Xash3D FWGS engine.

590 lines
11 KiB

/*
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"
ref_api_t gEngfuncs;
ref_globals_t *gpGlobals;
gl_globals_t tr;
ref_speeds_t r_stats;
poolhandle_t r_temppool;
viddef_t vid;
static void GAME_EXPORT R_ClearScreen( void )
{
}
static qboolean GAME_EXPORT IsNormalPass( void )
{
return RP_NORMALPASS();
}
static void GAME_EXPORT R_IncrementSpeedsCounter( int type )
{
switch( type )
{
case RS_ACTIVE_TENTS:
r_stats.c_active_tents_count++;
break;
default:
gEngfuncs.Host_Error( "R_IncrementSpeedsCounter: unsupported type %d\n", type );
}
}
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( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
{
vid.rendermode = kRenderTransAdd;
_TriColor4ub(r,g,b,a);
Draw_Fill(_x,_y,_w,_h);
}
/*
=============
pfnFillRGBABlend
=============
*/
static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
{
vid.rendermode = kRenderTransAlpha;
_TriColor4ub(r,g,b,a);
Draw_Fill(_x,_y,_w,_h);
}
void Mod_UnloadTextures( model_t *mod );
qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
{
qboolean loaded = true;
if( create )
{
switch( mod->type )
{
case mod_studio:
//Mod_LoadStudioModel( mod, buf, loaded );
break;
case mod_sprite:
Mod_LoadSpriteModel( mod, buf, &loaded, mod->numtexinfo );
break;
case mod_alias:
//Mod_LoadAliasModel( mod, buf, &loaded );
break;
case mod_brush:
// Mod_LoadBrushModel( mod, buf, loaded );
break;
default: gEngfuncs.Host_Error( "Mod_LoadModel: unsupported type %d\n", mod->type );
}
}
if( loaded && gEngfuncs.drawFuncs->Mod_ProcessUserData )
gEngfuncs.drawFuncs->Mod_ProcessUserData( mod, create, buf );
if( !create )
Mod_UnloadTextures( mod );
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_WIDESCREEN:
return gpGlobals->wideScreen;
case PARM_FULLSCREEN:
return gpGlobals->fullScreen;
case PARM_SCREEN_WIDTH:
return gpGlobals->width;
case PARM_SCREEN_HEIGHT:
return gpGlobals->height;
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_ACTIVE_TMU:
return 0; //glState.activeTMU;
case PARM_LIGHTSTYLEVALUE:
arg = bound( 0, arg, MAX_LIGHTSTYLES - 1 );
return tr.lightstylevalue[arg];
case PARM_MAX_IMAGE_UNITS:
return 0; //GL_MaxTextureUnits();
case PARM_REBUILD_GAMMA:
return 0;
case PARM_SURF_SAMPLESIZE:
if( arg >= 0 && arg < WORLDMODEL->numsurfaces )
return gEngfuncs.Mod_SampleSizeForFace( &WORLDMODEL->surfaces[arg] );
return LM_SAMPLE_SIZE;
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 ENGINE_GET_PARM_( parm, arg ) && !tr.fCustomSkybox;
default:
return ENGINE_GET_PARM_( parm, arg );
}
return 0;
}
static void GAME_EXPORT R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
{
image_t *glt = R_GetTexture( texture );
if( xScale ) *xScale = glt->xscale;
if( yScale ) *yScale = glt->yscale;
}
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;
}
const byte * GAME_EXPORT GL_TextureData( unsigned int texnum )
{
rgbdata_t *pic = R_GetTexture( texnum )->original;
if( pic != NULL )
return pic->buffer;
return NULL;
}
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
}
}
void Mod_UnloadTextures( model_t *mod )
{
int i, j;
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:
Mod_SpriteUnloadTextures( mod->cache.data );
break;
default: gEngfuncs.Host_Error( "Mod_UnloadModel: unsupported type %d\n", mod->type );
}
}
void GAME_EXPORT R_ProcessEntData( qboolean allocate )
{
}
// stubs
void GAME_EXPORT GL_SetTexCoordArrayMode( uint mode )
{
}
void GAME_EXPORT GL_BackendStartFrame( void )
{
}
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
}
void GAME_EXPORT R_ShowTextures( void )
{
// textures undone too
}
void GAME_EXPORT R_ShowTree( void )
{
// do we really need this here???
}
void GAME_EXPORT R_SetupSky(const char *skyboxname)
{
}
qboolean GAME_EXPORT VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot)
{
// cubemaps? in my softrender???
return false;
}
void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette)
{
}
void GAME_EXPORT GL_SubdivideSurface(msurface_t *fa)
{
}
void GAME_EXPORT DrawSingleDecal(decal_t *pDecal, msurface_t *fa)
{
}
void GAME_EXPORT GL_SelectTexture(int texture)
{
}
void GAME_EXPORT GL_LoadTexMatrixExt(const float *glmatrix)
{
}
void GAME_EXPORT GL_LoadIdentityTexMatrix( void )
{
}
void GAME_EXPORT GL_CleanUpTextureUnits(int last)
{
}
void GAME_EXPORT GL_TexGen(unsigned int coord, unsigned int mode)
{
}
void GAME_EXPORT GL_TextureTarget(uint target)
{
}
void GAME_EXPORT GL_BuildLightmaps( void )
{
CL_RunLightStyles();
}
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;
}
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 );
}
ref_interface_t gReffuncs =
{
R_Init,
R_Shutdown,
R_GetConfigName,
R_SetDisplayTransform,
GL_SetupAttributes,
GL_InitExtensions,
GL_ClearExtensions,
R_BeginFrame,
R_RenderScene,
R_EndFrame,
R_PushScene,
R_PopScene,
GL_BackendStartFrame,
GL_BackendEndFrame,
R_ClearScreen,
R_AllowFog,
GL_SetRenderMode,
R_AddEntity,
CL_AddCustomBeam,
R_ProcessEntData,
R_ShowTextures,
R_GetTextureOriginalBuffer,
GL_LoadTextureFromBuffer,
GL_ProcessTexture,
R_SetupSky,
R_Set2DMode,
R_DrawStretchRaw,
R_DrawStretchPic,
R_DrawTileClear,
CL_FillRGBA,
CL_FillRGBABlend,
R_WorldToScreen,
VID_ScreenShot,
VID_CubemapShot,
R_LightPoint,
R_DecalShoot,
R_DecalRemoveAll,
R_CreateDecalList,
R_ClearAllDecals,
R_StudioEstimateFrame,
R_StudioLerpMovement,
CL_InitStudioAPI,
R_InitSkyClouds,
GL_SubdivideSurface,
CL_RunLightStyles,
R_GetSpriteParms,
R_GetSpriteTexture,
Mod_LoadMapSprite,
Mod_ProcessRenderData,
Mod_StudioLoadTextures,
CL_DrawParticles,
CL_DrawTracers,
CL_DrawBeams,
R_BeamCull,
GL_RefGetParm,
R_GetDetailScaleForTexture,
R_GetExtraParmsForTexture,
R_GetFrameTime,
R_SetCurrentEntity,
R_SetCurrentModel,
GL_FindTexture,
GL_TextureName,
GL_TextureData,
GL_LoadTexture,
GL_CreateTexture,
GL_LoadTextureArray,
GL_CreateTextureArray,
GL_FreeTexture,
DrawSingleDecal,
R_DecalSetupVerts,
R_EntityRemoveDecals,
R_UploadStretchRaw,
GL_Bind,
GL_SelectTexture,
GL_LoadTexMatrixExt,
GL_LoadIdentityTexMatrix,
GL_CleanUpTextureUnits,
GL_TexGen,
GL_TextureTarget,
GL_SetTexCoordArrayMode,
GL_UpdateTexSize,
NULL,
NULL,
CL_DrawParticlesExternal,
R_LightVec,
R_StudioGetTexture,
R_RenderFrame,
Mod_SetOrthoBounds,
R_SpeedsMessage,
Mod_GetCurrentVis,
R_NewMap,
R_ClearScene,
R_GetProcAddress,
TriRenderMode,
TriBegin,
TriEnd,
_TriColor4f,
_TriColor4ub,
TriTexCoord2f,
TriVertex3fv,
TriVertex3f,
TriFog,
R_ScreenToWorld,
TriGetMatrix,
TriFogParams,
TriCullFace,
VGUI_DrawInit,
VGUI_DrawShutdown,
VGUI_SetupDrawingText,
VGUI_SetupDrawingRect,
VGUI_SetupDrawingImage,
VGUI_BindTexture,
VGUI_EnableTexture,
VGUI_CreateTexture,
VGUI_UploadTexture,
VGUI_UploadTextureBlock,
VGUI_DrawQuad,
VGUI_GetTextureSizes,
VGUI_GenerateTexture,
};
int EXPORT GAME_EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals )
{
if( version != REF_API_VERSION )
return 0;
// fill in our callbacks
memcpy( funcs, &gReffuncs, sizeof( ref_interface_t ));
memcpy( &gEngfuncs, engfuncs, sizeof( ref_api_t ));
gpGlobals = globals;
return REF_API_VERSION;
}
void EXPORT GetRefHumanReadableName( char *out, size_t size )
{
Q_strncpy( out, "Software", size );
}