9cd425e945
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
412 lines
9.8 KiB
C
412 lines
9.8 KiB
C
#include "quakedef.h"
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#ifdef HEADLESSQUAKE
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#ifndef SERVERONLY
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#include "gl_draw.h"
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#include "shader.h"
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#ifdef _WIN32
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#include "winquake.h"
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#include "resource.h"
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#else
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#include <unistd.h>
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#endif
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static void Headless_Draw_Init(void)
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{
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R2D_Init();
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}
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static void Headless_Draw_Shutdown(void)
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{
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Shader_Shutdown();
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}
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static void Headless_IMG_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis)
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{
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}
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static qboolean Headless_IMG_LoadTextureMips (texid_t tex, const struct pendingtextureinfo *mips)
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{
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return true;
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}
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static void Headless_IMG_DestroyTexture (texid_t tex)
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{
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}
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static void Headless_R_Init (void)
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{
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}
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static void Headless_R_DeInit (void)
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{
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}
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static void Headless_R_RenderView (void)
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{
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}
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#if defined(_WIN32) && !defined(FTE_SDL)
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//tray icon crap, so the user can still restore the game.
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LRESULT CALLBACK HeadlessWndProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
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{
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extern cvar_t vid_renderer;
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switch(msg)
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{
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case WM_USER:
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switch(LOWORD(lparam))
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{
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case WM_CONTEXTMENU:
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case WM_USER+0:
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case WM_RBUTTONUP:
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if (!Q_strcasecmp(vid_renderer.string, "headless"))
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Cbuf_AddText("vid_renderer \"\";vid_restart\n", RESTRICT_LOCAL);
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else
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Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL);
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break;
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default:
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break;
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}
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return 0;
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default:
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if (WinNT)
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return DefWindowProcW(wnd, msg, wparam, lparam);
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else
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return DefWindowProcA(wnd, msg, wparam, lparam);
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}
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}
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#endif
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static qboolean Headless_VID_Init (rendererstate_t *info, unsigned char *palette)
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{
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#if defined(_WIN32) && !defined(FTE_SDL)
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//tray icon crap, so the user can still restore the game.
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extern HWND mainwindow;
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extern HINSTANCE global_hInstance;
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if (WinNT)
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{
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WNDCLASSW wc;
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NOTIFYICONDATAW data;
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//Shell_NotifyIcon requires a window to provide events etc.
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wc.style = 0;
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wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = global_hInstance;
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wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
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wc.hCursor = LoadCursor (NULL,IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = 0;
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wc.lpszClassName = L"FTEHeadlessClass";
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RegisterClassW(&wc);
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mainwindow = CreateWindowExW(0L, wc.lpszClassName, L"FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
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data.cbSize = sizeof(data);
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data.hWnd = mainwindow;
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data.uID = 0;
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data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
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data.uCallbackMessage = WM_USER;
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data.hIcon = wc.hIcon;
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wcscpy(data.szTip, L"Right-click to restore");
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if (pShell_NotifyIconW)
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pShell_NotifyIconW(NIM_ADD, &data);
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}
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else
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{
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WNDCLASSA wc;
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NOTIFYICONDATAA data;
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//Shell_NotifyIcon requires a window to provide events etc.
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wc.style = 0;
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wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = global_hInstance;
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wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
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wc.hCursor = LoadCursor (NULL,IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = 0;
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wc.lpszClassName = "FTEHeadlessClass";
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RegisterClassA(&wc);
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mainwindow = CreateWindowExA(0L, wc.lpszClassName, "FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
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data.cbSize = sizeof(data);
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data.hWnd = mainwindow;
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data.uID = 0;
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data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
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data.uCallbackMessage = WM_USER;
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data.hIcon = wc.hIcon;
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//fixme: proper multibyte
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Q_strncpyz(data.szTip, "Right-click to restore", sizeof(data.szTip));
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Shell_NotifyIconA(NIM_ADD, &data);
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}
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#endif
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memset(&sh_config, 0, sizeof(sh_config));
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return true;
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}
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static void Headless_VID_DeInit (void)
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{
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#if defined(_WIN32) && !defined(FTE_SDL)
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//tray icon crap, so the user can still restore the game.
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//FIXME: remove tray icon. win95 won't do this automagically.
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extern HWND mainwindow;
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DestroyWindow(mainwindow);
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mainwindow = NULL;
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#endif
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}
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static void Headless_VID_SwapBuffers (void)
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{
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}
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static qboolean Headless_VID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps)
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{
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return false;
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}
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static void Headless_VID_SetWindowCaption (const char *msg)
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{
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}
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static char *Headless_VID_GetRGBInfo (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
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{
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*fmt = TF_INVALID;
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*bytestride = *truevidwidth = *truevidheight = 0;
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return NULL;
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}
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static qboolean Headless_SCR_UpdateScreen (void)
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{
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if (!cls.timedemo)
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{
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#if defined(_WIN32) && !defined(FTE_SDL)
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Sleep(100);
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#else
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usleep(100*1000);
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#endif
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}
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return true;
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}
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static void Headless_BE_SelectMode (backendmode_t mode)
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{
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}
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static void Headless_BE_DrawMesh_List (shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
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{
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}
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static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags)
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{
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}
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static void Headless_BE_SubmitBatch (struct batch_s *batch)
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{
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}
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static struct batch_s *Headless_BE_GetTempBatch (void)
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{
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return NULL;
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}
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static void Headless_BE_DrawWorld (struct batch_s **worldbatches)
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{
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}
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static void Headless_BE_Init (void)
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{
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}
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static void Headless_BE_GenBrushModelVBO (struct model_s *mod)
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{
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}
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static void Headless_BE_ClearVBO (struct vbo_s *vbo, qboolean dataonly)
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{
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}
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static void Headless_BE_UploadAllLightmaps (void)
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{
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}
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static void Headless_BE_SelectEntity (struct entity_s *ent)
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{
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}
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static qboolean Headless_BE_SelectDLight (struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
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{
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return false;
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}
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static void Headless_BE_Scissor (srect_t *rect)
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{
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}
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static qboolean Headless_BE_LightCullModel (vec3_t org, struct model_s *model)
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{
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return false;
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}
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static void Headless_BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
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{
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}
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static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
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{
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}
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static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
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{
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}
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static void Headless_BE_VBO_Destroy (vboarray_t *vearray, void *mem)
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{
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}
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static void Headless_BE_RenderToTextureUpdate2d (qboolean destchanged)
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{
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}
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rendererinfo_t headlessrenderer =
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{
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"Headless",
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{"headless"},
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QR_HEADLESS,
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Headless_Draw_Init,
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Headless_Draw_Shutdown,
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Headless_IMG_UpdateFiltering,
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Headless_IMG_LoadTextureMips,
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Headless_IMG_DestroyTexture,
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Headless_R_Init,
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Headless_R_DeInit,
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Headless_R_RenderView,
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Headless_VID_Init,
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Headless_VID_DeInit,
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Headless_VID_SwapBuffers,
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Headless_VID_ApplyGammaRamps,
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NULL,
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NULL,
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NULL,
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Headless_VID_SetWindowCaption,
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Headless_VID_GetRGBInfo,
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Headless_SCR_UpdateScreen,
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Headless_BE_SelectMode,
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Headless_BE_DrawMesh_List,
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Headless_BE_DrawMesh_Single,
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Headless_BE_SubmitBatch,
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Headless_BE_GetTempBatch,
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Headless_BE_DrawWorld,
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Headless_BE_Init,
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Headless_BE_GenBrushModelVBO,
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Headless_BE_ClearVBO,
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Headless_BE_UploadAllLightmaps,
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Headless_BE_SelectEntity,
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Headless_BE_SelectDLight,
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Headless_BE_Scissor,
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Headless_BE_LightCullModel,
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Headless_BE_VBO_Begin,
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Headless_BE_VBO_Data,
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Headless_BE_VBO_Finish,
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Headless_BE_VBO_Destroy,
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Headless_BE_RenderToTextureUpdate2d,
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""
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};
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#if 0//def VKQUAKE
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#include "../vk/vkrenderer.h"
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static qboolean HeadlessVK_CreateSurface(void)
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{
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vk.surface = VK_NULL_HANDLE; //nothing to create, we're using offscreen rendering.
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vk.allowsubmissionthread = false; //waste of threading
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return true;
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}
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static void HeadlessVK_Present(struct vkframe *theframe)
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{
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//VK_DoPresent(theframe);
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if (!theframe)
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return;
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vk
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qglWaitVkSemaphoreNV(theframe->backbuf->presentsemaphore);
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//tell the gl driver to copy it over now
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qglDrawVkImageNV(theframe->backbuf->colour.image, theframe->backbuf->colour.sampler,
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0, 0, vid.pixelwidth, vid.pixelheight, //xywh (window coords)
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0, //z
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0, 1, 1, 0); //stst (remember that gl textures are meant to be upside down)
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//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)
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qglSignalVkFenceNV(vk.acquirefences[vk.aquirelast%ACQUIRELIMIT]);
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//and tell our code to expect it.
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vk.acquirebufferidx[vk.aquirelast%ACQUIRELIMIT] = vk.aquirelast%vk.backbuf_count;
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barrier
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vk.aquirelast++;
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}
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static qboolean HeadlessVK_Init (rendererstate_t *info, unsigned char *palette)
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{
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extern cvar_t vid_conautoscale;
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#ifdef VK_NO_PROTOTYPES
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static dllhandle_t *hInstVulkan = NULL;
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dllfunction_t vkfuncs[] =
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{
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{(void**)&vkGetInstanceProcAddr, "vkGetInstanceProcAddr"},
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{NULL}
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};
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if (!hInstVulkan)
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hInstVulkan = *info->subrenderer?Sys_LoadLibrary(info->subrenderer, vkfuncs):NULL;
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#ifdef _WIN32
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if (!hInstVulkan)
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hInstVulkan = Sys_LoadLibrary("vulkan-1.dll", vkfuncs);
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#else
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if (!hInstVulkan)
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hInstVulkan = Sys_LoadLibrary("libvulkan.so.1", vkfuncs);
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if (!hInstVulkan)
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hInstVulkan = Sys_LoadLibrary("libvulkan.so", vkfuncs);
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#endif
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if (!hInstVulkan)
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{
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Con_Printf("Unable to load vulkan library\nNo Vulkan drivers are installed\n");
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return false;
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}
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#endif
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vid.pixelwidth = 1920;
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vid.pixelheight = 1080;
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if (!VK_Init(info, NULL, HeadlessVK_CreateSurface, NULL))
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return false;
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Cvar_ForceCallback(&vid_conautoscale);
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return true;
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}
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rendererinfo_t headlessvkrendererinfo =
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{
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"Headless Vulkan",
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{
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"vkheadless"
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},
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QR_VULKAN,
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VK_Draw_Init,
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VK_Draw_Shutdown,
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VK_UpdateFiltering,
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VK_LoadTextureMips,
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VK_DestroyTexture,
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VK_R_Init,
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VK_R_DeInit,
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VK_R_RenderView,
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HeadlessVK_Init,
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GLVID_DeInit,
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GLVID_SwapBuffers,
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GLVID_ApplyGammaRamps,
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WIN_CreateCursor,
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WIN_SetCursor,
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WIN_DestroyCursor,
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GLVID_SetCaption,
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VKVID_GetRGBInfo,
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VK_SCR_UpdateScreen,
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VKBE_SelectMode,
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VKBE_DrawMesh_List,
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VKBE_DrawMesh_Single,
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VKBE_SubmitBatch,
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VKBE_GetTempBatch,
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VKBE_DrawWorld,
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VKBE_Init,
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VKBE_GenBrushModelVBO,
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VKBE_ClearVBO,
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VKBE_UploadAllLightmaps,
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VKBE_SelectEntity,
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VKBE_SelectDLight,
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VKBE_Scissor,
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VKBE_LightCullModel,
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VKBE_VBO_Begin,
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VKBE_VBO_Data,
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VKBE_VBO_Finish,
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VKBE_VBO_Destroy,
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VKBE_RenderToTextureUpdate2d,
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"no more"
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};
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#endif
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#endif
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#endif
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