Files
illusion-arena-engine/code/renderer_oa/tr_init.c
leilei- 245fea051e Renderer-based particle system (#25)
* A WIP particle system

* - Some more particle refactoring
- an attempt to fix things that went wrong
- trying to integrate fog onto particles (which is currently wrong)
- qpal.h committed (oops)
- Attempt to separate particle rendering from particle moving for future optimization/refactor
2016-11-01 03:30:15 -04:00

1793 lines
55 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_init.c -- functions that are not called every frame
#include "tr_local.h"
glconfig_t glConfig;
qboolean textureFilterAnisotropic = qfalse;
int maxAnisotropy = 0;
float displayAspect = 0.0f;
qboolean vertexShaders = qfalse;
qboolean postprocess = qfalse;
qboolean palettedTextureSupport = qfalse; // leilei - paletted textures
char depthimage;
glstate_t glState;
static void GfxInfo_f( void );
extern int voodootype;
#ifdef USE_RENDERER_DLOPEN
cvar_t *com_altivec;
#endif
cvar_t *r_flareSize;
cvar_t *r_flareFade;
cvar_t *r_flareCoeff;
cvar_t *r_railWidth;
cvar_t *r_railCoreWidth;
cvar_t *r_railSegmentLength;
cvar_t *r_ignoreFastPath;
cvar_t *r_verbose;
cvar_t *r_ignore;
cvar_t *r_detailTextures;
cvar_t *r_detailTextureScale;
cvar_t *r_detailTextureLayers;
cvar_t *r_znear;
cvar_t *r_zproj;
cvar_t *r_stereoSeparation;
cvar_t *r_skipBackEnd;
cvar_t *r_stereoEnabled;
cvar_t *r_anaglyphMode;
cvar_t *r_greyscale;
cvar_t *r_monolightmaps;
cvar_t *r_ignorehwgamma;
cvar_t *r_measureOverdraw;
cvar_t *r_inGameVideo;
cvar_t *r_fastsky;
cvar_t *r_drawSun;
cvar_t *r_dynamiclight;
cvar_t *r_dlightBacks;
cvar_t *r_lodbias;
cvar_t *r_lodscale;
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawworld;
cvar_t *r_speeds;
cvar_t *r_fullbright;
cvar_t *r_novis;
cvar_t *r_nocull;
cvar_t *r_facePlaneCull;
cvar_t *r_showcluster;
cvar_t *r_nocurves;
cvar_t *r_allowExtensions;
cvar_t *r_ext_compressed_textures;
cvar_t *r_ext_multitexture;
cvar_t *r_ext_compiled_vertex_array;
cvar_t *r_ext_texture_env_add;
cvar_t *r_ext_texture_filter_anisotropic;
cvar_t *r_ext_max_anisotropy;
cvar_t *r_ext_vertex_shader;
cvar_t *r_ext_paletted_texture; // leilei - Paletted Texture
cvar_t *r_ext_gamma_control; // leilei - 3dfx gamma control
cvar_t *r_postprocess;
cvar_t *r_ignoreGLErrors;
cvar_t *r_logFile;
cvar_t *r_stencilbits;
cvar_t *r_depthbits;
cvar_t *r_colorbits;
cvar_t *r_primitives;
cvar_t *r_texturebits;
cvar_t *r_ext_multisample;
cvar_t *r_drawBuffer;
cvar_t *r_lightmap;
cvar_t *r_vertexLight;
cvar_t *r_uiFullScreen;
cvar_t *r_shadows;
cvar_t *r_flares;
cvar_t *r_mode;
cvar_t *r_nobind;
cvar_t *r_singleShader;
cvar_t *r_roundImagesDown;
cvar_t *r_colorMipLevels;
cvar_t *r_picmip;
cvar_t *r_iconmip;
cvar_t *r_iconBits;
cvar_t *r_lightmapBits;
cvar_t *r_showtris;
cvar_t *r_showsky;
cvar_t *r_shownormals;
cvar_t *r_finish;
cvar_t *r_clear;
cvar_t *r_swapInterval;
cvar_t *r_textureMode;
cvar_t *r_offsetFactor;
cvar_t *r_offsetUnits;
cvar_t *r_gamma;
cvar_t *r_intensity;
cvar_t *r_lockpvs;
cvar_t *r_noportals;
cvar_t *r_portalOnly;
cvar_t *r_subdivisions;
cvar_t *r_lodCurveError;
cvar_t *r_fullscreen;
cvar_t *r_noborder;
cvar_t *r_customwidth;
cvar_t *r_customheight;
cvar_t *r_customPixelAspect;
cvar_t *r_overBrightBits;
cvar_t *r_mapOverBrightBits;
cvar_t *r_debugSurface;
cvar_t *r_simpleMipMaps;
cvar_t *r_showImages;
cvar_t *r_ambientScale;
cvar_t *r_directedScale;
cvar_t *r_debugLight;
cvar_t *r_debugSort;
cvar_t *r_printShaders;
cvar_t *r_saveFontData;
cvar_t *r_marksOnTriangleMeshes;
cvar_t *r_aviMotionJpegQuality;
cvar_t *r_screenshotJpegQuality;
cvar_t *r_maxpolys;
int max_polys;
cvar_t *r_maxpolyverts;
int max_polyverts;
// tcpp
cvar_t *r_lensReflection1;
cvar_t *r_lensReflection2;
cvar_t *r_lensReflectionBrightness;
// leilei
cvar_t *r_flareMethod; // method of flare intensity
cvar_t *r_flareQuality; // testing quality of the flares.
cvar_t *r_flareSun; // type of flare to use for the sun
cvar_t *r_flareDelay; // time delay for medium quality flare testing
cvar_t *r_flaresMotionBlur; // Stretch blur
cvar_t *r_specMode;
//cvar_t *r_waveMode;
cvar_t *r_flaresDlight;
cvar_t *r_flaresDlightShrink;
cvar_t *r_flaresDlightFade;
cvar_t *r_flaresDlightOpacity;
cvar_t *r_flaresDlightScale;
//cvar_t *r_flaresSurfradii;
cvar_t *r_alternateBrightness; // leilei - linux overbright fix
cvar_t *r_mockvr; // Leilei - for debugging PVR only!
cvar_t *r_parseStageSimple; // Leilei - for debugging PVR only!
cvar_t *r_leifx; // Leilei - leifx nostalgia filter
cvar_t *r_modelshader; // Leilei
cvar_t *r_particles; // Leilei - particle effects motif
cvar_t *r_ntsc; // Leilei - ntsc / composite signals
//cvar_t *r_tvMode; // Leilei - tv fake mode
cvar_t *r_retroAA; // Leilei - old console AA
cvar_t *r_anime; // Leilei - anime filter
cvar_t *r_palletize; // Leilei - palletization
cvar_t *r_leidebug; // Leilei - debug
cvar_t *r_leidebugeye; // Leilei - eye debug
cvar_t *r_suggestiveThemes; // leilei - mature content control
//cvar_t *r_motionblur; // Leilei - motionblur
cvar_t *r_motionblur_fps; // Leilei - motionblur framerated
cvar_t *r_slowness; // Leilei - the cvar that slows everything down. use with caution.
cvar_t *r_slowness_cpu; // Leilei
cvar_t *r_slowness_gpu; // Leilei
cvar_t *r_textureDither; // leilei - Dithered texture
cvar_t *r_texdump; // Leilei - debug - texture dump as they load, players should never need to use this!
// leilei - fallback shader hack
#ifdef USE_FALLBACK_GLSL
extern const char *fallbackShader_anime_vp;
extern const char *fallbackShader_anime_fp;
extern const char *fallbackShader_anime_film_vp;
extern const char *fallbackShader_anime_film_fp;
extern const char *fallbackShader_brightness_vp;
extern const char *fallbackShader_brightness_fp;
extern const char *fallbackShader_leifx_dither_vp;
extern const char *fallbackShader_leifx_dither_fp;
extern const char *fallbackShader_leifx_filter_vp;
extern const char *fallbackShader_leifx_filter_fp;
extern const char *fallbackShader_leifx_gamma_vp;
extern const char *fallbackShader_leifx_gamma_fp;
extern const char *fallbackShader_leifx_vgasignal_vp;
extern const char *fallbackShader_leifx_vgasignal_fp;
extern const char *fallbackShader_motionblur_accum_vp;
extern const char *fallbackShader_motionblur_accum_fp;
extern const char *fallbackShader_motionblur_post_vp;
extern const char *fallbackShader_motionblur_post_fp;
#endif
/*
** InitOpenGL
**
** This function is responsible for initializing a valid OpenGL subsystem. This
** is done by calling GLimp_Init (which gives us a working OGL subsystem) then
** setting variables, checking GL constants, and reporting the gfx system config
** to the user.
*/
static void InitOpenGL( void )
{
char renderer_buffer[1024];
//
// initialize OS specific portions of the renderer
//
// GLimp_Init directly or indirectly references the following cvars:
// - r_fullscreen
// - r_mode
// - r_(color|depth|stencil)bits
// - r_ignorehwgamma
// - r_gamma
//
if ( glConfig.vidWidth == 0 )
{
GLint temp;
GLimp_Init();
GLimp_InitExtraExtensions();
strcpy( renderer_buffer, glConfig.renderer_string );
Q_strlwr( renderer_buffer );
// OpenGL driver constants
qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp );
glConfig.maxTextureSize = temp;
// stubbed or broken drivers may have reported 0...
if ( glConfig.maxTextureSize <= 0 )
{
glConfig.maxTextureSize = 0;
}
}
// set default state
GL_SetDefaultState();
}
/*
==================
GL_CheckErrors
==================
*/
void GL_CheckErrors( void ) {
int err;
char s[64];
err = qglGetError();
if ( err == GL_NO_ERROR ) {
return;
}
if ( r_ignoreGLErrors->integer ) {
return;
}
switch( err ) {
case GL_INVALID_ENUM:
strcpy( s, "GL_INVALID_ENUM" );
break;
case GL_INVALID_VALUE:
strcpy( s, "GL_INVALID_VALUE" );
break;
case GL_INVALID_OPERATION:
strcpy( s, "GL_INVALID_OPERATION" );
break;
case GL_STACK_OVERFLOW:
strcpy( s, "GL_STACK_OVERFLOW" );
break;
case GL_STACK_UNDERFLOW:
strcpy( s, "GL_STACK_UNDERFLOW" );
break;
case GL_OUT_OF_MEMORY:
strcpy( s, "GL_OUT_OF_MEMORY" );
break;
default:
Com_sprintf( s, sizeof(s), "%i", err);
break;
}
ri.Error( ERR_FATAL, "GL_CheckErrors: %s", s );
}
/*
** R_GetModeInfo
*/
typedef struct vidmode_s
{
const char *description;
int width, height;
float pixelAspect; // pixel width / height
} vidmode_t;
vidmode_t r_vidModes[] =
{
{ "Mode 0: 320x240", 320, 240, 1 },
{ "Mode 1: 400x300", 400, 300, 1 },
{ "Mode 2: 512x384", 512, 384, 1 },
{ "Mode 3: 640x480 (480p)", 640, 480, 1 },
{ "Mode 4: 800x600", 800, 600, 1 },
{ "Mode 5: 960x720", 960, 720, 1 },
{ "Mode 6: 1024x768", 1024, 768, 1 },
{ "Mode 7: 1152x864", 1152, 864, 1 },
{ "Mode 8: 1280x1024", 1280, 1024, 1 },
{ "Mode 9: 1600x1200", 1600, 1200, 1 },
{ "Mode 10: 2048x1536", 2048, 1536, 1 },
{ "Mode 11: 856x480", 856, 480, 1 }, // Q3 MODES END HERE AND EXTENDED MODES BEGIN
{ "Mode 12: 1280x720 (720p)", 1280, 720, 1 },
{ "Mode 13: 1280x768", 1280, 768, 1 },
{ "Mode 14: 1280x800", 1280, 800, 1 },
{ "Mode 15: 1280x960", 1280, 960, 1 },
{ "Mode 16: 1360x768", 1360, 768, 1 },
{ "Mode 17: 1366x768", 1366, 768, 1 }, // yes there are some out there on that extra 6
{ "Mode 18: 1360x1024", 1360, 1024, 1 },
{ "Mode 19: 1400x1050", 1400, 1050, 1 },
{ "Mode 20: 1400x900", 1400, 900, 1 },
{ "Mode 21: 1600x900", 1600, 900, 1 },
{ "Mode 22: 1680x1050", 1680, 1050, 1 },
{ "Mode 23: 1920x1080 (1080p)", 1920, 1080, 1 },
{ "Mode 24: 1920x1200", 1920, 1200, 1 },
{ "Mode 25: 1920x1440", 1920, 1440, 1 },
{ "Mode 26: 2560x1600", 2560, 1600, 1 },
{ "Mode 27: 3840x2160 (4K)", 3840, 2160, 1 }
};
static int s_numVidModes = ARRAY_LEN( r_vidModes );
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode ) {
vidmode_t *vm;
float pixelAspect;
if ( mode < -1 ) {
return qfalse;
}
if ( mode >= s_numVidModes ) {
return qfalse;
}
if ( mode == -1 ) {
*width = r_customwidth->integer;
*height = r_customheight->integer;
pixelAspect = r_customPixelAspect->value;
} else {
vm = &r_vidModes[mode];
*width = vm->width;
*height = vm->height;
pixelAspect = vm->pixelAspect;
}
*windowAspect = (float)*width / ( *height * pixelAspect );
return qtrue;
}
/*
** R_ModeList_f
*/
static void R_ModeList_f( void )
{
int i;
ri.Printf( PRINT_ALL, "\n" );
for ( i = 0; i < s_numVidModes; i++ )
{
ri.Printf( PRINT_ALL, "%s\n", r_vidModes[i].description );
}
ri.Printf( PRINT_ALL, "\n" );
}
/*
==============================================================================
SCREEN SHOTS
NOTE TTimo
some thoughts about the screenshots system:
screenshots get written in fs_homepath + fs_gamedir
vanilla q3 .. baseq3/screenshots/ *.tga
team arena .. missionpack/screenshots/ *.tga
two commands: "screenshot" and "screenshotJPEG"
we use statics to store a count and start writing the first screenshot/screenshot????.tga (.jpg) available
(with FS_FileExists / FS_FOpenFileWrite calls)
FIXME: the statics don't get a reinit between fs_game changes
==============================================================================
*/
/*
==================
RB_ReadPixels
Reads an image but takes care of alignment issues for reading RGB images.
Reads a minimum offset for where the RGB data starts in the image from
integer stored at pointer offset. When the function has returned the actual
offset was written back to address offset. This address will always have an
alignment of packAlign to ensure efficient copying.
Stores the length of padding after a line of pixels to address padlen
Return value must be freed with ri.Hunk_FreeTempMemory()
==================
*/
byte *RB_ReadPixels(int x, int y, int width, int height, size_t *offset, int *padlen)
{
byte *buffer, *bufstart;
int padwidth, linelen;
GLint packAlign;
qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign);
linelen = width * 3;
padwidth = PAD(linelen, packAlign);
// Allocate a few more bytes so that we can choose an alignment we like
buffer = ri.Hunk_AllocateTempMemory(padwidth * height + *offset + packAlign - 1);
bufstart = PADP((intptr_t) buffer + *offset, packAlign);
qglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, bufstart);
*offset = bufstart - buffer;
*padlen = padwidth - linelen;
return buffer;
}
/*
==================
RB_TakeScreenshot
==================
*/
void RB_TakeScreenshot(int x, int y, int width, int height, char *fileName)
{
byte *allbuf, *buffer;
byte *srcptr, *destptr;
byte *endline, *endmem;
byte temp;
int linelen, padlen;
size_t offset = 18, memcount;
allbuf = RB_ReadPixels(x, y, width, height, &offset, &padlen);
buffer = allbuf + offset - 18;
Com_Memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = width & 255;
buffer[13] = width >> 8;
buffer[14] = height & 255;
buffer[15] = height >> 8;
buffer[16] = 24; // pixel size
// swap rgb to bgr and remove padding from line endings
linelen = width * 3;
srcptr = destptr = allbuf + offset;
endmem = srcptr + (linelen + padlen) * height;
while(srcptr < endmem)
{
endline = srcptr + linelen;
while(srcptr < endline)
{
temp = srcptr[0];
*destptr++ = srcptr[2];
*destptr++ = srcptr[1];
*destptr++ = temp;
srcptr += 3;
}
// Skip the pad
srcptr += padlen;
}
memcount = linelen * height;
// gamma correct
if ( glConfig.deviceSupportsGamma && !r_alternateBrightness->integer) {
R_GammaCorrect(allbuf + offset, memcount);
}
ri.FS_WriteFile(fileName, buffer, memcount + 18);
ri.Hunk_FreeTempMemory(allbuf);
}
/*
==================
RB_TakeScreenshotJPEG
==================
*/
void RB_TakeScreenshotJPEG(int x, int y, int width, int height, char *fileName)
{
byte *buffer;
size_t offset = 0, memcount;
int padlen;
buffer = RB_ReadPixels(x, y, width, height, &offset, &padlen);
memcount = (width * 3 + padlen) * height;
// gamma correct
if(glConfig.deviceSupportsGamma)
R_GammaCorrect(buffer + offset, memcount);
RE_SaveJPG(fileName, r_screenshotJpegQuality->integer, width, height, buffer + offset, padlen);
ri.Hunk_FreeTempMemory(buffer);
}
/*
==================
RB_TakeScreenshotCmd
==================
*/
extern int tvWidth;
extern int tvHeight;
const void *RB_TakeScreenshotCmd( const void *data ) {
const screenshotCommand_t *cmd;
cmd = (const screenshotCommand_t *)data;
// leilei - hack for tvmode
if (r_tvMode->integer > -1){
if (cmd->jpeg)
RB_TakeScreenshotJPEG( cmd->x, cmd->y, tvWidth, tvHeight, cmd->fileName);
else
RB_TakeScreenshot( cmd->x, cmd->y, tvWidth, tvHeight, cmd->fileName);
}
if (cmd->jpeg)
RB_TakeScreenshotJPEG( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName);
else
RB_TakeScreenshot( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName);
return (const void *)(cmd + 1);
}
/*
==================
R_TakeScreenshot
==================
*/
void R_TakeScreenshot( int x, int y, int width, int height, char *name, qboolean jpeg ) {
static char fileName[MAX_OSPATH]; // bad things if two screenshots per frame?
screenshotCommand_t *cmd;
cmd = R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_SCREENSHOT;
cmd->x = x;
cmd->y = y;
cmd->width = width;
cmd->height = height;
Q_strncpyz( fileName, name, sizeof(fileName) );
cmd->fileName = fileName;
cmd->jpeg = jpeg;
}
/*
==================
R_ScreenshotFilename
==================
*/
void R_ScreenshotFilename( int lastNumber, char *fileName ) {
int a,b,c,d;
if ( lastNumber < 0 || lastNumber > 9999 ) {
Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.tga" );
return;
}
a = lastNumber / 1000;
lastNumber -= a*1000;
b = lastNumber / 100;
lastNumber -= b*100;
c = lastNumber / 10;
lastNumber -= c*10;
d = lastNumber;
Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.tga"
, a, b, c, d );
}
/*
==================
R_ScreenshotFilename
==================
*/
void R_ScreenshotFilenameJPEG( int lastNumber, char *fileName ) {
int a,b,c,d;
if ( lastNumber < 0 || lastNumber > 9999 ) {
Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.jpg" );
return;
}
a = lastNumber / 1000;
lastNumber -= a*1000;
b = lastNumber / 100;
lastNumber -= b*100;
c = lastNumber / 10;
lastNumber -= c*10;
d = lastNumber;
Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.jpg"
, a, b, c, d );
}
/*
====================
R_LevelShot
levelshots are specialized 128*128 thumbnails for
the menu system, sampled down from full screen distorted images
====================
*/
void R_LevelShot( void ) {
char checkname[MAX_OSPATH];
byte *buffer;
byte *source, *allsource;
byte *src, *dst;
size_t offset = 0;
int padlen;
int x, y;
int r, g, b;
float xScale, yScale;
int xx, yy;
Com_sprintf(checkname, sizeof(checkname), "levelshots/%s.tga", tr.world->baseName);
allsource = RB_ReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, &offset, &padlen);
source = allsource + offset;
buffer = ri.Hunk_AllocateTempMemory(128 * 128*3 + 18);
Com_Memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = 128;
buffer[14] = 128;
buffer[16] = 24; // pixel size
// resample from source
xScale = glConfig.vidWidth / 512.0f;
yScale = glConfig.vidHeight / 384.0f;
for ( y = 0 ; y < 128 ; y++ ) {
for ( x = 0 ; x < 128 ; x++ ) {
r = g = b = 0;
for ( yy = 0 ; yy < 3 ; yy++ ) {
for ( xx = 0 ; xx < 4 ; xx++ ) {
src = source + (3 * glConfig.vidWidth + padlen) * (int)((y*3 + yy) * yScale) +
3 * (int) ((x*4 + xx) * xScale);
r += src[0];
g += src[1];
b += src[2];
}
}
dst = buffer + 18 + 3 * ( y * 128 + x );
dst[0] = b / 12;
dst[1] = g / 12;
dst[2] = r / 12;
}
}
// gamma correct
if ( glConfig.deviceSupportsGamma ) {
R_GammaCorrect( buffer + 18, 128 * 128 * 3 );
}
ri.FS_WriteFile( checkname, buffer, 128 * 128*3 + 18 );
ri.Hunk_FreeTempMemory(buffer);
ri.Hunk_FreeTempMemory(allsource);
ri.Printf( PRINT_ALL, "Wrote %s\n", checkname );
}
/*
==================
R_ScreenShot_f
screenshot
screenshot [silent]
screenshot [levelshot]
screenshot [filename]
Doesn't print the pacifier message if there is a second arg
==================
*/
void R_ScreenShot_f (void) {
char checkname[MAX_OSPATH];
static int lastNumber = -1;
qboolean silent;
if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) {
R_LevelShot();
return;
}
if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) {
silent = qtrue;
} else {
silent = qfalse;
}
if ( ri.Cmd_Argc() == 2 && !silent ) {
// explicit filename
Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.tga", ri.Cmd_Argv( 1 ) );
} else {
// scan for a free filename
// if we have saved a previous screenshot, don't scan
// again, because recording demo avis can involve
// thousands of shots
if ( lastNumber == -1 ) {
lastNumber = 0;
}
// scan for a free number
for ( ; lastNumber <= 9999 ; lastNumber++ ) {
R_ScreenshotFilename( lastNumber, checkname );
if (!ri.FS_FileExists( checkname ))
{
break; // file doesn't exist
}
}
if ( lastNumber >= 9999 ) {
ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n");
return;
}
lastNumber++;
}
R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qfalse );
if ( !silent ) {
ri.Printf (PRINT_ALL, "Wrote %s\n", checkname);
}
}
void R_ScreenShotJPEG_f (void) {
char checkname[MAX_OSPATH];
static int lastNumber = -1;
qboolean silent;
if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) {
R_LevelShot();
return;
}
if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) {
silent = qtrue;
} else {
silent = qfalse;
}
if ( ri.Cmd_Argc() == 2 && !silent ) {
// explicit filename
Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.jpg", ri.Cmd_Argv( 1 ) );
} else {
// scan for a free filename
// if we have saved a previous screenshot, don't scan
// again, because recording demo avis can involve
// thousands of shots
if ( lastNumber == -1 ) {
lastNumber = 0;
}
// scan for a free number
for ( ; lastNumber <= 9999 ; lastNumber++ ) {
R_ScreenshotFilenameJPEG( lastNumber, checkname );
if (!ri.FS_FileExists( checkname ))
{
break; // file doesn't exist
}
}
if ( lastNumber == 10000 ) {
ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n");
return;
}
lastNumber++;
}
R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qtrue );
if ( !silent ) {
ri.Printf (PRINT_ALL, "Wrote %s\n", checkname);
}
}
//============================================================================
/*
==================
RB_TakeVideoFrameCmd
==================
*/
const void *RB_TakeVideoFrameCmd( const void *data )
{
const videoFrameCommand_t *cmd;
byte *cBuf;
size_t memcount, linelen;
int padwidth, avipadwidth, padlen, avipadlen;
GLint packAlign;
cmd = (const videoFrameCommand_t *)data;
qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign);
linelen = cmd->width * 3;
// Alignment stuff for glReadPixels
padwidth = PAD(linelen, packAlign);
padlen = padwidth - linelen;
// AVI line padding
avipadwidth = PAD(linelen, AVI_LINE_PADDING);
avipadlen = avipadwidth - linelen;
cBuf = PADP(cmd->captureBuffer, packAlign);
qglReadPixels(0, 0, cmd->width, cmd->height, GL_RGB,
GL_UNSIGNED_BYTE, cBuf);
memcount = padwidth * cmd->height;
// gamma correct
if(glConfig.deviceSupportsGamma)
R_GammaCorrect(cBuf, memcount);
if(cmd->motionJpeg)
{
memcount = RE_SaveJPGToBuffer(cmd->encodeBuffer, linelen * cmd->height,
r_aviMotionJpegQuality->integer,
cmd->width, cmd->height, cBuf, padlen);
ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, memcount);
}
else
{
byte *lineend, *memend;
byte *srcptr, *destptr;
srcptr = cBuf;
destptr = cmd->encodeBuffer;
memend = srcptr + memcount;
// swap R and B and remove line paddings
while(srcptr < memend)
{
lineend = srcptr + linelen;
while(srcptr < lineend)
{
*destptr++ = srcptr[2];
*destptr++ = srcptr[1];
*destptr++ = srcptr[0];
srcptr += 3;
}
Com_Memset(destptr, '\0', avipadlen);
destptr += avipadlen;
srcptr += padlen;
}
ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, avipadwidth * cmd->height);
}
return (const void *)(cmd + 1);
}
//============================================================================
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
// the vertex array is always enabled, but the color and texture
// arrays are enabled and disabled around the compiled vertex array call
qglEnableClientState (GL_VERTEX_ARRAY);
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
}
/*
================
R_PrintLongString
Workaround for ri.Printf's 1024 characters buffer limit.
================
*/
void R_PrintLongString(const char *string) {
char buffer[1024];
const char *p;
int size = strlen(string);
p = string;
while(size > 0)
{
Q_strncpyz(buffer, p, sizeof (buffer) );
ri.Printf( PRINT_ALL, "%s", buffer );
p += 1023;
size -= 1023;
}
}
/*
================
GfxInfo_f
================
*/
void GfxInfo_f( void )
{
const char *enablestrings[] =
{
"disabled",
"enabled"
};
const char *fsstrings[] =
{
"windowed",
"fullscreen"
};
ri.Printf( PRINT_ALL, "\nGL_VENDOR: %s\n", glConfig.vendor_string );
ri.Printf( PRINT_ALL, "GL_RENDERER: %s\n", glConfig.renderer_string );
ri.Printf( PRINT_ALL, "GL_VERSION: %s\n", glConfig.version_string );
ri.Printf( PRINT_ALL, "GL_EXTENSIONS: " );
R_PrintLongString( glConfig.extensions_string );
ri.Printf( PRINT_ALL, "\n" );
ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_UNITS_ARB: %d\n", glConfig.numTextureUnits );
ri.Printf( PRINT_ALL, "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
ri.Printf( PRINT_ALL, "MODE: %d, %d x %d %s hz:", r_mode->integer, glConfig.vidWidth, glConfig.vidHeight, fsstrings[r_fullscreen->integer == 1] );
if ( glConfig.displayFrequency )
{
ri.Printf( PRINT_ALL, "%d\n", glConfig.displayFrequency );
}
else
{
ri.Printf( PRINT_ALL, "N/A\n" );
}
if ( glConfig.deviceSupportsGamma )
{
ri.Printf( PRINT_ALL, "GAMMA: hardware w/ %d overbright bits\n", tr.overbrightBits );
}
else
{
ri.Printf( PRINT_ALL, "GAMMA: software w/ %d overbright bits\n", tr.overbrightBits );
}
// rendering primitives
{
int primitives;
// default is to use triangles if compiled vertex arrays are present
ri.Printf( PRINT_ALL, "rendering primitives: " );
primitives = r_primitives->integer;
if ( primitives == 0 ) {
if ( qglLockArraysEXT ) {
primitives = 2;
} else {
primitives = 1;
}
}
if ( primitives == -1 ) {
ri.Printf( PRINT_ALL, "none\n" );
} else if ( primitives == 2 ) {
ri.Printf( PRINT_ALL, "single glDrawElements\n" );
} else if ( primitives == 1 ) {
ri.Printf( PRINT_ALL, "multiple glArrayElement\n" );
} else if ( primitives == 3 ) {
ri.Printf( PRINT_ALL, "multiple glColor4ubv + glTexCoord2fv + glVertex3fv\n" );
}
}
ri.Printf( PRINT_ALL, "texturemode: %s\n", r_textureMode->string );
ri.Printf( PRINT_ALL, "picmip: %d\n", r_picmip->integer );
ri.Printf( PRINT_ALL, "texture bits: %d\n", r_texturebits->integer );
ri.Printf( PRINT_ALL, "multitexture: %s\n", enablestrings[qglActiveTextureARB != 0] );
ri.Printf( PRINT_ALL, "compiled vertex arrays: %s\n", enablestrings[qglLockArraysEXT != 0 ] );
ri.Printf( PRINT_ALL, "texenv add: %s\n", enablestrings[glConfig.textureEnvAddAvailable != 0] );
ri.Printf( PRINT_ALL, "compressed textures: %s\n", enablestrings[glConfig.textureCompression!=TC_NONE] );
ri.Printf( PRINT_ALL, "glsl programs: %s\n", enablestrings[vertexShaders] );
if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 )
{
ri.Printf( PRINT_ALL, "HACK: using vertex lightmap approximation\n" );
}
if ( glConfig.hardwareType == GLHW_RAGEPRO )
{
ri.Printf( PRINT_ALL, "HACK: ragePro approximations\n" );
}
if ( glConfig.hardwareType == GLHW_RIVA128 )
{
ri.Printf( PRINT_ALL, "HACK: riva128 approximations\n" );
}
if ( r_finish->integer ) {
ri.Printf( PRINT_ALL, "Forcing glFinish\n" );
}
if (voodootype){
if (voodootype == 1)
ri.Printf( PRINT_ALL, "3Dfx Voodoo Graphics assumed\n" );
else if (voodootype == 2)
ri.Printf( PRINT_ALL, "3Dfx Voodoo2 assumed\n" );
else if (voodootype == 3)
ri.Printf( PRINT_ALL, "3dfx Voodoo3 assumed\n" );
else if (voodootype == 4)
ri.Printf( PRINT_ALL, "3dfx Voodoo 4 or 5 assumed\n" );
}
}
/*
===============
R_Register
===============
*/
void R_Register( void )
{
#ifdef USE_RENDERER_DLOPEN
com_altivec = ri.Cvar_Get("com_altivec", "1", CVAR_ARCHIVE);
#endif
#if defined( _WIN32 )
// leilei - Get some version info first, code torn from quake
OSVERSIONINFO vinfo;
vinfo.dwOSVersionInfoSize = sizeof(vinfo);
#endif
//
// latched and archived variables
//
r_allowExtensions = ri.Cvar_Get( "r_allowExtensions", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_multitexture = ri.Cvar_Get( "r_ext_multitexture", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
"0", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_paletted_texture = ri.Cvar_Get( "r_ext_paletted_texture", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - paletted texture support
r_ext_gamma_control = ri.Cvar_Get( "r_ext_gamma_control", "1", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - 3dfx gamma support
r_postprocess = ri.Cvar_Get( "r_postprocess", "none", CVAR_ARCHIVE|CVAR_LATCH );
r_ext_vertex_shader = ri.Cvar_Get( "r_ext_vertex_shader", "0", CVAR_ARCHIVE|CVAR_LATCH );
r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
ri.Cvar_CheckRange( r_picmip, 0, 16, qtrue );
r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_colorbits = ri.Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); // use desktop
r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH );
r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH );
ri.Cvar_CheckRange( r_ext_multisample, 0, 4, qtrue );
r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH);
#if defined( _WIN32 )
if (vinfo.dwPlatformId == VER_PLATFORM_WIN32_NT) // Win2000 and up
r_mode = ri.Cvar_Get( "r_mode", "-2", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - -2 is so convenient for modern day PCs
else // WinNT4/WinME and below
r_mode = ri.Cvar_Get( "r_mode", "3", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - initialize 640x480 for <2000 users as there's a problem at figuring out desktop res on them
#else
r_mode = ri.Cvar_Get( "r_mode", "-2", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - -2 is so convenient for modern day PCs
#endif
r_fullscreen = ri.Cvar_Get( "r_fullscreen", "1", CVAR_ARCHIVE );
r_noborder = ri.Cvar_Get("r_noborder", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_customwidth = ri.Cvar_Get( "r_customwidth", "1600", CVAR_ARCHIVE | CVAR_LATCH );
r_customheight = ri.Cvar_Get( "r_customheight", "1024", CVAR_ARCHIVE | CVAR_LATCH );
r_customPixelAspect = ri.Cvar_Get( "r_customPixelAspect", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0);
r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH);
r_stereoEnabled = ri.Cvar_Get( "r_stereoEnabled", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_ignoreFastPath = ri.Cvar_Get( "r_ignoreFastPath", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse);
r_monolightmaps = ri.Cvar_Get("r_monolightmaps", "0", CVAR_ARCHIVE | CVAR_LATCH);
//
// temporary latched variables that can only change over a restart
//
r_fullbright = ri.Cvar_Get ("r_fullbright", "0", CVAR_LATCH|CVAR_CHEAT );
r_mapOverBrightBits = ri.Cvar_Get ("r_mapOverBrightBits", "2", CVAR_LATCH );
r_intensity = ri.Cvar_Get ("r_intensity", "1", CVAR_LATCH );
r_singleShader = ri.Cvar_Get ("r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH );
//
// archived variables that can change at any time
//
r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE|CVAR_CHEAT );
r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE );
r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE );
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
ri.Cvar_CheckRange( r_znear, 0.001f, 200, qfalse );
r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE );
r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE );
r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );
r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE );
r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0",
CVAR_ARCHIVE | CVAR_LATCH );
r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE );
r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE );
r_railCoreWidth = ri.Cvar_Get( "r_railCoreWidth", "6", CVAR_ARCHIVE );
r_railSegmentLength = ri.Cvar_Get( "r_railSegmentLength", "32", CVAR_ARCHIVE );
r_primitives = ri.Cvar_Get( "r_primitives", "0", CVAR_ARCHIVE );
r_ambientScale = ri.Cvar_Get( "r_ambientScale", "0.6", CVAR_CHEAT );
r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT );
r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE);
//
// temporary variables that can change at any time
//
r_showImages = ri.Cvar_Get( "r_showImages", "0", CVAR_TEMP );
r_debugLight = ri.Cvar_Get( "r_debuglight", "0", CVAR_TEMP );
r_debugSort = ri.Cvar_Get( "r_debugSort", "0", CVAR_CHEAT );
r_printShaders = ri.Cvar_Get( "r_printShaders", "0", 0 );
r_saveFontData = ri.Cvar_Get( "r_saveFontData", "0", 0 );
r_nocurves = ri.Cvar_Get ("r_nocurves", "0", CVAR_CHEAT );
r_drawworld = ri.Cvar_Get ("r_drawworld", "1", CVAR_CHEAT );
r_lightmap = ri.Cvar_Get ("r_lightmap", "0", 0 );
r_portalOnly = ri.Cvar_Get ("r_portalOnly", "0", CVAR_CHEAT );
r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT);
r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT);
r_flareCoeff = ri.Cvar_Get ("r_flareCoeff", FLARE_STDCOEFF, CVAR_CHEAT);
r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT);
r_measureOverdraw = ri.Cvar_Get( "r_measureOverdraw", "0", CVAR_CHEAT );
r_lodscale = ri.Cvar_Get( "r_lodscale", "5", CVAR_CHEAT );
r_norefresh = ri.Cvar_Get ("r_norefresh", "0", CVAR_CHEAT);
r_drawentities = ri.Cvar_Get ("r_drawentities", "1", CVAR_CHEAT );
r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT );
r_nocull = ri.Cvar_Get ("r_nocull", "0", CVAR_CHEAT);
r_novis = ri.Cvar_Get ("r_novis", "0", CVAR_CHEAT);
r_showcluster = ri.Cvar_Get ("r_showcluster", "0", CVAR_CHEAT);
r_speeds = ri.Cvar_Get ("r_speeds", "0", CVAR_CHEAT);
r_verbose = ri.Cvar_Get( "r_verbose", "0", CVAR_CHEAT );
r_logFile = ri.Cvar_Get( "r_logFile", "0", CVAR_CHEAT );
r_debugSurface = ri.Cvar_Get ("r_debugSurface", "0", CVAR_CHEAT);
r_nobind = ri.Cvar_Get ("r_nobind", "0", CVAR_CHEAT);
r_showtris = ri.Cvar_Get ("r_showtris", "0", CVAR_CHEAT);
r_showsky = ri.Cvar_Get ("r_showsky", "0", CVAR_CHEAT);
r_shownormals = ri.Cvar_Get ("r_shownormals", "0", CVAR_CHEAT);
r_clear = ri.Cvar_Get ("r_clear", "0", CVAR_CHEAT);
r_offsetFactor = ri.Cvar_Get( "r_offsetfactor", "-1", CVAR_CHEAT );
r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT );
r_drawBuffer = ri.Cvar_Get( "r_drawBuffer", "GL_BACK", CVAR_CHEAT );
r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE);
r_aviMotionJpegQuality = ri.Cvar_Get("r_aviMotionJpegQuality", "90", CVAR_ARCHIVE);
r_screenshotJpegQuality = ri.Cvar_Get("r_screenshotJpegQuality", "90", CVAR_ARCHIVE);
r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
r_specMode = ri.Cvar_Get( "r_specMode", "1" , CVAR_ARCHIVE );
//r_waveMode = ri.Cvar_Get( "r_waveMode", "0" , CVAR_ARCHIVE );
r_lensReflection1 = ri.Cvar_Get( "r_lensReflection1", "1" , CVAR_ARCHIVE); // sharp reflection
r_lensReflection2 = ri.Cvar_Get( "r_lensReflection2", "0" , CVAR_ARCHIVE); // fuzzy reflection
r_lensReflectionBrightness = ri.Cvar_Get( "r_lensReflectionBrightness", "0.5" , CVAR_ARCHIVE);
r_flareQuality = ri.Cvar_Get( "r_flareQuality", "4" , CVAR_ARCHIVE); // use high flares for default (lower settings stutter vsync or clip too badly)
r_flareMethod = ri.Cvar_Get( "r_flareMethod", "0" , CVAR_ARCHIVE);
r_flaresDlight = ri.Cvar_Get( "r_flaresDlight", "0" , CVAR_ARCHIVE ); // dynamic light flares
r_flaresDlightShrink = ri.Cvar_Get( "r_flaresDlightShrink", "1" , CVAR_ARCHIVE ); // dynamic light flares shrinking when close (reducing muzzleflash blindness)
r_flaresDlightFade = ri.Cvar_Get( "r_flaresDlightFade", "0" , CVAR_ARCHIVE | CVAR_CHEAT ); // dynamic light flares fading (workaround clipping bug)
r_flaresDlightOpacity = ri.Cvar_Get( "r_flaresDlightOpacity", "0.5" , CVAR_ARCHIVE ); // dynamic light flares (workaround poor visibility)
r_flaresDlightScale = ri.Cvar_Get( "r_flaresDlightScale", "0.7" , CVAR_ARCHIVE ); // dynamic light flares (workaround poor visibility)
r_flareSun = ri.Cvar_Get( "r_flareSun", "0" , CVAR_ARCHIVE); // it's 0 because mappers expect 0.
r_flareDelay = ri.Cvar_Get( "r_flareDelay", "100" , CVAR_CHEAT); // update delay for flare pixel read checking.
r_flaresMotionBlur = ri.Cvar_Get( "r_flaresMotionBlur", "0" , CVAR_ARCHIVE ); // fake motion blur on flares
r_mockvr = ri.Cvar_Get( "r_mockvr", "0" , CVAR_CHEAT);
r_parseStageSimple = ri.Cvar_Get( "r_parseStageSimple", "0" , CVAR_CHEAT);
r_leifx = ri.Cvar_Get( "r_leifx", "0" , CVAR_ARCHIVE | CVAR_LATCH);
r_modelshader = ri.Cvar_Get( "r_modelshader", "0" , CVAR_ARCHIVE | CVAR_LATCH); // leilei - load and use special shaders for lightDiffuse models
r_detailTextureScale = ri.Cvar_Get( "r_detailtextureScale", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - adjust scale of detail textures
r_detailTextureLayers = ri.Cvar_Get( "r_detailtextureLayers", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - add more detail layers
r_ntsc = ri.Cvar_Get( "r_ntsc", "0" , CVAR_ARCHIVE | CVAR_LATCH); // leilei - ntsc filter
//r_tvMode = ri.Cvar_Get( "r_tvMode", "0" , CVAR_ARCHIVE | CVAR_LATCH);
r_retroAA = ri.Cvar_Get( "r_retroAA", "0" , CVAR_ARCHIVE | CVAR_LATCH);
r_suggestiveThemes = ri.Cvar_Get( "r_suggestiveThemes", "1" , CVAR_ARCHIVE | CVAR_LATCH);
// r_motionblur = ri.Cvar_Get( "r_motionblur", "0" , CVAR_ARCHIVE | CVAR_LATCH);
r_motionblur_fps = ri.Cvar_Get( "r_motionblur_fps", "60", 0);
r_anime = ri.Cvar_Get( "r_anime", "0" , CVAR_ARCHIVE | CVAR_LATCH);
r_palletize = ri.Cvar_Get( "r_palletize", "0" , CVAR_ARCHIVE | CVAR_LATCH);
r_leidebug = ri.Cvar_Get( "r_leidebug", "0" , CVAR_CHEAT);
r_particles = ri.Cvar_Get( "r_particles", "0" , CVAR_ARCHIVE | CVAR_LATCH);
r_leidebugeye = ri.Cvar_Get( "r_leidebugeye", "0" , CVAR_CHEAT);
r_slowness = ri.Cvar_Get( "r_slowness", "0" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default.
r_slowness_cpu = ri.Cvar_Get( "r_slowness_cpu", "300" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default.
r_slowness_gpu = ri.Cvar_Get( "r_slowness_gpu", "96" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default.
r_iconmip = ri.Cvar_Get ("r_iconmip", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - icon mip
r_iconBits = ri.Cvar_Get ("r_iconBits", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - icon bits
r_lightmapBits = ri.Cvar_Get ("r_lightmapBits", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - lightmap color bits
r_textureDither = ri.Cvar_Get ("r_textureDither", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - dithered textures
r_texdump = ri.Cvar_Get( "r_texdump", "0", CVAR_CHEAT ); // leilei - debug - texture dumping
// make sure all the commands added here are also
// removed in R_Shutdown
ri.Cmd_AddCommand( "imagelist", R_ImageList_f );
ri.Cmd_AddCommand( "shaderlist", R_ShaderList_f );
ri.Cmd_AddCommand( "skinlist", R_SkinList_f );
ri.Cmd_AddCommand( "modellist", R_Modellist_f );
ri.Cmd_AddCommand( "modelist", R_ModeList_f );
ri.Cmd_AddCommand( "imagelistmaponly", R_ImageListMapOnly_f );
ri.Cmd_AddCommand( "screenshot", R_ScreenShot_f );
ri.Cmd_AddCommand( "screenshotJPEG", R_ScreenShotJPEG_f );
ri.Cmd_AddCommand( "gfxinfo", GfxInfo_f );
ri.Cmd_AddCommand( "minimize", GLimp_Minimize );
ri.Cmd_AddCommand( "paletteglsldump", R_GLSLPalette_f );
}
/*
* R_GLSL_AllocProgram
* Reserve memory for program
*/
static glslProgram_t *R_GLSL_AllocProgram(void) {
glslProgram_t *program;
if (tr.numPrograms == MAX_PROGRAMS)
return NULL;
program = ri.Hunk_Alloc(sizeof(*tr.programs[tr.numPrograms]), h_low);
Com_Memset(program, 0, sizeof(*program));
program->index = tr.numPrograms;
program->u_AlphaGen = -1;
program->u_AmbientLight = -1;
program->u_DynamicLight = -1;
program->u_LightDistance = -1;
program->u_ColorGen = -1;
program->u_ConstantColor = -1;
program->u_DirectedLight = -1;
program->u_EntityColor = -1;
program->u_Greyscale = -1;
program->u_FogColor = -1;
program->u_IdentityLight = -1;
program->u_LightDirection = -1;
program->u_ModelViewMatrix = -1;
program->u_ModelViewProjectionMatrix = -1;
program->u_ProjectionMatrix = -1;
program->u_TCGen0 = -1;
program->u_TCGen1 = -1;
program->u_TexEnv = -1;
program->u_Texture0 = -1;
program->u_Texture1 = -1;
program->u_Texture2 = -1;
program->u_Texture3 = -1;
program->u_Texture4 = -1;
program->u_Texture5 = -1;
program->u_Texture6 = -1;
program->u_Texture7 = -1;
program->u_Time = -1;
program->u_ViewOrigin = -1;
program->u_Normal = -1;
program->u_mpass1 = -1;
program->u_mpass2 = -1;
program->u_mpass3 = -1;
program->u_mpass4 = -1;
program->rubyTextureSize = -1;
program->rubyInputSize = -1;
program->rubyOutputSize = -1;
program->rubyFrameCount = -1;
tr.programs[tr.numPrograms] = program;
tr.numPrograms++;
return program;
}
/*
* R_GLSL_Init
* Load all default GLSL programs which are not loaded via the q3 shader system
*/
void R_GLSL_Init(void) {
#ifdef GLSL_BACKEND
glslProgram_t *program;
char programVertexObjects[MAX_PROGRAM_OBJECTS][MAX_QPATH];
char programFragmentObjects[MAX_PROGRAM_OBJECTS][MAX_QPATH];
char p[128];
postprocess=qfalse;
depthimage=0;
if (!vertexShaders)
return;
ri.Printf(PRINT_ALL, "Initializing Programs\n");
tr.numPrograms = 0;
/* leave a space for NULL program */
program = R_GLSL_AllocProgram();
program->valid = qfalse;
/* skip program */
program = R_GLSL_AllocProgram();
Q_strncpyz(program->name, "skip", sizeof(program->name));
program->valid = qtrue;
/* load default programs */
tr.skipProgram = RE_GLSL_RegisterProgram("skip", (const char *)NULL, 0, (const char *)NULL, 0);
//tr.defaultProgram = 0;
Q_strncpyz(programVertexObjects[0], "glsl/generic_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/generic_fp.glsl", sizeof(programFragmentObjects[0]));
Q_strncpyz(programFragmentObjects[1], "glsl/texturing.glsl", sizeof(programFragmentObjects[1]));
tr.defaultProgram = RE_GLSL_RegisterProgram("generic", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 2);
Q_strncpyz(programVertexObjects[0], "glsl/vertexLitTexture_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/vertexLitTexture_fp.glsl", sizeof(programFragmentObjects[0]));
tr.vertexLitProgram = RE_GLSL_RegisterProgram("vertexLitTexture", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/lightmappedMultitexture_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/lightmappedMultitexture_fp.glsl", sizeof(programFragmentObjects[0]));
tr.lightmappedMultitextureProgram = RE_GLSL_RegisterProgram("lightmappedMultitexture", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/sky_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/sky_fp.glsl", sizeof(programFragmentObjects[0]));
tr.skyProgram = RE_GLSL_RegisterProgram("sky", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/anime_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/anime_fp.glsl", sizeof(programFragmentObjects[0]));
tr.animeProgram = RE_GLSL_RegisterProgram("anime", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/anime_film_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/anime_film_fp.glsl", sizeof(programFragmentObjects[0]));
tr.animeFilmProgram = RE_GLSL_RegisterProgram("anime_film", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/palette_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/palette_fp.glsl", sizeof(programFragmentObjects[0]));
tr.paletteProgram = RE_GLSL_RegisterProgram("palette", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/leifx_dither_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/leifx_dither_fp.glsl", sizeof(programFragmentObjects[0]));
tr.leiFXDitherProgram = RE_GLSL_RegisterProgram("leifx_dither", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
#ifdef USE_FALLBACK_GLSL
// if (!tr.leiFXDitherProgram) // try fallback shader
// tr.leiFXDitherProgram = RE_GLSL_RegisterProgram("leifx_dither", fallbackShader_leifx_dither_vp, 1, fallbackShader_leifx_dither_fp, 1);
#endif
Q_strncpyz(programVertexObjects[0], "glsl/leifx_gamma_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/leifx_gamma_fp.glsl", sizeof(programFragmentObjects[0]));
tr.leiFXGammaProgram = RE_GLSL_RegisterProgram("leifx_gamma", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/leifx_filter_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/leifx_filter_fp.glsl", sizeof(programFragmentObjects[0]));
tr.leiFXFilterProgram = RE_GLSL_RegisterProgram("leifx_filter", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/motionblur_accum_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/motionblur_accum_fp.glsl", sizeof(programFragmentObjects[0]));
tr.motionBlurProgram = RE_GLSL_RegisterProgram("motionblur_accum", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/motionblur_post_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/motionblur_post_fp.glsl", sizeof(programFragmentObjects[0]));
tr.motionBlurPostProgram = RE_GLSL_RegisterProgram("motionblur_post", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/brightness_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/brightness_fp.glsl", sizeof(programFragmentObjects[0]));
tr.BrightnessProgram = RE_GLSL_RegisterProgram("brightness", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/crt_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/crt_fp.glsl", sizeof(programFragmentObjects[0]));
tr.CRTProgram = RE_GLSL_RegisterProgram("crt", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/ntsc_encode_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/ntsc_encode_fp.glsl", sizeof(programFragmentObjects[0]));
tr.NTSCEncodeProgram = RE_GLSL_RegisterProgram("ntsc_encode", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/ntsc_decode_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/ntsc_decode_fp.glsl", sizeof(programFragmentObjects[0]));
tr.NTSCDecodeProgram = RE_GLSL_RegisterProgram("ntsc_decode", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
Q_strncpyz(programVertexObjects[0], "glsl/ntsc_bleed_vp.glsl", sizeof(programVertexObjects[0]));
Q_strncpyz(programFragmentObjects[0], "glsl/ntsc_bleed_fp.glsl", sizeof(programFragmentObjects[0]));
tr.NTSCBleedProgram = RE_GLSL_RegisterProgram("ntsc_bleed", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
if (strcmp( (const char *)r_postprocess->string, "none" ))
{
sprintf(p,"glsl/%s_vp.glsl",r_postprocess->string);
Q_strncpyz(programVertexObjects[0], (const char *)&p, sizeof(programVertexObjects[0]));
sprintf(p,"glsl/%s_fp.glsl",r_postprocess->string);
Q_strncpyz(programFragmentObjects[0], (const char *)&p, sizeof(programFragmentObjects[0]));
if (ri.FS_FileIsInPAK (programVertexObjects[0],NULL)==1 && ri.FS_FileIsInPAK (programFragmentObjects[0],NULL)==1)
tr.postprocessingProgram = RE_GLSL_RegisterProgram("postprocess", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1);
else
ri.Printf( PRINT_ALL, "WARNING: Cannot locate postprocessing glsl program %s\n" ,r_postprocess->string);
if (tr.postprocessingProgram) postprocess=qtrue;
}
#endif
}
extern qboolean initparticles;
/*
===============
R_Init
===============
*/
void R_Init( void ) {
int err;
int i;
byte *ptr;
ri.Printf( PRINT_ALL, "----- R_Init -----\n" );
// clear all our internal state
Com_Memset( &tr, 0, sizeof( tr ) );
Com_Memset( &backEnd, 0, sizeof( backEnd ) );
Com_Memset( &tess, 0, sizeof( tess ) );
if(sizeof(glconfig_t) != 11332)
ri.Error( ERR_FATAL, "Mod ABI incompatible: sizeof(glconfig_t) == %u != 11332", (unsigned int) sizeof(glconfig_t));
// Swap_Init();
if ( (intptr_t)tess.xyz & 15 ) {
ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" );
}
Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) );
//
// init function tables
//
for ( i = 0; i < FUNCTABLE_SIZE; i++ )
{
tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) );
tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f;
tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE;
tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i];
if ( i < FUNCTABLE_SIZE / 2 )
{
if ( i < FUNCTABLE_SIZE / 4 )
{
tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 );
}
else
{
tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4];
}
}
else
{
tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2];
}
}
R_InitFogTable();
R_NoiseInit();
R_Register();
R_BloomInit();
R_PostprocessingInit();
R_AltBrightnessInit(); // leilei - alternate brightness
R_WaterInit(); // leilei - water test
max_polys = r_maxpolys->integer;
if (max_polys < MAX_POLYS)
max_polys = MAX_POLYS;
max_polyverts = r_maxpolyverts->integer;
if (max_polyverts < MAX_POLYVERTS)
max_polyverts = MAX_POLYVERTS;
ptr = ri.Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low);
backEndData = (backEndData_t *) ptr;
backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData ));
backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys);
R_InitNextFrame();
InitOpenGL();
R_InitImages();
#ifdef GLSL_BACKEND
R_GLSL_Init();
#endif
R_InitShaders();
R_InitSkins();
R_ModelInit();
R_InitFreeType();
err = qglGetError();
if ( err != GL_NO_ERROR )
ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err);
// print info
GfxInfo_f();
ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" );
}
/*
===============
RE_Shutdown
===============
*/
void RE_Shutdown( qboolean destroyWindow ) {
ri.Printf( PRINT_ALL, "RE_Shutdown( %i )\n", destroyWindow );
ri.Cmd_RemoveCommand ("modellist");
ri.Cmd_RemoveCommand ("screenshotJPEG");
ri.Cmd_RemoveCommand ("screenshot");
ri.Cmd_RemoveCommand ("imagelist");
ri.Cmd_RemoveCommand ("imagelistmaponly");
ri.Cmd_RemoveCommand ("shaderlist");
ri.Cmd_RemoveCommand ("skinlist");
ri.Cmd_RemoveCommand ("gfxinfo");
ri.Cmd_RemoveCommand("minimize");
ri.Cmd_RemoveCommand( "modelist" );
ri.Cmd_RemoveCommand( "shaderstate" );
if ( tr.registered ) {
R_IssuePendingRenderCommands();
R_DeleteTextures();
}
R_DoneFreeType();
// shut down platform specific OpenGL stuff
if ( destroyWindow ) {
GLimp_Shutdown();
Com_Memset( &glConfig, 0, sizeof( glConfig ) );
Com_Memset( &glState, 0, sizeof( glState ) );
}
tr.registered = qfalse;
}
/*
=============
RE_EndRegistration
Touch all images to make sure they are resident
=============
*/
void RE_EndRegistration( void ) {
R_IssuePendingRenderCommands();
if (!ri.Sys_LowPhysicalMemory()) {
RB_ShowImages();
}
}
/*
@@@@@@@@@@@@@@@@@@@@@
GetRefAPI
@@@@@@@@@@@@@@@@@@@@@
*/
#ifdef USE_RENDERER_DLOPEN
Q_EXPORT refexport_t* QDECL GetRefAPI ( int apiVersion, refimport_t *rimp ) {
#else
refexport_t *GetRefAPI ( int apiVersion, refimport_t *rimp ) {
#endif
static refexport_t re;
ri = *rimp;
Com_Memset( &re, 0, sizeof( re ) );
if ( apiVersion != REF_API_VERSION ) {
ri.Printf(PRINT_ALL, "Mismatched REF_API_VERSION: expected %i, got %i\n",
REF_API_VERSION, apiVersion );
return NULL;
}
// the RE_ functions are Renderer Entry points
re.Shutdown = RE_Shutdown;
re.BeginRegistration = RE_BeginRegistration;
re.RegisterModel = RE_RegisterModel;
re.RegisterSkin = RE_RegisterSkin;
re.RegisterShader = RE_RegisterShader;
re.RegisterShaderNoMip = RE_RegisterShaderNoMip;
re.LoadWorld = RE_LoadWorldMap;
re.SetWorldVisData = RE_SetWorldVisData;
re.EndRegistration = RE_EndRegistration;
re.BeginFrame = RE_BeginFrame;
re.EndFrame = RE_EndFrame;
re.MarkFragments = R_MarkFragments;
re.LerpTag = R_LerpTag;
re.ModelBounds = R_ModelBounds;
re.ClearScene = RE_ClearScene;
re.AddRefEntityToScene = RE_AddRefEntityToScene;
re.AddPolyToScene = RE_AddPolyToScene;
re.LFX_ParticleEffect = LFX_ParticleEffect;
re.LightForPoint = R_LightForPoint;
re.AddLightToScene = RE_AddLightToScene;
re.AddAdditiveLightToScene = RE_AddAdditiveLightToScene;
re.RenderScene = RE_RenderScene;
re.SetColor = RE_SetColor;
re.DrawStretchPic = RE_StretchPic;
re.DrawStretchRaw = RE_StretchRaw;
re.UploadCinematic = RE_UploadCinematic;
re.RegisterFont = RE_RegisterFont;
re.RemapShader = R_RemapShader;
re.GetEntityToken = R_GetEntityToken;
re.inPVS = R_inPVS;
re.TakeVideoFrame = RE_TakeVideoFrame;
return &re;
}