402aa52362
qc rt target api now uses names instead of numbers. shaders can name such rendertargets in advance. added timing info to qc profiling, instead of just opcodes executed. added sv_showconnectionlessmessages, to show all messages that don't relate to a client, so omc can see if he's getting DDOSed easily. try to show proper error messages with the xmpp plugin, at least for certain things. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4714 fc73d0e0-1445-4013-8a0c-d673dee63da5
281 lines
7.2 KiB
C
281 lines
7.2 KiB
C
#include "quakedef.h"
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#ifndef SERVERONLY
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#include "gl_draw.h"
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#include "shader.h"
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#ifdef _WIN32
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#include <windows.h>
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#include "resource.h"
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#else
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#include <unistd.h>
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#endif
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static texid_tf dummytex;
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static void Headless_Draw_Init(void)
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{
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//we always return some valid texture. this avoids having to hit the disk for each and every possibility until it fails, thus 'loading' textures much faster (hurrah for findtexture always finding one).
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static texcom_t dummytexinfo;
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dummytexinfo.width = 64;
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dummytexinfo.height = 64;
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dummytex.ref = &dummytexinfo;
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R2D_Init();
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}
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static void Headless_Draw_Shutdown(void)
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{
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Shader_Shutdown();
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}
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static texid_tf Headless_IMG_LoadTexture (const char *identifier, int width, int height, uploadfmt_t fmt, void *data, unsigned int flags)
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{
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return dummytex;
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}
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static texid_tf Headless_IMG_LoadTexture8Pal24 (const char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
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{
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return dummytex;
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}
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static texid_tf Headless_IMG_LoadTexture8Pal32 (const char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
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{
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return dummytex;
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}
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static texid_tf Headless_IMG_LoadCompressed (const char *name)
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{
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return dummytex;
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}
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static texid_tf Headless_IMG_FindTexture (const char *identifier, unsigned int flags)
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{
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return dummytex;
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}
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static texid_tf Headless_IMG_AllocNewTexture (const char *identifier, int w, int h, unsigned int flags)
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{
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return dummytex;
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}
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static void Headless_IMG_Upload (texid_t tex, const char *name, uploadfmt_t fmt, void *data, void *palette, int width, int height, unsigned int flags)
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{
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}
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static void Headless_IMG_DestroyTexture (texid_t tex)
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{
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}
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static void Headless_R_Init (void)
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{
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}
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static void Headless_R_DeInit (void)
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{
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}
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static void Headless_R_RenderView (void)
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{
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}
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static void Headless_R_NewMap (void)
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{
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}
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static void Headless_R_PreNewMap (void)
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{
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}
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#ifdef _WIN32
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//tray icon crap, so the user can still restore the game.
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LRESULT CALLBACK HeadlessWndProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
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{
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extern cvar_t vid_renderer;
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switch(msg)
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{
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case WM_USER:
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switch(LOWORD(lparam))
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{
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case WM_CONTEXTMENU:
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case WM_USER+0:
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case WM_RBUTTONUP:
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if (!Q_strcasecmp(vid_renderer.string, "headless"))
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Cbuf_AddText("vid_renderer \"\";vid_restart\n", RESTRICT_LOCAL);
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else
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Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL);
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break;
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default:
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break;
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}
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return 0;
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default:
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return DefWindowProcA(wnd, msg, wparam, lparam);
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}
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}
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#endif
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static qboolean Headless_VID_Init (rendererstate_t *info, unsigned char *palette)
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{
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#ifdef _WIN32
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//tray icon crap, so the user can still restore the game.
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extern HWND mainwindow;
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extern HINSTANCE global_hInstance;
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WNDCLASSA wc;
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NOTIFYICONDATA data;
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//Shell_NotifyIcon requires a window to provide events etc.
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wc.style = 0;
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wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = global_hInstance;
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wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
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wc.hCursor = LoadCursor (NULL,IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = 0;
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wc.lpszClassName = "FTEHeadlessClass";
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RegisterClassA(&wc);
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mainwindow = CreateWindowExA(0L, wc.lpszClassName, "FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
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data.cbSize = sizeof(data);
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data.hWnd = mainwindow;
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data.uID = 0;
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data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
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data.uCallbackMessage = WM_USER;
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data.hIcon = wc.hIcon;
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strcpy(data.szTip, "Right-click to restore");
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Shell_NotifyIcon(NIM_ADD, &data);
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#endif
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return true;
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}
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static void Headless_VID_DeInit (void)
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{
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#ifdef _WIN32
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//tray icon crap, so the user can still restore the game.
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extern HWND mainwindow;
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DestroyWindow(mainwindow);
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mainwindow = NULL;
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#endif
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}
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static void Headless_VID_SwapBuffers (void)
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{
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}
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static qboolean Headless_VID_ApplyGammaRamps (unsigned short *ramps)
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{
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return false;
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}
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static void Headless_VID_SetWindowCaption (char *msg)
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{
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}
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static char *Headless_VID_GetRGBInfo (int prepad, int *truevidwidth, int *truevidheight)
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{
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*truevidwidth = *truevidheight = 0;
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return NULL;
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}
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static void Headless_SCR_UpdateScreen (void)
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{
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if (!cls.timedemo)
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{
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#ifdef _WIN32
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Sleep(100);
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#else
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usleep(100*1000);
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#endif
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}
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}
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static void Headless_BE_SelectMode (backendmode_t mode)
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{
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}
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static void Headless_BE_DrawMesh_List (shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
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{
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}
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static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
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{
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}
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static void Headless_BE_SubmitBatch (struct batch_s *batch)
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{
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}
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static struct batch_s *Headless_BE_GetTempBatch (void)
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{
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return NULL;
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}
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static void Headless_BE_DrawWorld (qboolean drawworld, qbyte *vis)
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{
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}
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static void Headless_BE_Init (void)
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{
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}
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static void Headless_BE_GenBrushModelVBO (struct model_s *mod)
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{
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}
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static void Headless_BE_ClearVBO (struct vbo_s *vbo)
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{
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}
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static void Headless_BE_UploadAllLightmaps (void)
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{
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}
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static void Headless_BE_SelectEntity (struct entity_s *ent)
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{
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}
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static qboolean Headless_BE_SelectDLight (struct dlight_s *dl, vec3_t colour, unsigned int lmode)
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{
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return false;
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}
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static void Headless_BE_Scissor (srect_t *rect)
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{
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}
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static qboolean Headless_BE_LightCullModel (vec3_t org, struct model_s *model)
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{
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return false;
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}
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static void Headless_BE_VBO_Begin (vbobctx_t *ctx, unsigned int maxsize)
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{
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}
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static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray)
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{
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}
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static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray)
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{
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}
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static void Headless_BE_VBO_Destroy (vboarray_t *vearray)
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{
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}
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static void Headless_BE_RenderToTextureUpdate2d (qboolean destchanged)
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{
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}
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rendererinfo_t headlessrenderer =
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{
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"Headless",
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{"headless"},
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QR_HEADLESS,
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Headless_Draw_Init,
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Headless_Draw_Shutdown,
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Headless_IMG_LoadTexture,
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Headless_IMG_LoadTexture8Pal24,
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Headless_IMG_LoadTexture8Pal32,
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Headless_IMG_LoadCompressed,
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Headless_IMG_FindTexture,
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Headless_IMG_AllocNewTexture,
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Headless_IMG_Upload,
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Headless_IMG_DestroyTexture,
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Headless_R_Init,
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Headless_R_DeInit,
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Headless_R_RenderView,
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Headless_R_NewMap,
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Headless_R_PreNewMap,
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Headless_VID_Init,
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Headless_VID_DeInit,
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Headless_VID_SwapBuffers,
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Headless_VID_ApplyGammaRamps,
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Headless_VID_SetWindowCaption,
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Headless_VID_GetRGBInfo,
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Headless_SCR_UpdateScreen,
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Headless_BE_SelectMode,
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Headless_BE_DrawMesh_List,
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Headless_BE_DrawMesh_Single,
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Headless_BE_SubmitBatch,
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Headless_BE_GetTempBatch,
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Headless_BE_DrawWorld,
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Headless_BE_Init,
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Headless_BE_GenBrushModelVBO,
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Headless_BE_ClearVBO,
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Headless_BE_UploadAllLightmaps,
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Headless_BE_SelectEntity,
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Headless_BE_SelectDLight,
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Headless_BE_Scissor,
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Headless_BE_LightCullModel,
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Headless_BE_VBO_Begin,
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Headless_BE_VBO_Data,
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Headless_BE_VBO_Finish,
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Headless_BE_VBO_Destroy,
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Headless_BE_RenderToTextureUpdate2d,
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""
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};
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#endif
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