Files
xash3d-fwgs/ref/soft/r_context.c
2026-04-14 21:18:57 +05:00

549 lines
11 KiB
C

/*
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;
}
static void GAME_EXPORT R_Flush( unsigned int flags )
{
// stub
}
// 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_UploadTextureBlock( int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight )
{
}
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_Flush,
R_ShowTextures,
R_GetTextureOriginalBuffer,
GL_LoadTextureFromBuffer,
GL_ProcessTexture,
R_SetupSky,
R_Set2DMode,
R_DrawStretchRaw,
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,
R_BeamCull,
GL_RefGetParm,
R_GetDetailScaleForTexture,
R_SetDetailScaleForTexture,
GL_FindTexture,
GL_TextureName,
GL_TextureData,
GL_LoadTexture,
GL_FreeTexture,
R_OverrideTextureSourceSize,
R_UploadStretchRaw,
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,
VGUI_UploadTextureBlock,
};