/* vid_sdl.c - SDL vid component Copyright (C) 2018 a1batross 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 3 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. */ #include "r_local.h" gl_globals_t tr; ref_speeds_t r_stats; viddef_t vid; static void GAME_EXPORT R_ClearScreen( void ) { } static const byte * GAME_EXPORT R_GetTextureOriginalBuffer( unsigned int idx ) { image_t *glt = R_GetTexture( idx ); if( !glt || !glt->original || !glt->original->buffer ) return NULL; return glt->original->buffer; } /* ============= CL_FillRGBA ============= */ static void GAME_EXPORT CL_FillRGBA( int rendermode, float _x, float _y, float _w, float _h, byte r, byte g, byte b, byte a ) { vid.rendermode = rendermode; _TriColor4ub( r, g, b, a ); Draw_Fill( _x, _y, _w, _h ); } static void Mod_BrushUnloadTextures( model_t *mod ) { int i; gEngfuncs.Con_Printf( "Unloading world\n" ); tr.map_unload = true; for( i = 0; i < mod->numtextures; i++ ) { texture_t *tx = mod->textures[i]; if( !tx || tx->gl_texturenum == tr.defaultTexture ) continue; // free slot GL_FreeTexture( tx->gl_texturenum ); // main texture GL_FreeTexture( tx->fb_texturenum ); // luma texture } } static void Mod_UnloadTextures( model_t *mod ) { Assert( mod != NULL ); switch( mod->type ) { case mod_studio: // Mod_StudioUnloadTextures( mod->cache.data ); break; case mod_alias: // Mod_AliasUnloadTextures( mod->cache.data ); break; case mod_brush: Mod_BrushUnloadTextures( mod ); break; case mod_sprite: break; default: gEngfuncs.Host_Error( "%s: unsupported type %d\n", __func__, mod->type ); } } static qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf, size_t buffersize ) { qboolean loaded = false; if( !create ) { if( gEngfuncs.drawFuncs->Mod_ProcessUserData ) gEngfuncs.drawFuncs->Mod_ProcessUserData( mod, false, buf ); Mod_UnloadTextures( mod ); return true; } switch( mod->type ) { case mod_studio: case mod_brush: case mod_alias: loaded = true; break; case mod_sprite: loaded = true; break; default: gEngfuncs.Host_Error( "%s: unsupported type %d\n", __func__, mod->type ); return false; } if( gEngfuncs.drawFuncs->Mod_ProcessUserData ) gEngfuncs.drawFuncs->Mod_ProcessUserData( mod, true, buf ); return loaded; } static int GL_RefGetParm( int parm, int arg ) { image_t *glt; switch( parm ) { case PARM_TEX_WIDTH: glt = R_GetTexture( arg ); return glt->width; case PARM_TEX_HEIGHT: glt = R_GetTexture( arg ); return glt->height; case PARM_TEX_SRC_WIDTH: glt = R_GetTexture( arg ); return glt->srcWidth; case PARM_TEX_SRC_HEIGHT: glt = R_GetTexture( arg ); return glt->srcHeight; case PARM_TEX_GLFORMAT: glt = R_GetTexture( arg ); return 0; // glt->format; case PARM_TEX_ENCODE: glt = R_GetTexture( arg ); return 0; // glt->encode; case PARM_TEX_MIPCOUNT: glt = R_GetTexture( arg ); return glt->numMips; case PARM_TEX_DEPTH: glt = R_GetTexture( arg ); return glt->depth; case PARM_TEX_SKYBOX: Assert( arg >= 0 && arg < 6 ); return tr.skyboxTextures[arg]; case PARM_TEX_SKYTEXNUM: return 0; // tr.skytexturenum; case PARM_TEX_LIGHTMAP: arg = bound( 0, arg, MAX_LIGHTMAPS - 1 ); return tr.lightmapTextures[arg]; case PARM_TEX_TARGET: glt = R_GetTexture( arg ); return 0; // glt->target; case PARM_TEX_TEXNUM: glt = R_GetTexture( arg ); return 0; // glt->texnum; case PARM_TEX_FLAGS: glt = R_GetTexture( arg ); return glt->flags; case PARM_TEX_MEMORY: return R_TexMemory(); case PARM_ACTIVE_TMU: return 0; // glState.activeTMU; case PARM_LIGHTSTYLEVALUE: arg = bound( 0, arg, MAX_LIGHTSTYLES - 1 ); return g_lightstylevalue[arg]; case PARM_MAX_IMAGE_UNITS: return 0; // GL_MaxTextureUnits(); case PARM_REBUILD_GAMMA: return 0; case PARM_GL_CONTEXT_TYPE: return 0; // glConfig.context; case PARM_GLES_WRAPPER: return 0; // glConfig.wrapper; case PARM_STENCIL_ACTIVE: return 0; // glState.stencilEnabled; case PARM_SKY_SPHERE: return 0; // ref_soft doesn't support sky sphere case PARM_TEX_FILTERING: return 0; // ref_soft doesn't do filtering in general default: return ENGINE_GET_PARM_( parm, arg ); } return 0; } static void GAME_EXPORT R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale ) { // details are not implemented in ref_soft if( xScale ) *xScale = 1.0f; if( yScale ) *yScale = 1.0f; } static void GAME_EXPORT R_SetDetailScaleForTexture( int texture, float xScale, float yScale ) { // details are not implemented in ref_soft } static void GAME_EXPORT R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density ) { image_t *glt = R_GetTexture( texture ); if( red ) *red = glt->fogParams[0]; if( green ) *green = glt->fogParams[1]; if( blue ) *blue = glt->fogParams[2]; if( density ) *density = glt->fogParams[3]; } static void GAME_EXPORT R_SetCurrentEntity( cl_entity_t *ent ) { RI.currententity = ent; // set model also if( RI.currententity != NULL ) { RI.currentmodel = RI.currententity->model; } } static void GAME_EXPORT R_SetCurrentModel( model_t *mod ) { RI.currentmodel = mod; } static float GAME_EXPORT R_GetFrameTime( void ) { return tr.frametime; } static const char * GAME_EXPORT GL_TextureName( unsigned int texnum ) { return R_GetTexture( texnum )->name; } static const byte * GAME_EXPORT GL_TextureData( unsigned int texnum ) { rgbdata_t *pic = R_GetTexture( texnum )->original; if( pic != NULL ) return pic->buffer; return NULL; } static void GAME_EXPORT R_ProcessEntData( qboolean allocate, cl_entity_t *entities, unsigned int max_entities ) { tr.entities = entities; tr.max_entities = max_entities; } // stubs static void GAME_EXPORT GL_SetTexCoordArrayMode( uint mode ) { } static void GAME_EXPORT GL_BackendStartFrame( void ) { } static void GAME_EXPORT GL_BackendEndFrame( void ) { } void GAME_EXPORT GL_SetRenderMode( int mode ) { vid.rendermode = mode; /// TODO: table shading/blending??? /// maybe, setup block drawing function pointers here } static void GAME_EXPORT R_ShowTextures( void ) { // textures undone too } static void GAME_EXPORT R_SetupSky( int *skyboxTextures ) { int i; // TODO: R_UnloadSkybox(); if( !skyboxTextures ) return; for( i = 0; i < SKYBOX_MAX_SIDES; i++ ) tr.skyboxTextures[i] = skyboxTextures[i]; } qboolean GAME_EXPORT VID_CubemapShot( const char *base, uint size, const float *vieworg, qboolean skyshot ) { // cubemaps? in my softrender??? return false; } static void GAME_EXPORT R_SetSkyCloudsTextures( int solidskyTexture, int alphaskyTexture ) { tr.solidskyTexture = solidskyTexture; tr.alphaskyTexture = alphaskyTexture; } static void GAME_EXPORT GL_SubdivideSurface( model_t *mod, msurface_t *fa ) { } static void GAME_EXPORT DrawSingleDecal( decal_t *pDecal, msurface_t *fa ) { } static void GAME_EXPORT GL_SelectTexture( int texture ) { } static void GAME_EXPORT GL_LoadTexMatrixExt( const float *glmatrix ) { } static void GAME_EXPORT GL_LoadIdentityTexMatrix( void ) { } static void GAME_EXPORT GL_CleanUpTextureUnits( int last ) { } static void GAME_EXPORT GL_TexGen( unsigned int coord, unsigned int mode ) { } static void GAME_EXPORT GL_TextureTarget( uint target ) { } void GAME_EXPORT Mod_SetOrthoBounds( const float *mins, const float *maxs ) { } qboolean GAME_EXPORT R_SpeedsMessage( char *out, size_t size ) { return false; } byte *GAME_EXPORT Mod_GetCurrentVis( void ) { return NULL; } static void GAME_EXPORT VGUI_SetupDrawing( qboolean rect ) { } static void GAME_EXPORT R_OverrideTextureSourceSize( unsigned int texnum, uint srcWidth, uint srcHeight ) { image_t *tx = R_GetTexture( texnum ); tx->srcWidth = srcWidth; tx->srcHeight = srcHeight; } static const char *R_GetConfigName( void ) { return "ref_soft"; // software specific cvars will go to ref_soft.cfg } static void * GAME_EXPORT R_GetProcAddress( const char *name ) { return gEngfuncs.GL_GetProcAddress( name ); } static void R_FillRenderAPI( render_api_t *api ) { api->GetExtraParmsForTexture = R_GetExtraParmsForTexture; api->GetFrameTime = R_GetFrameTime; api->R_SetCurrentEntity = R_SetCurrentEntity; api->R_SetCurrentModel = R_SetCurrentModel; api->GL_CreateTexture = GL_CreateTexture; api->GL_LoadTextureArray = GL_LoadTextureArray; api->GL_CreateTextureArray = GL_CreateTextureArray; api->DrawSingleDecal = DrawSingleDecal; api->R_DecalSetupVerts = R_DecalSetupVerts; api->R_EntityRemoveDecals = R_EntityRemoveDecals; api->GL_SelectTexture = GL_SelectTexture; api->GL_LoadTextureMatrix = GL_LoadTexMatrixExt; api->GL_TexMatrixIdentity = GL_LoadIdentityTexMatrix; api->GL_CleanUpTextureUnits = GL_CleanUpTextureUnits; api->GL_TexGen = GL_TexGen; api->GL_TextureTarget = GL_TextureTarget; api->GL_TexCoordArrayMode = GL_SetTexCoordArrayMode; api->GL_UpdateTexSize = GL_UpdateTexSize; api->GL_DrawParticles = CL_DrawParticlesExternal; api->LightVec = R_LightVec; api->StudioGetTexture = R_StudioGetTexture; api->GL_GetProcAddress = R_GetProcAddress; } static void R_FillTriAPI( triangleapi_t *api ) { api->TexCoord2f = TriTexCoord2f; api->Fog = TriFog; api->ScreenToWorld = R_ScreenToWorld; api->GetMatrix = TriGetMatrix; api->FogParams = TriFogParams; } const ref_interface_t gReffuncs = { R_Init, R_Shutdown, R_GetConfigName, R_SetDisplayTransform, GL_SetupAttributes, GL_InitExtensions, GL_ClearExtensions, R_GammaChanged, R_BeginFrame, R_RenderScene, R_EndFrame, R_PushScene, R_PopScene, GL_BackendStartFrame, GL_BackendEndFrame, R_ClearScreen, R_AllowFog, GL_SetRenderMode, R_AddEntity, R_ProcessEntData, R_ShowTextures, R_GetTextureOriginalBuffer, GL_LoadTextureFromBuffer, GL_ProcessTexture, R_SetupSky, R_Set2DMode, R_DrawStretchPic, CL_FillRGBA, R_WorldToScreen, VID_ScreenShot, VID_CubemapShot, R_LightPoint, R_DecalShoot, R_DecalRemoveAll, R_CreateDecalList, R_ClearAllDecals, R_StudioEstimateFrame, R_StudioLerpMovement, R_StudioFillAPI, R_StudioSetDrawInterface, R_SetSkyCloudsTextures, GL_SubdivideSurface, CL_RunLightStyles, Mod_ProcessRenderData, Mod_StudioLoadTextures, CL_DrawParticles, CL_DrawTracers, CL_DrawBeams, GL_RefGetParm, R_GetDetailScaleForTexture, R_SetDetailScaleForTexture, GL_CreateTexture, GL_FindTexture, GL_TextureName, GL_TextureData, GL_LoadTexture, GL_FreeTexture, R_OverrideTextureSourceSize, GL_UpdateTexture, GL_Bind, R_RenderFrame, Mod_SetOrthoBounds, R_SpeedsMessage, Mod_GetCurrentVis, R_NewMap, R_ClearScene, TriRenderMode, TriBegin, TriEnd, _TriColor4f, _TriColor4ub, TriVertex3fv, TriVertex3f, TriCullFace, R_FillRenderAPI, R_FillTriAPI, VGUI_SetupDrawing, };