fteqw/engine/client/vr.h
Spoike b9cd6ec91b openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however.
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final.
updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue.
updates menu: added a v3 sources format, which should be more maintainable. not final.
updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again).
presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview.
prompts menus: now does word wrapping.
ftemaster: support importing server lists from other master servers (requested by Eukara).
server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so).
qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy.
qcvm: memfill8 builtin now works on createbuffer() pointers.
qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64
qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations.
qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments.
qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that.
qcc: fix up -Fhashonly a little
setrenderer: support for vulkan gpu enumeration.
rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets)
bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code.
(static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance.
pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests.
wayland: fix a crash on startup. mousegrabs now works better.
imagetool: uses sdl for previews.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00

80 lines
2 KiB
C

#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
{ //these are ALWAYS pointers in vulkan (annoyingly unlike many of its typedefs).
void *instance;
void *physicaldevice;
void *device;
unsigned int queuefamily;
unsigned int queueindex;
} vk;
};
} vrsetup_t;
//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
qboolean (*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, vec4_t fovoverride, matrix3x4 axisorg));
void (*Shutdown) (void);
#define plugvrfuncs_name "VR"
} plugvrfuncs_t;