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# include "merged.h"
typedef struct vrsetup_s
{
//engine-set
size_t structsize ;
enum
{
VR_HEADLESS , //not to be confused with decapitation
VR_EGL ,
VR_X11_GLX ,
// VR_ANDROID_EGL,
VR_WIN_WGL ,
VR_VULKAN , //vulkan has no platform variation
VR_D3D11 , //d3d11 only works on windows, so no platform variation
} vrplatform ; //the type of renderer/args getting inited. abort if unknown.
void * userctx ; //for use in callbacks.
qboolean ( * createinstance ) ( struct vrsetup_s * , char * instanceextensions , void * result ) ; //used by vulkan, can be null for other renderers
//vr-set (by preinit)
struct
{
int major , minor ;
} minver , maxver ;
unsigned int deviceid [ 2 ] ;
char * deviceextensions ;
//engine-set (for full init)
//this stuff is intentionally at the end
union {
struct
{
void * display ;
int visualid ;
void * glxfbconfig ;
unsigned long drawable ; //really int32
void * glxcontext ;
} x11_glx ;
struct
{
void * ( * getprocaddr ) ( const char * name ) ;
void * egldisplay ;
void * eglconfig ;
void * eglcontext ;
} egl ;
struct
{
void * hdc ;
void * hglrc ;
} wgl ;
struct
{
void * device ;
} d3d ;
struct
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{ //these are ALWAYS pointers in vulkan (annoyingly unlike many of its typedefs).
void * instance ;
void * physicaldevice ;
void * device ;
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unsigned int queuefamily ;
unsigned int queueindex ;
} vk ;
} ;
} vrsetup_t ;
Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily.
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues).
Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos.
Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM).
fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg).
fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes.
Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively.
Web: Fix support for ogg vorbis. Add support for voip.
Web: Added basic support for WebXR.
QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set.
QTV: add support for some eztv extensions.
MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info.
qwfwd: hack around a hack in qwfwd, allowing it to work again.
recording: favour qwd in single player, instead of mvd.
Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl.
hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects.
in_xflip: restored this setting.
fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'.
gl_overbright_models: Added cvar to match QS.
netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets.
Win: try a few other versions of xinput too.
CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials.
MenuQC: Added support for the skeletal objects API.
2024-04-09 17:13:59 +00:00
# define VRF_OVERRIDEFRAMETIME 1 //the vr interface is responsible for determining frame intervals instead of using regular clocks (so they can fiddle with prediction etc)
# define VRF_UIACTIVE 2 //we're actually rendering through a headset. use 3d rendering exclusively, with VR UI and stuff.
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//interface registered by plugins for VR stuff.
typedef struct plugvrfuncs_s
{
const char * description ;
qboolean ( * Prepare ) ( vrsetup_t * setupinfo ) ; //called before graphics context init
qboolean ( * Init ) ( vrsetup_t * setupinfo , rendererstate_t * info ) ; //called after graphics context init
Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily.
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues).
Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos.
Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM).
fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg).
fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes.
Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively.
Web: Fix support for ogg vorbis. Add support for voip.
Web: Added basic support for WebXR.
QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set.
QTV: add support for some eztv extensions.
MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info.
qwfwd: hack around a hack in qwfwd, allowing it to work again.
recording: favour qwd in single player, instead of mvd.
Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl.
hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects.
in_xflip: restored this setting.
fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'.
gl_overbright_models: Added cvar to match QS.
netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets.
Win: try a few other versions of xinput too.
CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials.
MenuQC: Added support for the skeletal objects API.
2024-04-09 17:13:59 +00:00
unsigned int ( * SyncFrame ) ( double * frametime ) ; //called in the client's main loop, to block/tweak frame times. True means the game should render as fast as possible.
qboolean ( * Render ) ( void ( * rendereye ) ( texid_t tex , const pxrect_t * viewport , const vec4_t fovoverride , const float projmatrix [ 16 ] , const float eyematrix [ 12 ] ) ) ;
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void ( * Shutdown ) ( void ) ;
# define plugvrfuncs_name "VR"
} plugvrfuncs_t ;