#include "quakedef.h" #ifdef HEADLESSQUAKE #ifndef SERVERONLY #include "gl_draw.h" #include "shader.h" #ifdef _WIN32 #include "winquake.h" #include "resource.h" #else #include #endif static void Headless_Draw_Init(void) { R2D_Init(); } static void Headless_Draw_Shutdown(void) { Shader_Shutdown(); } static void Headless_IMG_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis) { } static qboolean Headless_IMG_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips) { return true; } static void Headless_IMG_DestroyTexture (texid_t tex) { } static void Headless_R_Init (void) { } static void Headless_R_DeInit (void) { } static void Headless_R_RenderView (void) { } #if defined(_WIN32) && !defined(FTE_SDL) //tray icon crap, so the user can still restore the game. LRESULT CALLBACK HeadlessWndProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam) { extern cvar_t vid_renderer; switch(msg) { case WM_USER: switch(LOWORD(lparam)) { case WM_CONTEXTMENU: case WM_USER+0: case WM_RBUTTONUP: if (!Q_strcasecmp(vid_renderer.string, "headless")) Cbuf_AddText("vid_renderer \"\";vid_restart\n", RESTRICT_LOCAL); else Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL); break; default: break; } return 0; default: if (WinNT) return DefWindowProcW(wnd, msg, wparam, lparam); else return DefWindowProcA(wnd, msg, wparam, lparam); } } #endif static qboolean Headless_VID_Init (rendererstate_t *info, unsigned char *palette) { #if defined(_WIN32) && !defined(FTE_SDL) //tray icon crap, so the user can still restore the game. extern HWND mainwindow; extern HINSTANCE global_hInstance; if (WinNT) { WNDCLASSW wc; NOTIFYICONDATAW data; //Shell_NotifyIcon requires a window to provide events etc. wc.style = 0; wc.lpfnWndProc = (WNDPROC)HeadlessWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = global_hInstance; wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1)); wc.hCursor = LoadCursor (NULL,IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = 0; wc.lpszClassName = L"FTEHeadlessClass"; RegisterClassW(&wc); mainwindow = CreateWindowExW(0L, wc.lpszClassName, L"FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL); data.cbSize = sizeof(data); data.hWnd = mainwindow; data.uID = 0; data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP; data.uCallbackMessage = WM_USER; data.hIcon = wc.hIcon; wcscpy(data.szTip, L"Right-click to restore"); if (pShell_NotifyIconW) pShell_NotifyIconW(NIM_ADD, &data); } else { WNDCLASSA wc; NOTIFYICONDATAA data; //Shell_NotifyIcon requires a window to provide events etc. wc.style = 0; wc.lpfnWndProc = (WNDPROC)HeadlessWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = global_hInstance; wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1)); wc.hCursor = LoadCursor (NULL,IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = 0; wc.lpszClassName = "FTEHeadlessClass"; RegisterClassA(&wc); mainwindow = CreateWindowExA(0L, wc.lpszClassName, "FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL); data.cbSize = sizeof(data); data.hWnd = mainwindow; data.uID = 0; data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP; data.uCallbackMessage = WM_USER; data.hIcon = wc.hIcon; //fixme: proper multibyte Q_strncpyz(data.szTip, "Right-click to restore", sizeof(data.szTip)); Shell_NotifyIconA(NIM_ADD, &data); } #endif memset(&sh_config, 0, sizeof(sh_config)); return true; } static void Headless_VID_DeInit (void) { #if defined(_WIN32) && !defined(FTE_SDL) //tray icon crap, so the user can still restore the game. //FIXME: remove tray icon. win95 won't do this automagically. extern HWND mainwindow; DestroyWindow(mainwindow); mainwindow = NULL; #endif } static void Headless_VID_SwapBuffers (void) { } static qboolean Headless_VID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps) { return false; } static void Headless_VID_SetWindowCaption (const char *msg) { } static char *Headless_VID_GetRGBInfo (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt) { *fmt = TF_INVALID; *bytestride = *truevidwidth = *truevidheight = 0; return NULL; } static qboolean Headless_SCR_UpdateScreen (void) { if (!cls.timedemo) { #if defined(_WIN32) && !defined(FTE_SDL) Sleep(100); #else usleep(100*1000); #endif } return true; } static void Headless_BE_SelectMode (backendmode_t mode) { } static void Headless_BE_DrawMesh_List (shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags) { } static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags) { } static void Headless_BE_SubmitBatch (struct batch_s *batch) { } static struct batch_s *Headless_BE_GetTempBatch (void) { return NULL; } static void Headless_BE_DrawWorld (struct batch_s **worldbatches) { } static void Headless_BE_Init (void) { } static void Headless_BE_GenBrushModelVBO (struct model_s *mod) { } static void Headless_BE_ClearVBO (struct vbo_s *vbo) { } static void Headless_BE_UploadAllLightmaps (void) { } static void Headless_BE_SelectEntity (struct entity_s *ent) { } static qboolean Headless_BE_SelectDLight (struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode) { return false; } static void Headless_BE_Scissor (srect_t *rect) { } static qboolean Headless_BE_LightCullModel (vec3_t org, struct model_s *model) { return false; } static void Headless_BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize) { } static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray) { } static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem) { } static void Headless_BE_VBO_Destroy (vboarray_t *vearray, void *mem) { } static void Headless_BE_RenderToTextureUpdate2d (qboolean destchanged) { } rendererinfo_t headlessrenderer = { "Headless", {"headless"}, QR_HEADLESS, Headless_Draw_Init, Headless_Draw_Shutdown, Headless_IMG_UpdateFiltering, Headless_IMG_LoadTextureMips, Headless_IMG_DestroyTexture, Headless_R_Init, Headless_R_DeInit, Headless_R_RenderView, Headless_VID_Init, Headless_VID_DeInit, Headless_VID_SwapBuffers, Headless_VID_ApplyGammaRamps, NULL, NULL, NULL, Headless_VID_SetWindowCaption, Headless_VID_GetRGBInfo, Headless_SCR_UpdateScreen, Headless_BE_SelectMode, Headless_BE_DrawMesh_List, Headless_BE_DrawMesh_Single, Headless_BE_SubmitBatch, Headless_BE_GetTempBatch, Headless_BE_DrawWorld, Headless_BE_Init, Headless_BE_GenBrushModelVBO, Headless_BE_ClearVBO, Headless_BE_UploadAllLightmaps, Headless_BE_SelectEntity, Headless_BE_SelectDLight, Headless_BE_Scissor, Headless_BE_LightCullModel, Headless_BE_VBO_Begin, Headless_BE_VBO_Data, Headless_BE_VBO_Finish, Headless_BE_VBO_Destroy, Headless_BE_RenderToTextureUpdate2d, "" }; #if 0//def VKQUAKE #include "../vk/vkrenderer.h" static qboolean HeadlessVK_CreateSurface(void) { vk.surface = VK_NULL_HANDLE; //nothing to create, we're using offscreen rendering. vk.allowsubmissionthread = false; //waste of threading return true; } static void HeadlessVK_Present(struct vkframe *theframe) { //VK_DoPresent(theframe); if (!theframe) return; vk qglWaitVkSemaphoreNV(theframe->backbuf->presentsemaphore); //tell the gl driver to copy it over now qglDrawVkImageNV(theframe->backbuf->colour.image, theframe->backbuf->colour.sampler, 0, 0, vid.pixelwidth, vid.pixelheight, //xywh (window coords) 0, //z 0, 1, 1, 0); //stst (remember that gl textures are meant to be upside down) //at this point the gl driver can signal the fence so our vk code can wake up and start drawing the next frame (if the gpu is slow) qglSignalVkFenceNV(vk.acquirefences[vk.aquirelast%ACQUIRELIMIT]); //and tell our code to expect it. vk.acquirebufferidx[vk.aquirelast%ACQUIRELIMIT] = vk.aquirelast%vk.backbuf_count; barrier vk.aquirelast++; } static qboolean HeadlessVK_Init (rendererstate_t *info, unsigned char *palette) { extern cvar_t vid_conautoscale; #ifdef VK_NO_PROTOTYPES static dllhandle_t *hInstVulkan = NULL; dllfunction_t vkfuncs[] = { {(void**)&vkGetInstanceProcAddr, "vkGetInstanceProcAddr"}, {NULL} }; if (!hInstVulkan) hInstVulkan = *info->subrenderer?Sys_LoadLibrary(info->subrenderer, vkfuncs):NULL; #ifdef _WIN32 if (!hInstVulkan) hInstVulkan = Sys_LoadLibrary("vulkan-1.dll", vkfuncs); #else if (!hInstVulkan) hInstVulkan = Sys_LoadLibrary("libvulkan.so.1", vkfuncs); if (!hInstVulkan) hInstVulkan = Sys_LoadLibrary("libvulkan.so", vkfuncs); #endif if (!hInstVulkan) { Con_Printf("Unable to load vulkan library\nNo Vulkan drivers are installed\n"); return false; } #endif vid.pixelwidth = 1920; vid.pixelheight = 1080; if (!VK_Init(info, NULL, HeadlessVK_CreateSurface, NULL)) return false; Cvar_ForceCallback(&vid_conautoscale); return true; } rendererinfo_t headlessvkrendererinfo = { "Headless Vulkan", { "vkheadless" }, QR_VULKAN, VK_Draw_Init, VK_Draw_Shutdown, VK_UpdateFiltering, VK_LoadTextureMips, VK_DestroyTexture, VK_R_Init, VK_R_DeInit, VK_R_RenderView, HeadlessVK_Init, GLVID_DeInit, GLVID_SwapBuffers, GLVID_ApplyGammaRamps, WIN_CreateCursor, WIN_SetCursor, WIN_DestroyCursor, GLVID_SetCaption, VKVID_GetRGBInfo, VK_SCR_UpdateScreen, VKBE_SelectMode, VKBE_DrawMesh_List, VKBE_DrawMesh_Single, VKBE_SubmitBatch, VKBE_GetTempBatch, VKBE_DrawWorld, VKBE_Init, VKBE_GenBrushModelVBO, VKBE_ClearVBO, VKBE_UploadAllLightmaps, VKBE_SelectEntity, VKBE_SelectDLight, VKBE_Scissor, VKBE_LightCullModel, VKBE_VBO_Begin, VKBE_VBO_Data, VKBE_VBO_Finish, VKBE_VBO_Destroy, VKBE_RenderToTextureUpdate2d, "no more" }; #endif #endif #endif