Xash3D FWGS engine.
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#include "gl_local.h"
#if XASH_GL4ES
#include "gl4es/include/gl4esinit.h"
#include "gl4es/include/gl4eshint.h"
#endif // XASH_GL4ES
CVAR_DEFINE( gl_extensions, "gl_allow_extensions", "1", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "allow gl_extensions" );
CVAR_DEFINE( gl_texture_anisotropy, "gl_anisotropy", "8", FCVAR_GLCONFIG, "textures anisotropic filter" );
CVAR_DEFINE_AUTO( gl_texture_lodbias, "0.0", FCVAR_GLCONFIG, "LOD bias for mipmapped textures (perfomance|quality)" );
CVAR_DEFINE_AUTO( gl_texture_nearest, "0", FCVAR_GLCONFIG, "disable texture filter" );
CVAR_DEFINE_AUTO( gl_lightmap_nearest, "0", FCVAR_GLCONFIG, "disable lightmap filter" );
CVAR_DEFINE_AUTO( gl_keeptjunctions, "1", FCVAR_GLCONFIG, "removing tjuncs causes blinking pixels" );
CVAR_DEFINE_AUTO( gl_check_errors, "1", FCVAR_GLCONFIG, "ignore video engine errors" );
CVAR_DEFINE_AUTO( gl_polyoffset, "2.0", FCVAR_GLCONFIG, "polygon offset for decals" );
CVAR_DEFINE_AUTO( gl_wireframe, "0", FCVAR_GLCONFIG|FCVAR_SPONLY, "show wireframe overlay" );
CVAR_DEFINE_AUTO( gl_finish, "0", FCVAR_GLCONFIG, "use glFinish instead of glFlush" );
CVAR_DEFINE_AUTO( gl_nosort, "0", FCVAR_GLCONFIG, "disable sorting of translucent surfaces" );
CVAR_DEFINE_AUTO( gl_test, "0", 0, "engine developer cvar for quick testing new features" );
CVAR_DEFINE_AUTO( gl_msaa, "1", FCVAR_GLCONFIG, "enable or disable multisample anti-aliasing" );
CVAR_DEFINE_AUTO( gl_stencilbits, "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelformat stencil bits (0 - auto)" );
CVAR_DEFINE_AUTO( r_lighting_extended, "1", FCVAR_GLCONFIG, "allow to get lighting from world and bmodels" );
CVAR_DEFINE_AUTO( r_lighting_ambient, "0.3", FCVAR_GLCONFIG, "map ambient lighting scale" );
CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_ARCHIVE, "enable detail textures support" );
CVAR_DEFINE_AUTO( r_novis, "0", 0, "ignore vis information (perfomance test)" );
CVAR_DEFINE_AUTO( r_nocull, "0", 0, "ignore frustrum culling (perfomance test)" );
CVAR_DEFINE_AUTO( r_lockpvs, "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" );
CVAR_DEFINE_AUTO( r_lockfrustum, "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" );
CVAR_DEFINE_AUTO( r_traceglow, "1", FCVAR_GLCONFIG, "cull flares behind models" );
CVAR_DEFINE_AUTO( gl_round_down, "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" );
CVAR_DEFINE( r_vbo, "gl_vbo", "0", FCVAR_ARCHIVE, "draw world using VBO (known to be glitchy)" );
CVAR_DEFINE( r_vbo_dlightmode, "gl_vbo_dlightmode", "1", FCVAR_ARCHIVE, "vbo dlight rendering mode (0-1)" );
DEFINE_ENGINE_SHARED_CVAR_LIST()
poolhandle_t r_temppool;
gl_globals_t tr;
glconfig_t glConfig;
glstate_t glState;
glwstate_t glw_state;
#ifdef XASH_GL_STATIC
#define GL_CALL( x ) #x, NULL
#else
#define GL_CALL( x ) #x, (void**)&p##x
#endif
static dllfunc_t opengl_110funcs[] =
{
{ GL_CALL( glClearColor ) },
{ GL_CALL( glClear ) },
{ GL_CALL( glAlphaFunc ) },
{ GL_CALL( glBlendFunc ) },
{ GL_CALL( glCullFace ) },
{ GL_CALL( glDrawBuffer ) },
{ GL_CALL( glReadBuffer ) },
{ GL_CALL( glAccum ) },
{ GL_CALL( glEnable ) },
{ GL_CALL( glDisable ) },
{ GL_CALL( glEnableClientState ) },
{ GL_CALL( glDisableClientState ) },
{ GL_CALL( glGetBooleanv ) },
{ GL_CALL( glGetDoublev ) },
{ GL_CALL( glGetFloatv ) },
{ GL_CALL( glGetIntegerv ) },
{ GL_CALL( glGetError ) },
{ GL_CALL( glGetString ) },
{ GL_CALL( glFinish ) },
{ GL_CALL( glFlush ) },
{ GL_CALL( glClearDepth ) },
{ GL_CALL( glDepthFunc ) },
{ GL_CALL( glDepthMask ) },
{ GL_CALL( glDepthRange ) },
{ GL_CALL( glFrontFace ) },
{ GL_CALL( glDrawElements ) },
{ GL_CALL( glDrawArrays ) },
{ GL_CALL( glColorMask ) },
{ GL_CALL( glIndexPointer ) },
{ GL_CALL( glVertexPointer ) },
{ GL_CALL( glNormalPointer ) },
{ GL_CALL( glColorPointer ) },
{ GL_CALL( glTexCoordPointer ) },
{ GL_CALL( glArrayElement ) },
{ GL_CALL( glColor3f ) },
{ GL_CALL( glColor3fv ) },
{ GL_CALL( glColor4f ) },
{ GL_CALL( glColor4fv ) },
{ GL_CALL( glColor3ub ) },
{ GL_CALL( glColor4ub ) },
{ GL_CALL( glColor4ubv ) },
{ GL_CALL( glTexCoord1f ) },
{ GL_CALL( glTexCoord2f ) },
{ GL_CALL( glTexCoord3f ) },
{ GL_CALL( glTexCoord4f ) },
{ GL_CALL( glTexCoord1fv ) },
{ GL_CALL( glTexCoord2fv ) },
{ GL_CALL( glTexCoord3fv ) },
{ GL_CALL( glTexCoord4fv ) },
{ GL_CALL( glTexGenf ) },
{ GL_CALL( glTexGenfv ) },
{ GL_CALL( glTexGeni ) },
{ GL_CALL( glVertex2f ) },
{ GL_CALL( glVertex3f ) },
{ GL_CALL( glVertex3fv ) },
{ GL_CALL( glNormal3f ) },
{ GL_CALL( glNormal3fv ) },
{ GL_CALL( glBegin ) },
{ GL_CALL( glEnd ) },
{ GL_CALL( glLineWidth ) },
{ GL_CALL( glPointSize ) },
{ GL_CALL( glMatrixMode ) },
{ GL_CALL( glOrtho ) },
{ GL_CALL( glRasterPos2f ) },
{ GL_CALL( glFrustum ) },
{ GL_CALL( glViewport ) },
{ GL_CALL( glPushMatrix ) },
{ GL_CALL( glPopMatrix ) },
{ GL_CALL( glPushAttrib ) },
{ GL_CALL( glPopAttrib ) },
{ GL_CALL( glLoadIdentity ) },
{ GL_CALL( glLoadMatrixd ) },
{ GL_CALL( glLoadMatrixf ) },
{ GL_CALL( glMultMatrixd ) },
{ GL_CALL( glMultMatrixf ) },
{ GL_CALL( glRotated ) },
{ GL_CALL( glRotatef ) },
{ GL_CALL( glScaled ) },
{ GL_CALL( glScalef ) },
{ GL_CALL( glTranslated ) },
{ GL_CALL( glTranslatef ) },
{ GL_CALL( glReadPixels ) },
{ GL_CALL( glDrawPixels ) },
{ GL_CALL( glStencilFunc ) },
{ GL_CALL( glStencilMask ) },
{ GL_CALL( glStencilOp ) },
{ GL_CALL( glClearStencil ) },
{ GL_CALL( glIsEnabled ) },
{ GL_CALL( glIsList ) },
{ GL_CALL( glIsTexture ) },
{ GL_CALL( glTexEnvf ) },
{ GL_CALL( glTexEnvfv ) },
{ GL_CALL( glTexEnvi ) },
{ GL_CALL( glTexParameterf ) },
{ GL_CALL( glTexParameterfv ) },
{ GL_CALL( glTexParameteri ) },
{ GL_CALL( glHint ) },
{ GL_CALL( glPixelStoref ) },
{ GL_CALL( glPixelStorei ) },
{ GL_CALL( glGenTextures ) },
{ GL_CALL( glDeleteTextures ) },
{ GL_CALL( glBindTexture ) },
{ GL_CALL( glTexImage1D ) },
{ GL_CALL( glTexImage2D ) },
{ GL_CALL( glTexSubImage1D ) },
{ GL_CALL( glTexSubImage2D ) },
{ GL_CALL( glCopyTexImage1D ) },
{ GL_CALL( glCopyTexImage2D ) },
{ GL_CALL( glCopyTexSubImage1D ) },
{ GL_CALL( glCopyTexSubImage2D ) },
{ GL_CALL( glScissor ) },
{ GL_CALL( glGetTexImage ) },
{ GL_CALL( glGetTexEnviv ) },
{ GL_CALL( glPolygonOffset ) },
{ GL_CALL( glPolygonMode ) },
{ GL_CALL( glPolygonStipple ) },
{ GL_CALL( glClipPlane ) },
{ GL_CALL( glGetClipPlane ) },
{ GL_CALL( glShadeModel ) },
{ GL_CALL( glGetTexLevelParameteriv ) },
{ GL_CALL( glGetTexLevelParameterfv ) },
{ GL_CALL( glFogfv ) },
{ GL_CALL( glFogf ) },
{ GL_CALL( glFogi ) },
{ NULL , NULL }
};
static dllfunc_t debugoutputfuncs[] =
{
{ GL_CALL( glDebugMessageControlARB ) },
{ GL_CALL( glDebugMessageInsertARB ) },
{ GL_CALL( glDebugMessageCallbackARB ) },
{ GL_CALL( glGetDebugMessageLogARB ) },
{ NULL , NULL }
};
static dllfunc_t multitexturefuncs[] =
{
{ GL_CALL( glMultiTexCoord1f ) },
{ GL_CALL( glMultiTexCoord2f ) },
{ GL_CALL( glMultiTexCoord3f ) },
{ GL_CALL( glMultiTexCoord4f ) },
{ GL_CALL( glActiveTexture ) },
{ GL_CALL( glActiveTextureARB ) },
{ GL_CALL( glClientActiveTexture ) },
{ GL_CALL( glClientActiveTextureARB ) },
{ NULL , NULL }
};
static dllfunc_t texture3dextfuncs[] =
{
{ GL_CALL( glTexImage3D ) },
{ GL_CALL( glTexSubImage3D ) },
{ GL_CALL( glCopyTexSubImage3D ) },
{ NULL , NULL }
};
static dllfunc_t texturecompressionfuncs[] =
{
{ GL_CALL( glCompressedTexImage3DARB ) },
{ GL_CALL( glCompressedTexImage2DARB ) },
{ GL_CALL( glCompressedTexImage1DARB ) },
{ GL_CALL( glCompressedTexSubImage3DARB ) },
{ GL_CALL( glCompressedTexSubImage2DARB ) },
{ GL_CALL( glCompressedTexSubImage1DARB ) },
{ GL_CALL( glGetCompressedTexImage ) },
{ NULL , NULL }
};
static dllfunc_t vbofuncs[] =
{
{ GL_CALL( glBindBufferARB ) },
{ GL_CALL( glDeleteBuffersARB ) },
{ GL_CALL( glGenBuffersARB ) },
{ GL_CALL( glIsBufferARB ) },
{ GL_CALL( glMapBufferARB ) },
{ GL_CALL( glUnmapBufferARB ) }, // ,
{ GL_CALL( glBufferDataARB ) },
{ GL_CALL( glBufferSubDataARB ) },
{ NULL, NULL }
};
static dllfunc_t multisampletexfuncs[] =
{
{ GL_CALL(glTexImage2DMultisample) },
{ NULL, NULL }
};
static dllfunc_t drawrangeelementsfuncs[] =
{
{ GL_CALL( glDrawRangeElements ) },
{ NULL, NULL }
};
static dllfunc_t drawrangeelementsextfuncs[] =
{
{ GL_CALL( glDrawRangeElementsEXT ) },
{ NULL, NULL }
};
#ifndef XASH_GL_STATIC
static dllfunc_t shaderobjectsfuncs[] =
{
{ GL_CALL( glDeleteObjectARB ) },
{ GL_CALL( glGetHandleARB ) },
{ GL_CALL( glDetachObjectARB ) },
{ GL_CALL( glCreateShaderObjectARB ) },
{ GL_CALL( glShaderSourceARB ) },
{ GL_CALL( glCompileShaderARB ) },
{ GL_CALL( glCreateProgramObjectARB ) },
{ GL_CALL( glAttachObjectARB ) },
{ GL_CALL( glLinkProgramARB ) },
{ GL_CALL( glUseProgramObjectARB ) },
{ GL_CALL( glValidateProgramARB ) },
{ GL_CALL( glUniform1fARB ) },
{ GL_CALL( glUniform2fARB ) },
{ GL_CALL( glUniform3fARB ) },
{ GL_CALL( glUniform4fARB ) },
{ GL_CALL( glUniform1iARB ) },
{ GL_CALL( glUniform2iARB ) },
{ GL_CALL( glUniform3iARB ) },
{ GL_CALL( glUniform4iARB ) },
{ GL_CALL( glUniform1fvARB ) },
{ GL_CALL( glUniform2fvARB ) },
{ GL_CALL( glUniform3fvARB ) },
{ GL_CALL( glUniform4fvARB ) },
{ GL_CALL( glUniform1ivARB ) },
{ GL_CALL( glUniform2ivARB ) },
{ GL_CALL( glUniform3ivARB ) },
{ GL_CALL( glUniform4ivARB ) },
{ GL_CALL( glUniformMatrix2fvARB ) },
{ GL_CALL( glUniformMatrix3fvARB ) },
{ GL_CALL( glUniformMatrix4fvARB ) },
{ GL_CALL( glGetObjectParameterfvARB ) },
{ GL_CALL( glGetObjectParameterivARB ) },
{ GL_CALL( glGetInfoLogARB ) },
{ GL_CALL( glGetAttachedObjectsARB ) },
{ GL_CALL( glGetUniformLocationARB ) },
{ GL_CALL( glGetActiveUniformARB ) },
{ GL_CALL( glGetUniformfvARB ) },
{ GL_CALL( glGetUniformivARB ) },
{ GL_CALL( glGetShaderSourceARB ) },
{ GL_CALL( glVertexAttribPointerARB ) },
{ GL_CALL( glEnableVertexAttribArrayARB ) },
{ GL_CALL( glDisableVertexAttribArrayARB ) },
{ GL_CALL( glBindAttribLocationARB ) },
{ GL_CALL( glGetActiveAttribARB ) },
{ GL_CALL( glGetAttribLocationARB ) },
{ GL_CALL( glVertexAttrib2fARB ) },
{ GL_CALL( glVertexAttrib2fvARB ) },
// { GL_CALL( glVertexAttrib3fv ) },
// { GL_CALL( glVertexAttrib4f ) },
// { GL_CALL( glVertexAttrib4fv ) },
// { GL_CALL( glVertexAttrib4ubv ) },
{ NULL, NULL }
};
static dllfunc_t shaderobjectsfuncs_gles[] =
{
{ "glDeleteShader" , (void **)&pglDeleteObjectARB },
//{ "glGetHandleARB" , (void **)&pglGetHandleARB },
{ "glDetachShader" , (void **)&pglDetachObjectARB },
{ "glCreateShader" , (void **)&pglCreateShaderObjectARB },
{ "glShaderSource" , (void **)&pglShaderSourceARB },
{ "glCompileShader" , (void **)&pglCompileShaderARB },
{ "glCreateProgram" , (void **)&pglCreateProgramObjectARB },
{ "glAttachShader" , (void **)&pglAttachObjectARB },
{ "glLinkProgram" , (void **)&pglLinkProgramARB },
{ "glUseProgram" , (void **)&pglUseProgramObjectARB },
{ "glValidateProgram" , (void **)&pglValidateProgramARB },
{ "glUniform1f" , (void **)&pglUniform1fARB },
{ "glUniform2f" , (void **)&pglUniform2fARB },
{ "glUniform3f" , (void **)&pglUniform3fARB },
{ "glUniform4f" , (void **)&pglUniform4fARB },
{ "glUniform1i" , (void **)&pglUniform1iARB },
{ "glUniform2i" , (void **)&pglUniform2iARB },
{ "glUniform3i" , (void **)&pglUniform3iARB },
{ "glUniform4i" , (void **)&pglUniform4iARB },
{ "glUniform1f" , (void **)&pglUniform1fvARB },
{ "glUniform2fv" , (void **)&pglUniform2fvARB },
{ "glUniform3fv" , (void **)&pglUniform3fvARB },
{ "glUniform4fv" , (void **)&pglUniform4fvARB },
{ "glUniform1iv" , (void **)&pglUniform1ivARB },
{ "glUniform2iv" , (void **)&pglUniform2ivARB },
{ "glUniform3iv" , (void **)&pglUniform3ivARB },
{ "glUniform4iv" , (void **)&pglUniform4ivARB },
{ "glUniformMatrix2fv" , (void **)&pglUniformMatrix2fvARB },
{ "glUniformMatrix3fv" , (void **)&pglUniformMatrix3fvARB },
{ "glUniformMatrix4fv" , (void **)&pglUniformMatrix4fvARB },
{ "glGetShaderfv" , (void **)&pglGetObjectParameterfvARB },
{ "glGetShaderiv" , (void **)&pglGetObjectParameterivARB },
{ "glGetShaderInfoLog" , (void **)&pglGetInfoLogARB },
{ "glGetAttachedObjects" , (void **)&pglGetAttachedObjectsARB },
{ "glGetUniformLocation" , (void **)&pglGetUniformLocationARB },
{ "glGetActiveUniform" , (void **)&pglGetActiveUniformARB },
{ "glGetUniformfv" , (void **)&pglGetUniformfvARB },
{ "glGetUniformiv" , (void **)&pglGetUniformivARB },
{ "glGetShaderSource" , (void **)&pglGetShaderSourceARB },
{ "glVertexAttribPointer" , (void **)&pglVertexAttribPointerARB },
{ "glEnableVertexAttribArray" , (void **)&pglEnableVertexAttribArrayARB },
{ "glDisableVertexAttribArray" , (void **)&pglDisableVertexAttribArrayARB },
{ "glBindAttribLocation" , (void **)&pglBindAttribLocationARB },
{ "glGetActiveAttrib" , (void **)&pglGetActiveAttribARB },
{ "glGetAttribLocation" , (void **)&pglGetAttribLocationARB },
{ "glVertexAttrib2f" , (void **)&pglVertexAttrib2fARB },
{ "glVertexAttrib2fv" , (void **)&pglVertexAttrib2fvARB },
{ "glVertexAttrib3fv" , (void **)&pglVertexAttrib3fvARB },
//{ "glVertexAttrib4f" , (void **)&pglVertexAttrib4fARB },
//{ "glVertexAttrib4fv" , (void **)&pglVertexAttrib4fvARB },
//{ "glVertexAttrib4ubv" , (void **)&pglVertexAttrib4ubvARB },
{ NULL, NULL }
};
static dllfunc_t vaofuncs[] =
{
{ "glBindVertexArray" , (void **)&pglBindVertexArray },
{ "glDeleteVertexArrays" , (void **)&pglDeleteVertexArrays },
{ "glGenVertexArrays" , (void **)&pglGenVertexArrays },
{ "glIsVertexArray" , (void **)&pglIsVertexArray },
{ NULL, NULL }
};
#endif
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
{
switch( type )
{
case GL_DEBUG_TYPE_ERROR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message );
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
case GL_DEBUG_TYPE_OTHER_ARB:
default:
gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
}
}
/*
=================
GL_SetExtension
=================
*/
void GL_SetExtension( int r_ext, int enable )
{
if( r_ext >= 0 && r_ext < GL_EXTCOUNT )
glConfig.extension[r_ext] = enable ? GL_TRUE : GL_FALSE;
else gEngfuncs.Con_Printf( S_ERROR "GL_SetExtension: invalid extension %d\n", r_ext );
}
/*
=================
GL_Support
=================
*/
qboolean GL_Support( int r_ext )
{
if( r_ext >= 0 && r_ext < GL_EXTCOUNT )
return glConfig.extension[r_ext] ? true : false;
gEngfuncs.Con_Printf( S_ERROR "GL_Support: invalid extension %d\n", r_ext );
return false;
}
/*
=================
GL_MaxTextureUnits
=================
*/
int GL_MaxTextureUnits( void )
{
if( GL_Support( GL_SHADER_GLSL100_EXT ))
return Q_min( Q_max( glConfig.max_texture_coords, glConfig.max_teximage_units ), MAX_TEXTURE_UNITS );
return glConfig.max_texture_units;
}
/*
=================
GL_CheckExtension
=================
*/
qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext )
{
const dllfunc_t *func;
cvar_t *parm = NULL;
const char *extensions_string;
char desc[MAX_VA_STRING];
gEngfuncs.Con_Reportf( "GL_CheckExtension: %s ", name );
GL_SetExtension( r_ext, true );
if( cvarname )
{
// system config disable extensions
Q_snprintf( desc, sizeof( desc ), CVAR_GLCONFIG_DESCRIPTION, name );
parm = gEngfuncs.Cvar_Get( cvarname, "1", FCVAR_GLCONFIG|FCVAR_READ_ONLY, desc );
}
if(( parm && !parm->value ) || ( !gl_extensions.value && r_ext != GL_OPENGL_110 ))
{
gEngfuncs.Con_Reportf( "- disabled\n" );
GL_SetExtension( r_ext, false );
return false; // nothing to process at
}
extensions_string = glConfig.extensions_string;
if(( name[2] == '_' || name[3] == '_' ) && !Q_strstr( extensions_string, name ) && glConfig.context != CONTEXT_TYPE_GL_CORE)
{
GL_SetExtension( r_ext, false ); // update render info
gEngfuncs.Con_Reportf( "- ^1failed\n" );
return false;
}
#ifndef XASH_GL_STATIC
// clear exports
for( func = funcs; func && func->name; func++ )
*func->func = NULL;
for( func = funcs; func && func->name; func++ )
{
// functions are cleared before all the extensions are evaluated
if((*func->func = (void *)gEngfuncs.GL_GetProcAddress( func->name )) == NULL )
{
// one or more functions are invalid, extension will be disabled
GL_SetExtension( r_ext, false );
}
}
#endif
if( GL_Support( r_ext ))
{
gEngfuncs.Con_Reportf( "- ^2enabled\n" );
return true;
}
gEngfuncs.Con_Reportf( "- ^1failed\n" );
return false;
}
/*
==============
GL_GetProcAddress
defined just for nanogl/glwes, so it don't link to SDL2 directly, nor use dlsym
==============
*/
void GAME_EXPORT *GL_GetProcAddress( const char *name )
{
return gEngfuncs.GL_GetProcAddress( name );
}
/*
===============
GL_SetDefaultTexState
===============
*/
static void GL_SetDefaultTexState( void )
{
int i;
memset( glState.currentTextures, -1, MAX_TEXTURE_UNITS * sizeof( *glState.currentTextures ));
memset( glState.texCoordArrayMode, 0, MAX_TEXTURE_UNITS * sizeof( *glState.texCoordArrayMode ));
memset( glState.genSTEnabled, 0, MAX_TEXTURE_UNITS * sizeof( *glState.genSTEnabled ));
for( i = 0; i < MAX_TEXTURE_UNITS; i++ )
{
glState.currentTextureTargets[i] = GL_NONE;
glState.texIdentityMatrix[i] = true;
}
}
/*
===============
GL_SetDefaultState
===============
*/
static void GL_SetDefaultState( void )
{
memset( &glState, 0, sizeof( glState ));
GL_SetDefaultTexState ();
// init draw stack
tr.draw_list = &tr.draw_stack[0];
tr.draw_stack_pos = 0;
}
/*
===============
GL_SetDefaults
===============
*/
static void GL_SetDefaults( void )
{
pglFinish();
pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
pglDisable( GL_DEPTH_TEST );
pglDisable( GL_CULL_FACE );
pglDisable( GL_SCISSOR_TEST );
pglDepthFunc( GL_LEQUAL );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
if( glState.stencilEnabled )
{
pglDisable( GL_STENCIL_TEST );
pglStencilMask( ( GLuint ) ~0 );
pglStencilFunc( GL_EQUAL, 0, ~0 );
pglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
}
pglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
pglPolygonOffset( -1.0f, -2.0f );
GL_CleanupAllTextureUnits();
pglDisable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglDisable( GL_POLYGON_OFFSET_FILL );
pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST );
pglEnable( GL_TEXTURE_2D );
pglShadeModel( GL_SMOOTH );
pglFrontFace( GL_CCW );
pglPointSize( 1.2f );
pglLineWidth( 1.2f );
GL_Cull( GL_NONE );
}
/*
=================
R_RenderInfo_f
=================
*/
void R_RenderInfo_f( void )
{
gEngfuncs.Con_Printf( "\n" );
gEngfuncs.Con_Printf( "GL_VENDOR: %s\n", glConfig.vendor_string );
gEngfuncs.Con_Printf( "GL_RENDERER: %s\n", glConfig.renderer_string );
gEngfuncs.Con_Printf( "GL_VERSION: %s\n", glConfig.version_string );
// don't spam about extensions
gEngfuncs.Con_Reportf( "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
if( glConfig.wrapper == GLES_WRAPPER_GL4ES )
{
const char *vendor = (const char *)pglGetString( GL_VENDOR | 0x10000 );
const char *renderer = (const char *)pglGetString( GL_RENDERER | 0x10000 );
const char *version = (const char *)pglGetString( GL_VERSION | 0x10000 );
const char *extensions = (const char *)pglGetString( GL_EXTENSIONS | 0x10000 );
if( vendor )
gEngfuncs.Con_Printf( "GL4ES_VENDOR: %s\n", vendor );
if( renderer )
gEngfuncs.Con_Printf( "GL4ES_RENDERER: %s\n", renderer );
if( version )
gEngfuncs.Con_Printf( "GL4ES_VERSION: %s\n", version );
if( extensions )
gEngfuncs.Con_Reportf( "GL4ES_EXTENSIONS: %s\n", extensions );
}
gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_SIZE: %i\n", glConfig.max_2d_texture_size );
if( GL_Support( GL_ARB_MULTITEXTURE ))
gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_UNITS_ARB: %i\n", glConfig.max_texture_units );
if( GL_Support( GL_TEXTURE_CUBEMAP_EXT ))
gEngfuncs.Con_Printf( "GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: %i\n", glConfig.max_cubemap_size );
if( GL_Support( GL_ANISOTROPY_EXT ))
gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: %.1f\n", glConfig.max_texture_anisotropy );
if( GL_Support( GL_TEXTURE_2D_RECT_EXT ))
gEngfuncs.Con_Printf( "GL_MAX_RECTANGLE_TEXTURE_SIZE: %i\n", glConfig.max_2d_rectangle_size );
if( GL_Support( GL_TEXTURE_ARRAY_EXT ))
gEngfuncs.Con_Printf( "GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: %i\n", glConfig.max_2d_texture_layers );
if( GL_Support( GL_SHADER_GLSL100_EXT ))
{
gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_COORDS_ARB: %i\n", glConfig.max_texture_coords );
gEngfuncs.Con_Printf( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %i\n", glConfig.max_teximage_units );
gEngfuncs.Con_Printf( "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: %i\n", glConfig.max_vertex_uniforms );
gEngfuncs.Con_Printf( "GL_MAX_VERTEX_ATTRIBS_ARB: %i\n", glConfig.max_vertex_attribs );
}
gEngfuncs.Con_Printf( "\n" );
gEngfuncs.Con_Printf( "MODE: %ix%i\n", gpGlobals->width, gpGlobals->height );
gEngfuncs.Con_Printf( "\n" );
gEngfuncs.Con_Printf( "VERTICAL SYNC: %s\n", gl_vsync->value ? "enabled" : "disabled" );
gEngfuncs.Con_Printf( "Color %d bits, Alpha %d bits, Depth %d bits, Stencil %d bits\n", glConfig.color_bits,
glConfig.alpha_bits, glConfig.depth_bits, glConfig.stencil_bits );
}
#ifdef XASH_GLES
void GL_InitExtensionsGLES( void )
{
int extid;
// intialize wrapper type
#ifdef XASH_NANOGL
glConfig.context = CONTEXT_TYPE_GLES_1_X;
glConfig.wrapper = GLES_WRAPPER_NANOGL;
#elif defined( XASH_WES )
glConfig.context = CONTEXT_TYPE_GLES_2_X;
glConfig.wrapper = GLES_WRAPPER_WES;
#elif defined( XASH_GLES3COMPAT )
glConfig.context = CONTEXT_TYPE_GLES_2_X;
glConfig.wrapper = GLES_WRAPPER_NONE;
#else
#error "unknown gles wrapper"
#endif
glConfig.hardware_type = GLHW_GENERIC;
for( extid = GL_OPENGL_110 + 1; extid < GL_EXTCOUNT; extid++ )
{
switch( extid )
{
case GL_ARB_VERTEX_BUFFER_OBJECT_EXT:
GL_CheckExtension( "vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", extid );
break;
case GL_ARB_MULTITEXTURE:
GL_CheckExtension( "multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE );
//GL_SetExtension( extid, true ); // required to be supported by wrapper
pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
if( glConfig.max_texture_units <= 1 )
pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_texture_units );
if( glConfig.max_texture_units <= 1 )
{
GL_SetExtension( extid, false );
glConfig.max_texture_units = 1;
}
glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units;
break;
case GL_TEXTURE_CUBEMAP_EXT:
if( GL_CheckExtension( "GL_OES_texture_cube_map", NULL, "gl_texture_cubemap", extid ))
pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
break;
case GL_ANISOTROPY_EXT:
glConfig.max_texture_anisotropy = 0.0f;
if( GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", extid ))
pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy );
break;
case GL_TEXTURE_LOD_BIAS:
if( GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_texture_mipmap_biasing", extid ))
pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lod_bias );
break;
case GL_ARB_TEXTURE_NPOT_EXT:
GL_CheckExtension( "GL_OES_texture_npot", NULL, "gl_texture_npot", extid );
break;
#ifndef XASH_GL_STATIC
case GL_SHADER_OBJECTS_EXT:
GL_CheckExtension( "ES2 Shaders", shaderobjectsfuncs_gles, "gl_shaderobjects", extid );
break;
case GL_ARB_VERTEX_ARRAY_OBJECT_EXT:
GL_CheckExtension( "vertex_array_object", vaofuncs, "gl_vertex_array_object", extid );
break;
case GL_DRAW_RANGEELEMENTS_EXT:
GL_CheckExtension( "draw_range_elements", drawrangeelementsfuncs, "gl_drawrangeelements", extid );
break;
#endif
case GL_DEBUG_OUTPUT:
if( glw_state.extended )
GL_CheckExtension( "GL_KHR_debug", NULL, NULL, extid );
break;
// case GL_TEXTURE_COMPRESSION_EXT: NOPE
// case GL_SHADER_GLSL100_EXT: NOPE
// case GL_TEXTURE_2D_RECT_EXT: NOPE
// case GL_TEXTURE_ARRAY_EXT: NOPE
// case GL_TEXTURE_3D_EXT: NOPE
// case GL_CLAMPTOEDGE_EXT: NOPE
// case GL_CLAMP_TEXBORDER_EXT: NOPE
// case GL_ARB_TEXTURE_FLOAT_EXT: NOPE
// case GL_ARB_DEPTH_FLOAT_EXT: NOPE
// case GL_ARB_SEAMLESS_CUBEMAP: NOPE
// case GL_EXT_GPU_SHADER4: NOPE
// case GL_DEPTH_TEXTURE: NOPE
// case GL_DRAWRANGEELEMENTS_EXT: NOPE
default:
GL_SetExtension( extid, false );
}
}
#ifndef XASH_GL_STATIC
GL2_ShimInit();
#endif
}
#else
void GL_InitExtensionsBigGL( void )
{
// intialize wrapper type
glConfig.context = gEngfuncs.Sys_CheckParm( "-glcore" )? CONTEXT_TYPE_GL_CORE : CONTEXT_TYPE_GL;
glConfig.wrapper = GLES_WRAPPER_NONE;
if( Q_stristr( glConfig.renderer_string, "geforce" ))
glConfig.hardware_type = GLHW_NVIDIA;
else if( Q_stristr( glConfig.renderer_string, "quadro fx" ))
glConfig.hardware_type = GLHW_NVIDIA;
else if( Q_stristr(glConfig.renderer_string, "rv770" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr(glConfig.renderer_string, "radeon hd" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "eah4850" ) || Q_stristr( glConfig.renderer_string, "eah4870" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "radeon" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "intel" ))
glConfig.hardware_type = GLHW_INTEL;
else glConfig.hardware_type = GLHW_GENERIC;
// gl4es may be used system-wide
if( Q_stristr( glConfig.renderer_string, "gl4es" ))
{
const char *vendor = (const char *)pglGetString( GL_VENDOR | 0x10000 );
const char *renderer = (const char *)pglGetString( GL_RENDERER | 0x10000 );
const char *version = (const char *)pglGetString( GL_VERSION | 0x10000 );
const char *extensions = (const char *)pglGetString( GL_EXTENSIONS | 0x10000 );
glConfig.wrapper = GLES_WRAPPER_GL4ES;
}
// multitexture
glConfig.max_texture_units = glConfig.max_texture_coords = glConfig.max_teximage_units = 1;
if( GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE ))
{
pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
}
if( glConfig.max_texture_units == 1 )
GL_SetExtension( GL_ARB_MULTITEXTURE, false );
// 3d texture support
if( GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", GL_TEXTURE_3D_EXT ))
{
pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size );
if( glConfig.max_3d_texture_size < 32 )
{
GL_SetExtension( GL_TEXTURE_3D_EXT, false );
gEngfuncs.Con_Printf( S_ERROR "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" );
}
}
// 2d texture array support
if( GL_CheckExtension( "GL_EXT_texture_array", texture3dextfuncs, "gl_texture_2d_array", GL_TEXTURE_ARRAY_EXT ))
pglGetIntegerv( GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &glConfig.max_2d_texture_layers );
// cubemaps support
if( GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURE_CUBEMAP_EXT ))
{
pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
// check for seamless cubemaps too
GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, "gl_texture_cubemap_seamless", GL_ARB_SEAMLESS_CUBEMAP );
}
GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT );
GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_texture_dxt_compression", GL_TEXTURE_COMPRESSION_EXT );
if( !GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT ))
GL_CheckExtension( "GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT );
glConfig.max_texture_anisotropy = 0.0f;
if( GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_texture_anisotropic_filter", GL_ANISOTROPY_EXT ))
pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy );
#if XASH_WIN32 // Win32 only drivers?
// g-cont. because lodbias it too glitchy on Intel's cards
if( glConfig.hardware_type != GLHW_INTEL )
#endif
{
if( GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_texture_mipmap_biasing", GL_TEXTURE_LOD_BIAS ))
pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lod_bias );
}
GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, NULL, GL_CLAMP_TEXBORDER_EXT );
GL_CheckExtension( "GL_ARB_depth_texture", NULL, NULL, GL_DEPTH_TEXTURE );
GL_CheckExtension( "GL_ARB_texture_float", NULL, "gl_texture_float", GL_ARB_TEXTURE_FLOAT_EXT );
GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, "gl_texture_depth_float", GL_ARB_DEPTH_FLOAT_EXT );
GL_CheckExtension( "GL_EXT_gpu_shader4", NULL, NULL, GL_EXT_GPU_SHADER4 ); // don't confuse users
GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT );
GL_CheckExtension( "GL_ARB_texture_multisample", multisampletexfuncs, "gl_texture_multisample", GL_TEXTURE_MULTISAMPLE );
GL_CheckExtension( "GL_ARB_texture_compression_bptc", NULL, "gl_texture_bptc_compression", GL_ARB_TEXTURE_COMPRESSION_BPTC );
#ifndef XASH_GL_STATIC
if(glConfig.context == CONTEXT_TYPE_GL_CORE )
GL_CheckExtension( "shader_objects", shaderobjectsfuncs_gles, "gl_shaderobjects", GL_SHADER_OBJECTS_EXT );
else
GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", GL_SHADER_OBJECTS_EXT );
GL_CheckExtension( "GL_ARB_vertex_array_object", vaofuncs, "gl_vertex_array_object", GL_ARB_VERTEX_ARRAY_OBJECT_EXT );
#endif
if( GL_CheckExtension( "GL_ARB_shading_language_100", NULL, NULL, GL_SHADER_GLSL100_EXT ))
{
pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &glConfig.max_texture_coords );
pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_teximage_units );
// check for hardware skinning
pglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.max_vertex_uniforms );
pglGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.max_vertex_attribs );
#if XASH_WIN32 // Win32 only drivers?
if( glConfig.hardware_type == GLHW_RADEON && glConfig.max_vertex_uniforms > 512 )
glConfig.max_vertex_uniforms /= 4; // radeon returns not correct info
#endif
}
else
{
// just get from multitexturing
glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units;
}
// rectangle textures support
GL_CheckExtension( "GL_ARB_texture_rectangle", NULL, "gl_texture_rectangle", GL_TEXTURE_2D_RECT_EXT );
if( !GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelements", GL_DRAW_RANGEELEMENTS_EXT ) )
{
if( GL_CheckExtension( "glDrawRangeElementsEXT", drawrangeelementsextfuncs,
"gl_drawrangelements", GL_DRAW_RANGEELEMENTS_EXT ) )
{
#ifndef XASH_GL_STATIC
pglDrawRangeElements = pglDrawRangeElementsEXT;
#endif
}
}
// this won't work without extended context
if( glw_state.extended )
GL_CheckExtension( "GL_ARB_debug_output", debugoutputfuncs, "gl_debug_output", GL_DEBUG_OUTPUT );
#if XASH_PSVITA
// not all GL1.1 functions are implemented in vitaGL, but there's enough
GL_SetExtension( GL_OPENGL_110, true );
// init our immediate mode override
VGL_ShimInit();
#endif
#if !defined(XASH_GLES) && !defined(XASH_GL_STATIC)
if( gEngfuncs.Sys_CheckParm("-gl2shim") )
GL2_ShimInit();
#endif
}
#endif
void GL_InitExtensions( void )
{
char value[MAX_VA_STRING];
GL_OnContextCreated();
// initialize gl extensions
GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110 );
// get our various GL strings
glConfig.vendor_string = (const char *)pglGetString( GL_VENDOR );
glConfig.renderer_string = (const char *)pglGetString( GL_RENDERER );
glConfig.version_string = (const char *)pglGetString( GL_VERSION );
glConfig.extensions_string = (const char *)pglGetString( GL_EXTENSIONS );
gEngfuncs.Con_Reportf( "^3Video^7: %s\n", glConfig.renderer_string );
#ifdef XASH_GLES
GL_InitExtensionsGLES();
#else
GL_InitExtensionsBigGL();
#endif
pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size );
if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256;
#ifndef XASH_GL4ES
// enable gldebug if allowed
if( GL_Support( GL_DEBUG_OUTPUT ))
{
if( gpGlobals->developer )
{
gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n");
pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
// force everything to happen in the main thread instead of in a separate driver thread
pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
}
// enable all the low priority messages
pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
}
#endif
if( GL_Support( GL_TEXTURE_2D_RECT_EXT ))
pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size );
Q_snprintf( value, sizeof( value ), "%i", glConfig.max_2d_texture_size );
gEngfuncs.Cvar_Get( "gl_max_size", value, 0, "opengl texture max dims" );
gEngfuncs.Cvar_SetValue( "gl_anisotropy", bound( 0, gl_texture_anisotropy.value, glConfig.max_texture_anisotropy ));
if( GL_Support( GL_TEXTURE_COMPRESSION_EXT ))
gEngfuncs.Image_AddCmdFlags( IL_DDS_HARDWARE );
// MCD has buffering issues
#if XASH_WIN32
if( Q_strstr( glConfig.renderer_string, "gdi" ))
gEngfuncs.Cvar_SetValue( "gl_finish", 1 );
#endif
R_RenderInfo_f();
tr.framecount = tr.visframecount = 1;
glw_state.initialized = true;
}
void GL_ClearExtensions( void )
{
// now all extensions are disabled
memset( glConfig.extension, 0, sizeof( glConfig.extension ));
glw_state.initialized = false;
#if XASH_PSVITA
// deinit our immediate mode override
VGL_ShimShutdown();
#endif
#if !defined(XASH_GLES) && !defined(XASH_GL_STATIC)
GL2_ShimShutdown();
#endif
}
//=======================================================================
/*
=================
GL_InitCommands
=================
*/
void GL_InitCommands( void )
{
RETRIEVE_ENGINE_SHARED_CVAR_LIST();
gEngfuncs.Cvar_RegisterVariable( &r_lighting_extended );
gEngfuncs.Cvar_RegisterVariable( &r_lighting_ambient );
gEngfuncs.Cvar_RegisterVariable( &r_novis );
gEngfuncs.Cvar_RegisterVariable( &r_nocull );
gEngfuncs.Cvar_RegisterVariable( &r_detailtextures );
gEngfuncs.Cvar_RegisterVariable( &r_lockpvs );
gEngfuncs.Cvar_RegisterVariable( &r_lockfrustum );
gEngfuncs.Cvar_RegisterVariable( &r_traceglow );
gEngfuncs.Cvar_RegisterVariable( &r_studio_sort_textures );
gEngfuncs.Cvar_RegisterVariable( &r_studio_drawelements );
gEngfuncs.Cvar_RegisterVariable( &gl_extensions );
gEngfuncs.Cvar_RegisterVariable( &gl_texture_nearest );
gEngfuncs.Cvar_RegisterVariable( &gl_lightmap_nearest );
gEngfuncs.Cvar_RegisterVariable( &gl_check_errors );
gEngfuncs.Cvar_RegisterVariable( &gl_texture_anisotropy );
gEngfuncs.Cvar_RegisterVariable( &gl_texture_lodbias );
gEngfuncs.Cvar_RegisterVariable( &gl_keeptjunctions );
gEngfuncs.Cvar_RegisterVariable( &gl_finish );
gEngfuncs.Cvar_RegisterVariable( &gl_nosort );
gEngfuncs.Cvar_RegisterVariable( &gl_test );
gEngfuncs.Cvar_RegisterVariable( &gl_wireframe );
gEngfuncs.Cvar_RegisterVariable( &gl_msaa );
gEngfuncs.Cvar_RegisterVariable( &gl_stencilbits );
gEngfuncs.Cvar_RegisterVariable( &gl_round_down );
// these cvar not used by engine but some mods requires this
gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset );
// make sure gl_vsync is checked after vid_restart
SetBits( gl_vsync->flags, FCVAR_CHANGED );
gEngfuncs.Cmd_AddCommand( "r_info", R_RenderInfo_f, "display renderer info" );
gEngfuncs.Cmd_AddCommand( "timerefresh", SCR_TimeRefresh_f, "turn quickly and print rendering statistcs" );
}
/*
===============
R_CheckVBO
register VBO cvars and get default value
===============
*/
static void R_CheckVBO( void )
{
qboolean disable = false;
// some bad GLES1 implementations breaks dlights completely
if( glConfig.max_texture_units < 3 )
disable = true;
#ifdef XASH_MOBILE_PLATFORM
// VideoCore4 drivers have a problem with mixing VBO and client arrays
// Disable it, as there is no suitable workaround here
if( Q_stristr( glConfig.renderer_string, "VideoCore IV" ) || Q_stristr( glConfig.renderer_string, "vc4" ) )
disable = true;
#endif
if( disable )
{
r_vbo.flags = r_vbo_dlightmode.flags = 0;
r_vbo.string = "0";
r_vbo_dlightmode.string = "0";
}
gEngfuncs.Cvar_RegisterVariable( &r_vbo );
gEngfuncs.Cvar_RegisterVariable( &r_vbo_dlightmode );
}
/*
=================
GL_RemoveCommands
=================
*/
void GL_RemoveCommands( void )
{
gEngfuncs.Cmd_RemoveCommand( "r_info" );
}
/*
===============
R_Init
===============
*/
qboolean R_Init( void )
{
if( glw_state.initialized )
return true;
GL_InitCommands();
GL_InitRandomTable();
GL_SetDefaultState();
// create the window and set up the context
if( !gEngfuncs.R_Init_Video( REF_GL )) // request GL context
{
GL_RemoveCommands();
gEngfuncs.R_Free_Video();
// Why? Host_Error again???
// gEngfuncs.Host_Error( "Can't initialize video subsystem\nProbably driver was not installed" );
return false;
}
r_temppool = Mem_AllocPool( "Render Zone" );
GL_SetDefaults();
R_CheckVBO();
R_InitImages();
R_SpriteInit();
R_StudioInit();
R_AliasInit();
R_ClearDecals();
R_ClearScene();
return true;
}
/*
===============
R_Shutdown
===============
*/
void R_Shutdown( void )
{
if( !glw_state.initialized )
return;
GL_RemoveCommands();
R_ShutdownImages();
Mem_FreePool( &r_temppool );
#ifdef XASH_GL4ES
close_gl4es();
#endif // XASH_GL4ES
// shut down OS specific OpenGL stuff like contexts, etc.
gEngfuncs.R_Free_Video();
}
/*
=================
GL_ErrorString
convert errorcode to string
=================
*/
const char *GL_ErrorString( int err )
{
switch( err )
{
case GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
default:
return "UNKNOWN ERROR";
}
}
/*
=================
GL_CheckForErrors
obsolete
=================
*/
void GL_CheckForErrors_( const char *filename, const int fileline )
{
int err;
if( !gl_check_errors.value )
return;
if(( err = pglGetError( )) == GL_NO_ERROR )
return;
gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s (at %s:%i)\n", GL_ErrorString( err ), filename, fileline );
}
void GL_SetupAttributes( int safegl )
{
int context_flags = 0; // REFTODO!!!!!
int samples = 0;
#ifdef XASH_GLES
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_ES );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_EGL, 1 );
#ifdef XASH_NANOGL
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MAJOR_VERSION, 1 );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MINOR_VERSION, 1 );
#elif defined( XASH_WES ) || defined( XASH_REGAL )
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MAJOR_VERSION, 2 );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MINOR_VERSION, 0 );
#endif
#elif defined XASH_GL4ES
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_ES );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_EGL, 1 );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MAJOR_VERSION, 2 );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MINOR_VERSION, 0 );
#else // GL1.x
if( gEngfuncs.Sys_CheckParm( "-glcore" ))
{
SetBits( context_flags, FCONTEXT_CORE_PROFILE );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_CORE );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MAJOR_VERSION, 3 );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MINOR_VERSION, 3 );
}
else
{
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_COMPATIBILITY );
}
#endif // XASH_GLES
if( gEngfuncs.Sys_CheckParm( "-gldebug" ) )
{
gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
SetBits( context_flags, FCONTEXT_DEBUG_ARB );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );
glw_state.extended = true;
}
if( safegl > SAFE_DONTCARE )
{
safegl = -1; // can't retry anymore, can only shutdown engine
return;
}
gEngfuncs.Con_Printf( "Trying safe opengl mode %d\n", safegl );
if( safegl == SAFE_DONTCARE )
return;
gEngfuncs.GL_SetAttribute( REF_GL_DOUBLEBUFFER, 1 );
if( safegl < SAFE_NOACC )
gEngfuncs.GL_SetAttribute( REF_GL_ACCELERATED_VISUAL, 1 );
gEngfuncs.Con_Printf( "bpp %d\n", gpGlobals->desktopBitsPixel );
if( safegl < SAFE_NOSTENCIL )
gEngfuncs.GL_SetAttribute( REF_GL_STENCIL_SIZE, gl_stencilbits.value );
if( safegl < SAFE_NOALPHA )
gEngfuncs.GL_SetAttribute( REF_GL_ALPHA_SIZE, 8 );
if( safegl < SAFE_NODEPTH )
gEngfuncs.GL_SetAttribute( REF_GL_DEPTH_SIZE, 24 );
else
gEngfuncs.GL_SetAttribute( REF_GL_DEPTH_SIZE, 8 );
if( safegl < SAFE_NOCOLOR )
{
if( gpGlobals->desktopBitsPixel >= 24 )
{
gEngfuncs.GL_SetAttribute( REF_GL_RED_SIZE, 8 );
gEngfuncs.GL_SetAttribute( REF_GL_GREEN_SIZE, 8 );
gEngfuncs.GL_SetAttribute( REF_GL_BLUE_SIZE, 8 );
}
else if( gpGlobals->desktopBitsPixel >= 16 )
{
gEngfuncs.GL_SetAttribute( REF_GL_RED_SIZE, 5 );
gEngfuncs.GL_SetAttribute( REF_GL_GREEN_SIZE, 6 );
gEngfuncs.GL_SetAttribute( REF_GL_BLUE_SIZE, 5 );
}
else
{
gEngfuncs.GL_SetAttribute( REF_GL_RED_SIZE, 3 );
gEngfuncs.GL_SetAttribute( REF_GL_GREEN_SIZE, 3 );
gEngfuncs.GL_SetAttribute( REF_GL_BLUE_SIZE, 2 );
}
}
if( safegl < SAFE_NOMSAA )
{
switch( (int)gEngfuncs.pfnGetCvarFloat( "gl_msaa_samples" ))
{
case 2:
case 4:
case 8:
case 16:
samples = gEngfuncs.pfnGetCvarFloat( "gl_msaa_samples" );
break;
default:
samples = 0; // don't use, because invalid parameter is passed
}
if( samples )
{
gEngfuncs.GL_SetAttribute( REF_GL_MULTISAMPLEBUFFERS, 1 );
gEngfuncs.GL_SetAttribute( REF_GL_MULTISAMPLESAMPLES, samples );
glConfig.max_multisamples = samples;
}
else
{
gEngfuncs.GL_SetAttribute( REF_GL_MULTISAMPLEBUFFERS, 0 );
gEngfuncs.GL_SetAttribute( REF_GL_MULTISAMPLESAMPLES, 0 );
glConfig.max_multisamples = 0;
}
}
else
{
gEngfuncs.Cvar_Set( "gl_msaa_samples", "0" );
}
}
void wes_init( const char *gles2 );
int nanoGL_Init( void );
#ifdef XASH_GL4ES
void GL4ES_GetMainFBSize( int *width, int *height )
{
*width = gpGlobals->width;
*height = gpGlobals->height;
}
void *GL4ES_GetProcAddress( const char *name )
{
if( !Q_strcmp(name, "glShadeModel") )
// combined gles/gles2/gl implementation exports this, but it is invalid
return NULL;
return gEngfuncs.GL_GetProcAddress( name );
}
#endif
void GL_OnContextCreated( void )
{
int colorBits[3];
#ifdef XASH_NANOGL
nanoGL_Init();
#endif
gEngfuncs.GL_GetAttribute( REF_GL_RED_SIZE, &colorBits[0] );
gEngfuncs.GL_GetAttribute( REF_GL_GREEN_SIZE, &colorBits[1] );
gEngfuncs.GL_GetAttribute( REF_GL_BLUE_SIZE, &colorBits[2] );
glConfig.color_bits = colorBits[0] + colorBits[1] + colorBits[2];
gEngfuncs.GL_GetAttribute( REF_GL_ALPHA_SIZE, &glConfig.alpha_bits );
gEngfuncs.GL_GetAttribute( REF_GL_DEPTH_SIZE, &glConfig.depth_bits );
gEngfuncs.GL_GetAttribute( REF_GL_STENCIL_SIZE, &glConfig.stencil_bits );
glState.stencilEnabled = glConfig.stencil_bits ? true : false;
gEngfuncs.GL_GetAttribute( REF_GL_MULTISAMPLESAMPLES, &glConfig.msaasamples );
#ifdef XASH_WES
wes_init( "" );
#endif
#ifdef XASH_GL4ES
set_getprocaddress( GL4ES_GetProcAddress );
set_getmainfbsize( GL4ES_GetMainFBSize );
initialize_gl4es();
// merge glBegin/glEnd in beams and console
pglHint( GL_BEGINEND_HINT_GL4ES, 1 );
// dxt unpacked to 16-bit looks ugly
pglHint( GL_AVOID16BITS_HINT_GL4ES, 1 );
#endif
}