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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifdef USE_SDL
- #include "../idlib/precompiled.h"
- #include <SDL_syswm.h>
- #include "../framework/Licensee.h"
- #include "../renderer/tr_local.h"
- #if !defined(ID_GL_HARDLINK) && defined(__linux__)
- #include "linux/local.h"
- #endif
- #ifdef __WINDOWS__
- #include "win32/win_local.h"
- #endif
- idCVar in_nograb("in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing");
- idCVar r_waylandcompat("r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer");
- bool g_inputGrabbed = false;
- static SDL_Window *window = NULL;
- static SDL_GLContext context = NULL;
- //
- // function declaration
- //
- #ifdef __WINDOWS__
- bool QGL_Init( const char *dllname );
- void QGL_Shutdown( void );
- #endif
- /*
- ===================
- GLimp_Init
- ===================
- */
- bool GLimp_Init(glimpParms_t parms) {
- common->Printf("Initializing OpenGL subsystem\n");
- #if !defined(ID_GL_HARDLINK) && defined(__linux__)
- if ( !GLimp_dlopen() ) {
- return false;
- }
- #endif
- #ifdef __WINDOWS__
- const char *driverName;
- // r_glDriver is only intended for using instrumented OpenGL
- // dlls. Normal users should never have to use it, and it is
- // not archived.
- driverName = r_glDriver.GetString()[0] ? r_glDriver.GetString() : "opengl32";
- if ( !QGL_Init( driverName ) ) {
- common->Printf( "^3GLimp_Init() could not load r_glDriver \"%s\"^0\n", driverName );
- return false;
- }
- #endif
- assert(SDL_WasInit(SDL_INIT_VIDEO));
- Uint32 flags = SDL_WINDOW_OPENGL;
- #ifndef __WINDOWS__ // HACK: windows starts windowed then switches to fullscreen below.
- if (parms.fullScreen)
- flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
- #endif
- int colorbits = 24;
- int depthbits = 24;
- int stencilbits = 8;
- for (int i = 0; i < 16; i++) {
- // 0 - default
- // 1 - minus colorbits
- // 2 - minus depthbits
- // 3 - minus stencil
- if ((i % 4) == 0 && i) {
- // one pass, reduce
- switch (i / 4) {
- case 2 :
- if (colorbits == 24)
- colorbits = 16;
- break;
- case 1 :
- if (depthbits == 24)
- depthbits = 16;
- else if (depthbits == 16)
- depthbits = 8;
- case 3 :
- if (stencilbits == 24)
- stencilbits = 16;
- else if (stencilbits == 16)
- stencilbits = 8;
- }
- }
- int tcolorbits = colorbits;
- int tdepthbits = depthbits;
- int tstencilbits = stencilbits;
- if ((i % 4) == 3) {
- // reduce colorbits
- if (tcolorbits == 24)
- tcolorbits = 16;
- }
- if ((i % 4) == 2) {
- // reduce depthbits
- if (tdepthbits == 24)
- tdepthbits = 16;
- else if (tdepthbits == 16)
- tdepthbits = 8;
- }
- if ((i % 4) == 1) {
- // reduce stencilbits
- if (tstencilbits == 24)
- tstencilbits = 16;
- else if (tstencilbits == 16)
- tstencilbits = 8;
- else
- tstencilbits = 0;
- }
- int channelcolorbits = 4;
- if (tcolorbits == 24)
- channelcolorbits = 8;
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, channelcolorbits);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, channelcolorbits);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, channelcolorbits);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, tdepthbits);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, tstencilbits);
- if (r_waylandcompat.GetBool())
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
- else
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, channelcolorbits);
- SDL_GL_SetAttribute(SDL_GL_STEREO, parms.stereo ? 1 : 0);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples);
- #ifdef __WINDOWS__ // flush out any outstanding messages.
- SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
- SDL_EventState(SDL_SYSWMEVENT, SDL_ENABLE);
- #endif
- window = SDL_CreateWindow(GAME_NAME,
- SDL_WINDOWPOS_UNDEFINED,
- SDL_WINDOWPOS_UNDEFINED,
- parms.width, parms.height, flags);
- #ifdef __WINDOWS__ // HACK: windows fullscreeen doesn't get focus properly, this is a work around.
- // Switch to fullscreen now if needed, this works around a weird focus bug in SDL2
- if (parms.fullScreen)
- SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
- // flush out the event queue so we set the hWnd etc. for id
- win32.hWnd = NULL;
- while (Sys_GetEvent().evType != SE_NONE) {}
- SDL_EventState(SDL_SYSWMEVENT, SDL_DISABLE);
- #endif
- context = SDL_GL_CreateContext(window);
- if (!window) {
- common->DPrintf("Couldn't set GL mode %d/%d/%d: %s",
- channelcolorbits, tdepthbits, tstencilbits, SDL_GetError());
- continue;
- }
- if (SDL_GL_SetSwapInterval(r_swapInterval.GetInteger()) < 0)
- common->Warning("SDL_GL_SWAP_CONTROL not supported");
- #if 0 // TODO: make the engine render to the specified size but live in native res window.
- glConfig.vidWidth = parms.width;
- glConfig.vidHeight = parms.height;
- #else
- SDL_GetWindowSize(window, &glConfig.vidWidth, &glConfig.vidHeight);
- #endif
- glConfig.isFullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN;
- common->Printf("Using %d color bits, %d depth, %d stencil display\n",
- channelcolorbits, tdepthbits, tstencilbits);
- glConfig.colorBits = tcolorbits;
- glConfig.depthBits = tdepthbits;
- glConfig.stencilBits = tstencilbits;
- glConfig.displayFrequency = 0;
- break;
- }
- if (!window) {
- common->Warning("No usable GL mode found: %s", SDL_GetError());
- return false;
- }
- return true;
- }
- /*
- ===================
- GLimp_SetScreenParms
- ===================
- */
- bool GLimp_SetScreenParms(glimpParms_t parms) {
- common->DPrintf("TODO: GLimp_ActivateContext\n");
- return true;
- }
- /*
- ===================
- GLimp_Shutdown
- ===================
- */
- void GLimp_Shutdown() {
- common->Printf("Shutting down OpenGL subsystem\n");
- if (context) {
- SDL_GL_DeleteContext(context);
- context = NULL;
- }
- if (window) {
- SDL_DestroyWindow(window);
- window = NULL;
- }
- #ifdef __WINDOWS__
- // shutdown QGL subsystem
- QGL_Shutdown();
- #endif
- }
- /*
- ===================
- GLimp_SwapBuffers
- ===================
- */
- void GLimp_SwapBuffers() {
- SDL_GL_SwapWindow(window);
- }
- /*
- =================
- GLimp_SetGamma
- =================
- */
- void GLimp_SetGamma(unsigned short red[256], unsigned short green[256], unsigned short blue[256]) {
- if (!window) {
- common->Warning("GLimp_SetGamma called without window");
- return;
- }
- if (SDL_SetWindowGammaRamp(window, red, green, blue))
- common->Warning("Couldn't set gamma ramp: %s", SDL_GetError());
- }
- /*
- =================
- GLimp_ActivateContext
- =================
- */
- void GLimp_ActivateContext() {
- common->DPrintf("TODO: GLimp_ActivateContext\n");
- }
- /*
- =================
- GLimp_DeactivateContext
- =================
- */
- void GLimp_DeactivateContext() {
- common->DPrintf("TODO: GLimp_DeactivateContext\n");
- }
- #ifndef __WINDOWS__
- /*
- =================
- GLimp_EnableLogging
- =================
- */
- void GLimp_EnableLogging(bool stat) { }
- #endif
- /*
- ===================
- GLimp_ExtensionPointer
- ===================
- */
- GLExtension_t GLimp_ExtensionPointer(const char *name) {
- assert(SDL_WasInit(SDL_INIT_VIDEO));
- return (GLExtension_t)SDL_GL_GetProcAddress(name);
- }
- void GLimp_GrabInput(int flags) {
- if (!window) {
- common->Warning("GLimp_GrabInput called without window");
- return;
- }
- bool shouldGrab = true;
- bool hasFocus = SDL_GetKeyboardFocus() == window;
- if ( in_nograb.GetBool() ) {
- shouldGrab = false;
- }
- // if fullscreen, we always want the mouse
- const bool fullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) != 0;
- if ( !fullscreen ) {
- if ( (flags & GRAB_ENABLE) != GRAB_ENABLE) {
- shouldGrab = false;
- }
- if ( !hasFocus ) {
- shouldGrab = false;
- }
- }
- if (shouldGrab && (flags & GRAB_REENABLE) )
- shouldGrab = false;
- g_inputGrabbed = SDL_GetWindowGrab(window) == SDL_TRUE;
- if (shouldGrab != g_inputGrabbed) {
- SDL_SetWindowGrab(window, shouldGrab ? SDL_TRUE : SDL_FALSE);
- g_inputGrabbed = SDL_GetWindowGrab(window) == SDL_TRUE;
- }
- const bool relativeMouseMode = SDL_GetRelativeMouseMode();
- if (shouldGrab != relativeMouseMode) {
- SDL_SetRelativeMouseMode(shouldGrab ? SDL_TRUE : SDL_FALSE);
- }
- const bool shown = SDL_ShowCursor(-1) == SDL_ENABLE;
- const bool shouldShow = !shouldGrab;
- if (shouldShow != shown) {
- SDL_ShowCursor(shouldShow ? SDL_ENABLE : SDL_DISABLE);
- }
- }
- #endif
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