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fteqw/engine/client/vid.h
Spoike b9cd6ec91b openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however.
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final.
updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue.
updates menu: added a v3 sources format, which should be more maintainable. not final.
updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again).
presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview.
prompts menus: now does word wrapping.
ftemaster: support importing server lists from other master servers (requested by Eukara).
server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so).
qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy.
qcvm: memfill8 builtin now works on createbuffer() pointers.
qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64
qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations.
qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments.
qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that.
qcc: fix up -Fhashonly a little
setrenderer: support for vulkan gpu enumeration.
rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets)
bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code.
(static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance.
pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests.
wayland: fix a crash on startup. mousegrabs now works better.
imagetool: uses sdl for previews.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00

133 lines
5.1 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// vid.h -- video driver defs
#define VID_CBITS 6
#define VID_GRADES (1 << VID_CBITS)
// a pixel can be one, two, or four bytes
typedef qbyte pixel_t;
typedef enum
{
QR_NONE, //server-style operation (no rendering).
QR_HEADLESS, //no window/rendering at all (system tray only)
QR_OPENGL, //gl+gles+etc.
QR_DIRECT3D9, //
QR_DIRECT3D11, //
QR_SOFTWARE, //not worth using
QR_VULKAN, //
QR_DIRECT3D12, //no implementation
QR_METAL, //no implementation
QR_DIRECT3D8 //liimted. available for win95 where d3d8.1+ does not. also only renderer supported on the original xbox, if that's ever relevant.
} r_qrenderer_t;
typedef struct {
//you are not allowed to make anything not work if it's not based on these vars...
int width;
int height;
int fullscreen; //0 = windowed. 1 = fullscreen (mode changes). 2 = borderless+maximized
qboolean stereo;
int srgb; //<0 = gamma-only. 0 = no srgb at all, >0 full srgb, including textures and stuff
int bpp; //16, 24(aka 32), 30, and 48 are meaningful
int depthbits;
int rate;
int wait; //-1 = default, 0 = off, 1 = on, 2 = every other
int multisample; //for opengl antialiasing (which requires context stuff)
int triplebuffer;
char subrenderer[MAX_QPATH]; //external driver
char devicename[MAX_QPATH]; //device name (usually monitor)
struct rendererinfo_s *renderer;
struct plugvrfuncs_s *vr; //the vr driver we're trying to use.
} rendererstate_t;
#ifndef SERVERONLY
extern rendererstate_t currentrendererstate;
#endif
typedef struct vrect_s
{
float x,y,width,height;
} vrect_t;
typedef struct
{
int x;
int y;
int width;
int height;
int maxheight; //vid.pixelheight or so
} pxrect_t;
//srgb colourspace displays smoother visual gradients, but its more of an illusion than anything else.
//we can be in a few different modes:
//linear - rendering is done using some float framebuffer or so. lighting is more correct. textures are converted from srgb colourspace when reading.
//non-linear - the lame option where lighting is wrong, but used anyway for compat. final colours will be whatever the screen uses (probably srgb, so artwork looks fine)
//srgb - like linear, except our framebuffer does extra transforms to hide that its storage is actually non-linear.
#define VID_SRGBAWARE (1u<<0) //we need to convert input srgb values to actual linear values (requires vid_reload to change...)
#define VID_SRGB_FB_LINEAR (1u<<1) //framebuffer is linear (either the presentation engine is linear, or the blend unit is faking it)
#define VID_SRGB_FB_FAKED (1u<<2) //renderer is faking it with a linear texture
#define VID_SRGB_CAPABLE (1u<<3) //we can toggle VID_SRGB_FB_LINEARISED on or off.
#define VID_FP16 (1u<<4) //use 16bit currentrender etc to avoid banding
#define VID_SRGB_FB (VID_SRGB_FB_LINEAR|VID_SRGB_FB_FAKED)
typedef struct
{
qboolean activeapp;
qboolean isminimized; //can omit rendering as it won't be seen anyway.
int fullbright; // index of first fullbright color
int gammarampsize; //typically 256. but can be up to 1024 (yay 10-bit hardware that's crippled to only actually use 8)
unsigned fbvwidth; /*virtual 2d width of the current framebuffer image*/
unsigned fbvheight; /*virtual 2d height*/
unsigned fbpwidth; /*physical 2d width of the current framebuffer image*/
unsigned fbpheight; /*physical 2d height*/
struct image_s *framebuffer; /*the framebuffer fbo (set by democapture)*/
unsigned width; /*virtual 2d screen width*/
unsigned height; /*virtual 2d screen height*/
int numpages;
unsigned int flags; //VID_* flags
unsigned rotpixelwidth; /*width after rotation in pixels*/
unsigned rotpixelheight; /*pixel after rotation in pixels*/
unsigned pixelwidth; /*true height in pixels*/
unsigned pixelheight; /*true width in pixels*/
float dpi_x;
float dpi_y;
conchar_t *ime_preview; //pending IME preview text that has been entered but isn't committed yet. set by video code.
size_t ime_previewlen;
size_t ime_caret;
float ime_position[2]; //where to display any ime popups (virtual coords)
qboolean ime_allow; //enable the ime (ie: at the console or messagemode)
qboolean forcecursor;
float forcecursorpos[2]; //in physical pixels
struct plugvrfuncs_s *vr; //how do deal with VR contexts.
} viddef_t;
extern viddef_t vid; // global video state
extern unsigned int d_8to24rgbtable[256];
extern unsigned int d_8to24srgbtable[256];
extern unsigned int d_8to24bgrtable[256];
extern unsigned int d_quaketo24srgbtable[256];