mirror of
https://github.com/nzp-team/fteqw.git
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8dadfb4878
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.
83 lines
2.3 KiB
C
83 lines
2.3 KiB
C
#include "merged.h"
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typedef struct vrsetup_s
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{
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//engine-set
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size_t structsize;
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enum
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{
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VR_HEADLESS, //not to be confused with decapitation
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VR_EGL,
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VR_X11_GLX,
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// VR_ANDROID_EGL,
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VR_WIN_WGL,
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VR_VULKAN, //vulkan has no platform variation
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VR_D3D11, //d3d11 only works on windows, so no platform variation
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} vrplatform; //the type of renderer/args getting inited. abort if unknown.
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void *userctx; //for use in callbacks.
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qboolean (*createinstance)(struct vrsetup_s *, char *instanceextensions, void *result); //used by vulkan, can be null for other renderers
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//vr-set (by preinit)
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struct
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{
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int major, minor;
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} minver, maxver;
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unsigned int deviceid[2];
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char *deviceextensions;
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//engine-set (for full init)
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//this stuff is intentionally at the end
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union {
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struct
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{
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void *display;
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int visualid;
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void *glxfbconfig;
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unsigned long drawable; //really int32
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void *glxcontext;
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} x11_glx;
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struct
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{
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void *(*getprocaddr)(const char *name);
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void *egldisplay;
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void *eglconfig;
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void *eglcontext;
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} egl;
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struct
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{
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void *hdc;
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void *hglrc;
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} wgl;
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struct
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{
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void *device;
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} d3d;
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struct
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{ //these are ALWAYS pointers in vulkan (annoyingly unlike many of its typedefs).
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void *instance;
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void *physicaldevice;
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void *device;
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unsigned int queuefamily;
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unsigned int queueindex;
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} vk;
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};
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} vrsetup_t;
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#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)
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#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.
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typedef struct plugvrfuncs_s
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{
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const char *description;
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qboolean (*Prepare) (vrsetup_t *setupinfo); //called before graphics context init
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qboolean (*Init) (vrsetup_t *setupinfo, rendererstate_t *info); //called after graphics context init
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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.
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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);
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#define plugvrfuncs_name "VR"
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} plugvrfuncs_t;
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