fteqw/engine/client/vid_headless.c
Spoike 9cd425e945 rework hlmdl subblends. apparently they're some sort of grid.
fix decals again. clampmap should work properly with them, also removed the extra part.
fix rtlight pvs issue with respect to portals
fix vid_reload causing the d3d9 renderer to use nearest sampling
terrain system should now mostly work with d3d9. still has issues.
fix q3 volumetric fog not applying to models

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5174 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-11-30 17:59:11 +00:00

412 lines
9.8 KiB
C

#include "quakedef.h"
#ifdef HEADLESSQUAKE
#ifndef SERVERONLY
#include "gl_draw.h"
#include "shader.h"
#ifdef _WIN32
#include "winquake.h"
#include "resource.h"
#else
#include <unistd.h>
#endif
static void Headless_Draw_Init(void)
{
R2D_Init();
}
static void Headless_Draw_Shutdown(void)
{
Shader_Shutdown();
}
static void Headless_IMG_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis)
{
}
static qboolean Headless_IMG_LoadTextureMips (texid_t tex, const struct pendingtextureinfo *mips)
{
return true;
}
static void Headless_IMG_DestroyTexture (texid_t tex)
{
}
static void Headless_R_Init (void)
{
}
static void Headless_R_DeInit (void)
{
}
static void Headless_R_RenderView (void)
{
}
#if defined(_WIN32) && !defined(FTE_SDL)
//tray icon crap, so the user can still restore the game.
LRESULT CALLBACK HeadlessWndProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
extern cvar_t vid_renderer;
switch(msg)
{
case WM_USER:
switch(LOWORD(lparam))
{
case WM_CONTEXTMENU:
case WM_USER+0:
case WM_RBUTTONUP:
if (!Q_strcasecmp(vid_renderer.string, "headless"))
Cbuf_AddText("vid_renderer \"\";vid_restart\n", RESTRICT_LOCAL);
else
Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL);
break;
default:
break;
}
return 0;
default:
if (WinNT)
return DefWindowProcW(wnd, msg, wparam, lparam);
else
return DefWindowProcA(wnd, msg, wparam, lparam);
}
}
#endif
static qboolean Headless_VID_Init (rendererstate_t *info, unsigned char *palette)
{
#if defined(_WIN32) && !defined(FTE_SDL)
//tray icon crap, so the user can still restore the game.
extern HWND mainwindow;
extern HINSTANCE global_hInstance;
if (WinNT)
{
WNDCLASSW wc;
NOTIFYICONDATAW data;
//Shell_NotifyIcon requires a window to provide events etc.
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = global_hInstance;
wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = L"FTEHeadlessClass";
RegisterClassW(&wc);
mainwindow = CreateWindowExW(0L, wc.lpszClassName, L"FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
data.cbSize = sizeof(data);
data.hWnd = mainwindow;
data.uID = 0;
data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
data.uCallbackMessage = WM_USER;
data.hIcon = wc.hIcon;
wcscpy(data.szTip, L"Right-click to restore");
if (pShell_NotifyIconW)
pShell_NotifyIconW(NIM_ADD, &data);
}
else
{
WNDCLASSA wc;
NOTIFYICONDATAA data;
//Shell_NotifyIcon requires a window to provide events etc.
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = global_hInstance;
wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = "FTEHeadlessClass";
RegisterClassA(&wc);
mainwindow = CreateWindowExA(0L, wc.lpszClassName, "FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
data.cbSize = sizeof(data);
data.hWnd = mainwindow;
data.uID = 0;
data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
data.uCallbackMessage = WM_USER;
data.hIcon = wc.hIcon;
//fixme: proper multibyte
Q_strncpyz(data.szTip, "Right-click to restore", sizeof(data.szTip));
Shell_NotifyIconA(NIM_ADD, &data);
}
#endif
memset(&sh_config, 0, sizeof(sh_config));
return true;
}
static void Headless_VID_DeInit (void)
{
#if defined(_WIN32) && !defined(FTE_SDL)
//tray icon crap, so the user can still restore the game.
//FIXME: remove tray icon. win95 won't do this automagically.
extern HWND mainwindow;
DestroyWindow(mainwindow);
mainwindow = NULL;
#endif
}
static void Headless_VID_SwapBuffers (void)
{
}
static qboolean Headless_VID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps)
{
return false;
}
static void Headless_VID_SetWindowCaption (const char *msg)
{
}
static char *Headless_VID_GetRGBInfo (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
{
*fmt = TF_INVALID;
*bytestride = *truevidwidth = *truevidheight = 0;
return NULL;
}
static qboolean Headless_SCR_UpdateScreen (void)
{
if (!cls.timedemo)
{
#if defined(_WIN32) && !defined(FTE_SDL)
Sleep(100);
#else
usleep(100*1000);
#endif
}
return true;
}
static void Headless_BE_SelectMode (backendmode_t mode)
{
}
static void Headless_BE_DrawMesh_List (shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
{
}
static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags)
{
}
static void Headless_BE_SubmitBatch (struct batch_s *batch)
{
}
static struct batch_s *Headless_BE_GetTempBatch (void)
{
return NULL;
}
static void Headless_BE_DrawWorld (struct batch_s **worldbatches)
{
}
static void Headless_BE_Init (void)
{
}
static void Headless_BE_GenBrushModelVBO (struct model_s *mod)
{
}
static void Headless_BE_ClearVBO (struct vbo_s *vbo, qboolean dataonly)
{
}
static void Headless_BE_UploadAllLightmaps (void)
{
}
static void Headless_BE_SelectEntity (struct entity_s *ent)
{
}
static qboolean Headless_BE_SelectDLight (struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
{
return false;
}
static void Headless_BE_Scissor (srect_t *rect)
{
}
static qboolean Headless_BE_LightCullModel (vec3_t org, struct model_s *model)
{
return false;
}
static void Headless_BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
{
}
static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
{
}
static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
{
}
static void Headless_BE_VBO_Destroy (vboarray_t *vearray, void *mem)
{
}
static void Headless_BE_RenderToTextureUpdate2d (qboolean destchanged)
{
}
rendererinfo_t headlessrenderer =
{
"Headless",
{"headless"},
QR_HEADLESS,
Headless_Draw_Init,
Headless_Draw_Shutdown,
Headless_IMG_UpdateFiltering,
Headless_IMG_LoadTextureMips,
Headless_IMG_DestroyTexture,
Headless_R_Init,
Headless_R_DeInit,
Headless_R_RenderView,
Headless_VID_Init,
Headless_VID_DeInit,
Headless_VID_SwapBuffers,
Headless_VID_ApplyGammaRamps,
NULL,
NULL,
NULL,
Headless_VID_SetWindowCaption,
Headless_VID_GetRGBInfo,
Headless_SCR_UpdateScreen,
Headless_BE_SelectMode,
Headless_BE_DrawMesh_List,
Headless_BE_DrawMesh_Single,
Headless_BE_SubmitBatch,
Headless_BE_GetTempBatch,
Headless_BE_DrawWorld,
Headless_BE_Init,
Headless_BE_GenBrushModelVBO,
Headless_BE_ClearVBO,
Headless_BE_UploadAllLightmaps,
Headless_BE_SelectEntity,
Headless_BE_SelectDLight,
Headless_BE_Scissor,
Headless_BE_LightCullModel,
Headless_BE_VBO_Begin,
Headless_BE_VBO_Data,
Headless_BE_VBO_Finish,
Headless_BE_VBO_Destroy,
Headless_BE_RenderToTextureUpdate2d,
""
};
#if 0//def VKQUAKE
#include "../vk/vkrenderer.h"
static qboolean HeadlessVK_CreateSurface(void)
{
vk.surface = VK_NULL_HANDLE; //nothing to create, we're using offscreen rendering.
vk.allowsubmissionthread = false; //waste of threading
return true;
}
static void HeadlessVK_Present(struct vkframe *theframe)
{
//VK_DoPresent(theframe);
if (!theframe)
return;
vk
qglWaitVkSemaphoreNV(theframe->backbuf->presentsemaphore);
//tell the gl driver to copy it over now
qglDrawVkImageNV(theframe->backbuf->colour.image, theframe->backbuf->colour.sampler,
0, 0, vid.pixelwidth, vid.pixelheight, //xywh (window coords)
0, //z
0, 1, 1, 0); //stst (remember that gl textures are meant to be upside down)
//at this point the gl driver can signal the fence so our vk code can wake up and start drawing the next frame (if the gpu is slow)
qglSignalVkFenceNV(vk.acquirefences[vk.aquirelast%ACQUIRELIMIT]);
//and tell our code to expect it.
vk.acquirebufferidx[vk.aquirelast%ACQUIRELIMIT] = vk.aquirelast%vk.backbuf_count;
barrier
vk.aquirelast++;
}
static qboolean HeadlessVK_Init (rendererstate_t *info, unsigned char *palette)
{
extern cvar_t vid_conautoscale;
#ifdef VK_NO_PROTOTYPES
static dllhandle_t *hInstVulkan = NULL;
dllfunction_t vkfuncs[] =
{
{(void**)&vkGetInstanceProcAddr, "vkGetInstanceProcAddr"},
{NULL}
};
if (!hInstVulkan)
hInstVulkan = *info->subrenderer?Sys_LoadLibrary(info->subrenderer, vkfuncs):NULL;
#ifdef _WIN32
if (!hInstVulkan)
hInstVulkan = Sys_LoadLibrary("vulkan-1.dll", vkfuncs);
#else
if (!hInstVulkan)
hInstVulkan = Sys_LoadLibrary("libvulkan.so.1", vkfuncs);
if (!hInstVulkan)
hInstVulkan = Sys_LoadLibrary("libvulkan.so", vkfuncs);
#endif
if (!hInstVulkan)
{
Con_Printf("Unable to load vulkan library\nNo Vulkan drivers are installed\n");
return false;
}
#endif
vid.pixelwidth = 1920;
vid.pixelheight = 1080;
if (!VK_Init(info, NULL, HeadlessVK_CreateSurface, NULL))
return false;
Cvar_ForceCallback(&vid_conautoscale);
return true;
}
rendererinfo_t headlessvkrendererinfo =
{
"Headless Vulkan",
{
"vkheadless"
},
QR_VULKAN,
VK_Draw_Init,
VK_Draw_Shutdown,
VK_UpdateFiltering,
VK_LoadTextureMips,
VK_DestroyTexture,
VK_R_Init,
VK_R_DeInit,
VK_R_RenderView,
HeadlessVK_Init,
GLVID_DeInit,
GLVID_SwapBuffers,
GLVID_ApplyGammaRamps,
WIN_CreateCursor,
WIN_SetCursor,
WIN_DestroyCursor,
GLVID_SetCaption,
VKVID_GetRGBInfo,
VK_SCR_UpdateScreen,
VKBE_SelectMode,
VKBE_DrawMesh_List,
VKBE_DrawMesh_Single,
VKBE_SubmitBatch,
VKBE_GetTempBatch,
VKBE_DrawWorld,
VKBE_Init,
VKBE_GenBrushModelVBO,
VKBE_ClearVBO,
VKBE_UploadAllLightmaps,
VKBE_SelectEntity,
VKBE_SelectDLight,
VKBE_Scissor,
VKBE_LightCullModel,
VKBE_VBO_Begin,
VKBE_VBO_Data,
VKBE_VBO_Finish,
VKBE_VBO_Destroy,
VKBE_RenderToTextureUpdate2d,
"no more"
};
#endif
#endif
#endif