quakeforge/ruamoko/qwaq/builtins/graphics.c
Bill Currie 5c67f95edd [qwaq] Set the world model to an empty world
The goal is to have somewhere to put entities so they can be rendered. I
suspect I could have used a bsp tree to partition space for frustum
culling, but it's probably not worth it at this stage (but shouldn't
require any changes to the engine: just the model).
2022-04-26 07:34:53 +09:00

237 lines
5 KiB
C

/*
graphics.c
Basic game engine builtins
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/7/24
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
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <unistd.h>
#include <errno.h>
#include <string.h>
#include "QF/cbuf.h"
#include "QF/cdaudio.h"
#include "QF/console.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/input.h"
#include "QF/model.h"
#include "QF/plugin.h"
#include "QF/progs.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/ruamoko.h"
#include "QF/screen.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/input/event.h"
#include "QF/plugin/console.h"
#include "QF/plugin/vid_render.h"
#include "ruamoko/qwaq/qwaq.h"
CLIENT_PLUGIN_PROTOS
static plugin_list_t client_plugin_list[] = {
CLIENT_PLUGIN_LIST
};
double con_frametime;
double con_realtime, basetime;
double old_conrealtime;
static void
quit_f (void)
{
if (!con_module)
Sys_Printf ("I hope you wanted to quit\n");
Sys_Quit ();
}
static progs_t *bi_rprogs;
static pr_func_t qc2d;
static int event_handler_id;
static mleaf_t empty_leafs[] = {
[1] = {
.contents = CONTENTS_EMPTY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
},
};
static mnode_t *empty_leaf_parents[] = {
[1] = 0,
};
static int empty_leaf_flags[] = {
[1] = 0,
};
static char empty_entities[] = { 0 };
static model_t empty_world = {
.type = mod_brush,
.radius = INFINITY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.brush = {
.modleafs = 2,
.visleafs = 1,
.nodes = (mnode_t *) &empty_leafs[1],
.leafs = empty_leafs,
.entities = empty_entities,
.leaf_parents = empty_leaf_parents,
.leaf_flags = empty_leaf_flags,
},
};
static void
bi_2d (void)
{
if (qc2d)
PR_ExecuteProgram (bi_rprogs, qc2d);
}
static SCR_Func bi_2dfuncs[] = {
bi_2d,
Con_DrawConsole,
0,
};
static void
bi_refresh (progs_t *pr, void *_res)
{
con_realtime = Sys_DoubleTime () - basetime;
con_frametime = con_realtime - old_conrealtime;
old_conrealtime = con_realtime;
bi_rprogs = pr;
IN_ProcessEvents ();
//GIB_Thread_Execute ();
Cbuf_Execute_Stack (qwaq_cbuf);
SCR_UpdateScreen (0, con_realtime, bi_2dfuncs);
R_FLOAT (pr) = con_frametime;
}
static void
bi_refresh_2d (progs_t *pr, void *_res)
{
qc2d = P_FUNCTION (pr, 0);
}
static void
bi_shutdown (progs_t *pr, void *_res)
{
Sys_Shutdown ();
}
#define bi(x,n,np,params...) {#x, bi_##x, n, np, {params}}
#define p(type) PR_PARAM(type)
static builtin_t builtins[] = {
bi(refresh, -1, 0),
bi(refresh_2d, -1, 1, p(func)),
bi(shutdown, -1, 0),
{0}
};
static int
event_handler (const IE_event_t *ie_event, void *_pr)
{
return IN_Binding_HandleEvent (ie_event);
}
static void
BI_shutdown (void *data)
{
}
void
BI_Graphics_Init (progs_t *pr)
{
qwaq_thread_t *thread = PR_Resources_Find (pr, "qwaq_thread");
byte *basepal, *colormap;
PR_RegisterBuiltins (pr, builtins, 0);
QFS_Init (thread->hunk, "nq");
PI_Init ();
PI_RegisterPlugins (client_plugin_list);
Sys_RegisterShutdown (BI_shutdown, pr);
VID_Init_Cvars ();
IN_Init_Cvars ();
Mod_Init_Cvars ();
S_Init_Cvars ();
basepal = (byte *) QFS_LoadHunkFile (QFS_FOpenFile ("gfx/palette.lmp"));
if (!basepal)
Sys_Error ("Couldn't load gfx/palette.lmp");
colormap = (byte *) QFS_LoadHunkFile (QFS_FOpenFile ("gfx/colormap.lmp"));
if (!colormap)
Sys_Error ("Couldn't load gfx/colormap.lmp");
W_LoadWadFile ("gfx.wad");
VID_Init (basepal, colormap);
IN_Init ();
Mod_Init ();
R_Init ();
R_Progs_Init (pr);
RUA_Game_Init (pr, thread->rua_security);
S_Progs_Init (pr);
event_handler_id = IE_Add_Handler (event_handler, pr);
IE_Set_Focus (event_handler_id);
Con_Init ("client");
if (con_module) {
con_module->data->console->realtime = &con_realtime;
con_module->data->console->frametime = &con_frametime;
con_module->data->console->quit = quit_f;
con_module->data->console->cbuf = qwaq_cbuf;
}
//Key_SetKeyDest (key_game);
S_Init (0, &con_frametime);
//CDAudio_Init ();
Con_NewMap ();
basetime = Sys_DoubleTime ();
if (mod_funcs->Mod_ProcessTexture) {
mod_funcs->Mod_ProcessTexture (&empty_world, 0);
}
r_funcs->R_NewMap (&empty_world, 0, 0);
}