/* 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_ScreenShot(const char *filename, int shot_type) { return false; } 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 ); }