/* ** win32video.cpp ** Code to let ZDoom draw to the screen ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** 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. ** ** 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 #include #include #include "wglext.h" #include #include "gl_sysfb.h" #include "hardware.h" #include "x86.h" #include "templates.h" #include "version.h" #include "c_console.h" #include "v_video.h" #include "i_input.h" #include "i_system.h" #include "v_text.h" #include "m_argv.h" #include "printf.h" #include "engineerrors.h" #include "win32glvideo.h" #include "gl_framebuffer.h" EXTERN_CVAR(Int, vid_adapter) EXTERN_CVAR(Bool, vid_hdr) CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { Printf("This won't take effect until " GAMENAME " is restarted.\n"); } // For broadest GL compatibility, require user to explicitly enable quad-buffered stereo mode. // Setting vr_enable_quadbuffered_stereo does not automatically invoke quad-buffered stereo, // but makes it possible for subsequent "vr_mode 7" to invoke quad-buffered stereo CUSTOM_CVAR(Bool, vr_enable_quadbuffered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { Printf("You must restart " GAMENAME " to switch quad stereo mode\n"); } extern bool vid_hdr_active; // these get used before GLEW is initialized so we have to use separate pointers with different names PFNWGLCHOOSEPIXELFORMATARBPROC myWglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB"); PFNWGLCREATECONTEXTATTRIBSARBPROC myWglCreateContextAttribsARB; //========================================================================== // // // //========================================================================== Win32GLVideo::Win32GLVideo() { SetPixelFormat(); } //========================================================================== // // // //========================================================================== DFrameBuffer *Win32GLVideo::CreateFrameBuffer() { SystemGLFrameBuffer *fb; fb = new OpenGLRenderer::OpenGLFrameBuffer(m_hMonitor, vid_fullscreen); return fb; } //========================================================================== // // // //========================================================================== HWND Win32GLVideo::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 = L"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 = CreateWindowExW(exStyle, L"GZDoomOpenGLDummyWindow", WGAMENAME, WS_CLIPSIBLINGS | WS_CLIPCHILDREN | style, 0, 0, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, NULL, NULL, g_hInst, NULL))) { UnregisterClassW(L"GZDoomOpenGLDummyWindow", g_hInst); return 0; } ShowWindow(dummy, SW_HIDE); return dummy; } //========================================================================== // // // //========================================================================== void Win32GLVideo::ShutdownDummy(HWND dummy) { DestroyWindow(dummy); UnregisterClassW(L"GZDoomOpenGLDummyWindow", GetModuleHandle(NULL)); } //========================================================================== // // // //========================================================================== bool Win32GLVideo::SetPixelFormat() { 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); myWglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB"); myWglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); // any extra stuff here? wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(dummy, hDC); ShutdownDummy(dummy); return true; } //========================================================================== // // // //========================================================================== static void append(std::vector &list1, std::initializer_list list2) { list1.insert(list1.end(), list2); } bool Win32GLVideo::SetupPixelFormat(int multisample) { int colorDepth; HDC deskDC; std::vector attributes; int pixelFormat; unsigned int numFormats; float attribsFloat[] = { 0.0f, 0.0f }; deskDC = GetDC(GetDesktopWindow()); colorDepth = GetDeviceCaps(deskDC, BITSPIXEL); ReleaseDC(GetDesktopWindow(), deskDC); if (myWglChoosePixelFormatARB) { again: append(attributes, { WGL_DEPTH_BITS_ARB, 24 }); append(attributes, { WGL_STENCIL_BITS_ARB, 8 }); //required to be true append(attributes, { WGL_DRAW_TO_WINDOW_ARB, GL_TRUE }); append(attributes, { WGL_SUPPORT_OPENGL_ARB, GL_TRUE }); append(attributes, { WGL_DOUBLE_BUFFER_ARB, GL_TRUE }); if (multisample > 0) { append(attributes, { WGL_SAMPLE_BUFFERS_ARB, GL_TRUE }); append(attributes, { WGL_SAMPLES_ARB, multisample }); } append(attributes, { WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB }); //required to be FULL_ACCELERATION_ARB if (vr_enable_quadbuffered) { // [BB] Starting with driver version 314.07, NVIDIA GeForce cards support OpenGL quad buffered // stereo rendering with 3D Vision hardware. Select the corresponding attribute here. append(attributes, { WGL_STEREO_ARB, GL_TRUE }); } size_t bitsPos = attributes.size(); if (vid_hdr) { append(attributes, { WGL_RED_BITS_ARB, 16 }); append(attributes, { WGL_GREEN_BITS_ARB, 16 }); append(attributes, { WGL_BLUE_BITS_ARB, 16 }); append(attributes, { WGL_ALPHA_BITS_ARB, 16 }); append(attributes, { WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_FLOAT_ARB }); } else { append(attributes, { WGL_RED_BITS_ARB, 8 }); append(attributes, { WGL_GREEN_BITS_ARB, 8 }); append(attributes, { WGL_BLUE_BITS_ARB, 8 }); append(attributes, { WGL_ALPHA_BITS_ARB, 8 }); } append(attributes, { 0, 0 }); if (!myWglChoosePixelFormatARB(m_hDC, attributes.data(), attribsFloat, 1, &pixelFormat, &numFormats)) { Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n"); goto oldmethod; } if (vid_hdr && numFormats == 0) // This card/driver doesn't support the rgb16f pixel format. Fall back to 8bpc { Printf("R_OPENGL: This card/driver does not support RGBA16F. HDR will not work.\n"); attributes.erase(attributes.begin() + bitsPos, attributes.end()); append(attributes, { WGL_RED_BITS_ARB, 8 }); append(attributes, { WGL_GREEN_BITS_ARB, 8 }); append(attributes, { WGL_BLUE_BITS_ARB, 8 }); append(attributes, { WGL_ALPHA_BITS_ARB, 8 }); append(attributes, { 0, 0 }); if (!myWglChoosePixelFormatARB(m_hDC, attributes.data(), attribsFloat, 1, &pixelFormat, &numFormats)) { Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n"); goto oldmethod; } } else if (vid_hdr) { vid_hdr_active = true; } if (numFormats == 0) { if (vr_enable_quadbuffered) { Printf("R_OPENGL: No valid pixel formats found for VR quadbuffering. Retrying without this feature\n"); vr_enable_quadbuffered = false; goto again; } Printf("R_OPENGL: No valid pixel formats found. Retrying in compatibility mode\n"); goto oldmethod; } } 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 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) { I_Error("R_OPENGL: OpenGL driver not accelerated!"); return false; } } if (!::SetPixelFormat(m_hDC, pixelFormat, NULL)) { I_Error("R_OPENGL: Couldn't set pixel format.\n"); return false; } return true; } //========================================================================== // // // //========================================================================== bool Win32GLVideo::InitHardware(HWND Window, int multisample) { m_Window = Window; m_hDC = GetDC(Window); if (!SetupPixelFormat(multisample)) { return false; } int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB; const char *version = Args->CheckValue("-glversion"); for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++) { m_hRC = NULL; if (myWglCreateContextAttribsARB != NULL) { // let's try to get the best version possible. Some drivers only give us the version we request // which breaks all version checks for feature support. The highest used features we use are from version 4.4, and 3.3 is a requirement. static int versions[] = { 46, 45, 44, 43, 42, 41, 40, 33, -1 }; for (int i = 0; versions[i] > 0; i++) { int ctxAttribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, versions[i] / 10, WGL_CONTEXT_MINOR_VERSION_ARB, versions[i] % 10, WGL_CONTEXT_FLAGS_ARB, gl_debug ? WGL_CONTEXT_DEBUG_BIT_ARB : 0, WGL_CONTEXT_PROFILE_MASK_ARB, prof, 0 }; m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs); if (m_hRC != NULL) break; } } if (m_hRC == NULL && prof == WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB) { m_hRC = wglCreateContext(m_hDC); if (m_hRC == NULL) { I_Error("R_OPENGL: Unable to create an OpenGL render context.\n"); return false; } } if (m_hRC != NULL) { wglMakeCurrent(m_hDC, m_hRC); return true; } } // We get here if the driver doesn't support the modern context creation API which always means an old driver. I_Error("R_OPENGL: Unable to create an OpenGL render context. Insufficient driver support for context creation\n"); return false; } //========================================================================== // // // //========================================================================== void Win32GLVideo::Shutdown() { if (m_hRC) { wglMakeCurrent(0, 0); wglDeleteContext(m_hRC); } if (m_hDC) ReleaseDC(m_Window, m_hDC); }