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Xash3DArchive/engine/client/gl_local.h

664 lines
21 KiB
C

/*
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 "gl_export.h"
#include "com_model.h"
#include "cl_entity.h"
#include "ref_params.h"
#include "protocol.h"
#include "dlight.h"
extern byte *r_temppool;
#define BLOCK_WIDTH 128 // lightmap block width
#define BLOCK_HEIGHT 128 // lightmap block height
#define MAX_TEXTURES 4096
#define MAX_DETAIL_TEXTURES 256
#define MAX_LIGHTMAPS 128
#define SUBDIVIDE_SIZE 64
#define MAX_MIRRORS 32 // per one frame!
#define NUMVERTEXNORMALS 162
#define SHADEDOT_QUANT 16 // precalculated dot products for quantized angles
// refparams
#define RP_NONE 0
#define RP_MIRRORVIEW BIT( 0 ) // lock pvs at vieworg
#define RP_ENVVIEW BIT( 1 ) // used for cubemapshot
#define RP_OLDVIEWLEAF BIT( 2 )
#define RP_CLIPPLANE BIT( 3 ) // mirrors used
#define RP_FLIPFRONTFACE BIT( 4 ) // e.g. for mirrors drawing
#define RP_NONVIEWERREF (RP_MIRRORVIEW|RP_ENVVIEW)
#define RP_LOCALCLIENT( e ) (CL_GetLocalPlayer() && ((e)->index == CL_GetLocalPlayer()->index && e->player ))
#define RP_NORMALPASS() ((RI.params & RP_NONVIEWERREF) == 0 )
#define TF_SKY (TF_SKYSIDE|TF_UNCOMPRESSED|TF_NOMIPMAP|TF_NOPICMIP)
#define TF_FONT (TF_UNCOMPRESSED|TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP)
#define TF_IMAGE (TF_UNCOMPRESSED|TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP)
#define TF_DECAL (TF_CLAMP|TF_UNCOMPRESSED)
typedef enum
{
TEX_INVALID = 0, // free slot
TEX_SYSTEM, // generated by engine
TEX_NOMIP, // hud pics, menu etc
TEX_BRUSH, // a map texture
TEX_SPRITE, // sprite frames
TEX_STUDIO, // studio skins
TEX_LIGHTMAP, // lightmap textures
TEX_DECAL, // decals
TEX_VGUI, // vgui fonts or images
TEX_CUBEMAP, // cubemap textures (sky)
TEX_DETAIL, // detail textures
TEX_REMAP, // local copy of remap texture
TEX_SCREENCOPY // keep screen copy e.g. for mirror
} texType_t;
typedef enum
{
TF_NEAREST = BIT(0), // disable texfilter
TF_KEEP_RGBDATA = BIT(1), // some images keep source
TF_NOFLIP_TGA = BIT(2), // Steam background completely ignore tga attribute 0x20
TF_KEEP_8BIT = BIT(3), // keep original 8-bit image (if present)
TF_NOPICMIP = BIT(4), // ignore r_picmip resample rules
TF_UNCOMPRESSED = BIT(5), // don't compress texture in video memory
TF_CUBEMAP = BIT(6), // it's cubemap texture
TF_DEPTHMAP = BIT(7), // custom texture filter used
TF_INTENSITY = BIT(8),
TF_LUMINANCE = BIT(9), // force image to grayscale
TF_SKYSIDE = BIT(10),
TF_CLAMP = BIT(11),
TF_NOMIPMAP = BIT(12),
TF_HAS_LUMA = BIT(13), // sets by GL_UploadTexture
TF_MAKELUMA = BIT(14), // create luma from quake texture
TF_NORMALMAP = BIT(15), // is a normalmap
TF_LIGHTMAP = BIT(16), // is a lightmap
TF_FORCE_COLOR = BIT(17), // force upload monochrome textures as RGB (detail textures)
} texFlags_t;
typedef struct gltexture_s
{
char name[128]; // game path, including extension
word srcWidth; // keep unscaled sizes
word srcHeight;
word width; // upload width\height
word height;
GLuint target; // glTarget
GLuint texnum; // gl texture binding
GLint format; // uploaded format
texFlags_t flags;
rgba_t fogParams; // some water textures
// contain info about underwater fog
rgbdata_t *original; // keep original image
// debug info
byte texType; // used for gl_showtextures
size_t size; // upload size for debug targets
// detail textures stuff
float xscale;
float yscale;
struct gltexture_s *nextHash;
} gltexture_t;
// surface extradata stored in cache.data for all brushmodels
typedef struct mextrasurf_s
{
vec3_t mins, maxs;
vec3_t origin; // surface origin
int checkcount; // for multi-check avoidance
int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps
int mirrortexturenum; // gl texnum
matrix4x4 mirrormatrix;
struct mextrasurf_s *mirrorchain; // for gl_texsort drawing
} mextrasurf_t;
// mirror entity
typedef struct gl_entity_s
{
cl_entity_t *ent;
mextrasurf_t *chain;
} gl_entity_t;
typedef struct
{
int params; // rendering parameters
qboolean drawWorld; // ignore world for drawing PlayerModel
qboolean thirdPerson; // thirdperson camera is enabled
qboolean isSkyVisible; // sky is visible
qboolean drawOrtho; // draw world as orthogonal projection
ref_params_t refdef; // actual refdef
cl_entity_t *currententity;
model_t *currentmodel;
int viewport[4];
int scissor[4];
mplane_t frustum[6];
vec3_t pvsorigin;
vec3_t cullorigin;
vec3_t vieworg; // locked vieworigin
vec3_t vforward;
vec3_t vright;
vec3_t vup;
float farClip;
uint clipFlags;
qboolean fogCustom;
qboolean fogEnabled;
vec3_t fogColor;
float fogDensity;
float fogStart;
float fogEnd;
int cached_contents; // in water
float waveHeight; // global waveHeight
float currentWaveHeight; // current entity waveHeight
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
int lightstylevalue[MAX_LIGHTSTYLES]; // value 0 - 65536
float lightcache[MAX_LIGHTSTYLES];
mplane_t clipPlane;
} ref_instance_t;
typedef struct
{
int cinTexture; // cinematic texture
int skyTexture; // default sky texture
int whiteTexture;
int blackTexture;
int defaultTexture; // use for bad textures
int particleTexture; // particle texture
int particleTexture2; // unsmoothed particle texture
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 mirrorTextures[MAX_MIRRORS];
int num_mirrors_used; // used mirror textures
int skytexturenum; // this not a gl_texturenum!
int skyboxbasenum; // start with 5800
// entity lists
cl_entity_t *static_entities[MAX_VISIBLE_PACKET]; // opaque non-moved brushes
gl_entity_t mirror_entities[MAX_VISIBLE_PACKET]; // an entities that has mirror
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 *child_entities[MAX_VISIBLE_PACKET]; // entities with MOVETYPE_FOLLOW
uint num_static_entities;
uint num_mirror_entities;
uint num_solid_entities;
uint num_trans_entities;
uint num_child_entities;
// OpenGL matrix states
qboolean modelviewIdentity;
int visframecount; // PVS frame
int dlightframecount; // dynamic light frame
int framecount;
// cull info
vec3_t modelorg; // relative to viewpoint
} ref_globals_t;
typedef struct
{
uint c_world_polys;
uint c_brush_polys;
uint c_studio_polys;
uint c_sprite_polys;
uint c_world_leafs;
uint c_view_beams_count;
uint c_active_tents_count;
uint c_studio_models_drawn;
uint c_sprite_models_drawn;
uint c_particle_count;
} ref_speeds_t;
extern ref_speeds_t r_stats;
extern ref_params_t r_lastRefdef;
extern ref_instance_t RI;
extern ref_globals_t tr;
extern float gldepthmin, gldepthmax;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
extern dlight_t cl_dlights[MAX_DLIGHTS];
extern dlight_t cl_elights[MAX_ELIGHTS];
#define r_numEntities (tr.num_solid_entities + tr.num_trans_entities + tr.num_child_entities)
#define r_numStatics (tr.num_static_entities)
//
// gl_backend.c
//
void GL_BackendStartFrame( void );
void GL_BackendEndFrame( void );
void GL_CleanUpTextureUnits( int last );
void GL_Bind( GLenum tmu, GLenum texnum );
void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t );
void GL_LoadTexMatrix( const matrix4x4 m );
void GL_LoadMatrix( const matrix4x4 source );
void GL_TexGen( GLenum coord, GLenum mode );
void GL_SelectTexture( GLenum texture );
void GL_DisableMultitexture( void );
void GL_EnableMultitexture( void );
void GL_LoadIdentityTexMatrix( void );
void GL_DisableAllTexGens( void );
void GL_SetRenderMode( int mode );
void GL_FrontFace( GLenum front );
void GL_MBind( GLenum texnum );
void GL_Cull( GLenum cull );
void R_ShowTextures( void );
//
// gl_cull.c
//
int R_CullModel( cl_entity_t *e, vec3_t origin, vec3_t mins, vec3_t maxs, float radius );
qboolean R_CullBox( const vec3_t mins, const vec3_t maxs, uint clipflags );
qboolean R_CullSphere( const vec3_t centre, const float radius, const uint clipflags );
qboolean R_CullSurface( msurface_t *surf, uint clipflags );
//
// gl_decals.c
//
void DrawSurfaceDecals( msurface_t *fa );
void R_ClearDecals( void );
//
// gl_draw.c
//
void R_Set2DMode( qboolean enable );
void R_DrawTileClear( int x, int y, int w, int h );
//
// gl_image.c
//
void R_SetTextureParameters( void );
gltexture_t *R_GetTexture( GLenum texnum );
void GL_SetTextureType( GLenum texnum, GLenum type );
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
int GL_LoadTextureInternal( 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 );
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor );
int GL_FindTexture( const char *name );
void GL_FreeTexture( GLenum texnum );
void GL_FreeImage( const char *name );
void R_TextureList_f( void );
void R_InitImages( void );
void R_ShutdownImages( void );
//
// gl_mirror.c
//
void R_BeginDrawMirror( msurface_t *fa );
void R_EndDrawMirror( void );
void R_DrawMirrors( void );
void R_FindMirrors( const ref_params_t *fd );
//
// gl_refrag.c
//
void R_StoreEfrags( efrag_t **ppefrag );
//
// gl_rlight.c
//
void R_PushDlights( void );
void R_AnimateLight( void );
void R_MarkLights( dlight_t *light, int bit, mnode_t *node );
void R_LightDir( const vec3_t origin, vec3_t lightDir, float radius );
void R_LightForPoint( const vec3_t point, color24 *ambientLight, qboolean invLight, qboolean useAmbient, float radius );
void R_GetLightSpot( vec3_t lightspot );
//
// gl_rmain.c
//
void R_ClearScene( void );
void R_LoadIdentity( void );
void R_RenderScene( const ref_params_t *fd );
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size );
qboolean R_WorldToScreen2( const vec3_t in, vec3_t out );
void R_TranslateForEntity( cl_entity_t *e );
void R_RotateForEntity( cl_entity_t *e );
int R_ComputeFxBlend( cl_entity_t *e );
void R_SetupFrustum( void );
void R_FindViewLeaf( void );
void R_DrawFog( void );
//
// gl_rmath.c
//
float V_CalcFov( float *fov_x, float width, float height );
void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x );
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_rsurf.c
//
void R_MarkLeaves( void );
void R_DrawWorld( void );
void R_DrawMirrors( void );
void R_DrawWaterSurfaces( void );
void R_DrawBrushModel( cl_entity_t *e );
void GL_SubdivideSurface( msurface_t *fa );
void GL_BuildPolygonFromSurface( msurface_t *fa );
void GL_RebuildLightmaps( void );
void GL_BuildLightmaps( void );
//
// gl_sprite.c
//
void R_SpriteInit( void );
void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded );
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_DrawStudioModel( cl_entity_t *e );
//
// gl_warp.c
//
void R_InitSky( struct mip_s *mt, struct texture_s *tx );
void R_AddSkyBoxSurface( msurface_t *fa );
void R_ClearSkyBox( void );
void R_DrawSkyBox( void );
void EmitSkyLayers( msurface_t *fa );
void EmitSkyPolys( msurface_t *fa );
void EmitWaterPolys( glpoly_t *polys, qboolean noCull );
void R_DrawSkyChain( msurface_t *s );
//
// gl_vidnt.c
//
#define GL_CheckForErrors() GL_CheckForErrors_( __FILE__, __LINE__ )
void GL_CheckForErrors_( const char *filename, const int fileline );
void GL_UpdateSwapInterval( void );
void GL_UpdateGammaRamp( void );
qboolean GL_DeleteContext( void );
qboolean GL_Support( int r_ext );
void VID_CheckChanges( void );
qboolean R_Init( void );
void R_Shutdown( void );
//
// renderer exports
//
qboolean R_Init( void );
void R_Shutdown( 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 VID_RestoreGamma( void );
void R_BeginFrame( qboolean clearScene );
void R_RenderFrame( const ref_params_t *fd, qboolean drawWorld );
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, uint clipflags );
qboolean 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_UnloadSpriteModel( struct model_s *mod );
void Mod_UnloadStudioModel( struct model_s *mod );
void Mod_UnloadBrushModel( struct model_s *mod );
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, vec3_t saxis );
void R_RemoveEfrags( struct cl_entity_s *ent );
void R_AddEfrags( struct cl_entity_s *ent );
void R_DecalRemoveAll( int texture );
byte *Mod_GetCurrentVis( void );
void Mod_SetOrthoBounds( float *mins, float *maxs );
void R_NewMap( void );
/*
=======================================================================
GL STATE MACHINE
=======================================================================
*/
enum
{
GL_OPENGL_110 = 0, // base
GL_WGL_SWAPCONTROL,
GL_WGL_PROCADDRESS,
GL_HARDWARE_GAMMA_CONTROL,
GL_ARB_VERTEX_BUFFER_OBJECT_EXT,
GL_ENV_COMBINE_EXT,
GL_ARB_MULTITEXTURE,
GL_TEXTURECUBEMAP_EXT,
GL_DOT3_ARB_EXT,
GL_ANISOTROPY_EXT,
GL_TEXTURE_LODBIAS,
GL_OCCLUSION_QUERIES_EXT,
GL_TEXTURE_COMPRESSION_EXT,
GL_SHADER_GLSL100_EXT,
GL_SGIS_MIPMAPS_EXT,
GL_DRAW_RANGEELEMENTS_EXT,
GL_LOCKARRAYS_EXT,
GL_TEXTURE_3D_EXT,
GL_CLAMPTOEDGE_EXT,
GL_BLEND_MINMAX_EXT,
GL_STENCILTWOSIDE_EXT,
GL_BLEND_SUBTRACT_EXT,
GL_SHADER_OBJECTS_EXT,
GL_VERTEX_SHADER_EXT, // glsl vertex program
GL_FRAGMENT_SHADER_EXT, // glsl fragment program
GL_EXT_POINTPARAMETERS,
GL_SEPARATESTENCIL_EXT,
GL_ARB_TEXTURE_NPOT_EXT,
GL_CUSTOM_VERTEX_ARRAY_EXT,
GL_TEXTURE_ENV_ADD_EXT,
GL_CLAMP_TEXBORDER_EXT,
GL_DEPTH_TEXTURE,
GL_SHADOW_EXT,
GL_EXTCOUNT, // must be last
};
enum
{
GL_TEXTURE0 = 0,
GL_TEXTURE1,
GL_TEXTURE2,
GL_TEXTURE3, // g-cont. 4 units should be enough
MAX_TEXTURE_UNITS // must be last
};
typedef struct
{
const char *renderer_string; // ptrs to OpenGL32.dll, use with caution
const char *vendor_string;
const char *version_string;
// list of supported extensions
const char *extensions_string;
byte extension[GL_EXTCOUNT];
int max_texture_units;
GLint max_2d_texture_size;
GLint max_2d_rectangle_size;
GLint max_3d_texture_size;
GLint max_cubemap_size;
GLint texRectangle;
GLfloat max_texture_anisotropy;
GLfloat max_texture_lodbias;
int color_bits;
int alpha_bits;
int depth_bits;
int stencil_bits;
qboolean deviceSupportsGamma;
int prev_mode;
} glconfig_t;
typedef struct
{
word gammaRamp[768]; // current gamma ramp
word stateRamp[768]; // original gamma ramp
int width, height;
qboolean fullScreen;
qboolean wideScreen;
qboolean initializedMedia;
int activeTMU;
GLuint currentTextures[MAX_TEXTURE_UNITS];
GLboolean texIdentityMatrix[MAX_TEXTURE_UNITS];
GLint genSTEnabled[MAX_TEXTURE_UNITS]; // 0 - disabled, OR 1 - S, OR 2 - T, OR 4 - R
GLint texCoordArrayMode[MAX_TEXTURE_UNITS]; // 0 - disabled, 1 - enabled, 2 - cubemap
int faceCull;
int frontFace;
qboolean drawTrans;
qboolean mtexEnabled; // classic Quake multi-texturing (2 units)
qboolean stencilEnabled;
qboolean in2DMode;
} glstate_t;
typedef struct
{
HDC hDC; // handle to device context
HGLRC hGLRC; // handle to GL rendering context
int desktopBitsPixel;
int desktopWidth;
int desktopHeight;
qboolean software; // OpenGL software emulation
qboolean initialized; // OpenGL subsystem started
} glwstate_t;
extern glconfig_t glConfig;
extern glstate_t glState;
extern glwstate_t glw_state;
//
// renderer cvars
//
extern convar_t *gl_allow_software;
extern convar_t *gl_texture_anisotropy;
extern convar_t *gl_extensions;
extern convar_t *gl_stencilbits;
extern convar_t *gl_ignorehwgamma;
extern convar_t *gl_swapInterval;
extern convar_t *gl_check_errors;
extern convar_t *gl_round_down;
extern convar_t *gl_texturemode;
extern convar_t *gl_texture_lodbias;
extern convar_t *gl_showtextures;
extern convar_t *gl_compress_textures;
extern convar_t *gl_luminance_textures;
extern convar_t *gl_overview; // draw map in overview mode
extern convar_t *gl_wireframe;
extern convar_t *gl_allow_static;
extern convar_t *gl_allow_mirrors;
extern convar_t *gl_picmip;
extern convar_t *gl_skymip;
extern convar_t *gl_finish;
extern convar_t *gl_clear;
extern convar_t *gl_test; // cvar to testify new effects
extern convar_t *r_width;
extern convar_t *r_height;
extern convar_t *r_speeds;
extern convar_t *r_fullbright;
extern convar_t *r_norefresh;
extern convar_t *r_lighting_extended;
extern convar_t *r_lighting_modulate;
extern convar_t *r_lighting_ambient;
extern convar_t *r_detailtextures;
extern convar_t *r_faceplanecull;
extern convar_t *r_drawentities;
extern convar_t *r_adjust_fov;
extern convar_t *r_lefthand;
extern convar_t *r_flaresize;
extern convar_t *r_decals;
extern convar_t *r_novis;
extern convar_t *r_nocull;
extern convar_t *r_lockpvs;
extern convar_t *r_lockcull;
extern convar_t *r_dynamic;
extern convar_t *r_lightmap;
extern convar_t *r_fastsky;
extern convar_t *vid_displayfrequency;
extern convar_t *vid_fullscreen;
extern convar_t *vid_gamma;
extern convar_t *vid_texgamma;
extern convar_t *vid_mode;
#endif//GL_LOCAL_H