Xash3D FWGS engine.
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#include "common.h"
#include "client.h"
#include "library.h"
#include "cl_tent.h"
struct ref_state_s ref;
ref_globals_t refState;
convar_t *gl_vsync;
convar_t *gl_showtextures;
convar_t *r_decals;
convar_t *r_adjust_fov;
convar_t *gl_wgl_msaa_samples;
void R_GetTextureParms( int *w, int *h, int texnum )
{
if( w ) *w = RENDER_GET_PARM( PARM_TEX_WIDTH, texnum );
if( h ) *h = RENDER_GET_PARM( PARM_TEX_HEIGHT, texnum );
}
/*
================
GL_FreeImage
Frees image by name
================
*/
void GL_FreeImage( const char *name )
{
int texnum;
if(( texnum = RefRenderAPI->GL_FindTexture( name )) != 0 )
RefRenderAPI->GL_FreeTexture( texnum );
}
static int TriGetRenderMode( void )
{
return clgame.ds.renderMode;
}
static ref_api_t gEngfuncs =
{
TriGetRenderMode
};
static void R_UnloadProgs( void )
{
if( !ref.hInstance ) return;
// deinitialize renderer
ref.dllFuncs.R_Shutdown();
Cvar_FullSet( "host_refloaded", "0", FCVAR_READ_ONLY );
COM_FreeLibrary( ref.hInstance );
ref.hInstance = NULL;
memset( &refState, 0, sizeof( refState ));
Cvar_Unlink( FCVAR_RENDERINFO | FCVAR_GLCONFIG );
Cmd_Unlink( CMD_REFDLL );
}
static void CL_FillTriAPIFromRef( triangleapi_t *dst, const ref_interface_t *src )
{
dst->version = TRI_API_VERSION;
dst->Begin = src->Begin;
dst->RenderMode = TriRenderMode;
dst->End = src->End;
dst->Color4f = TriColor4f;
dst->Color4ub = TriColor4ub;
dst->TexCoord2f = src->TexCoord2f;
dst->Vertex3f = src->Vertex3f;
dst->Vertex3fv = src->Vertex3fv;
dst->Brightness = TriBrightness;
dst->CullFace = TriCullFace;
dst->SpriteTexture = TriSpriteTexture;
dst->WorldToScreen = TriWorldToScreen;
dst->Fog = src->Fog;
dst->ScreenToWorld = src->ScreenToWorld;
dst->GetMatrix = src->GetMatrix;
dst->BoxInPVS = TriBoxInPVS;
dst->LightAtPoint = TriLightAtPoint;
dst->Color4fRendermode = TriColor4fRendermode;
dst->FogParams = src->FogParams;
}
static qboolean R_LoadProgs( const char *name )
{
extern triangleapi_t gTriApi;
static ref_api_t gpEngfuncs;
REFAPI GetRefAPI; // single export
if( ref.hInstance ) R_UnloadProgs();
#ifdef XASH_INTERNAL_GAMELIBS
if( !(ref.hInstance = COM_LoadLibrary( name, false, true ) ))
{
return false;
}
#else
if( !(ref.hInstance = COM_LoadLibrary( name, false, true ) ))
{
FS_AllowDirectPaths( true );
if( !(ref.hInstance = COM_LoadLibrary( name, false, true ) ))
{
FS_AllowDirectPaths( false );
return false;
}
}
#endif
FS_AllowDirectPaths( false );
if( ( GetRefAPI = (REFAPI)COM_GetProcAddress( ref.hInstance, "GetRefAPI" )) == NULL )
{
COM_FreeLibrary( ref.hInstance );
Con_Reportf( "R_LoadProgs: can't init renderer API\n" );
ref.hInstance = NULL;
return false;
}
// make local copy of engfuncs to prevent overwrite it with user dll
memcpy( &gpEngfuncs, &gEngfuncs, sizeof( gpEngfuncs ));
if( !GetRefAPI( REF_API_VERSION, &ref.dllFuncs, &gpEngfuncs, &refState ))
{
COM_FreeLibrary( ref.hInstance );
Con_Reportf( "R_LoadProgs: can't init renderer API: wrong version\n" );
ref.hInstance = NULL;
return false;
}
refState.developer = host.allow_console;
if( !ref.dllFuncs.R_Init( true ) )
{
COM_FreeLibrary( ref.hInstance );
Con_Reportf( "R_LoadProgs: can't init renderer: %s\n", ref.dllFuncs.R_GetInitError() );
ref.hInstance = NULL;
return false;
}
Cvar_FullSet( "host_refloaded", "1", FCVAR_READ_ONLY );
ref.initialized = true;
// initialize TriAPI callbacks
CL_FillTriAPIFromRef( &gTriApi, &ref.dllFuncs );
return true;
}
void R_Shutdown( void )
{
R_UnloadProgs();
ref.initialized = false;
}
void R_Init( void )
{
char refdll[64];
if( !Sys_GetParmFromCmdLine( "-ref", refdll ) )
{
Q_strncpy( refdll, DEFAULT_RENDERER, sizeof( refdll ));
}
gl_vsync = Cvar_Get( "gl_vsync", "0", FCVAR_ARCHIVE, "enable vertical syncronization" );
gl_showtextures = Cvar_Get( "gl_showtextures", "0", FCVAR_CHEAT, "show all uploaded textures" );
r_adjust_fov = Cvar_Get( "r_adjust_fov", "1", FCVAR_ARCHIVE, "making FOV adjustment for wide-screens" );
r_decals = Cvar_Get( "r_decals", "4096", FCVAR_ARCHIVE, "sets the maximum number of decals" );
if( !R_LoadProgs( refdll ))
{
R_Shutdown();
Host_Error( "Can't initialize %s renderer!\n", refdll );
return;
}
}