#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_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_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_max_size, GLRENDEREROPTIONS); Cvar_Register (&gl_picmip, GLRENDEREROPTIONS); Cvar_Register (&gl_picmip2d, GLRENDEREROPTIONS); Cvar_Register (&r_drawdisk, 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 (&_windowed_mouse, 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_conspeed, SCREENOPTIONS); Cvar_Register(&scr_centertime, SCREENOPTIONS); Cvar_Register(&scr_showram, SCREENOPTIONS); Cvar_Register(&scr_showturtle, SCREENOPTIONS); Cvar_Register(&scr_showpause, SCREENOPTIONS); Cvar_Register(&scr_printspeed, SCREENOPTIONS); Cvar_Register(&scr_allowsnap, SCREENOPTIONS); Cvar_Register(&scr_chatmodecvar, SCREENOPTIONS); Cvar_Register (&scr_sshot_type, SCREENOPTIONS); //screen Cvar_Register (&scr_fov, SCREENOPTIONS); Cvar_Register (&scr_viewsize, SCREENOPTIONS); 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 ; iisfree) 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 ; inum_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 ; ineedload) { CL_Disconnect (); #ifdef VM_UI UI_Reset(); #endif memcpy(¤trendererstate, 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(¤trendererstate, 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, ¤trendererstate, 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(); }