quakeforge/libs/video/renderer/r_init.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

108 lines
2.5 KiB
C

/*
#FILENAME#
#DESCRIPTION#
Copyright (C) 2001 #AUTHOR#
Author: #AUTHOR#
Date: #DATE#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/qtypes.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/plugin/general.h"
#include "r_internal.h"
#include "r_scrap.h"
#include "vid_internal.h"
char *vidrend_plugin;
static cvar_t vidrend_plugin_cvar = {
.name = "vid_render",
.description =
"Video Render Plugin to use",
.default_value = VID_RENDER_DEFAULT,
.flags = CVAR_ROM,
.value = { .type = 0, .value = &vidrend_plugin },
};
plugin_t *vidrendmodule = NULL;
VID_RENDER_PLUGIN_PROTOS
static plugin_list_t vidrend_plugin_list[] = {
VID_RENDER_PLUGIN_LIST
};
vid_render_data_t *r_data;
vid_render_funcs_t *r_funcs;
#define U __attribute__ ((used))
static U void (*const r_progs_init)(struct progs_s *) = R_Progs_Init;
static U void (*const r_scrapdelete)(rscrap_t *) = R_ScrapDelete;
#undef U
static void
R_shutdown (void *data)
{
R_ShutdownEfrags ();
PI_UnloadPlugin (vidrendmodule);
}
VISIBLE void
R_LoadModule (vid_internal_t *vid_internal)
{
PI_RegisterPlugins (vidrend_plugin_list);
Cvar_Register (&vidrend_plugin_cvar, 0, 0);
vidrendmodule = PI_LoadPlugin ("vid_render", vidrend_plugin);
if (!vidrendmodule) {
Sys_Error ("Loading of video render module: %s failed!\n",
vidrend_plugin);
}
r_funcs = vidrendmodule->functions->vid_render;
mod_funcs = r_funcs->model_funcs;
r_data = vidrendmodule->data->vid_render;
r_data->vid->vid_internal = vid_internal;
r_funcs->init ();
Sys_RegisterShutdown (R_shutdown, 0);
}
VISIBLE void
R_Init (void)
{
r_funcs->R_Init ();
R_ClearEfrags (); //FIXME force link of r_efrag.o for qwaq
Fog_Init ();
}