本文整理汇总了C++中R_Init函数的典型用法代码示例。如果您正苦于以下问题:C++ R_Init函数的具体用法?C++ R_Init怎么用?C++ R_Init使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了R_Init函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: VID_Init
/**
* @sa R_Shutdown
*/
void VID_Init (void)
{
vid_stretch = Cvar_Get("vid_stretch", "0", CVAR_ARCHIVE | CVAR_R_CONTEXT, "Backward compatibility to stretch the screen with a 4:3 ratio");
vid_fullscreen = Cvar_Get("vid_fullscreen", "1", CVAR_ARCHIVE | CVAR_R_CONTEXT, "Run the game in fullscreen mode");
vid_mode = Cvar_Get("vid_mode", "-1", CVAR_ARCHIVE | CVAR_R_CONTEXT, "The video mode - set to -1 and use vid_width and vid_height to use a custom resolution");
Cvar_SetCheckFunction("vid_mode", CL_CvarCheckVidMode);
vid_grabmouse = Cvar_Get("vid_grabmouse", "0", CVAR_ARCHIVE, "Grab the mouse in the game window - open the console to switch back to your desktop via Alt+Tab");
vid_gamma = Cvar_Get("vid_gamma", "1", CVAR_ARCHIVE, "Controls the gamma settings");
vid_ignoregamma = Cvar_Get("vid_ignoregamma", "0", CVAR_ARCHIVE, "Don't control the gamma settings if set to 1");
Cvar_SetCheckFunction("vid_gamma", CL_CvarCheckVidGamma);
vid_height = Cvar_Get("vid_height", "-1", CVAR_ARCHIVE, "Custom video height - set vid_mode to -1 to use this");
vid_width = Cvar_Get("vid_width", "-1", CVAR_ARCHIVE, "Custom video width - set vid_mode to -1 to use this");
Cmd_AddCommand("vid_restart", VID_Restart_f, "Restart the renderer - or change the resolution");
Cmd_AddCommand("vid_minimize", VID_Minimize, "Minimize the game window");
/* memory pools */
vid_genericPool = Mem_CreatePool("Vid: Generic");
vid_imagePool = Mem_CreatePool("Vid: Image system");
vid_lightPool = Mem_CreatePool("Vid: Light system");
vid_modelPool = Mem_CreatePool("Vid: Model system");
/* Start the graphics mode */
R_Init();
}
示例2: D_DoomMain
void D_DoomMain(void)
{
I_Printf("I_Init\n");
I_Init();
I_Printf("Z_Init\n");
Z_Init();
I_Printf("W_Init\n");
W_Init();
I_Printf("R_Init\n");
R_Init();
I_Printf("P_Init\n");
P_Init();
I_Printf("ST_Init\n");
ST_Init();
I_Printf("S_Init\n");
S_Init();
gameaction = ga_nothing;
gamestate = GS_NONE;
gametic = 0;
startskill = sk_medium;
gameskill = sk_medium;
startmap = 1;
ticdup = 1;
offsetms = 0;
playeringame[0] = true;
D_DebugParams();
D_SplashScreen();
D_DoomLoop();
}
示例3: RE_BeginRegistration
/*
** RE_BeginRegistration
*/
void RE_BeginRegistration(glconfig_t *glconfigOut)
{
R_Init();
*glconfigOut = glConfig;
R_SyncRenderThread();
tr.visIndex = 0;
memset(tr.visClusters, -2, sizeof(tr.visClusters)); // force markleafs to regenerate
R_ClearFlares();
RE_ClearScene();
// HACK: give world entity white color for "colored" shader keyword
tr.worldEntity.e.shaderRGBA[0] = 255;
tr.worldEntity.e.shaderRGBA[1] = 255;
tr.worldEntity.e.shaderRGBA[2] = 255;
tr.worldEntity.e.shaderRGBA[3] = 255;
tr.worldEntity.e.nonNormalizedAxes = qfalse;
// RB: world will be never ignored by occusion query test
tr.worldEntity.occlusionQuerySamples = 1;
tr.registered = qtrue;
// NOTE: this sucks, for some reason the first stretch pic is never drawn
// without this we'd see a white flash on a level load because the very
// first time the level shot would not be drawn
RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
}
示例4: CL_Init
/*
====================
CL_Init
====================
*/
void CL_Init( void )
{
qboolean loaded;
if( host.type == HOST_DEDICATED )
return; // nothing running on the client
Con_Init();
CL_InitLocal();
R_Init(); // init renderer
S_Init(); // init sound
// unreliable buffer. unsed for unreliable commands and voice stream
BF_Init( &cls.datagram, "cls.datagram", cls.datagram_buf, sizeof( cls.datagram_buf ));
loaded = CL_LoadProgs( va( "%s/%s" , GI->dll_path, GI->client_lib ));
if( !loaded )
#if defined (__ANDROID__)
{
char clientlib[256];
Q_strncpy( clientlib, getenv("XASH3D_ENGLIBDIR"), 256 );
Q_strncat( clientlib, "/" CLIENTDLL, 256 );
loaded = CL_LoadProgs( clientlib );
}
#else
loaded = CL_LoadProgs( CLIENTDLL );
#endif
if( loaded )
{
cls.initialized = true;
cl.maxclients = 1; // allow to drawing player in menu
cls.olddemonum = -1;
cls.demonum = -1;
}
}
示例5: VID_CheckChanges
/*
============
VID_CheckChanges
This function gets called once just before drawing each frame, and it's sole purpose in life
is to check to see if any of the video mode parameters have changed, and if they have to
update the rendering DLL and/or video mode to match.
============
*/
void VID_CheckChanges (void)
{
if ( vid_restart )
{
cl.force_refdef = true; // can't use a paused refdef
S_StopAllSounds();
/*
** refresh has changed
*/
vid_fullscreen->modified = true;
cl.refresh_prepped = false;
cls.disable_screen = true;
VID_Shutdown();
Com_Printf( "--------- [Loading Renderer] ---------\n" );
vid_active = true;
if ( R_Init( 0, 0 ) == -1 )
{
R_Shutdown();
Com_Error (ERR_FATAL, "Couldn't initialize renderer!");
}
Com_Printf( "------------------------------------\n");
vid_restart = false;
cls.disable_screen = false;
IN_Activate(false);
IN_Activate(true);
}
}
示例6: CL_Init
/*
====================
CL_Init
====================
*/
void CL_Init( void )
{
qboolean loaded;
Q_memset( &cls, 0, sizeof( cls ) );
if( Host_IsDedicated() )
return; // nothing running on the client
Con_Init();
CL_InitLocal();
R_Init(); // init renderer
S_Init(); // init sound
// unreliable buffer. unsed for unreliable commands and voice stream
BF_Init( &cls.datagram, "cls.datagram", cls.datagram_buf, sizeof( cls.datagram_buf ));
IN_TouchInit();
#if defined (__ANDROID__)
{
char clientlib[256];
Q_snprintf( clientlib, sizeof(clientlib), "%s/" CLIENTDLL, getenv("XASH3D_GAMELIBDIR"));
loaded = CL_LoadProgs( clientlib );
if( !loaded )
{
Q_snprintf( clientlib, sizeof(clientlib), "%s/" CLIENTDLL, getenv("XASH3D_ENGLIBDIR"));
loaded = CL_LoadProgs( clientlib );
}
}
#else
{
char clientlib[256];
Com_ResetLibraryError();
if( Sys_GetParmFromCmdLine( "-clientlib", clientlib ) )
loaded = CL_LoadProgs( clientlib );
else
loaded = CL_LoadProgs( va( "%s/%s" , GI->dll_path, SI.clientlib ));
if( !loaded )
{
loaded = CL_LoadProgs( CLIENTDLL );
}
}
#endif
if( loaded )
{
cls.initialized = true;
cls.keybind_changed = false;
cl.maxclients = 1; // allow to drawing player in menu
cls.olddemonum = -1;
cls.demonum = -1;
}
else
Sys_Warn("Could not load client library:\n%s", Com_GetLibraryError());
}
示例7: D_DoomWadReboot
//
// [denis] D_DoomWadReboot
// change wads at runtime
// on 404, returns a vector of bad files
//
std::vector<size_t> D_DoomWadReboot (std::vector<std::string> wadnames,
std::vector<std::string> patch_files)
{
std::vector<size_t> fails;
if (modifiedgame && (gameinfo.flags & GI_SHAREWARE))
I_FatalError ("\nYou cannot switch WAD with the shareware version. Register!");
SV_SendReconnectSignal();
G_ExitLevel(0, 0);
DThinker::DestroyAllThinkers();
Z_Init();
wadfiles.clear();
std::string custwad;
if(wadnames.size())
custwad = wadnames[0];
D_AddDefWads(custwad);
for(size_t i = 0; i < wadnames.size(); i++)
{
std::string file = BaseFileSearch(wadnames[i], ".WAD");
if(file.length())
wadfiles.push_back(file);
else
{
Printf (PRINT_HIGH, "could not find WAD: %s\n", wadnames[i].c_str());
fails.push_back(i);
}
}
if(wadnames.size() > 1)
modifiedgame = true;
wadhashes = W_InitMultipleFiles (wadfiles);
SV_InitMultipleFiles (wadfiles);
// get skill / episode / map from parms
strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1");
D_InitStrings ();
D_DoDefDehackedPatch(patch_files);
G_SetLevelStrings ();
S_ParseSndInfo();
R_Init();
P_Init();
return fails;
}
示例8: Window
Window(void) : SYS::GLWindow(0, TEXT("Normalmapping"), 800, 800) {
_angle = 0.0f;
R_Init();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
R_CreateShader(&_vertexShader, GL_VERTEX_SHADER, "vertexshader.txt");
R_CreateShader(&_pixelShader, GL_FRAGMENT_SHADER, "pixelshader.txt");
_program = glx.CreateProgram();
glx.AttachShader(_program, _vertexShader.shader);
glx.AttachShader(_program, _pixelShader.shader);
R_LinkProgram(_program);
glx.UseProgram(_program);
FS::Dump& dump = FS::Dump::Instance();
/*
R_LoadModelMD5(&_model, "hunter/hunter.md5mesh");
_model.meshes[0].texDiffuse = R_GetTexture(dump, TYPE_TGA, "hunter/hunterbody.tga");
_model.meshes[0].texNormal = R_GetTexture(dump, TYPE_TGA, "hunter/highres/hunterbody_local.tga");
_model.meshes[0].texAdd = R_GetTexture(dump, TYPE_TGA, "hunter/hunterbody_add.tga");
_model.meshes[0].texSpec = R_GetTexture(dump, TYPE_TGA, "hunter/hunterbody_s.tga");
_model.meshes[1].texDiffuse = R_GetTexture(dump, TYPE_TGA, "hunter/hunterhead.tga");
_model.meshes[1].texNormal = R_GetTexture(dump, TYPE_TGA, "hunter/hunterhead_local.tga");
_model.meshes[1].texAdd = R_GetTexture(dump, TYPE_TGA, "hunter/hunterhead_add.tga");
_model.meshes[1].texSpec = R_GetTexture(dump, TYPE_TGA, "hunter/hunterhead_s.tga");
_model.meshes[2].texDiffuse = R_GetTexture(dump, TYPE_TGA, "rifle/rifle.tga");
_model.meshes[2].texNormal = R_GetTexture(dump, TYPE_TGA, "rifle/rifle_local.tga");
_model.meshes[2].texAdd = R_GetTexture(dump, TYPE_TGA, "rifle/rifle_add.tga");
_model.meshes[2].texSpec = R_GetTexture(dump, TYPE_TGA, "rifle/rifle_s.tga");
*/
R_LoadModelMD5(&_model, "hellknight/hellknight.md5mesh");
_model.meshes[0].texDiffuse = R_GetTexture(dump, TYPE_TGA, "hellknight/hellknight.tga");
_model.meshes[0].texNormal = R_GetTexture(dump, TYPE_TGA, "hellknight/hellknight_local.tga");
_model.meshes[0].texSpec = R_GetTexture(dump, TYPE_TGA, "hellknight/hellknight_s.tga");
GLuint sampler;
sampler = glx.GetUniformLocation(_program, "texDiffuse");
glx.Uniform1i(sampler, 0);
sampler = glx.GetUniformLocation(_program, "texNormal");
glx.Uniform1i(sampler, 1);
sampler = glx.GetUniformLocation(_program, "texAdd");
glx.Uniform1i(sampler, 2);
sampler = glx.GetUniformLocation(_program, "texSpec");
glx.Uniform1i(sampler, 3);
_lightPos = M::Vector3(-200.0f, 200.0f, 0.0f);
}
示例9: D_DoomMain
void D_DoomMain(void)
{
BigNumFont = LoadAResource(rBIGNUMB); /* Cache the large numeric font (Needed always) */
R_Init(); /* Init refresh system */
P_Init(); /* Init main code */
O_Init(); /* Init controls */
for (;;) {
RunTitle(); /* Show the title page */
RunDemo(rDEMO1); /* Run the first demo */
RunCredits(); /* Show the credits page */
RunDemo(rDEMO2); /* Run the second demo */
}
}
示例10: VID_LoadRefresh
/*
==============
VID_LoadRefresh
==============
*/
qboolean VID_LoadRefresh(void)
{
// GetRefAPI_t GetRefAPI;
if ( reflib_active )
{
R_Shutdown();
VID_FreeReflib ();
}
VID_Printf(PRINT_INFO, "-------- Loading OpenGL Ref --------\n");
#if 0
if ( ( reflib_library = LoadLibrary( name ) ) == 0 )
{
VID_Printf(PRINT_ALL, "LoadLibrary(\"%s\") failed\n", name );
return false;
}
#endif
Swap_Init();
#if 0
if ( ( GetRefAPI = (void *) GetProcAddress( reflib_library, "GetRefAPI" ) ) == 0 )
Com_Error( ERR_FATAL, "GetProcAddress failed on %s", name );
re = GetRefAPI( ri );
#endif
#if 0
if (re.api_version != API_VERSION)
{
VID_FreeReflib ();
Com_Error (ERR_FATAL, "%s has incompatible api_version", name);
}
#endif
if ( R_Init( global_hInstance, MainWndProc ) == -1 )
{
R_Shutdown();
VID_FreeReflib ();
return false;
}
VID_Printf(PRINT_INFO, "------------------------------------\n");
reflib_active = true;
return true;
}
示例11: RE_BeginRegistration
/*
** RE_BeginRegistration
*/
void RE_BeginRegistration( glconfig_t *glconfigOut ) {
ri.Hunk_Clear();
R_Init();
*glconfigOut = glConfig;
R_SyncRenderThread();
tr.viewCluster = -1; // force markleafs to regenerate
// R_ClearFlares();
RE_ClearScene();
tr.registered = qtrue;
}
示例12: RE_BeginRegistration
/*
** RE_BeginRegistration
*/
void RE_BeginRegistration( glconfig_t *glconfigOut ) {
R_Init();
*glconfigOut = glConfig;
R_IssuePendingRenderCommands();
tr.viewCluster = -1; // force markleafs to regenerate
R_ClearFlares();
RE_ClearScene();
tr.registered = qtrue;
}
示例13: D_NewWadInit
void D_NewWadInit()
{
if (DefaultsLoaded) { // [ML] This is being called while loading defaults,
G_SetLevelStrings ();
G_ParseMapInfo ();
G_ParseMusInfo ();
S_ParseSndInfo();
R_Init();
P_Init();
} else { // let DoomMain know it doesn't have to do everything
RebootInit = true;
}
}
示例14: D_Init
//
// D_Init
//
// Called to initialize subsystems when loading a new set of WAD resource
// files.
//
void D_Init()
{
// only print init messages during startup, not when changing WADs
static bool first_time = true;
SetLanguageIDs();
M_ClearRandom();
// [AM] Init rand() PRNG, needed for non-deterministic maplist shuffling.
srand(time(NULL));
// start the Zone memory manager
bool use_zone = !Args.CheckParm("-nozone");
Z_Init(use_zone);
if (first_time)
Printf(PRINT_HIGH, "Z_Init: Heapsize: %u megabytes\n", got_heapsize);
// Load palette and set up colormaps
V_InitPalette("PLAYPAL");
R_InitColormaps();
// if (first_time)
// Printf(PRINT_HIGH, "Res_InitTextureManager: Init image resource management.\n");
// Res_InitTextureManager();
// [RH] Initialize localizable strings.
GStrings.FreeData();
GStrings.LoadStrings(W_GetNumForName("LANGUAGE"), STRING_TABLE_SIZE, false);
GStrings.Compact();
// init the renderer
if (first_time)
Printf(PRINT_HIGH, "R_Init: Init DOOM refresh daemon.\n");
R_Init();
G_SetLevelStrings();
G_ParseMapInfo();
G_ParseMusInfo();
S_ParseSndInfo();
if (first_time)
Printf(PRINT_HIGH, "P_Init: Init Playloop state.\n");
// P_InitEffects();
P_Init();
first_time = false;
}
示例15: VID_Restart_f
/**
* @brief Perform a renderer restart
*/
static void VID_Restart_f (void)
{
refdef.ready = false;
Com_Printf("renderer restart\n");
R_Shutdown();
R_Init();
UI_Reinit();
/** @todo only reload the skins, not all models */
CL_ViewPrecacheModels();
/** @todo going back into the map isn't working as long as GAME_ReloadMode is called */
/*CL_ViewLoadMedia();*/
GAME_ReloadMode();
}