
{ {
Printf("R_OPENGL: Desktop not in 32 bit mode!\n"); attributes[0] = WGL_RED_BITS_ARB; //bits
return false; 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;
if (!nostencil) attributes[12] = WGL_DRAW_TO_WINDOW_ARB; //required to be true
{ attributes[13] = true;
for (stencil=1;stencil>=0;stencil--) 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)
{ {
if (wglChoosePixelFormatARB && stencil) attributes[19] = WGL_NO_ACCELERATION_ARB;
{ }
attributes[0] = WGL_RED_BITS_ARB; //bits else
attributes[1] = 8; {
attributes[2] = WGL_GREEN_BITS_ARB; //bits attributes[19] = WGL_FULL_ACCELERATION_ARB;
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 if (multisample > 0)
attributes[13] = true; {
attributes[14] = WGL_SUPPORT_OPENGL_ARB; attributes[20] = WGL_SAMPLE_BUFFERS_ARB;
attributes[15] = true; attributes[21] = true;
attributes[16] = WGL_DOUBLE_BUFFER_ARB; attributes[22] = WGL_SAMPLES_ARB;
attributes[17] = true; attributes[23] = multisample;
}
else
{
attributes[20] = 0;
attributes[21] = 0;
attributes[22] = 0;
attributes[23] = 0;
}
attributes[18] = WGL_ACCELERATION_ARB; //required to be FULL_ACCELERATION_ARB attributes[24] = 0;
if (allowsoftware) attributes[25] = 0;
{
attributes[19] = WGL_NO_ACCELERATION_ARB;
}
else
{
attributes[19] = WGL_FULL_ACCELERATION_ARB;
}
if (multisample > 0) if (!wglChoosePixelFormatARB(m_hDC, attributes, attribsFloat, 1, &pixelFormat, &numFormats))
{ {
attributes[20] = WGL_SAMPLE_BUFFERS_ARB; Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
attributes[21] = true; goto oldmethod;
attributes[22] = WGL_SAMPLES_ARB; }
attributes[23] = multisample;
}
else
{
attributes[20] = 0;
attributes[21] = 0;
attributes[22] = 0;
attributes[23] = 0;
}
attributes[24] = 0; if (numFormats == 0)
attributes[25] = 0; {
Printf("R_OPENGL: No valid pixel formats found. Retrying in compatibility mode\n");
if (!wglChoosePixelFormatARB(m_hDC, attributes, attribsFloat, 1, &pixelFormat, &numFormats)) goto oldmethod;
{
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(m_hDC, &pfd);
DescribePixelFormat(m_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 else
{ {
// Use the cheapest mode available and let's hope the driver can handle this... oldmethod:
stencil=0;
// If wglChoosePixelFormatARB is not found we have to do it the old fashioned way. // If wglChoosePixelFormatARB is not found we have to do it the old fashioned way.
static PIXELFORMATDESCRIPTOR pfd = { static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), sizeof(PIXELFORMATDESCRIPTOR),
1, 1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, PFD_TYPE_RGBA,
16, // color depth 32, // color depth
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0,
0, 0,
0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
16, // z depth 32, // z depth
0, // stencil buffer 8, // stencil buffer
0, 0,
PFD_MAIN_PLANE, PFD_MAIN_PLANE,
0, 0,
@ -773,15 +704,11 @@ bool Win32GLVideo::SetupPixelFormat(bool allowsoftware, bool nostencil, int mult
{ {
if (!allowsoftware) if (!allowsoftware)
{ {
Printf("R_OPENGL: OpenGL driver not accelerated! Falling back to software renderer.\n"); Printf("R_OPENGL: OpenGL driver not accelerated! Falling back to software renderer.\n");
return false; return false;
} }
} }
} }
if (stencil==0)
{
gl.flags|=RFL_NOSTENCIL;
}
if (!::SetPixelFormat(m_hDC, pixelFormat, NULL)) if (!::SetPixelFormat(m_hDC, pixelFormat, NULL))
{ {
@ -797,12 +724,12 @@ bool Win32GLVideo::SetupPixelFormat(bool allowsoftware, bool nostencil, int mult
// //
//========================================================================== //==========================================================================
bool Win32GLVideo::InitHardware (HWND Window, bool allowsoftware, bool nostencil, int multisample) bool Win32GLVideo::InitHardware (HWND Window, bool allowsoftware, int multisample)
{ {
m_Window=Window; m_Window=Window;
m_hDC = GetDC(Window); m_hDC = GetDC(Window);
if (!SetupPixelFormat(allowsoftware, nostencil, multisample)) if (!SetupPixelFormat(allowsoftware, multisample))
{ {
Printf ("R_OPENGL: Reverting to software mode...\n"); Printf ("R_OPENGL: Reverting to software mode...\n");
return false; return false;
@ -965,7 +892,7 @@ Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, in
I_RestoreWindowedPos(); I_RestoreWindowedPos();
} }
if (!static_cast<Win32GLVideo *>(Video)->InitHardware(Window, false, gl_vid_compatibility, localmultisample)) if (!static_cast<Win32GLVideo *>(Video)->InitHardware(Window, false, localmultisample))
{ {
vid_renderer = 0; vid_renderer = 0;
return; return;

View file

@ -42,7 +42,7 @@ public:
DFrameBuffer *CreateFrameBuffer (int width, int height, bool fs, DFrameBuffer *old); DFrameBuffer *CreateFrameBuffer (int width, int height, bool fs, DFrameBuffer *old);
virtual bool SetResolution (int width, int height, int bits); virtual bool SetResolution (int width, int height, int bits);
void DumpAdapters(); void DumpAdapters();
bool InitHardware (HWND Window, bool allowsoftware, bool nostencil, int multisample); bool InitHardware (HWND Window, bool allowsoftware, int multisample);
void Shutdown(); void Shutdown();
bool SetFullscreen(const char *devicename, int w, int h, int bits, int hz); bool SetFullscreen(const char *devicename, int w, int h, int bits, int hz);
@ -83,7 +83,7 @@ protected:
HWND InitDummy(); HWND InitDummy();
void ShutdownDummy(HWND dummy); void ShutdownDummy(HWND dummy);
bool SetPixelFormat(); bool SetPixelFormat();
bool SetupPixelFormat(bool allowsoftware, bool nostencil, int multisample); bool SetupPixelFormat(bool allowsoftware, int multisample);
void GetDisplayDeviceName(); void GetDisplayDeviceName();
void MakeModesList(); void MakeModesList();