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fteqw/engine/client/renderer.c
Spoike 339d478659 I wonder how much this will break. Ahh well. It works for me, and I need to go to bed.
Well, plugins should be able to read/write files through the engine. audio decoding plugin interface is in (might be changed later).
TCPConnect is in.
msg_filter and scr_centersbar.
some recording fixes too.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1634 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-11-30 01:20:53 +00:00

1862 lines
53 KiB
C

#include "quakedef.h"
#include "winquake.h"
#ifdef RGLQUAKE
#include "gl_draw.h"
#endif
#ifdef SWQUAKE
#include "sw_draw.h"
#endif
qboolean vid_isfullscreen;
#define VIDCOMMANDGROUP "Video config"
#define GRAPHICALNICETIES "Graphical Nicaties" //or eyecandy, which ever you prefer.
#define BULLETENVARS "BulletenBoard controls"
#define GLRENDEREROPTIONS "GL Renderer Options"
#define SWRENDEREROPTIONS "SW Renderer Options"
#define SCREENOPTIONS "Screen Options"
unsigned short d_8to16table[256];
unsigned int d_8to24bgrtable[256];
unsigned int d_8to24rgbtable[256];
unsigned int *d_8to32table = d_8to24bgrtable; //palette lookups while rendering r_pixbytes=4
//
cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
cvar_t r_netgraph = {"r_netgraph","0"};
cvar_t r_speeds = {"r_speeds","0", NULL, CVAR_CHEAT};
cvar_t r_waterwarp = {"r_waterwarp","1"};
cvar_t r_drawentities = {"r_drawentities","1"};
cvar_t r_fullbright = {"r_fullbright","0", NULL, CVAR_CHEAT};
cvar_t r_ambient = {"r_ambient", "0", NULL, CVAR_CHEAT};
#if defined(SWQUAKE)
cvar_t r_draworder = {"r_draworder","0", NULL, CVAR_CHEAT};
cvar_t r_timegraph = {"r_timegraph","0"};
cvar_t r_zgraph = {"r_zgraph","0"};
cvar_t r_graphheight = {"r_graphheight","15"};
cvar_t r_clearcolor = {"r_clearcolor","218"};
cvar_t r_aliasstats = {"r_polymodelstats","0"};
cvar_t r_dspeeds = {"r_dspeeds","0"};
//cvar_t r_drawflat = {"r_drawflat", "0", NULL, CVAR_CHEAT};
cvar_t r_reportsurfout = {"r_reportsurfout", "0"};
cvar_t r_maxsurfs = {"r_maxsurfs", "0"};
cvar_t r_numsurfs = {"r_numsurfs", "0"};
cvar_t r_reportedgeout = {"r_reportedgeout", "0"};
cvar_t r_maxedges = {"r_maxedges", "0"};
cvar_t r_numedges = {"r_numedges", "0"};
cvar_t r_aliastransbase = {"r_aliastransbase", "200"};
cvar_t r_aliastransadj = {"r_aliastransadj", "100"};
cvar_t d_smooth = {"d_smooth", "0"};
#endif
cvar_t gl_skyboxdist = {"gl_skyboxdist", "2300"};
cvar_t r_vertexdlights = {"r_vertexdlights", "1"};
extern cvar_t r_dodgytgafiles;
cvar_t r_nolerp = {"r_nolerp", "0"};
cvar_t r_nolightdir = {"r_nolightdir", "0"};
cvar_t r_sirds = {"r_sirds", "0", NULL, CVAR_SEMICHEAT};//whack in a value of 2 and you get easily visible players.
cvar_t r_loadlits = {"r_loadlit", "1"};
cvar_t r_stains = {"r_stains", "1", NULL, CVAR_ARCHIVE};
cvar_t r_stainfadetime = {"r_stainfadetime", "1"};
cvar_t r_stainfadeammount = {"r_stainfadeammount", "1"};
cvar_t _windowed_mouse = {"_windowed_mouse","1"};
cvar_t vid_wait = {"vid_wait","0"};
cvar_t _vid_wait_override = {"_vid_wait_override", "0", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
static cvar_t vid_stretch = {"vid_stretch","1", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
//cvar_t _windowed_mouse = {"_windowed_mouse","1", CVAR_ARCHIVE};
static cvar_t gl_driver = {"gl_driver","", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH}; //opengl library
cvar_t vid_renderer = {"vid_renderer", "", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH}; //see R_RestartRenderer_f for the effective default 'if (newr.renderer == -1)'.
static cvar_t vid_bpp = {"vid_bpp", "32", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
static cvar_t vid_allow_modex = {"vid_allow_modex", "1", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
static cvar_t vid_fullscreen = {"vid_fullscreen", "1", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
static cvar_t vid_width = {"vid_width", "640", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH}; //more readable defaults to match conwidth/conheight.
static cvar_t vid_height = {"vid_height", "480", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
static cvar_t vid_refreshrate = {"vid_displayfrequency", "0", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
cvar_t gl_texturemode = {"gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST"};
cvar_t gl_motionblur = {"gl_motionblur", "0"};
cvar_t gl_motionblurscale = {"gl_motionblurscale", "1"};
cvar_t gl_fontedgeclamp = {"gl_fontedgeclamp", "0"}; //gl blends. Set this to 1 to stop the outside of your conchars from being visible
cvar_t gl_font = {"gl_font", ""};
cvar_t gl_conback = {"gl_conback", ""};
cvar_t gl_smoothfont = {"gl_smoothfont", "1"};
cvar_t gl_part_flame = {"gl_part_flame", "1"};
cvar_t r_part_rain = {"r_part_rain", "0"};
cvar_t r_bouncysparks = {"r_bouncysparks", "0"};
cvar_t r_fullbrightSkins = {"r_fullbrightSkins", "1", NULL, CVAR_SEMICHEAT};
cvar_t r_fb_models = {"gl_fb_models", "1", NULL, CVAR_SEMICHEAT|CVAR_RENDERERLATCH}; //as it can highlight the gun a little... ooo nooo....
cvar_t r_fb_bmodels = {"gl_fb_bmodels", "1", NULL, CVAR_SEMICHEAT|CVAR_RENDERERLATCH}; //as it can highlight the gun a little... ooo nooo....
cvar_t r_shadow_bumpscale_basetexture = {"r_shadow_bumpscale_basetexture", "4"};
cvar_t r_shadow_bumpscale_bumpmap = {"r_shadow_bumpscale_bumpmap", "10"};
cvar_t gl_nocolors = {"gl_nocolors","0"};
cvar_t gl_load24bit = {"gl_load24bit", "1"};
cvar_t vid_conwidth = {"vid_conwidth", "640", NULL, CVAR_ARCHIVE};
cvar_t vid_conheight = {"vid_conheight", "480", NULL, CVAR_ARCHIVE};
cvar_t gl_nobind = {"gl_nobind", "0"};
cvar_t gl_max_size = {"gl_max_size", "1024"};
cvar_t gl_picmip = {"gl_picmip", "0"};
cvar_t gl_picmip2d = {"gl_picmip2d", "0"};
cvar_t r_drawdisk = {"r_drawdisk", "1"};
cvar_t gl_compress = {"gl_compress", "0"};
cvar_t gl_savecompressedtex = {"gl_savecompressedtex", "0"};
extern cvar_t gl_dither;
extern cvar_t gl_maxdist;
extern cvar_t gl_mindist;
extern cvar_t gl_bloom;
cvar_t gl_detail = {"gl_detail", "0", NULL, CVAR_ARCHIVE};
cvar_t gl_detailscale = {"gl_detailscale", "5"};
cvar_t gl_overbright = {"gl_overbright", "0", NULL, CVAR_ARCHIVE};
cvar_t r_shadows = {"r_shadows", "0", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
cvar_t r_shadow_realtime_world = {"r_shadow_realtime_world", "0", NULL, CVAR_CHEAT};
cvar_t r_shadow_realtime_world_lightmaps = {"r_shadow_realtime_world_lightmaps", "0.8", NULL, CVAR_CHEAT};
cvar_t r_noaliasshadows = {"r_noaliasshadows", "0", NULL, CVAR_ARCHIVE};
cvar_t gl_maxshadowlights = {"gl_maxshadowlights", "2", NULL, CVAR_ARCHIVE};
cvar_t gl_bump = {"gl_bump", "0", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
cvar_t r_shadow_glsl_offsetmapping = {"r_shadow_glsl_offsetmapping", "0"};
cvar_t r_shadow_glsl_offsetmapping_scale = {"r_shadow_glsl_offsetmapping_scale", "-0.04"};
cvar_t r_shadow_glsl_offsetmapping_bias = {"r_shadow_glsl_offsetmapping_bias", "0.04"};
#ifdef SPECULAR
cvar_t gl_specular = {"gl_specular", "0"};
#endif
cvar_t gl_lightmapmode = {"gl_lightmapmode", "", NULL, CVAR_ARCHIVE};
cvar_t gl_ati_truform = {"gl_ati_truform", "0"};
cvar_t gl_ati_truform_type = {"gl_ati_truform_type", "1"};
cvar_t gl_ati_truform_tesselation = {"gl_ati_truform_tesselation", "3"};
cvar_t mod_md3flags = {"mod_md3flags", "1"};
cvar_t gl_lateswap = {"gl_lateswap", "0"};
cvar_t gl_mylumassuck = {"gl_mylumassuck", "0"};
cvar_t scr_sshot_type = {"scr_sshot_type", "jpg"};
cvar_t scr_centersbar = {"scr_centersbar", "0"};
cvar_t scr_consize = {"scr_consize", "0.5"};
cvar_t scr_viewsize = {"viewsize","100", NULL, CVAR_ARCHIVE};
cvar_t scr_fov = {"fov","90", NULL, CVAR_ARCHIVE}; // 10 - 170
cvar_t scr_conspeed = {"scr_conspeed","300"};
cvar_t scr_centertime = {"scr_centertime","2"};
cvar_t scr_showram = {"showram","1"};
cvar_t scr_showturtle = {"showturtle","0"};
cvar_t scr_showpause = {"showpause","1"};
cvar_t scr_printspeed = {"scr_printspeed","8"};
cvar_t scr_allowsnap = {"scr_allowsnap", "1", NULL, CVAR_NOTFROMSERVER}; //otherwise it would defeat the point.
cvar_t con_ocranaleds = {"con_ocranaleds", "2"};
cvar_t scr_chatmodecvar = {"scr_chatmode", "0"};
#ifdef Q3SHADERS
cvar_t gl_shadeq3 = {"gl_shadeq3", "1"}; //use if you want.
extern cvar_t r_vertexlight;
cvar_t gl_shadeq1 = {"gl_shadeq1", "0", NULL, CVAR_CHEAT}; //FIXME: :(
cvar_t gl_shadeq1_name = {"gl_shadeq1_name", "*"};
#endif
cvar_t gl_blend2d = {"gl_blend2d", "0"};
cvar_t gl_blendsprites = {"gl_blendsprites", "0"};
cvar_t r_bloodstains = {"r_bloodstains", "1"};
extern cvar_t r_norefresh;
extern cvar_t r_drawentities;
extern cvar_t r_drawworld;
extern cvar_t r_drawviewmodel;
extern cvar_t r_speeds;
extern cvar_t r_waterwarp;
extern cvar_t r_fullbright;
extern cvar_t r_lightmap;
extern cvar_t r_shadows;
extern cvar_t r_mirroralpha;
extern cvar_t r_wateralpha;
cvar_t r_dynamic = {"r_dynamic","1"};
cvar_t r_flashblend = {"gl_flashblend","0"};
cvar_t r_lightstylesmooth = {"r_lightstylesmooth", "0"};
cvar_t r_lightstylespeed = {"r_lightstylespeed", "10"};
extern cvar_t r_novis;
extern cvar_t r_netgraph;
cvar_t r_drawflat = {"r_drawflat","0", NULL, CVAR_SEMICHEAT};
cvar_t r_wallcolour = {"r_wallcolour","0 0 1"};
cvar_t r_floorcolour = {"r_floorcolour","0.5 0.5 1"};
cvar_t r_palconvwrite = {"r_palconvwrite", "1"};
cvar_t r_lightmap_saturation = {"r_lightmap_saturation", "1"};
extern cvar_t bul_text1;
extern cvar_t bul_text2;
extern cvar_t bul_text3;
extern cvar_t bul_text4;
extern cvar_t bul_text5;
extern cvar_t bul_text6;
extern cvar_t bul_scrollspeedx;
extern cvar_t bul_scrollspeedy;
extern cvar_t bul_backcol;
extern cvar_t bul_textpalette;
extern cvar_t bul_norender;
extern cvar_t bul_sparkle;
extern cvar_t bul_forcemode;
extern cvar_t bul_ripplespeed;
extern cvar_t bul_rippleamount;
extern cvar_t bul_nowater;
void R_BulletenForce_f (void);
rendererstate_t currentrendererstate;
cvar_t gl_skyboxname = {"r_skybox", ""};
cvar_t r_fastsky = {"r_fastsky", "0"};
cvar_t r_fastskycolour = {"r_fastskycolour", "0"};
cvar_t r_menutint = {"r_menutint", "0.68 0.4 0.13"};
#if defined(RGLQUAKE)
cvar_t gl_schematics = {"gl_schematics","0"};
cvar_t gl_ztrick = {"gl_ztrick","1"};
cvar_t gl_lerpimages = {"gl_lerpimages", "1"};
extern cvar_t r_waterlayers;
cvar_t gl_triplebuffer = {"gl_triplebuffer", "1", NULL, CVAR_ARCHIVE};
cvar_t vid_hardwaregamma = {"vid_hardwaregamma", "1", NULL, CVAR_ARCHIVE};
cvar_t vid_desktopgamma = {"vid_desktopgamma", "0", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
void GLRenderer_Init(void)
{
extern cvar_t gl_contrast;
//screen
Cvar_Register (&gl_triplebuffer, GLRENDEREROPTIONS);
Cvar_Register (&vid_hardwaregamma, GLRENDEREROPTIONS);
Cvar_Register (&vid_desktopgamma, GLRENDEREROPTIONS);
//renderer
Cvar_Register (&r_novis, GLRENDEREROPTIONS);
Cvar_Register (&r_wateralpha, GLRENDEREROPTIONS);
Cvar_Register (&r_mirroralpha, GLRENDEREROPTIONS);
Cvar_Register (&r_lightmap, GLRENDEREROPTIONS);
Cvar_Register (&r_norefresh, GLRENDEREROPTIONS);
Cvar_Register (&gl_clear, GLRENDEREROPTIONS);
Cvar_Register (&gl_cull, GLRENDEREROPTIONS);
Cvar_Register (&gl_smoothmodels, GRAPHICALNICETIES);
Cvar_Register (&gl_affinemodels, GLRENDEREROPTIONS);
Cvar_Register (&gl_polyblend, GLRENDEREROPTIONS);
Cvar_Register (&r_flashblend, GLRENDEREROPTIONS);
Cvar_Register (&gl_playermip, GLRENDEREROPTIONS);
Cvar_Register (&gl_nocolors, GLRENDEREROPTIONS);
Cvar_Register (&gl_finish, GLRENDEREROPTIONS);
Cvar_Register (&gl_lateswap, GLRENDEREROPTIONS);
Cvar_Register (&gl_lerpimages, GLRENDEREROPTIONS);
Cvar_Register (&r_shadows, GLRENDEREROPTIONS);
Cvar_Register (&r_noaliasshadows, GLRENDEREROPTIONS);
Cvar_Register (&gl_maxshadowlights, GLRENDEREROPTIONS);
Cvar_Register (&r_shadow_bumpscale_basetexture, GLRENDEREROPTIONS);
Cvar_Register (&r_shadow_bumpscale_bumpmap, GLRENDEREROPTIONS);
Cvar_Register (&r_shadow_realtime_world, GLRENDEREROPTIONS);
Cvar_Register (&r_shadow_realtime_world_lightmaps, GLRENDEREROPTIONS);
Cvar_Register (&gl_keeptjunctions, GLRENDEREROPTIONS);
Cvar_Register (&gl_reporttjunctions, GLRENDEREROPTIONS);
Cvar_Register (&gl_ztrick, GLRENDEREROPTIONS);
Cvar_Register (&gl_motionblur, GLRENDEREROPTIONS);
Cvar_Register (&gl_motionblurscale, GLRENDEREROPTIONS);
Cvar_Register (&gl_max_size, GLRENDEREROPTIONS);
Cvar_Register (&gl_maxdist, GLRENDEREROPTIONS);
Cvar_Register (&gl_mindist, GLRENDEREROPTIONS);
Cvar_Register (&vid_conwidth, GLRENDEREROPTIONS);
Cvar_Register (&vid_conheight, GLRENDEREROPTIONS);
Cvar_Register (&gl_fontedgeclamp, GRAPHICALNICETIES);
Cvar_Register (&gl_font, GRAPHICALNICETIES);
Cvar_Register (&gl_conback, GRAPHICALNICETIES);
Cvar_Register (&gl_smoothfont, GRAPHICALNICETIES);
Cvar_Register (&gl_bump, GRAPHICALNICETIES);
Cvar_Register (&r_shadow_glsl_offsetmapping, GRAPHICALNICETIES);
Cvar_Register (&r_shadow_glsl_offsetmapping_scale, GRAPHICALNICETIES);
Cvar_Register (&r_shadow_glsl_offsetmapping_bias, GRAPHICALNICETIES);
Cvar_Register (&gl_bloom, GRAPHICALNICETIES);
Cvar_Register (&gl_contrast, GLRENDEREROPTIONS);
#ifdef R_XFLIP
Cvar_Register (&r_xflip, GLRENDEREROPTIONS);
#endif
Cvar_Register (&gl_load24bit, GRAPHICALNICETIES);
Cvar_Register (&gl_specular, GRAPHICALNICETIES);
Cvar_Register (&gl_lightmapmode, GLRENDEREROPTIONS);
#ifdef WATERLAYERS
Cvar_Register (&r_waterlayers, GRAPHICALNICETIES);
#endif
Cvar_Register (&gl_nobind, GLRENDEREROPTIONS);
Cvar_Register (&gl_picmip, GLRENDEREROPTIONS);
Cvar_Register (&gl_picmip2d, GLRENDEREROPTIONS);
Cvar_Register (&r_drawdisk, GLRENDEREROPTIONS);
Cvar_Register (&gl_texturemode, GLRENDEREROPTIONS);
Cvar_Register (&gl_savecompressedtex, GLRENDEREROPTIONS);
Cvar_Register (&gl_compress, GLRENDEREROPTIONS);
Cvar_Register (&gl_driver, GLRENDEREROPTIONS);
Cvar_Register (&gl_detail, GRAPHICALNICETIES);
Cvar_Register (&gl_detailscale, GRAPHICALNICETIES);
Cvar_Register (&gl_overbright, GRAPHICALNICETIES);
Cvar_Register (&gl_dither, GRAPHICALNICETIES);
Cvar_Register (&r_fb_models, GRAPHICALNICETIES);
Cvar_Register (&r_fb_bmodels, GRAPHICALNICETIES);
Cvar_Register (&gl_ati_truform, GRAPHICALNICETIES);
Cvar_Register (&gl_ati_truform_type, GRAPHICALNICETIES);
Cvar_Register (&gl_ati_truform_tesselation, GRAPHICALNICETIES);
Cvar_Register (&gl_skyboxdist, GLRENDEREROPTIONS);
Cvar_Register (&r_wallcolour, GLRENDEREROPTIONS);
Cvar_Register (&r_floorcolour, GLRENDEREROPTIONS);
Cvar_Register (&r_vertexdlights, GLRENDEREROPTIONS);
Cvar_Register (&gl_schematics, GLRENDEREROPTIONS);
#ifdef Q3SHADERS
Cvar_Register (&r_vertexlight, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq1, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq1_name, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq3, GLRENDEREROPTIONS);
Cvar_Register (&gl_blend2d, GLRENDEREROPTIONS);
#endif
Cvar_Register (&gl_blendsprites, GLRENDEREROPTIONS);
Cvar_Register (&gl_mylumassuck, GLRENDEREROPTIONS);
}
#endif
#if defined(SWQUAKE)
extern cvar_t d_subdiv16;
extern cvar_t d_mipcap;
extern cvar_t d_mipscale;
extern cvar_t d_smooth;
void SWRenderer_Init(void)
{
Cvar_Register (&d_subdiv16, SWRENDEREROPTIONS);
Cvar_Register (&d_mipcap, SWRENDEREROPTIONS);
Cvar_Register (&d_mipscale, SWRENDEREROPTIONS);
Cvar_Register (&d_smooth, SWRENDEREROPTIONS);
Cvar_Register (&r_maxsurfs, SWRENDEREROPTIONS);
Cvar_Register (&r_numsurfs, SWRENDEREROPTIONS);
Cvar_Register (&r_maxedges, SWRENDEREROPTIONS);
Cvar_Register (&r_numedges, SWRENDEREROPTIONS);
Cvar_Register (&r_sirds, SWRENDEREROPTIONS);
Cvar_Register (&r_aliastransbase, SWRENDEREROPTIONS);
Cvar_Register (&r_aliastransadj, SWRENDEREROPTIONS);
Cvar_Register (&r_reportedgeout, SWRENDEREROPTIONS);
Cvar_Register (&r_aliasstats, SWRENDEREROPTIONS);
Cvar_Register (&r_clearcolor, SWRENDEREROPTIONS);
Cvar_Register (&r_timegraph, SWRENDEREROPTIONS);
Cvar_Register (&r_draworder, SWRENDEREROPTIONS);
Cvar_Register (&r_zgraph, SWRENDEREROPTIONS);
Cvar_Register (&r_graphheight, SWRENDEREROPTIONS);
Cvar_Register (&r_aliasstats, SWRENDEREROPTIONS);
Cvar_Register (&r_dspeeds, SWRENDEREROPTIONS);
Cvar_Register (&r_ambient, SWRENDEREROPTIONS);
Cvar_Register (&r_ambient, SWRENDEREROPTIONS);
Cvar_Register (&r_reportsurfout, SWRENDEREROPTIONS);
Cvar_Register (&r_palconvwrite, SWRENDEREROPTIONS);
}
#endif
void R_InitTextures (void)
{
int x,y, m;
qbyte *dest;
// create a simple checkerboard texture for the default
r_notexture_mip = BZ_Malloc (sizeof(texture_t) + 16*16+8*8+4*4+2*2);
r_notexture_mip->pixbytes = 1;
r_notexture_mip->width = r_notexture_mip->height = 16;
r_notexture_mip->offsets[0] = sizeof(texture_t);
r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
for (m=0 ; m<4 ; m++)
{
dest = (qbyte *)r_notexture_mip + r_notexture_mip->offsets[m];
for (y=0 ; y< (16>>m) ; y++)
for (x=0 ; x< (16>>m) ; x++)
{
if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
*dest++ = 0;
else
*dest++ = 0xff;
}
}
}
void R_SetRenderer_f (void);
void Renderer_Init(void)
{
currentrendererstate.bpp = -1; //no previous.
currentrendererstate.renderer = -1;
Cmd_AddCommand("setrenderer", R_SetRenderer_f);
Cmd_AddCommand("vid_restart", R_RestartRenderer_f);
#if defined(RGLQUAKE)
GLRenderer_Init();
#endif
#if defined(SWQUAKE)
SWRenderer_Init();
#endif
//but register ALL vid_ commands.
Cvar_Register (&vid_wait, VIDCOMMANDGROUP);
Cvar_Register (&_vid_wait_override, VIDCOMMANDGROUP);
Cvar_Register (&vid_stretch, VIDCOMMANDGROUP);
Cvar_Register (&_windowed_mouse, VIDCOMMANDGROUP);
Cvar_Register (&vid_renderer, VIDCOMMANDGROUP);
Cvar_Register (&vid_fullscreen, VIDCOMMANDGROUP);
// Cvar_Register (&vid_stretch, VIDCOMMANDGROUP);
Cvar_Register (&vid_bpp, VIDCOMMANDGROUP);
Cvar_Register (&vid_allow_modex, VIDCOMMANDGROUP);
Cvar_Register (&vid_width, VIDCOMMANDGROUP);
Cvar_Register (&vid_height, VIDCOMMANDGROUP);
Cvar_Register (&vid_refreshrate, VIDCOMMANDGROUP);
Cvar_Register (&gl_skyboxname, GRAPHICALNICETIES);
Cvar_Register(&r_dodgytgafiles, "Bug fixes");
Cvar_Register(&r_loadlits, GRAPHICALNICETIES);
Cvar_Register(&r_lightstylesmooth, GRAPHICALNICETIES);
Cvar_Register(&r_lightstylespeed, GRAPHICALNICETIES);
Cvar_Register(&r_stains, GRAPHICALNICETIES);
Cvar_Register(&r_stainfadetime, GRAPHICALNICETIES);
Cvar_Register(&r_stainfadeammount, GRAPHICALNICETIES);
Cvar_Register(&scr_viewsize, SCREENOPTIONS);
Cvar_Register(&scr_fov, SCREENOPTIONS);
Cvar_Register(&scr_chatmodecvar, SCREENOPTIONS);
Cvar_Register (&scr_sshot_type, SCREENOPTIONS);
//screen
Cvar_Register (&scr_conspeed, SCREENOPTIONS);
Cvar_Register (&scr_showram, SCREENOPTIONS);
Cvar_Register (&scr_showturtle, SCREENOPTIONS);
Cvar_Register (&scr_showpause, SCREENOPTIONS);
Cvar_Register (&scr_centertime, SCREENOPTIONS);
Cvar_Register (&scr_printspeed, SCREENOPTIONS);
Cvar_Register (&scr_allowsnap, SCREENOPTIONS);
Cvar_Register (&scr_consize, SCREENOPTIONS);
Cvar_Register(&r_bloodstains, GRAPHICALNICETIES);
Cvar_Register(&r_fullbrightSkins, GRAPHICALNICETIES);
Cvar_Register (&mod_md3flags, GRAPHICALNICETIES);
//renderer
Cvar_Register (&r_fullbright, SCREENOPTIONS);
Cvar_Register (&r_drawentities, GRAPHICALNICETIES);
Cvar_Register (&r_drawviewmodel, GRAPHICALNICETIES);
Cvar_Register (&r_waterwarp, GRAPHICALNICETIES);
Cvar_Register (&r_speeds, SCREENOPTIONS);
Cvar_Register (&r_netgraph, SCREENOPTIONS);
Cvar_Register (&r_dynamic, GRAPHICALNICETIES);
Cvar_Register (&r_lightmap_saturation, GRAPHICALNICETIES);
Cvar_Register (&r_nolerp, GRAPHICALNICETIES);
Cvar_Register (&r_nolightdir, GRAPHICALNICETIES);
Cvar_Register (&r_fastsky, GRAPHICALNICETIES);
Cvar_Register (&r_fastskycolour, GRAPHICALNICETIES);
Cvar_Register (&r_drawflat, GRAPHICALNICETIES);
Cvar_Register (&r_menutint, GRAPHICALNICETIES);
//bulletens
Cvar_Register(&bul_nowater, BULLETENVARS);
Cvar_Register(&bul_rippleamount, BULLETENVARS);
Cvar_Register(&bul_ripplespeed, BULLETENVARS);
Cvar_Register(&bul_forcemode, BULLETENVARS);
Cvar_Register(&bul_sparkle, BULLETENVARS);
Cvar_Register(&bul_textpalette, BULLETENVARS);
Cvar_Register(&bul_scrollspeedy, BULLETENVARS);
Cvar_Register(&bul_scrollspeedx, BULLETENVARS);
Cvar_Register(&bul_backcol, BULLETENVARS);
Cvar_Register(&bul_text6, BULLETENVARS); //reverse order, to get forwards ordered console vars.
Cvar_Register(&bul_text5, BULLETENVARS);
Cvar_Register(&bul_text4, BULLETENVARS);
Cvar_Register(&bul_text3, BULLETENVARS);
Cvar_Register(&bul_text2, BULLETENVARS);
Cvar_Register(&bul_text1, BULLETENVARS);
// misc
Cvar_Register(&con_ocranaleds, "Console controls");
Cvar_Register(&bul_norender, BULLETENVARS); //find this one first...
Cmd_AddCommand("bul_make", R_BulletenForce_f);
P_InitParticles();
R_InitTextures();
RQ_Init();
}
mpic_t *(*Draw_PicFromWad) (char *name);
mpic_t *(*Draw_SafePicFromWad) (char *name);
mpic_t *(*Draw_CachePic) (char *path);
mpic_t *(*Draw_SafeCachePic) (char *path);
void (*Draw_Init) (void);
void (*Draw_ReInit) (void);
void (*Draw_Character) (int x, int y, unsigned int num);
void (*Draw_ColouredCharacter) (int x, int y, unsigned int num);
void (*Draw_String) (int x, int y, const qbyte *str);
void (*Draw_Alt_String) (int x, int y, const qbyte *str);
void (*Draw_Crosshair) (void);
void (*Draw_DebugChar) (qbyte num);
void (*Draw_Pic) (int x, int y, mpic_t *pic);
void (*Draw_ScalePic) (int x, int y, int width, int height, mpic_t *pic);
void (*Draw_SubPic) (int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height);
void (*Draw_TransPic) (int x, int y, mpic_t *pic);
void (*Draw_TransPicTranslate) (int x, int y, int w, int h, qbyte *image, qbyte *translation);
void (*Draw_ConsoleBackground) (int lines);
void (*Draw_EditorBackground) (int lines);
void (*Draw_TileClear) (int x, int y, int w, int h);
void (*Draw_Fill) (int x, int y, int w, int h, int c);
void (*Draw_FadeScreen) (void);
void (*Draw_BeginDisc) (void);
void (*Draw_EndDisc) (void);
void (*Draw_Image) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic); //gl-style scaled/coloured/subpic
void (*Draw_ImageColours) (float r, float g, float b, float a);
void (*R_Init) (void);
void (*R_DeInit) (void);
void (*R_ReInit) (void);
void (*R_RenderView) (void); // must set r_refdef first
qboolean (*R_CheckSky) (void);
void (*R_SetSky) (char *name, float rotate, vec3_t axis);
void (*R_NewMap) (void);
void (*R_PreNewMap) (void);
int (*R_LightPoint) (vec3_t point);
void (*R_PushDlights) (void);
void (*R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
void (*R_LessenStains) (void);
void (*Media_ShowFrameBGR_24_Flip) (qbyte *framedata, int inwidth, int inheight); //input is bottom up...
void (*Media_ShowFrameRGBA_32) (qbyte *framedata, int inwidth, int inheight); //top down
void (*Media_ShowFrame8bit) (qbyte *framedata, int inwidth, int inheight, qbyte *palette); //paletted topdown (framedata is 8bit indexes into palette)
void (*Mod_Init) (void);
void (*Mod_ClearAll) (void);
struct model_s *(*Mod_ForName) (char *name, qboolean crash);
struct model_s *(*Mod_FindName) (char *name);
void *(*Mod_Extradata) (struct model_s *mod); // handles caching
void (*Mod_TouchModel) (char *name);
void (*Mod_NowLoadExternal) (void);
void (*Mod_Think) (void);
qboolean (*Mod_GetTag) (struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *transforms);
int (*Mod_TagNumForName) (struct model_s *model, char *name);
int (*Mod_SkinForName) (struct model_s *model, char *name);
qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette);
void (*VID_DeInit) (void);
void (*VID_HandlePause) (qboolean pause);
void (*VID_LockBuffer) (void);
void (*VID_UnlockBuffer) (void);
void (*D_BeginDirectRect) (int x, int y, qbyte *pbitmap, int width, int height);
void (*D_EndDirectRect) (int x, int y, int width, int height);
void (*VID_ForceLockState) (int lk);
int (*VID_ForceUnlockedAndReturnState) (void);
void (*VID_SetPalette) (unsigned char *palette);
void (*VID_ShiftPalette) (unsigned char *palette);
char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
void (*VID_SetWindowCaption) (char *msg);
void (*SCR_UpdateScreen) (void);
r_qrenderer_t qrenderer=-1;
char *q_renderername = "Non-Selected renderer";
rendererinfo_t dedicatedrendererinfo = {
//ALL builds need a 'none' renderer, as 0.
"Dedicated server",
{
"none",
"dedicated",
"terminal",
"sv"
},
QR_NONE,
NULL, //Draw_PicFromWad;
NULL, //Draw_PicFromWad; //Not supported
NULL, //Draw_CachePic;
NULL, //Draw_SafeCachePic;
NULL, //Draw_Init;
NULL, //Draw_Init;
NULL, //Draw_Character;
NULL, //Draw_ColouredCharacter;
NULL, //Draw_String;
NULL, //Draw_Alt_String;
NULL, //Draw_Crosshair;
NULL, //Draw_DebugChar;
NULL, //Draw_Pic;
NULL, //Draw_SubPic;
NULL, //Draw_TransPic;
NULL, //Draw_TransPicTranslate;
NULL, //Draw_ConsoleBackground;
NULL, //Draw_EditorBackground;
NULL, //Draw_TileClear;
NULL, //Draw_Fill;
NULL, //Draw_FadeScreen;
NULL, //Draw_BeginDisc;
NULL, //Draw_EndDisc;
NULL, //I'm lazy.
NULL, //Draw_Image
NULL, //Draw_ImageColours
NULL, //R_Init;
NULL, //R_DeInit;
NULL, //R_ReInit;
NULL, //R_RenderView;
NULL, //R_CheckSky;
NULL, //R_SetSky;
NULL, //R_NewMap;
NULL, //R_PreNewMap
NULL, //R_LightPoint;
NULL, //R_PushDlights;
NULL, //R_AddStain;
NULL, //R_LessenStains;
NULL, //Media_ShowFrameBGR_24_Flip;
NULL, //Media_ShowFrameRGBA_32;
NULL, //Media_ShowFrame8bit;
#ifdef SWQUAKE
SWMod_Init,
SWMod_ClearAll,
SWMod_ForName,
SWMod_FindName,
SWMod_Extradata,
SWMod_TouchModel,
SWMod_NowLoadExternal,
SWMod_Think,
#elif defined(RGLQUAKE)
GLMod_Init,
GLMod_ClearAll,
GLMod_ForName,
GLMod_FindName,
GLMod_Extradata,
GLMod_TouchModel,
GLMod_NowLoadExternal,
GLMod_Think,
#else
#error "No renderer in client build"
#endif
NULL, //Mod_GetTag
NULL, //fixme: server will need this one at some point.
NULL,
NULL, //VID_Init,
NULL, //VID_DeInit,
NULL, //VID_HandlePause,
NULL, //VID_LockBuffer,
NULL, //VID_UnlockBuffer,
NULL, //D_BeginDirectRect,
NULL, //D_EndDirectRect,
NULL, //VID_ForceLockState,
NULL, //VID_ForceUnlockedAndReturnState,
NULL, //VID_SetPalette,
NULL, //VID_ShiftPalette,
NULL, //VID_GetRGBInfo,
NULL, //set caption
NULL, //SCR_UpdateScreen;
""
};
rendererinfo_t *pdedicatedrendererinfo = &dedicatedrendererinfo;
#ifdef SWQUAKE
rendererinfo_t softwarerendererinfo = {
"Software rendering",
{
"sw",
"software",
},
QR_SOFTWARE,
SWDraw_PicFromWad,
SWDraw_PicFromWad, //Not supported
SWDraw_CachePic,
SWDraw_SafeCachePic,
SWDraw_Init,
SWDraw_Init,
SWDraw_Character,
SWDraw_ColouredCharacter,
SWDraw_String,
SWDraw_Alt_String,
SWDraw_Crosshair,
SWDraw_DebugChar,
SWDraw_Pic,
NULL,//SWDraw_ScaledPic,
SWDraw_SubPic,
SWDraw_TransPic,
SWDraw_TransPicTranslate,
SWDraw_ConsoleBackground,
SWDraw_EditorBackground,
SWDraw_TileClear,
SWDraw_Fill,
SWDraw_FadeScreen,
SWDraw_BeginDisc,
SWDraw_EndDisc,
SWDraw_Image,
SWDraw_ImageColours,
SWR_Init,
SWR_DeInit,
NULL,//SWR_ReInit,
SWR_RenderView,
SWR_CheckSky,
SWR_SetSky,
SWR_NewMap,
NULL,
SWR_LightPoint,
SWR_PushDlights,
SWR_AddStain,
SWR_LessenStains,
MediaSW_ShowFrameBGR_24_Flip,
MediaSW_ShowFrameRGBA_32,
MediaSW_ShowFrame8bit,
SWMod_Init,
SWMod_ClearAll,
SWMod_ForName,
SWMod_FindName,
SWMod_Extradata,
SWMod_TouchModel,
SWMod_NowLoadExternal,
SWMod_Think,
NULL, //Mod_GetTag
NULL, //Mod_TagForName
NULL,
SWVID_Init,
SWVID_Shutdown,
SWVID_HandlePause,
SWVID_LockBuffer,
SWVID_UnlockBuffer,
SWD_BeginDirectRect,
SWD_EndDirectRect,
SWVID_ForceLockState,
SWVID_ForceUnlockedAndReturnState,
SWVID_SetPalette,
SWVID_ShiftPalette,
SWVID_GetRGBInfo,
NULL,
SWSCR_UpdateScreen,
""
};
rendererinfo_t *psoftwarerendererinfo = &softwarerendererinfo;
#endif
#ifdef RGLQUAKE
rendererinfo_t openglrendererinfo = {
"OpenGL",
{
"gl",
"opengl",
"hardware",
},
QR_OPENGL,
GLDraw_PicFromWad,
GLDraw_SafePicFromWad,
GLDraw_CachePic,
GLDraw_SafeCachePic,
GLDraw_Init,
GLDraw_ReInit,
GLDraw_Character,
GLDraw_ColouredCharacter,
GLDraw_String,
GLDraw_Alt_String,
GLDraw_Crosshair,
GLDraw_DebugChar,
GLDraw_Pic,
GLDraw_ScalePic,
GLDraw_SubPic,
GLDraw_TransPic,
GLDraw_TransPicTranslate,
GLDraw_ConsoleBackground,
GLDraw_EditorBackground,
GLDraw_TileClear,
GLDraw_Fill,
GLDraw_FadeScreen,
GLDraw_BeginDisc,
GLDraw_EndDisc,
GLDraw_Image,
GLDraw_ImageColours,
GLR_Init,
GLR_DeInit,
GLR_ReInit,
GLR_RenderView,
GLR_CheckSky,
GLR_SetSky,
GLR_NewMap,
GLR_PreNewMap,
GLR_LightPoint,
GLR_PushDlights,
GLR_AddStain,
GLR_LessenStains,
MediaGL_ShowFrameBGR_24_Flip,
MediaGL_ShowFrameRGBA_32,
MediaGL_ShowFrame8bit,
GLMod_Init,
GLMod_ClearAll,
GLMod_ForName,
GLMod_FindName,
GLMod_Extradata,
GLMod_TouchModel,
GLMod_NowLoadExternal,
GLMod_Think,
GLMod_GetTag,
GLMod_TagNumForName,
GLMod_SkinNumForName,
GLVID_Init,
GLVID_DeInit,
GLVID_HandlePause,
GLVID_LockBuffer,
GLVID_UnlockBuffer,
GLD_BeginDirectRect,
GLD_EndDirectRect,
GLVID_ForceLockState,
GLVID_ForceUnlockedAndReturnState,
GLVID_SetPalette,
GLVID_ShiftPalette,
GLVID_GetRGBInfo,
NULL, //setcaption
GLSCR_UpdateScreen,
""
};
rendererinfo_t *popenglrendererinfo = &openglrendererinfo;
#endif
rendererinfo_t *pd3drendererinfo;
rendererinfo_t **rendererinfo[] =
{
&pdedicatedrendererinfo,
#ifdef SWQUAKE
&psoftwarerendererinfo,
#endif
#ifdef RGLQUAKE
&popenglrendererinfo,
&pd3drendererinfo,
#endif
};
typedef struct vidmode_s
{
const char *description;
int width, height;
} vidmode_t;
vidmode_t vid_modes[] =
{
{ "320x200", 320, 200},
{ "320x240", 320, 240},
{ "400x300", 400, 300},
{ "512x384", 512, 384},
{ "640x480", 640, 480},
{ "800x600", 800, 600},
{ "960x720", 960, 720},
{ "1024x768", 1024, 768},
{ "1152x864", 1152, 864},
{ "1280x960", 1280, 960},
{ "1600x1200", 1600, 1200}, //sw height is bound to 200 to 1024
{ "2048x1536", 2048, 1536} //too much width will disable water warping (>1280) (but at that resolution, it's almost unnoticable)
};
#define NUMVIDMODES sizeof(vid_modes)/sizeof(vid_modes[0])
qboolean M_Vid_GetMove(int num, int *w, int *h)
{
if ((unsigned)num >= NUMVIDMODES)
return false;
*w = vid_modes[num].width;
*h = vid_modes[num].height;
return true;
}
typedef struct {
menucombo_t *renderer;
menucombo_t *modecombo;
menucombo_t *conscalecombo;
menucombo_t *bppcombo;
menuedit_t *customwidth;
menuedit_t *customheight;
} videomenuinfo_t;
menuedit_t *MC_AddEdit(menu_t *menu, int x, int y, char *text, char *def);
void CheckCustomMode(struct menu_s *menu)
{
videomenuinfo_t *info = menu->data;
if (info->modecombo->selectedoption && info->conscalecombo->selectedoption)
{ //hide the custom options
info->customwidth->common.ishidden = true;
info->customheight->common.ishidden = true;
}
else
{
info->customwidth->common.ishidden = false;
info->customheight->common.ishidden = false;
}
#ifdef SWQUAKE
if (info->renderer->selectedoption < 1)
{
info->conscalecombo->common.ishidden = true;
}
else
#endif
{
if (!info->bppcombo->selectedoption)
info->bppcombo->selectedoption = 1;
info->conscalecombo->common.ishidden = false;
}
}
qboolean M_VideoApply (union menuoption_s *op,struct menu_s *menu,int key)
{
videomenuinfo_t *info = menu->data;
int selectedbpp;
if (key != K_ENTER)
return false;
if (info->modecombo->selectedoption)
{ //set a prefab
Cbuf_AddText(va("vid_width %i\n", vid_modes[info->modecombo->selectedoption-1].width), RESTRICT_LOCAL);
Cbuf_AddText(va("vid_height %i\n", vid_modes[info->modecombo->selectedoption-1].height), RESTRICT_LOCAL);
}
else
{ //use the custom one
Cbuf_AddText(va("vid_width %s\n", info->customwidth->text), RESTRICT_LOCAL);
Cbuf_AddText(va("vid_height %s\n", info->customheight->text), RESTRICT_LOCAL);
}
if (info->conscalecombo->selectedoption) //I am aware that this handicaps the menu a bit, but it should be easier for n00bs.
{ //set a prefab
Cbuf_AddText(va("vid_conwidth %i\n", vid_modes[info->conscalecombo->selectedoption-1].width), RESTRICT_LOCAL);
Cbuf_AddText(va("vid_conheight %i\n", vid_modes[info->conscalecombo->selectedoption-1].height), RESTRICT_LOCAL);
}
else
{ //use the custom one
Cbuf_AddText(va("vid_conwidth %s\n", info->customwidth->text), RESTRICT_LOCAL);
Cbuf_AddText(va("vid_conheight %s\n", info->customheight->text), RESTRICT_LOCAL);
}
selectedbpp = 16;
switch(info->bppcombo->selectedoption)
{
case 0:
if (info->renderer->selectedoption)
selectedbpp = 16;
else
selectedbpp = 8;
break;
case 1:
selectedbpp = 16;
break;
case 2:
selectedbpp = 32;
break;
}
Cbuf_AddText(va("vid_bpp %i\n", selectedbpp), RESTRICT_LOCAL);
switch(info->renderer->selectedoption)
{
#ifdef SWQUAKE
case 0:
Cbuf_AddText("setrenderer sw\n", RESTRICT_LOCAL);
break;
case 1:
#else
case 0:
#endif
Cbuf_AddText("setrenderer gl\n", RESTRICT_LOCAL);
break;
#ifdef SWQUAKE
case 2:
#else
case 1:
#endif
Cbuf_AddText("setrenderer d3d\n", RESTRICT_LOCAL);
break;
}
M_RemoveMenu(menu);
Cbuf_AddText("menu_video\n", RESTRICT_LOCAL);
return true;
}
void M_Menu_Video_f (void)
{
extern cvar_t r_stains, v_contrast;
#if defined(SWQUAKE)
extern cvar_t d_smooth;
#endif
extern cvar_t r_bouncysparks;
static const char *modenames[128] = {"Custom"};
static const char *rendererops[] = {
#ifdef SWQUAKE
"Software",
#endif
#ifdef RGLQUAKE
"OpenGL",
#ifdef USE_D3D
"Direct3D",
#endif
#endif
NULL
};
static const char *bppnames[] =
{
"8",
"16",
"32",
NULL
};
videomenuinfo_t *info;
menu_t *menu;
int prefabmode;
int prefab2dmode;
int currentbpp;
int i, y;
prefabmode = -1;
prefab2dmode = -1;
for (i = 0; i < sizeof(vid_modes)/sizeof(vidmode_t); i++)
{
if (vid_modes[i].width == vid_width.value && vid_modes[i].height == vid_height.value)
prefabmode = i;
if (vid_modes[i].width == vid_conwidth.value && vid_modes[i].height == vid_conheight.value)
prefab2dmode = i;
modenames[i+1] = vid_modes[i].description;
}
modenames[i+1] = NULL;
key_dest = key_menu;
m_state = m_complex;
m_entersound = true;
menu = M_CreateMenu(sizeof(videomenuinfo_t));
info = menu->data;
#if defined(SWQUAKE) && defined(RGLQUAKE)
if (qrenderer == QR_OPENGL)
{
#ifdef USE_D3D
if (!strcmp(vid_renderer.string, "d3d"))
i = 2;
else
#endif
i = 1;
}
else
#endif
#if defined(RGLQUAKE) && defined(USE_D3D)
if (!strcmp(vid_renderer.string, "d3d"))
i = 1;
else
#endif
i = 0;
if (vid_bpp.value >= 32)
currentbpp = 2;
else if (vid_bpp.value >= 16)
currentbpp = 1;
else
currentbpp = 0;
MC_AddCenterPicture(menu, 4, "vidmodes");
y = 32;
info->renderer = MC_AddCombo(menu, 16, y, " Renderer ", rendererops, i); y+=8;
info->bppcombo = MC_AddCombo(menu, 16, y, " Color Depth ", bppnames, currentbpp); y+=8;
info->modecombo = MC_AddCombo(menu, 16, y, " Video Size ", modenames, prefabmode+1); y+=8;
info->conscalecombo = MC_AddCombo(menu, 16, y, " 2d Size ", modenames, prefab2dmode+1); y+=8;
MC_AddCheckBox(menu, 16, y, " Fullscreen ", &vid_fullscreen,0); y+=8;
y+=4;info->customwidth = MC_AddEdit(menu, 16, y, " Custom width ", vid_width.string); y+=8;
y+=4;info->customheight = MC_AddEdit(menu, 16, y, " Custom height", vid_height.string); y+=12;
y+=8;
MC_AddCommand(menu, 16, y, " Apply", M_VideoApply); y+=8;
y+=8;
MC_AddCheckBox(menu, 16, y, " Stain maps", &r_stains,0); y+=8;
MC_AddCheckBox(menu, 16, y, " Bouncy sparks", &r_bouncysparks,0); y+=8;
MC_AddCheckBox(menu, 16, y, " Rain", &r_part_rain,0); y+=8;
#if defined(SWQUAKE)
MC_AddCheckBox(menu, 16, y, " SW Smoothing", &d_smooth,0); y+=8;
#endif
#ifdef RGLQUAKE
MC_AddCheckBox(menu, 16, y, " GL Bumpmapping", &gl_bump,0); y+=8;
#endif
MC_AddCheckBox(menu, 16, y, " Dynamic lights", &r_dynamic,0); y+=8;
MC_AddSlider(menu, 16, y, " Screen size", &scr_viewsize, 30, 120);y+=8;
MC_AddSlider(menu, 16, y, " Gamma", &v_gamma, 0.3, 1); y+=8;
MC_AddSlider(menu, 16, y, " Contrast", &v_contrast, 1, 3); y+=8;
menu->cursoritem = (menuoption_t*)MC_AddWhiteText(menu, 152, 32, NULL, false);
menu->selecteditem = (union menuoption_s *)info->renderer;
menu->event = CheckCustomMode;
}
void R_SetRenderer(int wanted)
{
rendererinfo_t *ri;
if (wanted<0)
{ //-1 is used so we know when we've applied something instead of never setting anything.
wanted=0;
qrenderer = -1;
}
else
qrenderer = (*rendererinfo[wanted])->rtype;
ri = (*rendererinfo[wanted]);
q_renderername = ri->name[0];
Draw_PicFromWad = ri->Draw_PicFromWad;
Draw_SafePicFromWad = ri->Draw_SafePicFromWad; //Not supported
Draw_CachePic = ri->Draw_CachePic;
Draw_SafeCachePic = ri->Draw_SafeCachePic;
Draw_Init = ri->Draw_Init;
Draw_ReInit = ri->Draw_Init;
Draw_Character = ri->Draw_Character;
Draw_ColouredCharacter = ri->Draw_ColouredCharacter;
Draw_String = ri->Draw_String;
Draw_Alt_String = ri->Draw_Alt_String;
Draw_Crosshair = ri->Draw_Crosshair;
Draw_DebugChar = ri->Draw_DebugChar;
Draw_Pic = ri->Draw_Pic;
Draw_SubPic = ri->Draw_SubPic;
Draw_TransPic = ri->Draw_TransPic;
Draw_TransPicTranslate = ri->Draw_TransPicTranslate;
Draw_ConsoleBackground = ri->Draw_ConsoleBackground;
Draw_EditorBackground = ri->Draw_EditorBackground;
Draw_TileClear = ri->Draw_TileClear;
Draw_Fill = ri->Draw_Fill;
Draw_FadeScreen = ri->Draw_FadeScreen;
Draw_BeginDisc = ri->Draw_BeginDisc;
Draw_EndDisc = ri->Draw_EndDisc;
Draw_ScalePic = ri->Draw_ScalePic;
Draw_Image = ri->Draw_Image;
Draw_ImageColours = ri->Draw_ImageColours;
R_Init = ri->R_Init;
R_DeInit = ri->R_DeInit;
R_RenderView = ri->R_RenderView;
R_NewMap = ri->R_NewMap;
R_PreNewMap = ri->R_PreNewMap;
R_LightPoint = ri->R_LightPoint;
R_PushDlights = ri->R_PushDlights;
R_CheckSky = ri->R_CheckSky;
R_SetSky = ri->R_SetSky;
R_AddStain = ri->R_AddStain;
R_LessenStains = ri->R_LessenStains;
VID_Init = ri->VID_Init;
VID_DeInit = ri->VID_DeInit;
VID_HandlePause = ri->VID_HandlePause;
VID_LockBuffer = ri->VID_LockBuffer;
VID_UnlockBuffer = ri->VID_UnlockBuffer;
D_BeginDirectRect = ri->D_BeginDirectRect;
D_EndDirectRect = ri->D_EndDirectRect;
VID_ForceLockState = ri->VID_ForceLockState;
VID_ForceUnlockedAndReturnState = ri->VID_ForceUnlockedAndReturnState;
VID_SetPalette = ri->VID_SetPalette;
VID_ShiftPalette = ri->VID_ShiftPalette;
VID_GetRGBInfo = ri->VID_GetRGBInfo;
VID_SetWindowCaption = ri->VID_SetWindowCaption;
Media_ShowFrame8bit = ri->Media_ShowFrame8bit;
Media_ShowFrameRGBA_32 = ri->Media_ShowFrameRGBA_32;
Media_ShowFrameBGR_24_Flip = ri->Media_ShowFrameBGR_24_Flip;
Mod_Init = ri->Mod_Init;
Mod_Think = ri->Mod_Think;
Mod_ClearAll = ri->Mod_ClearAll;
Mod_ForName = ri->Mod_ForName;
Mod_FindName = ri->Mod_FindName;
Mod_Extradata = ri->Mod_Extradata;
Mod_TouchModel = ri->Mod_TouchModel;
Mod_NowLoadExternal = ri->Mod_NowLoadExternal;
Mod_GetTag = ri->Mod_GetTag;
Mod_TagNumForName = ri->Mod_TagNumForName;
Mod_SkinForName = ri->Mod_SkinForName;
SCR_UpdateScreen = ri->SCR_UpdateScreen;
}
static qbyte default_quakepal[768] =
{
0,0,0,15,15,15,31,31,31,47,47,47,63,63,63,75,75,75,91,91,91,107,107,107,123,123,123,139,139,139,155,155,155,171,171,171,187,187,187,203,203,203,219,219,219,235,235,235,15,11,7,23,15,11,31,23,11,39,27,15,47,35,19,55,43,23,63,47,23,75,55,27,83,59,27,91,67,31,99,75,31,107,83,31,115,87,31,123,95,35,131,103,35,143,111,35,11,11,15,19,19,27,27,27,39,39,39,51,47,47,63,55,55,75,63,63,87,71,71,103,79,79,115,91,91,127,99,99,
139,107,107,151,115,115,163,123,123,175,131,131,187,139,139,203,0,0,0,7,7,0,11,11,0,19,19,0,27,27,0,35,35,0,43,43,7,47,47,7,55,55,7,63,63,7,71,71,7,75,75,11,83,83,11,91,91,11,99,99,11,107,107,15,7,0,0,15,0,0,23,0,0,31,0,0,39,0,0,47,0,0,55,0,0,63,0,0,71,0,0,79,0,0,87,0,0,95,0,0,103,0,0,111,0,0,119,0,0,127,0,0,19,19,0,27,27,0,35,35,0,47,43,0,55,47,0,67,
55,0,75,59,7,87,67,7,95,71,7,107,75,11,119,83,15,131,87,19,139,91,19,151,95,27,163,99,31,175,103,35,35,19,7,47,23,11,59,31,15,75,35,19,87,43,23,99,47,31,115,55,35,127,59,43,143,67,51,159,79,51,175,99,47,191,119,47,207,143,43,223,171,39,239,203,31,255,243,27,11,7,0,27,19,0,43,35,15,55,43,19,71,51,27,83,55,35,99,63,43,111,71,51,127,83,63,139,95,71,155,107,83,167,123,95,183,135,107,195,147,123,211,163,139,227,179,151,
171,139,163,159,127,151,147,115,135,139,103,123,127,91,111,119,83,99,107,75,87,95,63,75,87,55,67,75,47,55,67,39,47,55,31,35,43,23,27,35,19,19,23,11,11,15,7,7,187,115,159,175,107,143,163,95,131,151,87,119,139,79,107,127,75,95,115,67,83,107,59,75,95,51,63,83,43,55,71,35,43,59,31,35,47,23,27,35,19,19,23,11,11,15,7,7,219,195,187,203,179,167,191,163,155,175,151,139,163,135,123,151,123,111,135,111,95,123,99,83,107,87,71,95,75,59,83,63,
51,67,51,39,55,43,31,39,31,23,27,19,15,15,11,7,111,131,123,103,123,111,95,115,103,87,107,95,79,99,87,71,91,79,63,83,71,55,75,63,47,67,55,43,59,47,35,51,39,31,43,31,23,35,23,15,27,19,11,19,11,7,11,7,255,243,27,239,223,23,219,203,19,203,183,15,187,167,15,171,151,11,155,131,7,139,115,7,123,99,7,107,83,0,91,71,0,75,55,0,59,43,0,43,31,0,27,15,0,11,7,0,0,0,255,11,11,239,19,19,223,27,27,207,35,35,191,43,
43,175,47,47,159,47,47,143,47,47,127,47,47,111,47,47,95,43,43,79,35,35,63,27,27,47,19,19,31,11,11,15,43,0,0,59,0,0,75,7,0,95,7,0,111,15,0,127,23,7,147,31,7,163,39,11,183,51,15,195,75,27,207,99,43,219,127,59,227,151,79,231,171,95,239,191,119,247,211,139,167,123,59,183,155,55,199,195,55,231,227,87,127,191,255,171,231,255,215,255,255,103,0,0,139,0,0,179,0,0,215,0,0,255,0,0,255,243,147,255,247,199,255,255,255,159,91,83
};
qbyte default_conchar[11356] =
{
#include "lhfont.h"
};
qboolean R_ApplyRenderer (rendererstate_t *newr)
{
int i, j;
extern model_t *loadmodel;
extern int host_hunklevel;
if (newr->bpp == -1)
return false;
CL_AllowIndependantSendCmd(false); //FIXME: figure out exactly which parts are going to affect the model loading.
IN_Shutdown();
if (R_DeInit)
{
TRACE(("dbg: R_ApplyRenderer: R_DeInit\n"));
R_DeInit();
}
if (VID_DeInit)
{
TRACE(("dbg: R_ApplyRenderer: VID_DeInit\n"));
VID_DeInit();
}
TRACE(("dbg: R_ApplyRenderer: SCR_DeInit\n"));
SCR_DeInit();
COM_FlushTempoaryPacks();
S_Shutdown();
if (qrenderer == QR_NONE || qrenderer==-1)
{
if (newr->renderer == QR_NONE && qrenderer != -1)
return true; //no point
Sys_CloseTerminal ();
}
R_SetRenderer(newr->renderer);
Cache_Flush();
Hunk_FreeToLowMark(host_hunklevel); //is this a good idea?
TRACE(("dbg: R_ApplyRenderer: old renderer closed\n"));
gl_skyboxname.modified = true;
pmove.numphysent = 0;
if (qrenderer) //graphics stuff only when not dedicated
{
qbyte *data;
#ifndef CLIENTONLY
isDedicated = false;
#endif
v_gamma.modified = true; //force the gamma to be reset
Con_Printf("Setting mode %i*%i*%i*%i\n", newr->width, newr->height, newr->bpp, newr->rate);
if (host_basepal)
BZ_Free(host_basepal);
if (host_colormap)
BZ_Free(host_colormap);
host_basepal = (qbyte *)COM_LoadMallocFile ("gfx/palette.lmp");
if (!host_basepal)
{
qbyte *pcx=NULL;
host_basepal = BZ_Malloc(768);
pcx = COM_LoadTempFile("pics/colormap.pcx");
if (!pcx || !ReadPCXPalette(pcx, com_filesize, host_basepal))
{
memcpy(host_basepal, default_quakepal, 768);
}
else
{
host_colormap = BZ_Malloc(256*VID_GRADES);
if (ReadPCXData(pcx, com_filesize, 256, VID_GRADES, host_colormap))
goto q2colormap; //skip the colormap.lmp file as we already read it
}
}
host_colormap = (qbyte *)COM_LoadMallocFile ("gfx/colormap.lmp");
if (!host_colormap)
{
#ifdef SWQUAKE
float f;
if (qrenderer == QR_SOFTWARE) //glquake doesn't care
{
data = host_colormap = BZ_Malloc(256*VID_GRADES+sizeof(int));
//let's try making one. this is probably caused by running out of baseq2.
for (j = 0; j < VID_GRADES; j++)
{
f = 1 - ((float)j/VID_GRADES);
for (i = 0; i < 256-vid.fullbright; i++)
{
data[i] = GetPalette(host_basepal[i*3+0]*f, host_basepal[i*3+1]*f, host_basepal[i*3+2]*f);
}
for (; i < 256; i++)
data[i] = i;
data+=256;
}
}
#endif
vid.fullbright=0;
}
else
{
j = VID_GRADES-1;
data = host_colormap + j*256;
vid.fullbright=0;
for (i = 255; i >= 0; i--)
{
if (host_colormap[i] == data[i])
vid.fullbright++;
else
break;
}
}
if (vid.fullbright < 2)
vid.fullbright = 0; //transparent colour doesn't count.
q2colormap:
TRACE(("dbg: R_ApplyRenderer: Palette loaded\n"));
if (!VID_Init(newr, host_basepal))
{
return false;
}
TRACE(("dbg: R_ApplyRenderer: vid applied\n"));
#ifdef RGLQUAKE //fixme: should we scrap this in favor of only hardware gamma?
if (qrenderer == QR_OPENGL)
GLV_UpdatePalette();
#endif
TRACE(("dbg: R_ApplyRenderer: done palette\n"));
v_gamma.modified = true; //force the gamma to be reset
W_LoadWadFile("gfx.wad");
TRACE(("dbg: R_ApplyRenderer: wad loaded\n"));
Draw_Init();
TRACE(("dbg: R_ApplyRenderer: draw inited\n"));
R_Init();
TRACE(("dbg: R_ApplyRenderer: renderer inited\n"));
SCR_Init();
TRACE(("dbg: R_ApplyRenderer: screen inited\n"));
Sbar_Flush();
IN_Init();
}
else
{
#ifdef CLIENTONLY
Sys_Error("Tried setting dedicated mode\n");
//we could support this, but there's no real reason to actually do so.
//fixme: despite the checks in the setrenderer command, we can still get here via a config using vid_renderer.
#else
TRACE(("dbg: R_ApplyRenderer: isDedicated = true\n"));
isDedicated = true;
if (cls.state)
{
int os = sv.state;
sv.state = ss_dead; //prevents server from being killed off too.
CL_Disconnect();
sv.state = os;
}
Sys_InitTerminal();
Con_PrintToSys();
#endif
}
TRACE(("dbg: R_ApplyRenderer: initing mods\n"));
Mod_Init();
TRACE(("dbg: R_ApplyRenderer: initing bulletein boards\n"));
WipeBulletenTextures();
// host_hunklevel = Hunk_LowMark();
if (R_PreNewMap)
if (cl.worldmodel)
{
TRACE(("dbg: R_ApplyRenderer: R_PreNewMap (how handy)\n"));
R_PreNewMap();
}
#ifndef CLIENTONLY
if (sv.worldmodel)
{
edict_t *ent;
#ifdef Q2SERVER
q2edict_t *q2ent;
#endif
TRACE(("dbg: R_ApplyRenderer: reloading server map\n"));
sv.worldmodel = Mod_ForName (sv.modelname, false);
TRACE(("dbg: R_ApplyRenderer: loaded\n"));
if (sv.worldmodel->needload)
{
SV_Error("Bsp went missing on render restart\n");
}
TRACE(("dbg: R_ApplyRenderer: doing that funky phs thang\n"));
SV_CalcPHS ();
TRACE(("dbg: R_ApplyRenderer: clearing world\n"));
SV_ClearWorld ();
if (svs.gametype == GT_PROGS)
{
for (i = 0; i < MAX_MODELS; i++)
{
if (sv.model_precache[i] && *sv.model_precache[i] && (!strcmp(sv.model_precache[i] + strlen(sv.model_precache[i]) - 4, ".bsp") || i-1 < sv.worldmodel->numsubmodels))
sv.models[i] = Mod_FindName(sv.model_precache[i]);
else
sv.models[i] = NULL;
}
ent = sv.edicts;
ent->v->model = PR_SetString(svprogfuncs, sv.worldmodel->name); //FIXME: is this a problem for normal ents?
for (i=0 ; i<sv.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (!ent)
continue;
if (ent->isfree)
continue;
if (ent->area.prev)
{
ent->area.prev = ent->area.next = NULL;
SV_LinkEdict (ent, false); // relink ents so touch functions continue to work.
}
}
}
#ifdef Q2SERVER
else if (svs.gametype == GT_QUAKE2)
{
q2ent = ge->edicts;
for (i=0 ; i<ge->num_edicts ; i++, q2ent = (q2edict_t *)((char *)q2ent + ge->edict_size))
{
if (!q2ent)
continue;
if (!q2ent->inuse)
continue;
if (q2ent->area.prev)
{
q2ent->area.prev = q2ent->area.next = NULL;
SVQ2_LinkEdict (q2ent); // relink ents so touch functions continue to work.
}
}
}
else
SV_UnspawnServer();
#endif
}
#endif
#ifdef PLUGINS
Plug_ResChanged();
#endif
TRACE(("dbg: R_ApplyRenderer: starting on client state\n"));
if (cl.worldmodel)
{
int staticmodelindex[MAX_STATIC_ENTITIES];
for (i = 0; i < cl.num_statics; i++) //static entities contain pointers to the model index.
{
staticmodelindex[i] = 0;
for (j = 1; j < MAX_MODELS; j++)
if (cl_static_entities[i].model == cl.model_precache[j])
{
staticmodelindex[i] = j;
break;
}
}
cl.worldmodel = NULL;
cl_numvisedicts=0;
TRACE(("dbg: R_ApplyRenderer: reloading ALL models\n"));
for (i=1 ; i<MAX_MODELS ; i++)
{
if (!cl.model_name[i][0])
break;
cl.model_precache[i] = NULL;
TRACE(("dbg: R_ApplyRenderer: reloading model %s\n", cl.model_name[i]));
cl.model_precache[i] = Mod_ForName (cl.model_name[i], false);
if (!cl.model_precache[i])
{
Con_Printf ("\nThe required model file '%s' could not be found.\n\n"
, cl.model_name[i]);
Con_Printf ("You may need to download or purchase a client "
"pack in order to play on this server.\n\n");
CL_Disconnect ();
#ifdef VM_UI
UI_Reset();
#endif
return false;
}
}
#ifdef CSQC_DAT
for (i=1 ; i<MAX_CSQCMODELS ; i++)
{
if (!cl.model_csqcname[i][0])
break;
cl.model_csqcprecache[i] = NULL;
TRACE(("dbg: R_ApplyRenderer: reloading csqc model %s\n", cl.model_csqcname[i]));
cl.model_csqcprecache[i] = Mod_ForName (cl.model_csqcname[i], false);
if (!cl.model_csqcprecache[i])
{
Con_Printf ("\nThe required model file '%s' could not be found.\n\n"
, cl.model_csqcname[i]);
Con_Printf ("You may need to download or purchase a client "
"pack in order to play on this server.\n\n");
CL_Disconnect ();
#ifdef VM_UI
UI_Reset();
#endif
return false;
}
}
#endif
loadmodel = cl.worldmodel = cl.model_precache[1];
TRACE(("dbg: R_ApplyRenderer: done the models\n"));
if (loadmodel->needload)
{
CL_Disconnect ();
#ifdef VM_UI
UI_Reset();
#endif
memcpy(&currentrendererstate, newr, sizeof(currentrendererstate));
return true;
}
TRACE(("dbg: R_ApplyRenderer: checking any wad textures\n"));
Mod_NowLoadExternal();
TRACE(("dbg: R_ApplyRenderer: R_NewMap\n"));
R_NewMap();
TRACE(("dbg: R_ApplyRenderer: efrags\n"));
for (i = 0; i < cl.num_statics; i++) //make the static entities reappear.
{
cl_static_entities[i].model = cl.model_precache[staticmodelindex[i]];
cl_static_entities[i].colormap = vid.colormap;
if (staticmodelindex[i]) //make sure it's worthwhile.
{
R_AddEfrags(&cl_static_entities[i]);
}
}
}
#ifdef VM_UI
else
UI_Reset();
#endif
switch (qrenderer)
{
case QR_NONE:
Con_Printf( "\n"
"-----------------------------\n"
"Dedicated console created\n");
break;
case QR_SOFTWARE:
Con_Printf( "\n"
"-----------------------------\n"
"Software renderer initialized\n");
break;
case QR_OPENGL:
Con_Printf( "\n"
"-----------------------------\n"
"OpenGL renderer initialized\n");
break;
}
TRACE(("dbg: R_ApplyRenderer: S_Restart_f\n"));
if (!isDedicated)
S_DoRestart();
TRACE(("dbg: R_ApplyRenderer: done\n"));
memcpy(&currentrendererstate, newr, sizeof(currentrendererstate));
return true;
}
void R_RestartRenderer_f (void)
{
int i, j;
rendererstate_t oldr;
rendererstate_t newr;
#ifdef MENU_DAT
MP_Shutdown();
#endif
memset(&newr, 0, sizeof(newr));
TRACE(("dbg: R_RestartRenderer_f\n"));
Media_CaptureDemoEnd();
Cvar_ApplyLatches(CVAR_RENDERERLATCH);
newr.width = vid_width.value;
newr.height = vid_height.value;
newr.allow_modex = vid_allow_modex.value;
newr.bpp = vid_bpp.value;
newr.fullscreen = vid_fullscreen.value;
newr.rate = vid_refreshrate.value;
Q_strncpyz(newr.glrenderer, gl_driver.string, sizeof(newr.glrenderer));
newr.renderer = -1;
for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++)
{
if (!*rendererinfo[i])
continue; //not valid in this build. :(
for (j = 4-1; j >= 0; j--)
{
if (!(*rendererinfo[i])->name[j])
continue;
if (!stricmp((*rendererinfo[i])->name[j], vid_renderer.string))
{
newr.renderer = i;
break;
}
}
}
if (newr.renderer == -1)
{
Con_Printf("vid_renderer unset or invalid. Using default.\n");
//gotta do this after main hunk is saved off.
#if defined(RGLQUAKE) && defined(SWQUAKE)
Cmd_ExecuteString("setrenderer sw 8\n", RESTRICT_LOCAL);
Cbuf_AddText("menu_video\n", RESTRICT_LOCAL);
#elif defined(RGLQUAKE)
Cmd_ExecuteString("setrenderer gl\n", RESTRICT_LOCAL);
#else
Cmd_ExecuteString("setrenderer sw\n", RESTRICT_LOCAL);
#endif
return;
}
TRACE(("dbg: R_RestartRenderer_f renderer %i\n", newr.renderer));
memcpy(&oldr, &currentrendererstate, sizeof(rendererstate_t));
if (!R_ApplyRenderer(&newr))
{
TRACE(("dbg: R_RestartRenderer_f failed\n"));
if (R_ApplyRenderer(&oldr))
{
TRACE(("dbg: R_RestartRenderer_f old restored\n"));
Con_Printf("^1Video mode switch failed. Old mode restored.\n"); //go back to the old mode, the new one failed.
}
else
{
//failed, try dedicated as a last ditch effort to avoid having to edit configs.
newr.renderer = QR_NONE;
if (R_ApplyRenderer(&newr))
{
TRACE(("dbg: R_RestartRenderer_f going to dedicated\n"));
Con_Printf("\n================================\n");
Con_Printf("^1Video mode switch failed. Old mode wasn't supported either. Console forced.\nChange vid_width, vid_height, vid_bpp, vid_displayfrequency to a compatable mode, and then use the setrenderer command.\n");
Con_Printf("================================\n\n");
}
else
Sys_Error("Couldn't fall back to previous renderer\n");
}
}
SCR_EndLoadingPlaque();
TRACE(("dbg: R_RestartRenderer_f success\n"));
#ifdef MENU_DAT
MP_Init();
#endif
}
void R_SetRenderer_f (void)
{
int i, j;
int best;
char *param = Cmd_Argv(1);
if (Cmd_Argc() == 1 || !stricmp(param, "help"))
{
Con_Printf ("\nValid setrenderer parameters are:\n");
for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++)
{
if ((*rendererinfo[i]))
Con_Printf("%s: %s\n", (*rendererinfo[i])->name[0], (*rendererinfo[i])->description);
}
return;
}
best = -1;
for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++)
{
if (!*rendererinfo[i])
continue; //not valid in this build. :(
for (j = 4-1; j >= 0; j--)
{
if (!(*rendererinfo[i])->name[j])
continue;
if (!stricmp((*rendererinfo[i])->name[j], param))
{
best = i;
break;
}
}
}
#ifdef CLIENTONLY
if (best == 0)
{
Con_Printf("Client-only builds cannot use dedicated modes.\n");
return;
}
#endif
if (best == -1)
{
Con_Printf("setrenderer: parameter not supported (%s)\n", param);
return;
}
else
{
if (Cmd_Argc() == 3)
Cvar_Set(&vid_bpp, Cmd_Argv(2));
}
Cvar_Set(&vid_renderer, param);
R_RestartRenderer_f();
}