Files
xash3d-fwgs/engine/client/cl_render.c

325 lines
8.5 KiB
C

/*
cl_render.c - RenderAPI loader & implementation
Copyright (C) 2019 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 "common.h"
#include "client.h"
#include "library.h"
#include "platform/platform.h"
int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis )
{
return Mod_FatPVS( org, radius, visbuffer, world.visbytes, merge, fullvis, false );
}
lightstyle_t *CL_GetLightStyle( int number )
{
Assert( number >= 0 && number < MAX_LIGHTSTYLES );
return &cl.lightstyles[number];
}
const ref_overview_t *GL_GetOverviewParms( void )
{
return &clgame.overView;
}
static void *R_Mem_Alloc( size_t cb, const char *filename, const int fileline )
{
return _Mem_Alloc( cls.mempool, cb, true, filename, fileline );
}
static void R_Mem_Free( void *mem, const char *filename, const int fileline )
{
if( !mem ) return;
_Mem_Free( mem, filename, fileline );
}
static uint pfnFileBufferCRC32( const void *buffer, const int length )
{
uint modelCRC = 0;
if( !buffer || length <= 0 )
return modelCRC;
CRC32_Init( &modelCRC );
CRC32_ProcessBuffer( &modelCRC, buffer, length );
return CRC32_Final( modelCRC );
}
/*
=================
R_EnvShot
=================
*/
static void R_EnvShot( const float *vieworg, const char *name, qboolean skyshot, int shotsize )
{
static vec3_t viewPoint;
if( COM_StringEmptyOrNULL( name ))
return;
if( cls.scrshot_action != scrshot_inactive )
{
if( cls.scrshot_action != scrshot_skyshot && cls.scrshot_action != scrshot_envshot )
Con_Printf( S_ERROR "R_%sShot: subsystem is busy, try for next frame.\n", skyshot ? "Sky" : "Env" );
return;
}
cls.envshot_vieworg = NULL; // use client view
Q_strncpy( cls.shotname, name, sizeof( cls.shotname ));
if( vieworg )
{
// make sure what viewpoint don't temporare
VectorCopy( vieworg, viewPoint );
cls.envshot_vieworg = viewPoint;
cls.envshot_disable_vis = true;
}
// make request for envshot
if( skyshot ) cls.scrshot_action = scrshot_skyshot;
else cls.scrshot_action = scrshot_envshot;
// catch negative values
cls.envshot_viewsize = Q_max( 0, shotsize );
}
/*
=============
CL_GenericHandle
=============
*/
static const char *CL_GenericHandle( int fileindex )
{
if( fileindex < 0 || fileindex >= MAX_CUSTOM )
return 0;
return cl.files_precache[fileindex];
}
intptr_t CL_RenderGetParm( const int parm, const int arg, const qboolean checkRef )
{
switch( parm )
{
case PARM_BSP2_SUPPORTED:
return 1;
case PARAM_GAMEPAUSED:
return cl.paused;
case PARM_CLIENT_INGAME:
return CL_IsInGame();
case PARM_MAX_ENTITIES:
return clgame.maxEntities;
case PARM_FEATURES:
return host.features;
case PARM_MAP_HAS_DELUXE:
return FBitSet( world.flags, FWORLD_HAS_DELUXEMAP );
case PARM_CLIENT_ACTIVE:
return (cls.state == ca_active);
case PARM_DEDICATED_SERVER:
return (host.type == HOST_DEDICATED);
case PARM_WATER_ALPHA:
return FBitSet( world.flags, FWORLD_WATERALPHA );
case PARM_DELUXEDATA:
return (intptr_t)world.deluxedata;
case PARM_SHADOWDATA:
return (intptr_t)world.shadowdata;
case PARM_FULLSCREEN:
return refState.window_mode == WINDOW_MODE_BORDERLESS || refState.window_mode == WINDOW_MODE_FULLSCREEN;
case PARM_WIDESCREEN:
return refState.wideScreen;
case PARM_SCREEN_WIDTH:
return refState.width;
case PARM_SCREEN_HEIGHT:
return refState.height;
case PARM_SKY_SPHERE:
return FBitSet( world.flags, FWORLD_SKYSPHERE ) && !FBitSet( world.flags, FWORLD_CUSTOM_SKYBOX );
case PARM_SURF_SAMPLESIZE:
if( arg >= 0 && arg < cl.worldmodel->numsurfaces )
return Mod_SampleSizeForFace( &cl.worldmodel->surfaces[arg] );
return LM_SAMPLE_SIZE;
default:
// indicates call from client.dll
if( checkRef )
{
return ref.dllFuncs.RefGetParm( parm, arg );
}
// call issued from ref_dll, check extensions here
else switch( parm )
{
case PARM_DEV_OVERVIEW:
return CL_IsDevOverviewMode();
case PARM_THIRDPERSON:
return CL_IsThirdPerson();
case PARM_QUAKE_COMPATIBLE:
return Host_IsQuakeCompatible();
case PARM_CONNSTATE:
return (int)cls.state;
case PARM_PLAYING_DEMO:
return cls.demoplayback;
case PARM_WATER_LEVEL:
return cl.local.waterlevel;
case PARM_LOCAL_HEALTH:
return cl.local.health;
case PARM_LOCAL_GAME:
return Host_IsLocalGame();
case PARM_NUMENTITIES:
return pfnNumberOfEntities();
case PARM_GET_CLIENT_PTR:
return (intptr_t)&cl.time; // with the offset
case PARM_GET_HOST_PTR:
return (intptr_t)&host.realtime; // with the offset
case PARM_GET_WORLD_PTR:
return (intptr_t)&world;
case PARM_GET_MOVEVARS_PTR:
return (intptr_t)&clgame.movevars;
case PARM_GET_PALETTE_PTR:
return (intptr_t)&clgame.palette;
case PARM_GET_VIEWENT_PTR:
return (intptr_t)&clgame.viewent;
case PARM_GET_TEXGAMMATABLE_PTR:
case PARM_GET_LIGHTGAMMATABLE_PTR:
case PARM_GET_SCREENGAMMATABLE_PTR:
case PARM_GET_LINEARGAMMATABLE_PTR:
return V_GetGammaPtr( parm );
case PARM_GET_LIGHTSTYLES_PTR:
return (intptr_t)CL_GetLightStyle( 0 );
case PARM_GET_DLIGHTS_PTR:
return (intptr_t)CL_GetDynamicLight( 0 );
case PARM_GET_ELIGHTS_PTR:
return (intptr_t)CL_GetEntityLight( 0 );
}
}
return 0;
}
static intptr_t pfnRenderGetParm( int parm, int arg )
{
return CL_RenderGetParm( parm, arg, true );
}
static void pfnAVI_StreamSound( movie_state_t *avi, int entnum, float fvol, float attn, float synctime )
{
return; // stub, use AVI_SetParm and AVI_Think to stream AVI sound
}
static render_api_t gRenderAPI =
{
pfnRenderGetParm, // GL_RenderGetParm,
NULL, // R_GetDetailScaleForTexture,
NULL, // R_GetExtraParmsForTexture,
CL_GetLightStyle,
CL_GetDynamicLight,
CL_GetEntityLight,
LightToTexGamma,
NULL, // R_GetFrameTime,
NULL, // R_SetCurrentEntity,
NULL, // R_SetCurrentModel,
R_FatPVS,
R_StoreEfrags,
NULL, // GL_FindTexture,
NULL, // GL_TextureName,
NULL, // GL_TextureData,
NULL, // GL_LoadTexture,
NULL, // GL_CreateTexture,
NULL, // GL_LoadTextureArray,
NULL, // GL_CreateTextureArray,
NULL, // GL_FreeTexture,
NULL, // DrawSingleDecal,
NULL, // R_DecalSetupVerts,
NULL, // R_EntityRemoveDecals,
AVI_LoadVideo,
AVI_GetVideoInfo,
AVI_GetVideoFrameNumber,
AVI_GetVideoFrame,
NULL, // R_UploadStretchRaw,
AVI_FreeVideo,
AVI_IsActive,
pfnAVI_StreamSound,
AVI_Think,
AVI_SetParm,
NULL, // GL_Bind,
NULL, // GL_SelectTexture,
NULL, // GL_LoadTexMatrixExt,
NULL, // GL_LoadIdentityTexMatrix,
NULL, // GL_CleanUpTextureUnits,
NULL, // GL_TexGen,
NULL, // GL_TextureTarget,
NULL, // GL_SetTexCoordArrayMode,
NULL, // GL_GetProcAddress,
NULL, // GL_UpdateTexSize,
NULL,
NULL,
NULL, // CL_DrawParticlesExternal,
R_EnvShot,
pfnSPR_LoadExt,
NULL, // R_LightVec,
NULL, // R_StudioGetTexture,
GL_GetOverviewParms,
CL_GenericHandle,
COM_SaveFile,
NULL,
R_Mem_Alloc,
R_Mem_Free,
CL_GetFilesList,
pfnFileBufferCRC32,
pfnCompareFileTime,
Host_Error,
(void*)CL_ModelHandle,
Sys_FloatTime,
Cvar_Set,
S_MusicFade,
COM_SetRandomSeed,
};
/*
===============
R_InitRenderAPI
Initialize client external rendering
===============
*/
qboolean R_InitRenderAPI( void )
{
// make sure what render functions is cleared
memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
gRenderAPI.GL_FindTexture = ref.dllFuncs.GL_FindTexture;
gRenderAPI.GL_TextureName = ref.dllFuncs.GL_TextureName;
gRenderAPI.GL_TextureData = ref.dllFuncs.GL_TextureData;
gRenderAPI.GL_LoadTexture = ref.dllFuncs.GL_LoadTexture;
gRenderAPI.GL_FreeTexture = ref.dllFuncs.GL_FreeTexture;
gRenderAPI.AVI_UploadRawFrame = ref.dllFuncs.AVI_UploadRawFrame;
gRenderAPI.GL_Bind = ref.dllFuncs.GL_Bind;
ref.dllFuncs.R_FillRenderAPI( &gRenderAPI );
if( clgame.dllFuncs.pfnGetRenderInterface )
{
if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs ))
{
Con_Reportf( "%s: ^2initailized extended RenderAPI ^7ver. %i\n", __func__, CL_RENDER_INTERFACE_VERSION );
return true;
}
// make sure what render functions is cleared
memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
return false; // just tell user about problems
}
// render interface is missed
return true;
}