示例#1
0
/*
===================
GLimp_SetScreenParms

Sets up the screen based on passed parms..
===================
*/
bool GLimp_SetScreenParms( glimpParms_t parms ) {
    // Optionally ChangeDisplaySettings to get a different fullscreen resolution.
    if ( !GLW_ChangeDislaySettingsIfNeeded( parms ) ) {
        return false;
    }

    int x, y, w, h;
    if ( !GLW_GetWindowDimensions( parms, x, y, w, h ) ) {
        return false;
    }

    int exstyle;
    int stylebits;

    if ( parms.fullScreen ) {
        exstyle = WS_EX_TOPMOST;
        stylebits = WS_POPUP|WS_VISIBLE|WS_SYSMENU;
    } else {
        exstyle = 0;
        stylebits = WINDOW_STYLE|WS_SYSMENU;
    }

    SetWindowLong( win32.hWnd, GWL_STYLE, stylebits );
    SetWindowLong( win32.hWnd, GWL_EXSTYLE, exstyle );
    SetWindowPos( win32.hWnd, parms.fullScreen ? HWND_TOPMOST : HWND_NOTOPMOST, x, y, w, h, SWP_SHOWWINDOW );

    glConfig.isFullscreen = parms.fullScreen;
    glConfig.pixelAspect = 1.0f;	// FIXME: some monitor modes may be distorted

    glConfig.isFullscreen = parms.fullScreen;
    glConfig.nativeScreenWidth = parms.width;
    glConfig.nativeScreenHeight = parms.height;

    return true;
}
示例#2
0
/*
===================
GLimp_Init

This is the platform specific OpenGL initialization function.  It
is responsible for loading OpenGL, initializing it,
creating a window of the appropriate size, doing
fullscreen manipulations, etc.  Its overall responsibility is
to make sure that a functional OpenGL subsystem is operating
when it returns to the ref.

If there is any failure, the renderer will revert back to safe
parameters and try again.
===================
*/
bool GLimp_Init( glimpParms_t parms )
{
	const char*	driverName;
	HDC		hDC;
	
	cmdSystem->AddCommand( "testSwapBuffers", GLimp_TestSwapBuffers, CMD_FL_SYSTEM, "Times swapbuffer options" );
	
	common->Printf( "Initializing OpenGL subsystem with multisamples:%i stereo:%i fullscreen:%i\n",
					parms.multiSamples, parms.stereo, parms.fullScreen );
					
	// check our desktop attributes
	hDC = GetDC( GetDesktopWindow() );
	win32.desktopBitsPixel = GetDeviceCaps( hDC, BITSPIXEL );
	win32.desktopWidth = GetDeviceCaps( hDC, HORZRES );
	win32.desktopHeight = GetDeviceCaps( hDC, VERTRES );
	ReleaseDC( GetDesktopWindow(), hDC );
	
	// we can't run in a window unless it is 32 bpp
	if( win32.desktopBitsPixel < 32 && parms.fullScreen <= 0 )
	{
		common->Printf( "^3Windowed mode requires 32 bit desktop depth^0\n" );
		return false;
	}
	
	// save the hardware gamma so it can be
	// restored on exit
	GLimp_SaveGamma();
	
	// create our window classes if we haven't already
	GLW_CreateWindowClasses();
	
	// this will load the dll and set all our qgl* function pointers,
	// but doesn't create a window
	
	// 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;
	}
	
	// getting the wgl extensions involves creating a fake window to get a context,
	// which is pretty disgusting, and seems to mess with the AGP VAR allocation
	GLW_GetWGLExtensionsWithFakeWindow();
	
	
	
	// Optionally ChangeDisplaySettings to get a different fullscreen resolution.
	if( !GLW_ChangeDislaySettingsIfNeeded( parms ) )
	{
		GLimp_Shutdown();
		return false;
	}
	
	// try to create a window with the correct pixel format
	// and init the renderer context
	if( !GLW_CreateWindow( parms ) )
	{
		GLimp_Shutdown();
		return false;
	}
	
	glConfig.isFullscreen = parms.fullScreen;
	glConfig.isStereoPixelFormat = parms.stereo;
	glConfig.nativeScreenWidth = parms.width;
	glConfig.nativeScreenHeight = parms.height;
	glConfig.multisamples = parms.multiSamples;
	
	glConfig.pixelAspect = 1.0f;	// FIXME: some monitor modes may be distorted
	// should side-by-side stereo modes be consider aspect 0.5?
	
	// get the screen size, which may not be reliable...
	// If we use the windowDC, I get my 30" monitor, even though the window is
	// on a 27" monitor, so get a dedicated DC for the full screen device name.
	const idStr deviceName = GetDeviceName( Max( 0, parms.fullScreen - 1 ) );
	
	HDC deviceDC = CreateDC( deviceName.c_str(), deviceName.c_str(), NULL, NULL );
	const int mmWide = GetDeviceCaps( win32.hDC, HORZSIZE );
	DeleteDC( deviceDC );
	
	if( mmWide == 0 )
	{
		glConfig.physicalScreenWidthInCentimeters = 100.0f;
	}
	else
	{
		glConfig.physicalScreenWidthInCentimeters = 0.1f * mmWide;
	}
	
	
	// wglSwapinterval, etc
	GLW_CheckWGLExtensions( win32.hDC );
	
	// check logging
	GLimp_EnableLogging( ( r_logFile.GetInteger() != 0 ) );
	
	return true;
}