cnq3/code/renderer/tr_init.cpp
myT 770199f00d fixed con_notifytime's range not allowing -1
fixed m_accelOffset's invalid default value
2017-10-28 19:36:16 +02:00

723 lines
22 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_init.c -- functions that are not called every frame
#include "tr_local.h"
#include "tr_help.h"
glconfig_t glConfig;
glinfo_t glInfo;
glstate_t glState;
static void GfxInfo_f( void );
cvar_t *r_verbose;
cvar_t *r_displayRefresh;
cvar_t *r_detailTextures;
#ifdef USE_R_SMP
cvar_t *r_smp;
cvar_t *r_showSmp;
cvar_t *r_skipBackEnd;
#endif
cvar_t *r_intensity;
cvar_t *r_gamma;
cvar_t *r_greyscale;
cvar_t *r_measureOverdraw;
cvar_t *r_fastsky;
cvar_t *r_dynamiclight;
cvar_t *r_lodbias;
cvar_t *r_lodscale;
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawworld;
cvar_t *r_speeds;
cvar_t *r_fullbright;
cvar_t *r_lightmap;
cvar_t *r_novis;
cvar_t *r_nocull;
cvar_t *r_nocurves;
cvar_t *r_ext_max_anisotropy;
cvar_t *r_msaa;
cvar_t *r_ignoreGLErrors;
cvar_t *r_vertexLight;
cvar_t *r_uiFullScreen;
cvar_t *r_mode;
cvar_t *r_nobind;
cvar_t *r_singleShader;
cvar_t *r_roundImagesDown;
cvar_t *r_colorMipLevels;
cvar_t *r_picmip;
cvar_t *r_showtris;
cvar_t *r_showsky;
cvar_t *r_shownormals;
cvar_t *r_finish;
cvar_t *r_clear;
cvar_t *r_swapInterval;
cvar_t *r_textureMode;
cvar_t *r_lockpvs;
cvar_t *r_noportals;
cvar_t *r_portalOnly;
cvar_t *r_subdivisions;
cvar_t *r_lodCurveError;
cvar_t *r_width;
cvar_t *r_height;
cvar_t *r_customaspect;
cvar_t *r_overBrightBits;
cvar_t *r_mapOverBrightBits;
cvar_t *r_debugSurface;
cvar_t *r_showImages;
cvar_t *r_ambientScale;
cvar_t *r_directedScale;
cvar_t *r_debugLight;
cvar_t *r_debugSort;
cvar_t *r_flares;
cvar_t *r_flareSize;
cvar_t *r_flareFade;
cvar_t *r_flareCoeff;
///////////////////////////////////////////////////////////////
cvar_t *r_maplightBrightness;
cvar_t *r_maplightSaturation;
cvar_t *r_maplightColor;
cvar_t *r_maplightColorMode;
vec3_t vMaplightColorFilter;
// these limits apply to the sum of all scenes in a frame:
// the main view, all the 3D icons, and even the console etc
#define DEFAULT_MAX_POLYS 8192
#define DEFAULT_MAX_POLYVERTS 32768
static cvar_t* r_maxpolys;
static cvar_t* r_maxpolyverts;
int max_polys;
int max_polyverts;
static void GL_SetDefaultState()
{
qglClearDepth( 1.0f );
qglCullFace( GL_FRONT );
qglColor4f( 1,1,1,1 );
for ( int i = 0; i < MAX_TMUS; ++i ) {
GL_SelectTexture( i );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
}
GL_SelectTexture( 0 );
qglEnable( GL_TEXTURE_2D );
qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
qglPolygonOffset( -1, -1 );
// the vertex array is always enabled, but the color and texture
// arrays are enabled and disabled around the compiled vertex array call
qglEnableClientState( GL_VERTEX_ARRAY );
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
}
/*
** InitOpenGL
**
** This function is responsible for initializing a valid OpenGL subsystem. This
** is done by calling GLimp_Init (which gives us a working OGL subsystem) then
** setting variables, checking GL constants, and reporting the gfx system config
** to the user.
*/
static void InitOpenGL()
{
//
// initialize OS specific portions of the renderer
//
// GLimp_Init directly or indirectly references the following cvars:
// - r_fullscreen
// - r_mode
// - r_(color|depth|stencil)bits
// - r_ignorehwgamma
// - r_gamma
//
if ( glConfig.vidWidth == 0 )
{
GLimp_Init();
qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glInfo.maxTextureSize );
qglGetIntegerv( GL_MAX_ELEMENTS_INDICES, &glInfo.maxDrawElementsI );
qglGetIntegerv( GL_MAX_ELEMENTS_VERTICES, &glInfo.maxDrawElementsV );
}
// init command buffers and SMP
R_InitCommandBuffers();
GfxInfo_f();
GL_SetDefaultState();
}
void GL_CheckErrors()
{
int err = qglGetError();
if ((err == GL_NO_ERROR) || r_ignoreGLErrors->integer)
return;
char s[64];
switch( err ) {
case GL_INVALID_ENUM:
strcpy( s, "GL_INVALID_ENUM" );
break;
case GL_INVALID_VALUE:
strcpy( s, "GL_INVALID_VALUE" );
break;
case GL_INVALID_OPERATION:
strcpy( s, "GL_INVALID_OPERATION" );
break;
case GL_STACK_OVERFLOW:
strcpy( s, "GL_STACK_OVERFLOW" );
break;
case GL_STACK_UNDERFLOW:
strcpy( s, "GL_STACK_UNDERFLOW" );
break;
case GL_OUT_OF_MEMORY:
strcpy( s, "GL_OUT_OF_MEMORY" );
break;
default:
Com_sprintf( s, sizeof(s), "%i", err);
break;
}
ri.Error( ERR_FATAL, "GL_CheckErrors: %s", s );
}
qbool R_GetModeInfo(int* width, int* height, float* aspect)
{
if (r_fullscreen->integer && !r_mode->integer)
return qfalse;
*width = r_width->integer;
*height = r_height->integer;
*aspect = r_customaspect->value;
return qtrue;
}
///////////////////////////////////////////////////////////////
static void RB_TakeScreenshotTGA( int x, int y, int width, int height, const char* fileName )
{
int c = (width * height * 3);
RI_AutoPtr p( sizeof(TargaHeader) + c );
TargaHeader* tga = p.Get<TargaHeader>();
Com_Memset( tga, 0, sizeof(TargaHeader) );
tga->image_type = 2; // uncompressed BGR
tga->width = LittleShort( width );
tga->height = LittleShort( height );
tga->pixel_size = 24;
byte* pRGB = p + sizeof(TargaHeader);
qglReadPixels( x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, pRGB );
// swap RGB to BGR
for (int i = 0; i < c; i += 3)
{
byte r = pRGB[i];
pRGB[i] = pRGB[i+2];
pRGB[i+2] = r;
}
ri.FS_WriteFile( fileName, p, sizeof(TargaHeader) + c );
}
static void RB_TakeScreenshotJPG( int x, int y, int width, int height, const char* fileName )
{
RI_AutoPtr p( width * height * 4 );
qglReadPixels( x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, p );
RI_AutoPtr out( width * height * 4 );
int n = SaveJPGToBuffer( out, 95, width, height, p );
ri.FS_WriteFile( fileName, out, n );
}
const void* RB_TakeScreenshotCmd( const screenshotCommand_t* cmd )
{
switch (cmd->type) {
case screenshotCommand_t::SS_JPG:
RB_TakeScreenshotJPG( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName );
break;
case screenshotCommand_t::SS_TGA:
RB_TakeScreenshotTGA( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName );
break;
}
return (const void*)(cmd + 1);
}
// screenshot filename is YYYY_MM_DD-HH_MM_SS-TTT
// so you can find the damn things and you never run out of them for movies :)
static void R_TakeScreenshot( const char* ext, screenshotCommand_t::ss_type type )
{
static char s[MAX_OSPATH]; // bad things may happen if we somehow manage to take 2 ss in 1 frame
screenshotCommand_t* cmd = (screenshotCommand_t*)R_GetCommandBuffer( sizeof(*cmd) );
if ( !cmd )
return;
if (ri.Cmd_Argc() == 2) {
Com_sprintf( s, sizeof(s), "screenshots/%s.%s", ri.Cmd_Argv(1), ext );
} else {
qtime_t t;
Com_RealTime( &t );
int ms = min( 999, backEnd.refdef.time & 1023 );
Com_sprintf( s, sizeof(s), "screenshots/%d_%02d_%02d-%02d_%02d_%02d-%03d.%s",
1900+t.tm_year, 1+t.tm_mon, t.tm_mday, t.tm_hour, t.tm_min, t.tm_sec, ms, ext );
}
ri.Printf( PRINT_ALL, "Wrote %s\n", s );
cmd->commandId = RC_SCREENSHOT;
cmd->x = 0;
cmd->y = 0;
cmd->width = glConfig.vidWidth;
cmd->height = glConfig.vidHeight;
cmd->fileName = s;
cmd->type = type;
}
static void R_ScreenShotTGA_f(void)
{
R_TakeScreenshot( "tga", screenshotCommand_t::SS_TGA );
}
static void R_ScreenShotJPG_f(void)
{
R_TakeScreenshot( "jpg", screenshotCommand_t::SS_JPG );
}
//============================================================================
const void *RB_TakeVideoFrameCmd( const void *data )
{
int frameSize;
const videoFrameCommand_t* cmd = (const videoFrameCommand_t*)data;
qglReadPixels( 0, 0, cmd->width, cmd->height, GL_RGBA,
GL_UNSIGNED_BYTE, cmd->captureBuffer );
if( cmd->motionJpeg )
{
frameSize = SaveJPGToBuffer( cmd->encodeBuffer, 95,
cmd->width, cmd->height, cmd->captureBuffer );
}
else
{
frameSize = cmd->width * cmd->height * 4;
// Vertically flip the image
for(int i = 0; i < cmd->height; i++ )
{
Com_Memcpy( &cmd->encodeBuffer[ i * ( cmd->width * 4 ) ],
&cmd->captureBuffer[ ( cmd->height - i - 1 ) * ( cmd->width * 4 ) ],
cmd->width * 4 );
}
}
ri.CL_WriteAVIVideoFrame( cmd->encodeBuffer, frameSize );
return (const void *)(cmd + 1);
}
///////////////////////////////////////////////////////////////
void GfxInfo_f( void )
{
cvar_t* sys_cpustring = ri.Cvar_Get( "sys_cpustring", "", 0 );
ri.Printf( PRINT_DEVELOPER, "\nGL_VENDOR: %s\n", glConfig.vendor_string );
ri.Printf( PRINT_DEVELOPER, "GL_RENDERER: %s\n", glConfig.renderer_string );
ri.Printf( PRINT_DEVELOPER, "GL_VERSION: %s\n", glConfig.version_string );
ri.Printf( PRINT_DEVELOPER, "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
ri.Printf( PRINT_ALL, "PIXELFORMAT: RGBA%d Z%d S%d\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
ri.Printf( PRINT_ALL, "MODE: %dx%d ", glConfig.vidWidth, glConfig.vidHeight );
if ( glInfo.displayFrequency )
ri.Printf( PRINT_ALL, "%dHz\n", glInfo.displayFrequency );
else
ri.Printf( PRINT_ALL, "\n" );
ri.Printf( PRINT_DEVELOPER, "GAMMA: %d overbright bits\n", tr.overbrightBits );
ri.Printf( PRINT_DEVELOPER, "texturemode: %s\n", r_textureMode->string );
ri.Printf( PRINT_DEVELOPER, "picmip: %d\n", r_picmip->integer );
ri.Printf( PRINT_DEVELOPER, "ambient pass: %s\n", r_vertexLight->integer ? "vertex" : "lightmap" );
if ( r_finish->integer ) {
ri.Printf( PRINT_DEVELOPER, "Forcing glFinish\n" );
}
ri.Printf( PRINT_DEVELOPER, "CPU: %s\n", sys_cpustring->string );
#ifdef USE_R_SMP
if ( glInfo.smpActive ) {
ri.Printf( PRINT_ALL, "Using dual processor acceleration\n" );
}
#endif
}
///////////////////////////////////////////////////////////////
static const cmdTableItem_t r_cmds[] =
{
{ "gfxinfo", GfxInfo_f, NULL, "prints display mode info" },
{ "imagelist", R_ImageList_f, NULL, "prints loaded images" },
{ "shaderlist", R_ShaderList_f, NULL, "prints loaded shaders" },
{ "skinlist", R_SkinList_f, NULL, "prints loaded skins" },
{ "modellist", R_Modellist_f, NULL, "prints loaded models" },
{ "screenshot", R_ScreenShotTGA_f, NULL, "takes a TARGA (.tga) screenshot" },
{ "screenshotJPEG", R_ScreenShotJPG_f, NULL, "takes a JPEG (.jpg) screenshot" }
};
static const cvarTableItem_t r_cvars[] =
{
//
// latched and archived variables
//
{ &r_ext_max_anisotropy, "r_ext_max_anisotropy", "4", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", "4", help_r_ext_max_anisotropy },
{ &r_msaa, "r_msaa", "4", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", "16", "anti-aliasing sample count, 0=off" },
{ &r_picmip, "r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", "16", help_r_picmip },
{ &r_roundImagesDown, "r_roundImagesDown", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, help_r_roundImagesDown },
{ &r_colorMipLevels, "r_colorMipLevels", "0", CVAR_LATCH, CVART_BOOL, NULL, NULL, "colorizes textures based on their mip level" },
{ &r_detailTextures, "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, "enables detail textures shader stages" },
{ &r_overBrightBits, "r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", "2", help_r_overBrightBits },
{ &r_mode, "r_mode", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, help_r_mode },
{ &r_fullscreen, "r_fullscreen", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, "full-screen mode" },
{ &r_width, "r_width", "1280", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "320", "65535", "custom window width" help_r_mode0 },
{ &r_height, "r_height", "720", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "240", "65535", "custom window height" help_r_mode0 },
{ &r_customaspect, "r_customaspect", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0.1", "10", "custom pixel aspect ratio" help_r_mode0 },
{ &r_vertexLight, "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, "disables lightmap texture blending" },
// note that r_subdivisions > 64 will create rendering artefacts because you'll see the other side of a curved surface when against it
{ &r_subdivisions, "r_subdivisions", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_FLOAT, "1", "64", help_r_subdivisions },
#ifdef USE_R_SMP
{ &r_smp, "r_smp", "0", CVAR_ARCHIVE | CVAR_LATCH },
{ &r_showSmp, "r_showSmp", "0", CVAR_CHEAT },
{ &r_skipBackEnd, "r_skipBackEnd", "0", CVAR_CHEAT },
#endif
//
// latched variables that can only change over a restart
//
{ &r_displayRefresh, "r_displayRefresh", "0", CVAR_LATCH, CVART_INTEGER, "0", "480", "0 lets the driver decide" },
{ &r_mapOverBrightBits, "r_mapOverBrightBits", "2", CVAR_LATCH, CVART_INTEGER, "0", "2", help_r_mapOverBrightBits },
{ &r_intensity, "r_intensity", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_FLOAT, "1", NULL, "linear brightness scale for textures and dynamic lights" },
{ &r_singleShader, "r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH },
//
// archived variables that can change at any time
//
{ &r_lodbias, "r_lodbias", "0", CVAR_ARCHIVE, CVART_INTEGER, "0", "16", help_r_lodbias },
{ &r_flares, "r_flares", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "enables light flares" },
{ &r_ignoreGLErrors, "r_ignoreGLErrors", "1", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "if 0, OpenGL errors are fatal" },
{ &r_fastsky, "r_fastsky", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, help_r_fastsky },
{ &r_noportals, "r_noportals", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, help_r_noportals },
{ &r_dynamiclight, "r_dynamiclight", "1", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "enables dynamic lights" },
{ &r_finish, "r_finish", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "enables glFinish calls" },
{ &r_textureMode, "r_textureMode", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE, CVART_STRING, NULL, NULL, help_r_textureMode },
{ &r_swapInterval, "r_swapInterval", "0", CVAR_ARCHIVE, CVART_INTEGER, "0", "8", help_r_swapInterval },
{ &r_gamma, "r_gamma", "1", CVAR_ARCHIVE, CVART_FLOAT, "0.5", "3", help_r_gamma },
{ &r_greyscale, "r_greyscale", "0", CVAR_ARCHIVE, CVART_FLOAT, "0", "1", "controls how monochrome the final image looks" },
{ &r_lightmap, "r_lightmap", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, help_r_lightmap },
{ &r_fullbright, "r_fullbright", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, help_r_fullbright },
//
// temporary variables that can change at any time
//
{ &r_lodCurveError, "r_lodCurveError", "250", CVAR_CHEAT },
{ &r_ambientScale, "r_ambientScale", "0.6", CVAR_CHEAT },
{ &r_directedScale, "r_directedScale", "1", CVAR_CHEAT },
{ &r_uiFullScreen, "r_uifullscreen", "0", CVAR_TEMP },
{ &r_showImages, "r_showImages", "0", CVAR_TEMP },
{ &r_debugLight, "r_debuglight", "0", CVAR_TEMP },
{ &r_debugSort, "r_debugSort", "0", CVAR_CHEAT },
{ &r_nocurves, "r_nocurves", "0", CVAR_CHEAT },
{ &r_drawworld, "r_drawworld", "1", CVAR_CHEAT },
{ &r_portalOnly, "r_portalOnly", "0", CVAR_CHEAT },
{ &r_flareSize, "r_flareSize", "40", CVAR_CHEAT },
{ &r_flareFade, "r_flareFade", "7", CVAR_CHEAT },
{ &r_flareCoeff, "r_flareCoeff", "150", CVAR_CHEAT },
{ &r_measureOverdraw, "r_measureOverdraw", "0", CVAR_CHEAT },
{ &r_lodscale, "r_lodscale", "5", CVAR_CHEAT },
{ &r_norefresh, "r_norefresh", "0", CVAR_CHEAT },
{ &r_drawentities, "r_drawentities", "1", CVAR_CHEAT },
{ &r_nocull, "r_nocull", "0", CVAR_CHEAT },
{ &r_novis, "r_novis", "0", CVAR_CHEAT },
{ &r_speeds, "r_speeds", "0", CVAR_CHEAT },
{ &r_verbose, "r_verbose", "0", CVAR_CHEAT },
{ &r_debugSurface, "r_debugSurface", "0", CVAR_CHEAT },
{ &r_nobind, "r_nobind", "0", CVAR_CHEAT },
{ &r_showtris, "r_showtris", "0", CVAR_CHEAT },
{ &r_showsky, "r_showsky", "0", CVAR_CHEAT },
{ &r_shownormals, "r_shownormals", "0", CVAR_CHEAT },
{ &r_clear, "r_clear", "0", CVAR_CHEAT },
{ &r_lockpvs, "r_lockpvs", "0", CVAR_CHEAT },
{ &r_maxpolys, "r_maxpolys", XSTRING(DEFAULT_MAX_POLYS), 0 },
{ &r_maxpolyverts, "r_maxpolyverts", XSTRING(DEFAULT_MAX_POLYVERTS), 0 }
};
static void R_Register()
{
ri.Cvar_RegisterTable( r_cvars, ARRAY_LEN(r_cvars) );
ri.Cmd_RegisterTable( r_cmds, ARRAY_LEN(r_cmds) );
}
void R_Init()
{
COMPILE_TIME_ASSERT( sizeof(glconfig_t) == 11332 );
COMPILE_TIME_ASSERT( sizeof(TargaHeader) == 18 );
QSUBSYSTEM_INIT_START( "Renderer" );
// clear all our internal state
Com_Memset( &tr, 0, sizeof( tr ) );
Com_Memset( &backEnd, 0, sizeof( backEnd ) );
Com_Memset( &tess, 0, sizeof( tess ) );
if ((intptr_t)tess.xyz & 15)
Com_Printf( "WARNING: tess.xyz not 16 byte aligned\n" );
// init function tables
//
for (int i = 0; i < FUNCTABLE_SIZE; ++i)
{
tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) );
tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f;
tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE;
tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i];
if ( i < FUNCTABLE_SIZE / 4 )
tr.triangleTable[i] = (float)i / (FUNCTABLE_SIZE / 4);
else if ( i < FUNCTABLE_SIZE / 2 )
tr.triangleTable[i] = 1.0f - tr.triangleTable[i - FUNCTABLE_SIZE / 4];
else
tr.triangleTable[i] = -tr.triangleTable[i - FUNCTABLE_SIZE / 2];
}
R_InitFogTable();
R_NoiseInit();
R_Register();
max_polys = max( r_maxpolys->integer, DEFAULT_MAX_POLYS );
max_polyverts = max( r_maxpolyverts->integer, DEFAULT_MAX_POLYVERTS );
byte* ptr = (byte*)ri.Hunk_Alloc( sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low );
backEndData[0] = (backEndData_t*)ptr;
backEndData[0]->polys = (srfPoly_t *) (ptr + sizeof( *backEndData[0] ));
backEndData[0]->polyVerts = (polyVert_t *) (ptr + sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys);
backEndData[1] = NULL;
#ifdef USE_R_SMP
if (r_smp->integer) {
ptr = (byte*)ri.Hunk_Alloc( sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low );
backEndData[1] = (backEndData_t*)ptr;
backEndData[1]->polys = (srfPoly_t *) (ptr + sizeof( *backEndData[1] ));
backEndData[1]->polyVerts = (polyVert_t *) (ptr + sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys);
}
#endif
R_ToggleSmpFrame();
InitOpenGL();
R_InitImages();
R_InitShaders();
R_InitSkins();
R_ModelInit();
R_InitFreeType();
int err = qglGetError();
if (err != GL_NO_ERROR)
ri.Printf( PRINT_ALL, "glGetError() = 0x%x\n", err );
QSUBSYSTEM_INIT_DONE( "Renderer" );
}
static void RE_Shutdown( qbool destroyWindow )
{
ri.Printf( PRINT_DEVELOPER, "RE_Shutdown( %i )\n", destroyWindow );
if ( tr.registered ) {
ri.Cmd_UnregisterModule();
R_SyncRenderThread();
R_ShutdownCommandBuffers();
R_DeleteTextures();
}
R_DoneFreeType();
// shut down platform specific OpenGL stuff
if ( destroyWindow ) {
GLimp_Shutdown();
}
tr.registered = qfalse;
}
static void RE_BeginRegistration( glconfig_t* glconfigOut )
{
R_Init();
*glconfigOut = glConfig;
R_SyncRenderThread();
tr.viewCluster = -1; // force markleafs to regenerate
R_ClearFlares();
RE_ClearScene();
tr.registered = qtrue;
}
// touch all images to make sure they are resident
static void RE_EndRegistration()
{
R_SyncRenderThread();
if (!Sys_LowPhysicalMemory()) {
RB_ShowImages();
}
}
static int RE_GetCameraMatrixTime()
{
return re_cameraMatrixTime;
}
const refexport_t* GetRefAPI( const refimport_t* rimp )
{
static refexport_t re;
ri = *rimp;
Com_Memset( &re, 0, sizeof( re ) );
// the RE_ functions are Renderer Entry points
re.Shutdown = RE_Shutdown;
re.BeginRegistration = RE_BeginRegistration;
re.RegisterModel = RE_RegisterModel;
re.RegisterSkin = RE_RegisterSkin;
re.RegisterShader = RE_RegisterShader;
re.RegisterShaderNoMip = RE_RegisterShaderNoMip;
re.LoadWorld = RE_LoadWorldMap;
re.SetWorldVisData = RE_SetWorldVisData;
re.EndRegistration = RE_EndRegistration;
re.BeginFrame = RE_BeginFrame;
re.EndFrame = RE_EndFrame;
re.MarkFragments = R_MarkFragments;
re.LerpTag = R_LerpTag;
re.ModelBounds = R_ModelBounds;
re.ClearScene = RE_ClearScene;
re.AddRefEntityToScene = RE_AddRefEntityToScene;
re.AddPolyToScene = RE_AddPolyToScene;
re.LightForPoint = R_LightForPoint;
re.AddLightToScene = RE_AddLightToScene;
re.RenderScene = RE_RenderScene;
re.SetColor = RE_SetColor;
re.DrawStretchPic = RE_StretchPic;
re.DrawStretchRaw = RE_StretchRaw;
re.UploadCinematic = RE_UploadCinematic;
re.RegisterFont = RE_RegisterFont;
re.GetEntityToken = R_GetEntityToken;
re.inPVS = R_inPVS;
re.TakeVideoFrame = RE_TakeVideoFrame;
re.GetCameraMatrixTime = RE_GetCameraMatrixTime;
return &re;
}