ref_soft: initial 2D drawing implementation

This commit is contained in:
mittorn 2019-03-20 04:29:25 +07:00
commit 1ca28badad
8 changed files with 3860 additions and 0 deletions

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r_context.c Normal file
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/*
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;
ref_instance_t RI;
gl_globals_t tr;
ref_speeds_t r_stats;
byte *r_temppool;
cvar_t *gl_emboss_scale;
viddef_t vid;
static void R_ClearScreen( void )
{
}
static qboolean IsNormalPass( void )
{
return RP_NORMALPASS();
}
static void 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 *R_GetTextureOriginalBuffer( unsigned int idx )
{
/*gl_texture_t *glt = R_GetTexture( idx );
if( !glt || !glt->original || !glt->original->buffer )
return NULL;*/
return NULL;
}
static int R_GetBuiltinTexture( enum ref_shared_texture_e type )
{
switch( type )
{
case REF_DEFAULT_TEXTURE: return tr.defaultTexture;
case REF_GRAY_TEXTURE: return tr.grayTexture;
case REF_WHITE_TEXTURE: return tr.whiteTexture;
case REF_SOLIDSKY_TEXTURE: return tr.solidskyTexture;
case REF_ALPHASKY_TEXTURE: return tr.alphaskyTexture;
default: gEngfuncs.Host_Error( "R_GetBuiltinTexture: unsupported type %d\n", type );
}
return 0;
}
static void R_FreeSharedTexture( enum ref_shared_texture_e type )
{
int num = 0;
switch( type )
{
case REF_SOLIDSKY_TEXTURE:
num = tr.solidskyTexture;
tr.solidskyTexture = 0;
break;
case REF_ALPHASKY_TEXTURE:
num = tr.alphaskyTexture;
tr.alphaskyTexture = 0;
break;
case REF_DEFAULT_TEXTURE:
case REF_GRAY_TEXTURE:
case REF_WHITE_TEXTURE:
gEngfuncs.Host_Error( "R_FreeSharedTexture: invalid type %d\n", type );
default: gEngfuncs.Host_Error( "R_FreeSharedTexture: unsupported type %d\n", type );
}
GL_FreeTexture( num );
}
/*
=============
CL_FillRGBA
=============
*/
static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
{
}
/*
=============
pfnFillRGBABlend
=============
*/
static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
{
}
qboolean 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_RenderGetParm( 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_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 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_FLAGS:
glt = R_GetTexture( arg );
return glt->flags;
case PARM_LIGHTSTYLEVALUE:
arg = bound( 0, arg, MAX_LIGHTSTYLES - 1 );
return tr.lightstylevalue[arg];
case PARM_MAX_IMAGE_UNITS:
return 1;
case PARM_REBUILD_GAMMA:
return 0;//glConfig.softwareGammaUpdate;
case PARM_SURF_SAMPLESIZE:
if( arg >= 0 && arg < WORLDMODEL->numsurfaces )
return gEngfuncs.Mod_SampleSizeForFace( &WORLDMODEL->surfaces[arg] );
return LM_SAMPLE_SIZE;
case PARM_SKY_SPHERE:
return gEngfuncs.CL_GetRenderParm( parm, arg ) && !tr.fCustomSkybox;
default:
return gEngfuncs.CL_GetRenderParm( parm, arg );
}
return 0;
}
static void 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 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 R_SetCurrentEntity( cl_entity_t *ent )
{
RI.currententity = ent;
// set model also
if( RI.currententity != NULL )
{
RI.currentmodel = RI.currententity->model;
}
}
static void R_SetCurrentModel( model_t *mod )
{
RI.currentmodel = mod;
}
static float R_GetFrameTime( void )
{
return tr.frametime;
}
static const char *GL_TextureName( unsigned int texnum )
{
return "";//return R_GetTexture( texnum )->name;
}
const byte *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;
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 R_ProcessEntData( qboolean allocate )
{
}
// stubs
void GL_SetTexCoordArrayMode()
{
}
void R_InitBlit();
void GL_OnContextCreated()
{
R_InitBlit();
}
void GL_InitExtensions()
{
}
void GL_ClearExtensions()
{
}
void R_BeginFrame(qboolean clearScene)
{
}
void R_RenderScene()
{
}
void R_EndFrame()
{
// blit pixels with GL until engine supports REF_SOFT context
R_BlitScreen();
}
void R_PushScene()
{
}
void R_PopScene()
{
}
void GL_BackendStartFrame()
{
}
void GL_BackendEndFrame()
{
}
void R_AllowFog(qboolean allowed)
{
}
void GL_SetRenderMode(int mode)
{
/// TODO: table shading/blending???
/// maybe, setup block drawing function pointers here
}
qboolean R_AddEntity(struct cl_entity_s *pRefEntity, int entityType)
{
// no entities support until we draw world...
return false;
}
void CL_AddCustomBeam(cl_entity_t *pEnvBeam)
{
// same for beams
}
void R_ShowTextures()
{
// textures undone too
}
void R_ShowTree()
{
// do we really need this here???
}
void R_SetupSky(const char *skyboxname)
{
}
qboolean VID_ScreenShot(const char *filename, int shot_type)
{
}
qboolean VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot)
{
// cubemaps? in my softrender???
}
colorVec R_LightPoint(const vec3_t p0)
{
colorVec c = {0};
return c;
}
void R_DecalShoot(int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale)
{
}
void R_DecalRemoveAll(int texture)
{
}
int R_CreateDecalList(decallist_t *pList)
{
return 0;
}
void R_ClearAllDecals()
{
}
float R_StudioEstimateFrame(cl_entity_t *e, mstudioseqdesc_t *pseqdesc)
{
return 0;
}
void R_StudioLerpMovement(cl_entity_t *e, double time, vec3_t origin, vec3_t angles)
{
}
void CL_InitStudioAPI()
{
}
void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette)
{
}
void GL_SubdivideSurface(msurface_t *fa)
{
}
void CL_RunLightStyles()
{
}
void Mod_LoadMapSprite(model_t *mod, const void *buffer, size_t size, qboolean *loaded)
{
}
void Mod_StudioLoadTextures(model_t *mod, void *data)
{
}
void CL_DrawParticles(double frametime, particle_t *cl_active_particles, float partsize)
{
}
void CL_DrawBeams(int fTrans, BEAM *active_beams)
{
}
void CL_DrawTracers(double frametime, particle_t *cl_active_tracers)
{
}
qboolean R_BeamCull(const vec3_t start, const vec3_t end, qboolean pvsOnly)
{
return false;
}
void DrawSingleDecal(decal_t *pDecal, msurface_t *fa)
{
}
float *R_DecalSetupVerts(decal_t *pDecal, msurface_t *surf, int texture, int *outCount)
{
return NULL;
}
void R_EntityRemoveDecals(model_t *mod)
{
}
void GL_SelectTexture(int texture)
{
}
void GL_LoadTexMatrixExt(const float *glmatrix)
{
}
void GL_LoadIdentityTexMatrix()
{
}
void GL_CleanUpTextureUnits(int last)
{
}
void GL_TexGen(unsigned int coord, unsigned int mode)
{
}
void GL_TextureTarget(uint target)
{
}
void CL_DrawParticlesExternal(const ref_viewpass_t *rvp, qboolean trans_pass, float frametime)
{
// no renderapi support
}
struct mstudiotex_s *R_StudioGetTexture(cl_entity_t *e)
{
return NULL;
}
colorVec R_LightVec(const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec)
{
colorVec v = {0};
return v;
}
int R_RenderFrame(const struct ref_viewpass_s *vp)
{
}
void GL_BuildLightmaps()
{
}
void Mod_SetOrthoBounds(const float *mins, const float *maxs)
{
}
qboolean R_SpeedsMessage(char *out, size_t size)
{
return false;
}
byte *Mod_GetCurrentVis()
{
return NULL;
}
void R_ClearScene()
{
}
void R_NewMap()
{
}
void R_ScreenToWorld(const vec3_t screen, vec3_t point)
{
}
void GL_SetupAttributes( int safegl )
{
gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );
// untill we have any blitter in ref api, setup GL
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_COMPATIBILITY );
gEngfuncs.GL_SetAttribute( REF_GL_DOUBLEBUFFER, 1 );
gEngfuncs.GL_SetAttribute( REF_GL_RED_SIZE, 5 );
gEngfuncs.GL_SetAttribute( REF_GL_GREEN_SIZE, 6 );
gEngfuncs.GL_SetAttribute( REF_GL_BLUE_SIZE, 5 );
}
qboolean R_Init()
{
gl_emboss_scale = gEngfuncs.Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" );
// create the window and set up the context
if( !gEngfuncs.R_Init_Video( REF_GL )) // request GL context
{
gEngfuncs.R_Free_Video();
gEngfuncs.Host_Error( "Can't initialize video subsystem\nProbably driver was not installed" );
return false;
}
r_temppool = Mem_AllocPool( "ref_sw zone" );
vid.width = 1920;
vid.height = 1080;
vid.rowbytes = 1920; // rowpixels
vid.buffer = Mem_Malloc( r_temppool, 1920*1080*sizeof( pixel_t ) );
R_InitImages();
return true;
}
void R_Shutdown()
{
R_ShutdownImages();
gEngfuncs.R_Free_Video();
}
ref_interface_t gReffuncs =
{
R_Init,
R_Shutdown,
GL_SetupAttributes,
GL_OnContextCreated,
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,
IsNormalPass,
R_ShowTextures,
R_ShowTree,
R_IncrementSpeedsCounter,
R_GetTextureOriginalBuffer,
GL_LoadTextureFromBuffer,
R_GetBuiltinTexture,
R_FreeSharedTexture,
GL_ProcessTexture,
R_SetupSky,
R_Set2DMode,
R_DrawStretchRaw,
R_DrawStretchPic,
R_DrawTileClear,
CL_FillRGBA,
CL_FillRGBABlend,
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_RenderGetParm,
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,
GL_BuildLightmaps,
Mod_SetOrthoBounds,
R_SpeedsMessage,
Mod_GetCurrentVis,
R_NewMap,
R_ClearScene,
TriRenderMode,
TriBegin,
TriEnd,
_TriColor4f,
TriColor4ub,
TriTexCoord2f,
TriVertex3fv,
TriVertex3f,
TriWorldToScreen,
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 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;
}

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/*
gl_draw.c - orthogonal drawing stuff
Copyright (C) 2010 Uncle Mike
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"
/*
=============
R_GetImageParms
=============
*/
void R_GetTextureParms( int *w, int *h, int texnum )
{
image_t *glt;
glt = R_GetTexture( texnum );
if( w ) *w = glt->srcWidth;
if( h ) *h = glt->srcHeight;
}
/*
=============
R_GetSpriteParms
same as GetImageParms but used
for sprite models
=============
*/
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
{
mspriteframe_t *pFrame;
if( !pSprite || pSprite->type != mod_sprite ) return; // bad model ?
//pFrame = R_GetSpriteFrame( pSprite, currentFrame, 0.0f );
//if( frameWidth ) *frameWidth = pFrame->width;
// if( frameHeight ) *frameHeight = pFrame->height;
//if( numFrames ) *numFrames = pSprite->numframes;
}
int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
{
if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
return 0;
return 0;//R_GetSpriteFrame( m_pSpriteModel, frame, 0.0f )->gl_texturenum;
}
/*
=============
Draw_StretchPicImplementation
=============
*/
void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1, int s2, int t2, image_t *pic)
{
pixel_t *dest, *source;
unsigned int v, u, sv;
unsigned int height;
unsigned int f, fstep;
int skip;
if( x < 0 )
{
s1 += (-x)*(s2-s1) / w;
x = 0;
}
if( x + w > vid.width )
{
s2 -= (x + w - vid.width) * (s2 - s1)/ w ;
w = vid.width - x;
}
if( y + h > vid.height )
{
t2 -= (y + h - vid.height) * (t2 - t1) / h;
h = vid.height - y;
}
if( !pic->pixels[0] || s1 >= s2 || t1 >= t2 )
return;
//gEngfuncs.Con_Printf ("pixels is %p\n", pic->pixels[0] );
height = h;
if (y < 0)
{
skip = -y;
height += y;
y = 0;
}
else
skip = 0;
dest = vid.buffer + y * vid.rowbytes + x;
for (v=0 ; v<height ; v++, dest += vid.rowbytes)
{
sv = (skip + v)*(t2-t1)/h + t1;
source = pic->pixels[0] + sv*pic->width + s1;
if (w == s2 - s1)
memcpy (dest, source, w * 2);
else
{
f = 0;
fstep = s2*0x10000/w;
for (u=0 ; u<w ; u+=4)
{
dest[u] = source[f>>16];
f += fstep;
dest[u+1] = source[f>>16];
f += fstep;
dest[u+2] = source[f>>16];
f += fstep;
dest[u+3] = source[f>>16];
f += fstep;
}
}
}
}
/*
=============
R_DrawStretchPic
=============
*/
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
{
image_t *pic = R_GetTexture(texnum);
// GL_Bind( XASH_TEXTURE0, texnum );
if( s2 > 1 || t2 > 2 )
return;
if( w <= 0 || h <= 0 )
return;
R_DrawStretchPicImplementation(x,y,w,h, pic->width * s1, pic->height * t1, pic->width * s2, pic->height * t2, pic);
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R_DrawTileClear( int texnum, int x, int y, int w, int h )
{
int tw, th, x2, i, j;
image_t *pic;
pixel_t *psrc, *pdest;
//GL_SetRenderMode( kRenderNormal );
_TriColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
GL_Bind( XASH_TEXTURE0, texnum );
pic = R_GetTexture( texnum );
tw = pic->width;
th = pic->height;
if (x < 0)
{
w += x;
x = 0;
}
if (y < 0)
{
h += y;
y = 0;
}
if (x + w > vid.width)
w = vid.width - x;
if (y + h > vid.height)
h = vid.height - y;
if (w <= 0 || h <= 0)
return;
x2 = x + w;
pdest = vid.buffer + y*vid.rowbytes;
for (i=0 ; i<h ; i++, pdest += vid.rowbytes)
{
psrc = pic->pixels[0] + tw * ((i+y)&63);
for (j=x ; j<x2 ; j++)
pdest[j] = psrc[j&63];
}
}
/*
=============
R_DrawStretchRaw
=============
*/
void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
{
byte *raw = NULL;
image_t *tex;
raw = (byte *)data;
//pglDisable( GL_BLEND );
//pglDisable( GL_ALPHA_TEST );
//pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
tex = R_GetTexture( tr.cinTexture );
GL_Bind( XASH_TEXTURE0, tr.cinTexture );
}
/*
=============
R_UploadStretchRaw
=============
*/
void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
{
byte *raw = NULL;
image_t *tex;
raw = (byte *)data;
tex = R_GetTexture( texture );
GL_Bind( GL_KEEP_UNIT, texture );
tex->width = cols;
tex->height = rows;
}
/*
===============
R_Set2DMode
===============
*/
void R_Set2DMode( qboolean enable )
{
if( enable )
{
// if( glState.in2DMode )
// return;
#if 0
// set 2D virtual screen size
pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
GL_Cull( GL_NONE );
pglDepthMask( GL_FALSE );
pglDisable( GL_DEPTH_TEST );
pglEnable( GL_ALPHA_TEST );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
#endif
// glState.in2DMode = true;
RI.currententity = NULL;
RI.currentmodel = NULL;
}
else
{
#if 0
pglDepthMask( GL_TRUE );
pglEnable( GL_DEPTH_TEST );
glState.in2DMode = false;
pglMatrixMode( GL_PROJECTION );
GL_LoadMatrix( RI.projectionMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.worldviewMatrix );
GL_Cull( GL_FRONT );
#endif
}
}

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#include "r_local.h"
#include "../ref_gl/gl_export.h"
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
{
switch( type )
{
case GL_DEBUG_TYPE_ERROR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message );
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
case GL_DEBUG_TYPE_OTHER_ARB:
default:
gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
}
}
int tex;
#define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x)
void R_InitBlit()
{
LOAD(glBegin);
LOAD(glEnd);
LOAD(glTexCoord2f);
LOAD(glVertex2f);
LOAD(glEnable);
LOAD(glDisable);
LOAD(glTexImage2D);
LOAD(glOrtho);
LOAD(glMatrixMode);
LOAD(glLoadIdentity);
LOAD(glViewport);
LOAD(glBindTexture);
LOAD(glDebugMessageCallbackARB);
LOAD(glDebugMessageControlARB);
LOAD(glGetError);
LOAD(glGenTextures);
LOAD(glTexParameteri);
if( gpGlobals->developer )
{
gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n");
pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
// force everything to happen in the main thread instead of in a separate driver thread
pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
}
// enable all the low priority messages
pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
pglGenTextures( 1, &tex );
}
void R_BlitScreen()
{
//memset( vid.buffer, 10, vid.width * vid.height );
pglBindTexture(GL_TEXTURE_2D, tex);
pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
pglEnable( GL_TEXTURE_2D );
pglBindTexture(GL_TEXTURE_2D, tex);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//gEngfuncs.Con_Printf("%d\n",pglGetError());
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, vid.buffer );
//gEngfuncs.Con_Printf("%d\n",pglGetError());
pglBegin( GL_QUADS );
pglTexCoord2f( 0, 0 );
pglVertex2f( 0, 0 );
pglTexCoord2f( 1, 0 );
pglVertex2f( vid.width, 0 );
pglTexCoord2f( 1, 1 );
pglVertex2f( vid.width, vid.height );
pglTexCoord2f( 0, 1 );
pglVertex2f( 0, vid.height );
pglEnd();
pglDisable( GL_TEXTURE_2D );
gEngfuncs.GL_SwapBuffers();
}

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/*
gl_local.h - renderer local declarations
Copyright (C) 2010 Uncle Mike
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.
*/
#ifndef GL_LOCAL_H
#define GL_LOCAL_H
#include "port.h"
#include "xash3d_types.h"
#include "cvardef.h"
#include "const.h"
#include "com_model.h"
#include "cl_entity.h"
#include "render_api.h"
#include "protocol.h"
#include "dlight.h"
#include "ref_api.h"
#include "mathlib.h"
#include "ref_params.h"
#include "enginefeatures.h"
#include "com_strings.h"
#include "pm_movevars.h"
//#include "cvar.h"
typedef struct mip_s mip_t;
#define offsetof(s,m) (size_t)&(((s *)0)->m)
#define ASSERT(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ )
#define Assert(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ )
#include <stdio.h>
#define CVAR_DEFINE( cv, cvname, cvstr, cvflags, cvdesc ) cvar_t cv = { cvname, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc }
#define CVAR_DEFINE_AUTO( cv, cvstr, cvflags, cvdesc ) cvar_t cv = { #cv, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc }
#define CVAR_TO_BOOL( x ) ((x) && ((x)->value != 0.0f) ? true : false )
#define WORLD (gEngfuncs.GetWorld())
#define WORLDMODEL (gEngfuncs.pfnGetModelByIndex( 1 ))
#define MOVEVARS (gEngfuncs.pfnGetMoveVars())
// make mod_ref.h?
#define LM_SAMPLE_SIZE 16
extern byte *r_temppool;
#define BLOCK_SIZE tr.block_size // lightmap blocksize
#define BLOCK_SIZE_DEFAULT 128 // for keep backward compatibility
#define BLOCK_SIZE_MAX 1024
#define MAX_TEXTURES 4096
#define MAX_DETAIL_TEXTURES 256
#define MAX_LIGHTMAPS 256
#define SUBDIVIDE_SIZE 64
#define MAX_DECAL_SURFS 4096
#define MAX_DRAW_STACK 2 // normal view and menu view
#define SHADEDOT_QUANT 16 // precalculated dot products for quantized angles
#define SHADE_LAMBERT 1.495f
#define DEFAULT_ALPHATEST 0.0f
// refparams
#define RP_NONE 0
#define RP_ENVVIEW BIT( 0 ) // used for cubemapshot
#define RP_OLDVIEWLEAF BIT( 1 )
#define RP_CLIPPLANE BIT( 2 )
#define RP_NONVIEWERREF (RP_ENVVIEW)
#define R_ModelOpaque( rm ) ( rm == kRenderNormal )
#define R_StaticEntity( ent ) ( VectorIsNull( ent->origin ) && VectorIsNull( ent->angles ))
#define RP_LOCALCLIENT( e ) ((e) != NULL && (e)->index == gEngfuncs.GetPlayerIndex() && e->player )
#define RP_NORMALPASS() ( FBitSet( RI.params, RP_NONVIEWERREF ) == 0 )
#define CL_IsViewEntityLocalPlayer() ( gEngfuncs.GetViewEntIndex() == gEngfuncs.GetPlayerIndex() )
#define CULL_VISIBLE 0 // not culled
#define CULL_BACKSIDE 1 // backside of transparent wall
#define CULL_FRUSTUM 2 // culled by frustum
#define CULL_VISFRAME 3 // culled by PVS
#define CULL_OTHER 4 // culled by other reason
/*
skins will be outline flood filled and mip mapped
pics and sprites with alpha will be outline flood filled
pic won't be mip mapped
model skin
sprite frame
wall texture
pic
*/
typedef enum
{
it_skin,
it_sprite,
it_wall,
it_pic,
it_sky
} imagetype_t;
//===================================================================
typedef unsigned short pixel_t;
typedef struct vrect_s
{
int x,y,width,height;
struct vrect_s *pnext;
} vrect_t;
typedef struct
{
pixel_t *buffer; // invisible buffer
pixel_t *colormap; // 256 * VID_GRADES size
pixel_t *alphamap; // 256 * 256 translucency map
int rowbytes; // may be > width if displayed in a window
// can be negative for stupid dibs
int width;
int height;
} viddef_t;
extern viddef_t vid;
typedef struct
{
int params; // rendering parameters
qboolean drawWorld; // ignore world for drawing PlayerModel
qboolean isSkyVisible; // sky is visible
qboolean onlyClientDraw; // disabled by client request
qboolean drawOrtho; // draw world as orthogonal projection
float fov_x, fov_y; // current view fov
cl_entity_t *currententity;
model_t *currentmodel;
cl_entity_t *currentbeam; // same as above but for beams
int viewport[4];
//gl_frustum_t frustum;
mleaf_t *viewleaf;
mleaf_t *oldviewleaf;
vec3_t pvsorigin;
vec3_t vieworg; // locked vieworigin
vec3_t viewangles;
vec3_t vforward;
vec3_t vright;
vec3_t vup;
vec3_t cullorigin;
vec3_t cull_vforward;
vec3_t cull_vright;
vec3_t cull_vup;
float farClip;
qboolean fogCustom;
qboolean fogEnabled;
qboolean fogSkybox;
vec4_t fogColor;
float fogDensity;
float fogStart;
float fogEnd;
int cached_contents; // in water
int cached_waterlevel; // was in water
float skyMins[2][6];
float skyMaxs[2][6];
matrix4x4 objectMatrix; // currententity matrix
matrix4x4 worldviewMatrix; // modelview for world
matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix
matrix4x4 projectionMatrix;
matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix
byte visbytes[(MAX_MAP_LEAFS+7)/8];// actual PVS for current frame
float viewplanedist;
mplane_t clipPlane;
} ref_instance_t;
typedef struct
{
cl_entity_t *solid_entities[MAX_VISIBLE_PACKET]; // opaque moving or alpha brushes
cl_entity_t *trans_entities[MAX_VISIBLE_PACKET]; // translucent brushes
cl_entity_t *beam_entities[MAX_VISIBLE_PACKET];
uint num_solid_entities;
uint num_trans_entities;
uint num_beam_entities;
} draw_list_t;
typedef struct
{
int defaultTexture; // use for bad textures
int particleTexture;
int whiteTexture;
int grayTexture;
int blackTexture;
int solidskyTexture; // quake1 solid-sky layer
int alphaskyTexture; // quake1 alpha-sky layer
int lightmapTextures[MAX_LIGHTMAPS];
int dlightTexture; // custom dlight texture
int skyboxTextures[6]; // skybox sides
int cinTexture; // cinematic texture
int skytexturenum; // this not a gl_texturenum!
int skyboxbasenum; // start with 5800
// entity lists
draw_list_t draw_stack[MAX_DRAW_STACK];
int draw_stack_pos;
draw_list_t *draw_list;
msurface_t *draw_decals[MAX_DECAL_SURFS];
int num_draw_decals;
// OpenGL matrix states
qboolean modelviewIdentity;
int visframecount; // PVS frame
int dlightframecount; // dynamic light frame
int realframecount; // not including viewpasses
int framecount;
qboolean ignore_lightgamma;
qboolean fCustomRendering;
qboolean fResetVis;
qboolean fFlipViewModel;
// tree visualization stuff
int recursion_level;
int max_recursion;
byte visbytes[(MAX_MAP_LEAFS+7)/8]; // member custom PVS
int lightstylevalue[MAX_LIGHTSTYLES]; // value 0 - 65536
int block_size; // lightmap blocksize
double frametime; // special frametime for multipass rendering (will set to 0 on a nextview)
float blend; // global blend value
// cull info
vec3_t modelorg; // relative to viewpoint
qboolean fCustomSkybox;
} gl_globals_t;
typedef struct
{
uint c_world_polys;
uint c_studio_polys;
uint c_sprite_polys;
uint c_alias_polys;
uint c_world_leafs;
uint c_view_beams_count;
uint c_active_tents_count;
uint c_alias_models_drawn;
uint c_studio_models_drawn;
uint c_sprite_models_drawn;
uint c_particle_count;
uint c_client_ents; // entities that moved to client
double t_world_node;
double t_world_draw;
} ref_speeds_t;
extern ref_speeds_t r_stats;
extern ref_instance_t RI;
extern gl_globals_t tr;
extern float gldepthmin, gldepthmax;
#define r_numEntities (tr.draw_list->num_solid_entities + tr.draw_list->num_trans_entities)
#define r_numStatics (r_stats.c_client_ents)
typedef struct image_s
{
char name[256]; // game path, including extension (can be store image programs)
word srcWidth; // keep unscaled sizes
word srcHeight;
word width; // upload width\height
word height;
word depth; // texture depth or count of layers for 2D_ARRAY
byte numMips; // mipmap count
texFlags_t flags;
rgba_t fogParams; // some water textures
// contain info about underwater fog
rgbdata_t *original; // keep original image
// debug info
size_t size; // upload size for debug targets
// detail textures stuff
float xscale;
float yscale;
imagetype_t type;
qboolean transparent;
pixel_t *pixels[4]; // mip levels
int servercount;
uint hashValue;
struct gltexture_s *nextHash;
} image_t;
#if 0
//
// gl_backend.c
//
void GL_BackendStartFrame( void );
void GL_BackendEndFrame( void );
void GL_CleanUpTextureUnits( int last );
void GL_Bind( int tmu, unsigned int texnum );
void GL_LoadTexMatrix( const matrix4x4 m );
void GL_LoadTexMatrixExt( const float *glmatrix );
void GL_LoadMatrix( const matrix4x4 source );
void GL_TexGen( unsigned int coord, unsigned int mode );
void GL_SelectTexture( int texture );
void GL_CleanupAllTextureUnits( void );
void GL_LoadIdentityTexMatrix( void );
void GL_DisableAllTexGens( void );
void GL_SetRenderMode( int mode );
void GL_TextureTarget( uint target );
void GL_Cull( unsigned int cull );
void R_ShowTextures( void );
void R_ShowTree( void );
void SCR_TimeRefresh_f( void );
//
// gl_beams.c
//
void CL_DrawBeams( int fTrans, BEAM *active_beams );
qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly );
//
// gl_cull.c
//
int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax );
qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
qboolean R_CullSphere( const vec3_t centre, const float radius );
//int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags );
//
// gl_decals.c
//
void DrawSurfaceDecals( msurface_t *fa, qboolean single, qboolean reverse );
float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount );
void DrawSingleDecal( decal_t *pDecal, msurface_t *fa );
void R_EntityRemoveDecals( model_t *mod );
void DrawDecalsBatch( void );
void R_ClearDecals( void );
//
// gl_drawhulls.c
//
void R_DrawWorldHull( void );
void R_DrawModelHull( void );
#endif
void GL_Bind( int tmu, unsigned int texnum );
//
// gl_draw.c
//
void R_Set2DMode( qboolean enable );
void R_DrawTileClear( int texnum, int x, int y, int w, int h );
void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data );//
// gl_image.c
//
void R_SetTextureParameters( void );
image_t *R_GetTexture( unsigned int texnum );
#define GL_LoadTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, false )
#define GL_UpdateTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, true )
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
int GL_LoadTextureArray( const char **names, int flags );
int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
byte *GL_ResampleTexture( const byte *source, int in_w, int in_h, int out_w, int out_h, qboolean isNormalMap );
int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags );
int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor );
void GL_UpdateTexSize( int texnum, int width, int height, int depth );
void GL_ApplyTextureParams( image_t *tex );
int GL_FindTexture( const char *name );
void GL_FreeTexture( unsigned int texnum );
const char *GL_Target( unsigned int target );
void R_InitDlightTexture( void );
void R_TextureList_f( void );
void R_InitImages( void );
void R_ShutdownImages( void );
#if 0
//
// gl_rlight.c
//
void CL_RunLightStyles( void );
void R_PushDlights( void );
void R_AnimateLight( void );
void R_GetLightSpot( vec3_t lightspot );
void R_MarkLights( dlight_t *light, int bit, mnode_t *node );
colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec );
int R_CountSurfaceDlights( msurface_t *surf );
colorVec R_LightPoint( const vec3_t p0 );
int R_CountDlights( void );
//
// gl_rmain.c
//
void R_ClearScene( void );
void R_LoadIdentity( void );
void R_RenderScene( void );
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size );
void R_SetupRefParams( const struct ref_viewpass_s *rvp );
void R_TranslateForEntity( cl_entity_t *e );
void R_RotateForEntity( cl_entity_t *e );
void R_SetupGL( qboolean set_gl_state );
void R_AllowFog( qboolean allowed );
void R_SetupFrustum( void );
void R_FindViewLeaf( void );
void R_PushScene( void );
void R_PopScene( void );
void R_DrawFog( void );
//
// gl_rmath.c
//
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] );
void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
void Matrix4x4_ConcatScale( matrix4x4 out, float x );
void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z );
void Matrix4x4_CreateScale( matrix4x4 out, float x );
void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
void Matrix4x4_CreateModelview( matrix4x4 out );
//
// gl_rmisc.c
//
void R_ClearStaticEntities( void );
//
// gl_rsurf.c
//
void R_MarkLeaves( void );
void R_DrawWorld( void );
void R_DrawWaterSurfaces( void );
void R_DrawBrushModel( cl_entity_t *e );
void GL_SubdivideSurface( msurface_t *fa );
void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
void DrawGLPoly( glpoly_t *p, float xScale, float yScale );
texture_t *R_TextureAnimation( msurface_t *s );
void GL_SetupFogColorForSurfaces( void );
void R_DrawAlphaTextureChains( void );
void GL_RebuildLightmaps( void );
void GL_InitRandomTable( void );
void GL_BuildLightmaps( void );
void GL_ResetFogColor( void );
void R_GenerateVBO();
void R_ClearVBO();
void R_AddDecalVBO( decal_t *pdecal, msurface_t *surf );
//
// gl_rpart.c
//
void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime );
void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize );
void CL_DrawTracers( double frametime, particle_t *cl_active_tracers );
//
// gl_sprite.c
//
void R_SpriteInit( void );
void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags );
mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw );
void R_DrawSpriteModel( cl_entity_t *e );
//
// gl_studio.c
//
void R_StudioInit( void );
void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded );
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
float CL_GetSequenceDuration( cl_entity_t *ent, int sequence );
struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e );
float CL_GetStudioEstimatedFrame( cl_entity_t *ent );
int R_GetEntityRenderMode( cl_entity_t *ent );
void R_DrawStudioModel( cl_entity_t *e );
player_info_t *pfnPlayerInfo( int index );
void R_GatherPlayerLight( void );
float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc );
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
void R_StudioResetPlayerModels( void );
void CL_InitStudioAPI( void );
void Mod_StudioLoadTextures( model_t *mod, void *data );
void Mod_StudioUnloadTextures( void *data );
//
// gl_alias.c
//
void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded );
void R_DrawAliasModel( cl_entity_t *e );
void R_AliasInit( void );
//
// gl_warp.c
//
void R_InitSkyClouds( mip_t *mt, struct texture_s *tx, qboolean custom_palette );
void R_AddSkyBoxSurface( msurface_t *fa );
void R_ClearSkyBox( void );
void R_DrawSkyBox( void );
void R_DrawClouds( void );
void EmitWaterPolys( msurface_t *warp, qboolean reverse );
#endif
void R_InitSkyClouds( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette );
//
// gl_vgui.c
//
void VGUI_DrawInit( void );
void VGUI_DrawShutdown( void );
void VGUI_SetupDrawingText( int *pColor );
void VGUI_SetupDrawingRect( int *pColor );
void VGUI_SetupDrawingImage( int *pColor );
void VGUI_BindTexture( int id );
void VGUI_EnableTexture( qboolean enable );
void VGUI_CreateTexture( int id, int width, int height );
void VGUI_UploadTexture( int id, const char *buffer, int width, int height );
void VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight );
void VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr );
void VGUI_GetTextureSizes( int *width, int *height );
int VGUI_GenerateTexture( void );
//#include "vid_common.h"
//
// renderer exports
//
qboolean R_Init( void );
void R_Shutdown( void );
void GL_SetupAttributes( int safegl );
void GL_OnContextCreated( void );
void GL_InitExtensions( void );
void GL_ClearExtensions( void );
void VID_CheckChanges( void );
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
void GL_FreeImage( const char *name );
qboolean VID_ScreenShot( const char *filename, int shot_type );
qboolean VID_CubemapShot( const char *base, uint size, const float *vieworg, qboolean skyshot );
void R_BeginFrame( qboolean clearScene );
int R_RenderFrame( const struct ref_viewpass_s *vp );
void R_EndFrame( void );
void R_ClearScene( void );
void R_GetTextureParms( int *w, int *h, int texnum );
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int curFrame, const struct model_s *pSprite );
void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty );
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum );
qboolean R_SpeedsMessage( char *out, size_t size );
void R_SetupSky( const char *skyboxname );
qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
int R_WorldToScreen( const vec3_t point, vec3_t screen );
void R_ScreenToWorld( const vec3_t screen, vec3_t point );
qboolean R_AddEntity( struct cl_entity_s *pRefEntity, int entityType );
void Mod_LoadMapSprite( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded );
void Mod_SpriteUnloadTextures( void *data );
void Mod_UnloadAliasModel( struct model_s *mod );
void Mod_AliasUnloadTextures( void *data );
void GL_SetRenderMode( int mode );
void R_RunViewmodelEvents( void );
void R_DrawViewModel( void );
int R_GetSpriteTexture( const struct model_s *m_pSpriteModel, int frame );
void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale );
void R_RemoveEfrags( struct cl_entity_s *ent );
void R_AddEfrags( struct cl_entity_s *ent );
void R_DecalRemoveAll( int texture );
int R_CreateDecalList( decallist_t *pList );
void R_ClearAllDecals( void );
byte *Mod_GetCurrentVis( void );
void Mod_SetOrthoBounds( const float *mins, const float *maxs );
void R_NewMap( void );
void CL_AddCustomBeam( cl_entity_t *pEnvBeam );
#if 0
//
// gl_opengl.c
//
#define GL_CheckForErrors() GL_CheckForErrors_( __FILE__, __LINE__ )
void GL_CheckForErrors_( const char *filename, const int fileline );
const char *GL_ErrorString( int err );
qboolean GL_Support( int r_ext );
int GL_MaxTextureUnits( void );
void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext );
void GL_SetExtension( int r_ext, int enable );
#endif
//
// gl_triapi.c
//
void TriRenderMode( int mode );
void TriBegin( int mode );
void TriEnd( void );
void TriTexCoord2f( float u, float v );
void TriVertex3fv( const float *v );
void TriVertex3f( float x, float y, float z );
void _TriColor4f( float r, float g, float b, float a );
void TriColor4ub( byte r, byte g, byte b, byte a );
int TriWorldToScreen( float *world, float *screen );
int TriSpriteTexture( model_t *pSpriteModel, int frame );
void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn );
void TriGetMatrix( const int pname, float *matrix );
void TriFogParams( float flDensity, int iFogSkybox );
void TriCullFace( TRICULLSTYLE mode );
extern ref_api_t gEngfuncs;
extern ref_globals_t *gpGlobals;
extern cvar_t *gl_emboss_scale;
#if 0
//
// renderer cvars
//
extern cvar_t *gl_texture_anisotropy;
extern cvar_t *gl_extensions;
extern cvar_t *gl_check_errors;
extern cvar_t *gl_texture_lodbias;
extern cvar_t *gl_texture_nearest;
extern cvar_t *gl_lightmap_nearest;
extern cvar_t *gl_keeptjunctions;
extern cvar_t *gl_round_down;
extern cvar_t *gl_detailscale;
extern cvar_t *gl_wireframe;
extern cvar_t *gl_polyoffset;
extern cvar_t *gl_finish;
extern cvar_t *gl_nosort;
extern cvar_t *gl_clear;
extern cvar_t *gl_test; // cvar to testify new effects
extern cvar_t *gl_msaa;
extern cvar_t *gl_stencilbits;
extern cvar_t *r_speeds;
extern cvar_t *r_fullbright;
extern cvar_t *r_norefresh;
extern cvar_t *r_showtree; // build graph of visible hull
extern cvar_t *r_lighting_extended;
extern cvar_t *r_lighting_modulate;
extern cvar_t *r_lighting_ambient;
extern cvar_t *r_studio_lambert;
extern cvar_t *r_detailtextures;
extern cvar_t *r_drawentities;
extern cvar_t *r_decals;
extern cvar_t *r_novis;
extern cvar_t *r_nocull;
extern cvar_t *r_lockpvs;
extern cvar_t *r_lockfrustum;
extern cvar_t *r_traceglow;
extern cvar_t *r_dynamic;
extern cvar_t *r_lightmap;
extern cvar_t *r_vbo;
extern cvar_t *r_vbo_dlightmode;
extern cvar_t *vid_brightness;
extern cvar_t *vid_gamma;
//
// engine shared convars
//
extern cvar_t *gl_showtextures;
extern cvar_t *tracerred;
extern cvar_t *tracergreen;
extern cvar_t *tracerblue;
extern cvar_t *traceralpha;
extern cvar_t *cl_lightstyle_lerping;
extern cvar_t *r_showhull;
#endif
//
// engine callbacks
//
#include "crtlib.h"
#define Mem_Malloc( pool, size ) gEngfuncs._Mem_Alloc( pool, size, false, __FILE__, __LINE__ )
#define Mem_Calloc( pool, size ) gEngfuncs._Mem_Alloc( pool, size, true, __FILE__, __LINE__ )
#define Mem_Realloc( pool, ptr, size ) gEngfuncs._Mem_Realloc( pool, ptr, size, true, __FILE__, __LINE__ )
#define Mem_Free( mem ) gEngfuncs._Mem_Free( mem, __FILE__, __LINE__ )
#define Mem_AllocPool( name ) gEngfuncs._Mem_AllocPool( name, __FILE__, __LINE__ )
#define Mem_FreePool( pool ) gEngfuncs._Mem_FreePool( pool, __FILE__, __LINE__ )
#define Mem_EmptyPool( pool ) gEngfuncs._Mem_EmptyPool( pool, __FILE__, __LINE__ )
#endif // GL_LOCAL_H

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/*
gl_triapi.c - TriAPI draw methods
Copyright (C) 2011 Uncle Mike
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 "r_local.h"
#include "const.h"
static struct
{
int renderMode; // override kRenderMode from TriAPI
vec4_t triRGBA;
} ds;
/*
===============================================================
TRIAPI IMPLEMENTATION
===============================================================
*/
/*
=============
TriRenderMode
set rendermode
=============
*/
void TriRenderMode( int mode )
{
ds.renderMode = mode;
#if 0
switch( mode )
{
case kRenderNormal:
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglDisable( GL_BLEND );
pglDepthMask( GL_TRUE );
break;
case kRenderTransAlpha:
pglEnable( GL_BLEND );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglDepthMask( GL_FALSE );
break;
case kRenderTransColor:
case kRenderTransTexture:
pglEnable( GL_BLEND );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
break;
case kRenderGlow:
case kRenderTransAdd:
pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
pglEnable( GL_BLEND );
pglDepthMask( GL_FALSE );
break;
}
#endif
}
/*
=============
TriBegin
begin triangle sequence
=============
*/
void TriBegin( int mode )
{
#if 0
switch( mode )
{
case TRI_POINTS:
mode = GL_POINTS;
break;
case TRI_TRIANGLES:
mode = GL_TRIANGLES;
break;
case TRI_TRIANGLE_FAN:
mode = GL_TRIANGLE_FAN;
break;
case TRI_QUADS:
mode = GL_QUADS;
break;
case TRI_LINES:
mode = GL_LINES;
break;
case TRI_TRIANGLE_STRIP:
mode = GL_TRIANGLE_STRIP;
break;
case TRI_QUAD_STRIP:
mode = GL_QUAD_STRIP;
break;
case TRI_POLYGON:
default:
mode = GL_POLYGON;
break;
}
pglBegin( mode );
#endif
}
/*
=============
TriEnd
draw triangle sequence
=============
*/
void TriEnd( void )
{
//pglEnd( );
}
/*
=============
_TriColor4f
=============
*/
void _TriColor4f( float r, float g, float b, float a )
{
//pglColor4f( r, g, b, a );
}
/*
=============
TriColor4ub
=============
*/
void TriColor4ub( byte r, byte g, byte b, byte a )
{
ds.triRGBA[0] = r * (1.0f / 255.0f);
ds.triRGBA[1] = g * (1.0f / 255.0f);
ds.triRGBA[2] = b * (1.0f / 255.0f);
ds.triRGBA[3] = a * (1.0f / 255.0f);
_TriColor4f( ds.triRGBA[0], ds.triRGBA[1], ds.triRGBA[2], 1.0f );
}
/*
=================
TriColor4f
=================
*/
void TriColor4f( float r, float g, float b, float a )
{
if( ds.renderMode == kRenderTransAlpha )
TriColor4ub( r * 255.9f, g * 255.9f, b * 255.9f, a * 255.0f );
else _TriColor4f( r * a, g * a, b * a, 1.0 );
ds.triRGBA[0] = r;
ds.triRGBA[1] = g;
ds.triRGBA[2] = b;
ds.triRGBA[3] = a;
}
/*
=============
TriTexCoord2f
=============
*/
void TriTexCoord2f( float u, float v )
{
//pglTexCoord2f( u, v );
}
/*
=============
TriVertex3fv
=============
*/
void TriVertex3fv( const float *v )
{
//pglVertex3fv( v );
}
/*
=============
TriVertex3f
=============
*/
void TriVertex3f( float x, float y, float z )
{
//pglVertex3f( x, y, z );
}
/*
=============
TriWorldToScreen
convert world coordinates (x,y,z) into screen (x, y)
=============
*/
int TriWorldToScreen( float *world, float *screen )
{
int retval;
// retval = R_WorldToScreen( world, screen );
screen[0] = 0.5f * screen[0] * (float)RI.viewport[2];
screen[1] = -0.5f * screen[1] * (float)RI.viewport[3];
screen[0] += 0.5f * (float)RI.viewport[2];
screen[1] += 0.5f * (float)RI.viewport[3];
return retval;
}
/*
=============
TriSpriteTexture
bind current texture
=============
*/
int TriSpriteTexture( model_t *pSpriteModel, int frame )
{
int gl_texturenum;
if(( gl_texturenum = R_GetSpriteTexture( pSpriteModel, frame )) == 0 )
return 0;
if( gl_texturenum <= 0 || gl_texturenum > MAX_TEXTURES )
gl_texturenum = tr.defaultTexture;
GL_Bind( XASH_TEXTURE0, gl_texturenum );
return 1;
}
/*
=============
TriFog
enables global fog on the level
=============
*/
void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
{
#if 0
// overrided by internal fog
if( RI.fogEnabled ) return;
RI.fogCustom = bOn;
// check for invalid parms
if( flEnd <= flStart )
{
RI.fogCustom = false;
pglDisable( GL_FOG );
return;
}
if( RI.fogCustom )
pglEnable( GL_FOG );
else pglDisable( GL_FOG );
// copy fog params
RI.fogColor[0] = flFogColor[0] / 255.0f;
RI.fogColor[1] = flFogColor[1] / 255.0f;
RI.fogColor[2] = flFogColor[2] / 255.0f;
RI.fogStart = flStart;
RI.fogColor[3] = 1.0f;
RI.fogDensity = 0.0f;
RI.fogSkybox = true;
RI.fogEnd = flEnd;
pglFogi( GL_FOG_MODE, GL_LINEAR );
pglFogfv( GL_FOG_COLOR, RI.fogColor );
pglFogf( GL_FOG_START, RI.fogStart );
pglFogf( GL_FOG_END, RI.fogEnd );
pglHint( GL_FOG_HINT, GL_NICEST );
#endif
}
/*
=============
TriGetMatrix
very strange export
=============
*/
void TriGetMatrix( const int pname, float *matrix )
{
//pglGetFloatv( pname, matrix );
}
/*
=============
TriForParams
=============
*/
void TriFogParams( float flDensity, int iFogSkybox )
{
RI.fogDensity = flDensity;
RI.fogSkybox = iFogSkybox;
}
/*
=============
TriCullFace
=============
*/
void TriCullFace( TRICULLSTYLE mode )
{
#if 0
int glMode;
switch( mode )
{
case TRI_FRONT:
glMode = GL_FRONT;
break;
default:
glMode = GL_NONE;
break;
}
GL_Cull( mode );
#endif
}
/*
=============
TriBrightness
=============
*/
void TriBrightness( float brightness )
{
float r, g, b;
r = ds.triRGBA[0] * ds.triRGBA[3] * brightness;
g = ds.triRGBA[1] * ds.triRGBA[3] * brightness;
b = ds.triRGBA[2] * ds.triRGBA[3] * brightness;
_TriColor4f( r, g, b, 1.0f );
}

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/*
gl_vgui.c - OpenGL vgui draw methods
Copyright (C) 2011 Uncle Mike
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 "r_local.h"
#define VGUI_MAX_TEXTURES ( MAX_TEXTURES / 2 ) // a half of total textures count
static int g_textures[VGUI_MAX_TEXTURES];
static int g_textureId = 0;
static int g_iBoundTexture;
/*
================
VGUI_DrawInit
Startup VGUI backend
================
*/
void GAME_EXPORT VGUI_DrawInit( void )
{
memset( g_textures, 0, sizeof( g_textures ));
g_textureId = g_iBoundTexture = 0;
}
/*
================
VGUI_DrawShutdown
Release all textures
================
*/
void GAME_EXPORT VGUI_DrawShutdown( void )
{
int i;
for( i = 1; i < g_textureId; i++ )
{
GL_FreeTexture( g_textures[i] );
}
}
/*
================
VGUI_GenerateTexture
generate unique texture number
================
*/
int GAME_EXPORT VGUI_GenerateTexture( void )
{
if( ++g_textureId >= VGUI_MAX_TEXTURES )
gEngfuncs.Host_Error( "VGUI_GenerateTexture: VGUI_MAX_TEXTURES limit exceeded\n" );
return g_textureId;
}
/*
================
VGUI_UploadTexture
Upload texture into video memory
================
*/
void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int height )
{
rgbdata_t r_image;
char texName[32];
if( id <= 0 || id >= VGUI_MAX_TEXTURES )
{
gEngfuncs.Con_DPrintf( S_ERROR "VGUI_UploadTexture: bad texture %i. Ignored\n", id );
return;
}
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
memset( &r_image, 0, sizeof( r_image ));
r_image.width = width;
r_image.height = height;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA;
r_image.buffer = (byte *)buffer;
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE );
}
/*
================
VGUI_CreateTexture
Create empty rgba texture and upload them into video memory
================
*/
void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height )
{
rgbdata_t r_image;
char texName[32];
if( id <= 0 || id >= VGUI_MAX_TEXTURES )
{
gEngfuncs.Con_Reportf( S_ERROR "VGUI_CreateTexture: bad texture %i. Ignored\n", id );
return;
}
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
memset( &r_image, 0, sizeof( r_image ));
r_image.width = width;
r_image.height = height;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
r_image.flags = IMAGE_HAS_ALPHA;
r_image.buffer = NULL;
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST );
g_iBoundTexture = id;
}
void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight )
{
if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == tr.whiteTexture )
{
gEngfuncs.Con_Reportf( S_ERROR "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id );
return;
}
//pglTexSubImage2D( GL_TEXTURE_2D, 0, drawX, drawY, blockWidth, blockHeight, GL_RGBA, GL_UNSIGNED_BYTE, rgba );
g_iBoundTexture = id;
}
void GAME_EXPORT VGUI_SetupDrawingRect( int *pColor )
{
}
void GAME_EXPORT VGUI_SetupDrawingText( int *pColor )
{
}
void GAME_EXPORT VGUI_SetupDrawingImage( int *pColor )
{
}
void GAME_EXPORT VGUI_BindTexture( int id )
{
if( id > 0 && id < VGUI_MAX_TEXTURES && g_textures[id] )
{
GL_Bind( XASH_TEXTURE0, g_textures[id] );
g_iBoundTexture = id;
}
else
{
// NOTE: same as bogus index 2700 in GoldSrc
id = g_iBoundTexture = 1;
GL_Bind( XASH_TEXTURE0, g_textures[id] );
}
}
/*
================
VGUI_GetTextureSizes
returns wide and tall for currently binded texture
================
*/
void GAME_EXPORT VGUI_GetTextureSizes( int *width, int *height )
{
image_t *glt;
int texnum;
if( g_iBoundTexture )
texnum = g_textures[g_iBoundTexture];
else texnum = tr.defaultTexture;
glt = R_GetTexture( texnum );
if( width ) *width = glt->srcWidth;
if( height ) *height = glt->srcHeight;
}
/*
================
VGUI_EnableTexture
disable texturemode for fill rectangle
================
*/
void GAME_EXPORT VGUI_EnableTexture( qboolean enable )
{
}
/*
================
VGUI_DrawQuad
generic method to fill rectangle
================
*/
void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr )
{
int width, height;
float xscale, yscale;
gEngfuncs.CL_GetScreenInfo( &width, &height );
xscale = gpGlobals->width / (float)width;
yscale = gpGlobals->height / (float)height;
ASSERT( ul != NULL && lr != NULL );
}

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#! /usr/bin/env python
# encoding: utf-8
# mittorn, 2018
from waflib import Logs
import os
from fwgslib import get_subproject_name
top = '.'
def options(opt):
# stub
return
def configure(conf):
# check for dedicated server build
if conf.options.DEDICATED:
return
if conf.options.SUPPORT_BSP2_FORMAT:
conf.env.append_unique('DEFINES', 'SUPPORT_BSP2_FORMAT')
conf.env.append_unique('DEFINES', 'REF_DLL')
def build(bld):
if bld.env.DEDICATED:
return
bld.load_envs()
name = get_subproject_name(bld)
bld.env = bld.all_envs[name]
libs = [ 'M' ]
source = bld.path.ant_glob(['*.c'])
source += [ '../engine/common/mathlib.c', '../engine/common/crtlib.c', '../engine/common/matrixlib.c' ]
includes = ['.',
'../engine',
'../engine/common',
'../engine/server',
'../engine/client',
'../common',
'../pm_shared' ]
bld.shlib(
source = source,
target = name,
features = 'c',
includes = includes,
use = libs,
install_path = bld.env.LIBDIR,
subsystem = bld.env.MSVC_SUBSYSTEM
)