fteqw/engine/client/vid_headless.c
Spoike c4d3497054 some Q2 compat tweaks. moved all q2 temp-ents to particle scripts.
PF_VarString can now shortcircuit, directly returning the first argument (which also bypasses related length limitations). this required const correctness fixes.
r_showshaders cvar reports the wall texture being pointed at.
improve dp compat in a number of areas, should now mostly be able to run xonotic 0.8.2, but will need some more extra cvars/defaults/stuff.
fix q3bsp loader race condition.
fix dpm loader multi-surface issue.
remove limit on stringbuffer count.
don't poll xinput (because its disturbingly slow), instead wait for some window message before re-checking.
fixed splitscreen saved games.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5140 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-08-14 16:38:44 +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)
{
}
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