mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
c4ded89ad7
fix fteqcc issue unintentionally stripping things added model event support. added support for a couple of extra twiddles in the iqm format. modelviewer now highlights meshes (to display hitmesh areas). modelviewer now shows ragdolls, because I can. fixed some nq download issues/crashes/fallbacks. fixed 8bit bmp palette issue. added capturethrottlesize cvar to throttle recording speed if disk space is getting low (to avoid Maverick's demo encoder getting swamped). com_protocolname can now list multiple protocol names to list multiple server types. only the first will be reported to other clients however. can now be compiled without support for q1bsp or q1mdl. not useful, but hey. increase max_channels, by as much as is necessary. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5038 fc73d0e0-1445-4013-8a0c-d673dee63da5
392 lines
8.9 KiB
C
392 lines
8.9 KiB
C
#include "quakedef.h"
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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, 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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#ifdef _WIN32
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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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#ifdef _WIN32
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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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#ifdef _WIN32
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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 *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
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{
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*fmt = TF_INVALID;
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*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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#ifdef _WIN32
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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)
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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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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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//}
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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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