539 lines
14 KiB
C
539 lines
14 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <windows.h>
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#include <stdio.h>
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#include "basetypes.h"
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#include "mathlib.h"
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#define RENDERPASS_SOLID 1
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#define RENDERPASS_ALPHA 2
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#define Q_ftol( f ) ( long ) (f)
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#define SOLID_FORMAT 3
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#define ALPHA_FORMAT 4
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#define WINDOW_STYLE (WS_OVERLAPPED|WS_BORDER|WS_CAPTION|WS_VISIBLE)
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#include "r_opengl.h"
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/*
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===========================================
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memory manager
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===========================================
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*/
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//z_malloc-free
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#define Z_Malloc(size) Mem_Alloc(r_temppool, size)
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#define Z_Free(data) Mem_Free(data)
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extern byte *r_temppool;
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extern stdlib_api_t com;
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// r_utils.c
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
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#define Sys_Error com.error
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#define MAX_RADAR_ENTS 1024
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typedef struct radar_ent_s
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{
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vec4_t color;
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vec3_t org;
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vec3_t ang;
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} radar_ent_t;
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int numRadarEnts;
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extern radar_ent_t RadarEnts[MAX_RADAR_ENTS];
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typedef struct rect_s
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{
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int left;
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int right;
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int top;
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int bottom;
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}wrect_t;
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/*
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skins will be outline flood filled and mip mapped
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pics and sprites with alpha will be outline flood filled
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pic won't be mip mapped
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model skin
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sprite frame
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wall texture
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pic
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*/
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typedef enum
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{
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it_skin,
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it_sprite,
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it_wall,
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it_pic,
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it_sky,
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it_cubemap,
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} imagetype_t;
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// texnum cubemap order
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// 0 = ft or normal image
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// 1 = bk
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// 2 = rt
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// 3 = lf
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// 4 = up
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// 5 = dn
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typedef struct image_s
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{
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char name[MAX_QPATH]; // game path, including extension
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imagetype_t type; // image type
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int width, height; // source image
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int registration_sequence; // 0 = free
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struct msurface_s *texturechain; // for sort-by-texture world drawing
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int texnum[6]; // gl texture binding
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bool paletted;
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int texorder[6]; // drawing order pattern
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};
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#define TEXNUM_LIGHTMAPS 1024
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#define TEXNUM_IMAGES 1152
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#define MAX_GLTEXTURES 1024
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//===================================================================
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typedef enum
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{
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rserr_ok,
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rserr_invalid_fullscreen,
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rserr_invalid_mode,
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rserr_unknown
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} rserr_t;
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#include "gl_model.h"
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void GL_BeginRendering (int *x, int *y, int *width, int *height);
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void GL_EndRendering (void);
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void GL_SetDefaultState( void );
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void GL_UpdateSwapInterval( void );
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extern float gldepthmin, gldepthmax;
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typedef struct
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{
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float x, y, z;
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float s, t;
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float r, g, b;
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} glvert_t;
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#define MAX_LBM_HEIGHT 480
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#define BACKFACE_EPSILON 0.01
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//====================================================
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extern image_t gltextures[MAX_GLTEXTURES];
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extern int numgltextures;
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extern byte *r_framebuffer;
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extern image_t *r_notexture;
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extern image_t *r_particletexture;
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extern image_t *r_radarmap;
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extern image_t *r_around;
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extern entity_t *currententity;
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extern model_t *currentmodel;
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extern int r_visframecount;
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extern int r_framecount;
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extern cplane_t frustum[4];
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extern int c_brush_polys;
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extern int gl_filter_min, gl_filter_max;
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//
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// view origin
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//
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extern vec3_t vup;
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extern vec3_t vright;
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extern vec3_t vforward;
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extern vec3_t r_origin;
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//
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// screen size info
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//
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extern refdef_t r_newrefdef;
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extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern cvar_t *r_norefresh;
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extern cvar_t *r_lefthand;
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extern cvar_t *r_drawentities;
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extern cvar_t *r_drawworld;
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extern cvar_t *r_speeds;
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extern cvar_t *r_fullbright;
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extern cvar_t *r_novis;
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extern cvar_t *r_nocull;
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extern cvar_t *r_lerpmodels;
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extern cvar_t *r_loading;
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extern cvar_t *r_pause;
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extern cvar_t *r_width;
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extern cvar_t *r_height;
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extern cvar_t *r_mode;
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extern cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level
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extern cvar_t *gl_vertex_arrays;
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extern cvar_t *gl_ext_swapinterval;
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extern cvar_t *gl_ext_multitexture;
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extern cvar_t *gl_ext_pointparameters;
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extern cvar_t *gl_ext_compiled_vertex_array;
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extern cvar_t *gl_particle_min_size;
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extern cvar_t *gl_particle_max_size;
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extern cvar_t *gl_particle_size;
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extern cvar_t *gl_particle_att_a;
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extern cvar_t *gl_particle_att_b;
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extern cvar_t *gl_particle_att_c;
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extern cvar_t *r_minimap;
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extern cvar_t *r_minimap_size;
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extern cvar_t *r_minimap_zoom;
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extern cvar_t *r_minimap_style;
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extern cvar_t *r_bloom;
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extern cvar_t *r_bloom_alpha;
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extern cvar_t *r_bloom_diamond_size;
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extern cvar_t *r_bloom_intensity;
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extern cvar_t *r_bloom_darken;
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extern cvar_t *r_bloom_sample_size;
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extern cvar_t *r_bloom_fast_sample;
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extern cvar_t *r_emboss_bump;
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extern cvar_t *r_motionblur_intens;
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extern cvar_t *r_motionblur;
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extern cvar_t *gl_nosubimage;
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extern cvar_t *gl_bitdepth;
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extern cvar_t *gl_log;
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extern cvar_t *gl_lightmap;
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extern cvar_t *gl_shadows;
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extern cvar_t *gl_dynamic;
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extern cvar_t *gl_nobind;
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extern cvar_t *gl_round_down;
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extern cvar_t *gl_skymip;
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extern cvar_t *gl_showtris;
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extern cvar_t *gl_finish;
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extern cvar_t *gl_ztrick;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_cull;
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extern cvar_t *gl_poly;
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extern cvar_t *gl_texsort;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_lightmaptype;
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extern cvar_t *gl_modulate;
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extern cvar_t *gl_playermip;
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extern cvar_t *gl_drawbuffer;
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extern cvar_t *gl_3dlabs_broken;
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extern cvar_t *gl_swapinterval;
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extern cvar_t *gl_texturemode;
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extern cvar_t *gl_texturealphamode;
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extern cvar_t *gl_texturesolidmode;
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extern cvar_t *gl_saturatelighting;
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extern cvar_t *gl_lockpvs;
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extern cvar_t *r_fullscreen;
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extern cvar_t *vid_gamma;
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extern cvar_t *intensity;
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extern int gl_lightmap_format;
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extern int gl_tex_solid_format;
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extern int gl_tex_alpha_format;
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extern int c_visible_lightmaps;
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extern int c_visible_textures;
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extern float r_world_matrix[16];
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void R_TranslatePlayerSkin (int playernum);
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void GL_Bind (int texnum);
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void GL_MBind( GLenum target, int texnum );
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void GL_TexEnv( GLenum value );
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void GL_EnableMultitexture( bool enable );
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void GL_SelectTexture( GLenum );
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void GL_TexFilter( GLboolean mipmap );
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void GL_SetColor( const void *data );
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void R_SetGL2D ( void );
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void R_LightPoint (vec3_t p, vec3_t color);
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void R_PushDlights (void);
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bool VID_ScreenShot( const char *filename, bool force_gamma );
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void VID_BuildGammaTable( void );
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void VID_ImageLightScale (uint *in, int inwidth, int inheight );
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void VID_ImageBaseScale (uint *in, int inwidth, int inheight );
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//====================================================================
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extern model_t *r_worldmodel;
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extern unsigned d_8to24table[256];
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extern int registration_sequence;
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void V_AddBlend (float r, float g, float b, float a, float *v_blend);
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int R_Init( void *hinstance, void *hWnd );
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void R_Shutdown( void );
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void R_RenderView (refdef_t *fd);
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void R_DrawStudioModel( int passnum );
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void R_DrawBrushModel( int passnum );
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void R_DrawSpriteModel( int passnum );
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void R_StudioLoadModel (model_t *mod, void *buffer );
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void R_SpriteLoadModel( model_t *mod, void *buffer );
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void R_DrawPauseScreen( void );
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char *R_ExtName( model_t *mod );
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void R_DrawBeam( entity_t *e );
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void R_DrawWorld (void);
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void R_RenderDlights (void);
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void R_DrawAlphaSurfaces (void);
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void R_RenderBrushPoly (msurface_t *fa);
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void R_InitParticleTexture (void);
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void Draw_InitLocal (void);
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void GL_SubdivideSurface (msurface_t *fa);
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bool R_CullBox (vec3_t mins, vec3_t maxs);
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void R_RotateForEntity (entity_t *e);
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void R_MarkLeaves (void);
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void GL_DrawRadar( void );
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void R_BloomBlend ( refdef_t *fd );
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void R_Bloom_InitTextures( void );
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glpoly_t *WaterWarpPolyVerts (glpoly_t *p);
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void EmitWaterPolys (msurface_t *fa);
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void R_AddSkySurface (msurface_t *fa);
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void R_ClearSkyBox (void);
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void R_DrawSkyBox (void);
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
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void R_RoundImageDimensions(int *scaled_width, int *scaled_height);
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#if 0
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short LittleShort (short l);
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short BigShort (short l);
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int LittleLong (int l);
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float LittleFloat (float f);
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char *va(char *format, ...);
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// does a varargs printf into a temp buffer
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#endif
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void COM_StripExtension (char *in, char *out);
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void COM_FileBase (char *in, char *out);
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void Draw_GetPicSize (int *w, int *h, char *name);
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void Draw_Pic (int x, int y, char *name);
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void Draw_StretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, char *pic);
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void Draw_Char (float x, float y, int c);
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void Draw_String (int x, int y, char *str);
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void Draw_TileClear (int x, int y, int w, int h, char *name);
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void Draw_Fill(float x, float y, float w, float h );
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void Draw_FadeScreen (void);
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void Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data, bool dirty );
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void R_BeginFrame( void );
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void R_SwapBuffers( int );
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void R_SetPalette ( const unsigned char *palette);
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void R_GetPalette (void);
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image_t *R_RegisterSkin (char *name);
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void R_ImageList_f (void);
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image_t *R_LoadImage(char *name, rgbdata_t *pic, imagetype_t type );
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image_t *R_FindImage (char *name, char *buffer, int size, imagetype_t type);
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void R_InitTextures( void );
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void R_ShutdownTextures (void);
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void R_ImageFreeUnused(void);
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//backend funcs
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void GL_TextureMode( char *string );
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void GL_TextureAlphaMode( char *string );
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void GL_TextureSolidMode( char *string );
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void GL_EnableTexGen( void );
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void GL_DisableTexGen( void );
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void GL_EnableBlend( void );
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void GL_DisableBlend( void );
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void GL_EnableAlphaTest ( void );
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void GL_DisableAlphaTest ( void );
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void GL_EnableDepthTest( void );
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void GL_DisableDepthTest( void );
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/*
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** GL extension emulation functions
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*/
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void GL_DrawParticles( int n, const particle_t particles[], const unsigned colortable[768] );
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/*
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** GL config stuff
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*/
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#define GL_RENDERER_VOODOO 0x00000001
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#define GL_RENDERER_ATI 0x00000002
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#define GL_RENDERER_NVIDIA 0x00000004
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#define GL_RENDERER_DEFAULT 0x80000000
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typedef struct
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{
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int renderer;
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const char *renderer_string;
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const char *vendor_string;
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const char *version_string;
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const char *extensions_string;
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bool allow_cds;
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bool arb_compressed_teximage;
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} glconfig_t;
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typedef struct
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{
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float inverse_intensity;
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bool fullscreen;
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int prev_mode;
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byte *d_16to8table;
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int lightmap_textures;
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int currenttextures[2];
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int currenttmu;
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bool alpha_test;
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bool depth_test;
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bool blend;
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bool texgen;
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bool reg_combiners;
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bool texshaders;
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bool sgis_mipmap;
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dword dst_texture;
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bool gammaramp;
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int tex_rectangle_type;
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int stencil_warp;
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int stencil_two_side;
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int ati_separate_stencil;
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bool nv_tex_rectangle;
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bool ati_tex_rectangle;
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vec4_t draw_color; // using with Draw_* functions
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} glstate_t;
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extern glconfig_t gl_config;
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extern glstate_t gl_state;
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/*
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====================================================================
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VERTEX ARRAYS
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====================================================================
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*/
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#define MAX_ARRAY MAX_INPUTLINE // sorry ...
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#define VA_SetElem2(v, a, b) ((v)[0]=(a),(v)[1]=(b))
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#define VA_SetElem3(v, a, b, c) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c))
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#define VA_SetElem4(v, a, b, c, d) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c),(v)[3]=(d))
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extern float tex_array [MAX_ARRAY][2];
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extern float vert_array[MAX_ARRAY][3];
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extern float col_array [MAX_ARRAY][4];
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void GL_LockArrays( int count );
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void GL_UnlockArrays( void );
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/*
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====================================================================
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STUDIO FUNCTIONS
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====================================================================
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*/
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void R_StudioInit( void );
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void R_StudioShutdown( void );
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/*
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====================================================================
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IMPORTED FUNCTIONS
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====================================================================
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*/
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extern render_imp_t ri;
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/*
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====================================================================
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IMPLEMENTATION SPECIFIC FUNCTIONS
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====================================================================
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*/
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void GLimp_BeginFrame( void );
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void GLimp_EndFrame( void );
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int GLimp_Init( void *hinstance, void *hWnd );
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void GLimp_Shutdown( void );
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int GLimp_SetMode( int vid_mode, bool fullscreen );
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void GLimp_AppActivate( bool active );
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void GLimp_EnableLogging( bool enable );
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void GLimp_LogNewFrame( void );
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/*
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====================================================================
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BUILT-IN MATHLIB FUNCTIONS
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====================================================================
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*/
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void VectorTransform (const vec3_t in1, matrix3x4 in2, vec3_t out);
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void AngleQuaternion( float *angles, vec4_t quaternion );
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void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] );
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void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt );
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void AngleMatrix (const float *angles, float (*matrix)[4] );
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void MatrixCopy( matrix3x4 in, matrix3x4 out );
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uint ShortToFloat( word y );
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void R_DXTReadColor(word data, color32* out);
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void R_DXTReadColors(const byte* data, color32* out);
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void R_GetBitsFromMask(uint Mask, uint *ShiftLeft, uint *ShiftRight); |