/* 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 "port.h" #include "xash3d_types.h" #include "cvardef.h" #include "const.h" #include "com_model.h" #include "cl_entity.h" #include "render_api.h" #include "protocol.h" #include "dlight.h" #include "gl_frustum.h" #include "ref_api.h" #include "xash3d_mathlib.h" #include "ref_params.h" #include "enginefeatures.h" #include "com_strings.h" #include "pm_movevars.h" //#include "cvar.h" #include "gl_export.h" #include "wadfile.h" #ifndef offsetof #define offsetof(s,m) (size_t)&(((s *)0)->m) #endif // offsetof #define ASSERT(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ ) #define Assert(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ ) #include #define CVAR_DEFINE( cv, cvname, cvstr, cvflags, cvdesc ) cvar_t cv = { cvname, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc } #define CVAR_DEFINE_AUTO( cv, cvstr, cvflags, cvdesc ) cvar_t cv = { #cv, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc } #define CVAR_TO_BOOL( x ) ((x) && ((x)->value != 0.0f) ? true : false ) #define WORLD (gEngfuncs.GetWorld()) #define WORLDMODEL (gEngfuncs.pfnGetModelByIndex( 1 )) #define MOVEVARS (gEngfuncs.pfnGetMoveVars()) // make mod_ref.h? #define LM_SAMPLE_SIZE 16 extern poolhandle_t r_temppool; #define BLOCK_SIZE tr.block_size // lightmap blocksize #define BLOCK_SIZE_DEFAULT 128 // for keep backward compatibility #define BLOCK_SIZE_MAX 1024 #define MAX_TEXTURES 4096 #define MAX_DETAIL_TEXTURES 256 #define MAX_LIGHTMAPS 256 #define SUBDIVIDE_SIZE 64 #define MAX_DECAL_SURFS 4096 #define MAX_DRAW_STACK 2 // normal view and menu view #define SHADEDOT_QUANT 16 // precalculated dot products for quantized angles #define SHADE_LAMBERT 1.495f #define DEFAULT_ALPHATEST 0.0f // refparams #define RP_NONE 0 #define RP_ENVVIEW BIT( 0 ) // used for cubemapshot #define RP_OLDVIEWLEAF BIT( 1 ) #define RP_CLIPPLANE BIT( 2 ) #define RP_NONVIEWERREF (RP_ENVVIEW) #define R_ModelOpaque( rm ) ( rm == kRenderNormal ) #define R_StaticEntity( ent ) ( VectorIsNull( ent->origin ) && VectorIsNull( ent->angles )) #define RP_LOCALCLIENT( e ) ((e) != NULL && (e)->index == ENGINE_GET_PARM( PARM_PLAYER_INDEX ) && e->player ) #define RP_NORMALPASS() ( FBitSet( RI.params, RP_NONVIEWERREF ) == 0 ) #define CL_IsViewEntityLocalPlayer() ( ENGINE_GET_PARM( PARM_VIEWENT_INDEX ) == ENGINE_GET_PARM( PARM_PLAYER_INDEX ) ) #define CULL_VISIBLE 0 // not culled #define CULL_BACKSIDE 1 // backside of transparent wall #define CULL_FRUSTUM 2 // culled by frustum #define CULL_VISFRAME 3 // culled by PVS #define CULL_OTHER 4 // culled by other reason typedef struct gltexture_s { char name[256]; // game path, including extension (can be store image programs) word srcWidth; // keep unscaled sizes word srcHeight; word width; // upload width\height word height; word depth; // texture depth or count of layers for 2D_ARRAY byte numMips; // mipmap count GLuint target; // glTarget GLuint texnum; // gl texture binding GLint format; // uploaded format GLint encode; // using GLSL decoder texFlags_t flags; rgba_t fogParams; // some water textures // contain info about underwater fog rgbdata_t *original; // keep original image // debug info size_t size; // upload size for debug targets // detail textures stuff float xscale; float yscale; int servercount; uint hashValue; struct gltexture_s *nextHash; } gl_texture_t; typedef struct { int params; // rendering parameters qboolean drawWorld; // ignore world for drawing PlayerModel qboolean isSkyVisible; // sky is visible qboolean onlyClientDraw; // disabled by client request qboolean drawOrtho; // draw world as orthogonal projection float fov_x, fov_y; // current view fov cl_entity_t *currententity; model_t *currentmodel; cl_entity_t *currentbeam; // same as above but for beams int viewport[4]; gl_frustum_t frustum; mleaf_t *viewleaf; mleaf_t *oldviewleaf; vec3_t pvsorigin; vec3_t vieworg; // locked vieworigin vec3_t viewangles; vec3_t vforward; vec3_t vright; vec3_t vup; vec3_t cullorigin; vec3_t cull_vforward; vec3_t cull_vright; vec3_t cull_vup; float farClip; qboolean fogCustom; qboolean fogEnabled; qboolean fogSkybox; vec4_t fogColor; float fogDensity; float fogStart; float fogEnd; int cached_contents; // in water int cached_waterlevel; // was in water 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 byte visbytes[(MAX_MAP_LEAFS+7)/8];// actual PVS for current frame float viewplanedist; mplane_t clipPlane; } ref_instance_t; typedef struct { 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 *beam_entities[MAX_VISIBLE_PACKET]; uint num_solid_entities; uint num_trans_entities; uint num_beam_entities; } draw_list_t; typedef struct { int defaultTexture; // use for bad textures int particleTexture; int whiteTexture; int grayTexture; int blackTexture; 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 cinTexture; // cinematic texture int skytexturenum; // this not a gl_texturenum! int skyboxbasenum; // start with 5800 // entity lists draw_list_t draw_stack[MAX_DRAW_STACK]; int draw_stack_pos; draw_list_t *draw_list; msurface_t *draw_decals[MAX_DECAL_SURFS]; int num_draw_decals; // OpenGL matrix states qboolean modelviewIdentity; int visframecount; // PVS frame int dlightframecount; // dynamic light frame int realframecount; // not including viewpasses int framecount; qboolean ignore_lightgamma; qboolean fCustomRendering; qboolean fResetVis; qboolean fFlipViewModel; byte visbytes[(MAX_MAP_LEAFS+7)/8]; // member custom PVS int lightstylevalue[MAX_LIGHTSTYLES]; // value 0 - 65536 int block_size; // lightmap blocksize double frametime; // special frametime for multipass rendering (will set to 0 on a nextview) float blend; // global blend value // cull info vec3_t modelorg; // relative to viewpoint qboolean fCustomSkybox; } gl_globals_t; typedef struct { uint c_world_polys; uint c_studio_polys; uint c_sprite_polys; uint c_alias_polys; uint c_world_leafs; uint c_view_beams_count; uint c_active_tents_count; uint c_alias_models_drawn; uint c_studio_models_drawn; uint c_sprite_models_drawn; uint c_particle_count; uint c_client_ents; // entities that moved to client double t_world_node; double t_world_draw; } ref_speeds_t; extern ref_speeds_t r_stats; extern ref_instance_t RI; extern gl_globals_t tr; extern float gldepthmin, gldepthmax; #define r_numEntities (tr.draw_list->num_solid_entities + tr.draw_list->num_trans_entities) #define r_numStatics (r_stats.c_client_ents) // // gl_backend.c // void GL_BackendStartFrame( void ); void GL_BackendEndFrame( void ); void GL_CleanUpTextureUnits( int last ); void GL_Bind( GLint tmu, GLenum texnum ); void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t ); void GL_SetTexCoordArrayMode( GLenum mode ); void GL_LoadTexMatrix( const matrix4x4 m ); void GL_LoadTexMatrixExt( const float *glmatrix ); void GL_LoadMatrix( const matrix4x4 source ); void GL_TexGen( GLenum coord, GLenum mode ); void GL_SelectTexture( GLint texture ); void GL_CleanupAllTextureUnits( void ); void GL_LoadIdentityTexMatrix( void ); void GL_DisableAllTexGens( void ); void GL_SetRenderMode( int mode ); void GL_TextureTarget( uint target ); void GL_Cull( GLenum cull ); void R_ShowTextures( void ); void SCR_TimeRefresh_f( void ); // // gl_beams.c // void CL_DrawBeams( int fTrans, BEAM *active_beams ); qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly ); // // gl_cull.c // int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax ); qboolean R_CullBox( const vec3_t mins, const vec3_t maxs ); qboolean R_CullSphere( const vec3_t centre, const float radius ); int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags ); // // gl_decals.c // void DrawSurfaceDecals( msurface_t *fa, qboolean single, qboolean reverse ); float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount ); void DrawSingleDecal( decal_t *pDecal, msurface_t *fa ); void R_EntityRemoveDecals( model_t *mod ); void DrawDecalsBatch( void ); void R_ClearDecals( void ); // // gl_draw.c // void R_Set2DMode( qboolean enable ); void R_DrawTileClear( int texnum, int x, int y, int w, int h ); void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data ); // // gl_drawhulls.c // void R_DrawWorldHull( void ); void R_DrawModelHull( void ); // // gl_image.c // void R_SetTextureParameters( void ); gl_texture_t *R_GetTexture( GLenum texnum ); #define GL_LoadTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, false ) #define GL_UpdateTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, true ) int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags ); int GL_LoadTextureArray( const char **names, int flags ); int GL_LoadTextureFromBuffer( 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 ); int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags ); int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags ); void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor ); void GL_UpdateTexSize( int texnum, int width, int height, int depth ); void GL_ApplyTextureParams( gl_texture_t *tex ); int GL_FindTexture( const char *name ); void GL_FreeTexture( GLenum texnum ); const char *GL_Target( GLenum target ); void R_InitDlightTexture( void ); void R_TextureList_f( void ); void R_InitImages( void ); void R_ShutdownImages( void ); int GL_TexMemory( void ); // // gl_rlight.c // void CL_RunLightStyles( void ); void R_PushDlights( void ); void R_AnimateLight( void ); void R_GetLightSpot( vec3_t lightspot ); void R_MarkLights( dlight_t *light, int bit, mnode_t *node ); colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec ); int R_CountSurfaceDlights( msurface_t *surf ); colorVec R_LightPoint( const vec3_t p0 ); int R_CountDlights( void ); // // gl_rmain.c // void R_ClearScene( void ); void R_LoadIdentity( void ); void R_RenderScene( void ); void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size ); void R_SetupRefParams( const struct ref_viewpass_s *rvp ); void R_TranslateForEntity( cl_entity_t *e ); void R_RotateForEntity( cl_entity_t *e ); void R_SetupGL( qboolean set_gl_state ); void R_AllowFog( qboolean allowed ); void R_SetupFrustum( void ); void R_FindViewLeaf( void ); void R_CheckGamma( void ); void R_PushScene( void ); void R_PopScene( void ); void R_DrawFog( void ); int CL_FxBlend( cl_entity_t *e ); // // gl_rmath.c // 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_rmisc.c // void R_ClearStaticEntities( void ); // // gl_rsurf.c // void R_MarkLeaves( void ); void R_DrawWorld( void ); void R_DrawWaterSurfaces( void ); void R_DrawBrushModel( cl_entity_t *e ); void GL_SubdivideSurface( msurface_t *fa ); void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa ); void DrawGLPoly( glpoly_t *p, float xScale, float yScale ); texture_t *R_TextureAnimation( msurface_t *s ); void GL_SetupFogColorForSurfaces( void ); void R_DrawAlphaTextureChains( void ); void GL_RebuildLightmaps( void ); void GL_InitRandomTable( void ); void GL_BuildLightmaps( void ); void GL_ResetFogColor( void ); void R_GenerateVBO( void ); void R_ClearVBO( void ); void R_AddDecalVBO( decal_t *pdecal, msurface_t *surf ); // // gl_rpart.c // void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime ); void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize ); void CL_DrawTracers( double frametime, particle_t *cl_active_tracers ); // // gl_sprite.c // void R_SpriteInit( void ); void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags ); 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_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ); float CL_GetSequenceDuration( cl_entity_t *ent, int sequence ); struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e ); float CL_GetStudioEstimatedFrame( cl_entity_t *ent ); int R_GetEntityRenderMode( cl_entity_t *ent ); void R_DrawStudioModel( cl_entity_t *e ); player_info_t *pfnPlayerInfo( int index ); void R_GatherPlayerLight( void ); float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc ); void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ); void R_StudioResetPlayerModels( void ); void CL_InitStudioAPI( void ); void Mod_StudioLoadTextures( model_t *mod, void *data ); void Mod_StudioUnloadTextures( void *data ); // // gl_alias.c // void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded ); void R_DrawAliasModel( cl_entity_t *e ); void R_AliasInit( void ); // // gl_warp.c // void R_InitSkyClouds( mip_t *mt, struct texture_s *tx, qboolean custom_palette ); void R_AddSkyBoxSurface( msurface_t *fa ); void R_ClearSkyBox( void ); void R_DrawSkyBox( void ); void R_DrawClouds( void ); void EmitWaterPolys( msurface_t *warp, qboolean reverse ); // // gl_vgui.c // void VGUI_DrawInit( void ); void VGUI_DrawShutdown( void ); void VGUI_SetupDrawingText( int *pColor ); void VGUI_SetupDrawingRect( int *pColor ); void VGUI_SetupDrawingImage( int *pColor ); void VGUI_BindTexture( int id ); void VGUI_EnableTexture( qboolean enable ); void VGUI_CreateTexture( int id, int width, int height ); void VGUI_UploadTexture( int id, const char *buffer, int width, int height ); void VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight ); void VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr ); void VGUI_GetTextureSizes( int *width, int *height ); int VGUI_GenerateTexture( void ); //#include "vid_common.h" // // renderer exports // qboolean R_Init( void ); void R_Shutdown( void ); void GL_SetupAttributes( int safegl ); void GL_OnContextCreated( void ); void GL_InitExtensions( void ); void GL_ClearExtensions( 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 R_BeginFrame( qboolean clearScene ); void R_RenderFrame( const struct ref_viewpass_s *vp ); 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 ); int 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_SpriteUnloadTextures( void *data ); void Mod_UnloadAliasModel( struct model_s *mod ); void Mod_AliasUnloadTextures( void *data ); 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, float scale ); void R_RemoveEfrags( struct cl_entity_s *ent ); void R_AddEfrags( struct cl_entity_s *ent ); void R_DecalRemoveAll( int texture ); int R_CreateDecalList( decallist_t *pList ); void R_ClearAllDecals( void ); byte *Mod_GetCurrentVis( void ); void Mod_SetOrthoBounds( const float *mins, const float *maxs ); void R_NewMap( void ); void CL_AddCustomBeam( cl_entity_t *pEnvBeam ); // // gl_opengl.c // #define GL_CheckForErrors() GL_CheckForErrors_( __FILE__, __LINE__ ) void GL_CheckForErrors_( const char *filename, const int fileline ); const char *GL_ErrorString( int err ); qboolean GL_Support( int r_ext ); int GL_MaxTextureUnits( void ); qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext ); void GL_SetExtension( int r_ext, int enable ); // // gl_triapi.c // void TriRenderMode( int mode ); void TriBegin( int mode ); void TriEnd( void ); void TriTexCoord2f( float u, float v ); void TriVertex3fv( const float *v ); void TriVertex3f( float x, float y, float z ); void _TriColor4f( float r, float g, float b, float a ); void _TriColor4ub( byte r, byte g, byte b, byte a ); void TriColor4f( float r, float g, float b, float a ); void TriColor4ub( byte r, byte g, byte b, byte a ); void TriBrightness( float brightness ); int TriWorldToScreen( const float *world, float *screen ); int TriSpriteTexture( model_t *pSpriteModel, int frame ); void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn ); void TriGetMatrix( const int pname, float *matrix ); void TriFogParams( float flDensity, int iFogSkybox ); void TriCullFace( TRICULLSTYLE mode ); /* ======================================================================= GL STATE MACHINE ======================================================================= */ enum { GL_OPENGL_110 = 0, // base GL_ARB_MULTITEXTURE, GL_TEXTURE_CUBEMAP_EXT, GL_ANISOTROPY_EXT, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_COMPRESSION_EXT, GL_SHADER_GLSL100_EXT, GL_TEXTURE_2D_RECT_EXT, GL_TEXTURE_ARRAY_EXT, GL_TEXTURE_3D_EXT, GL_CLAMPTOEDGE_EXT, GL_ARB_TEXTURE_NPOT_EXT, GL_CLAMP_TEXBORDER_EXT, GL_ARB_TEXTURE_FLOAT_EXT, GL_ARB_DEPTH_FLOAT_EXT, GL_ARB_SEAMLESS_CUBEMAP, GL_EXT_GPU_SHADER4, // shaders only GL_DEPTH_TEXTURE, GL_DEBUG_OUTPUT, GL_ARB_VERTEX_BUFFER_OBJECT_EXT, GL_DRAW_RANGEELEMENTS_EXT, GL_EXTCOUNT, // must be last }; typedef enum { GLHW_GENERIC, // where everthing works the way it should GLHW_RADEON, // where you don't have proper GLSL support GLHW_NVIDIA, // Geforce 8/9 class DX10 hardware GLHW_INTEL // Intel Mobile Graphics } glHWType_t; typedef struct { const char *renderer_string; // ptrs to OpenGL32.dll, use with caution const char *vendor_string; const char *version_string; glHWType_t hardware_type; // list of supported extensions const char *extensions_string; byte extension[GL_EXTCOUNT]; int max_texture_units; int max_texture_coords; int max_teximage_units; GLint max_2d_texture_size; GLint max_2d_rectangle_size; GLint max_2d_texture_layers; GLint max_3d_texture_size; GLint max_cubemap_size; GLfloat max_texture_anisotropy; GLfloat max_texture_lod_bias; GLint max_vertex_uniforms; GLint max_vertex_attribs; GLint max_multisamples; int color_bits; int alpha_bits; int depth_bits; int stencil_bits; int msaasamples; gl_context_type_t context; gles_wrapper_t wrapper; qboolean softwareGammaUpdate; qboolean fCustomRenderer; int prev_width; int prev_height; } glconfig_t; typedef struct { int width, height; int activeTMU; GLint currentTextures[MAX_TEXTURE_UNITS]; GLuint currentTextureTargets[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 GLint isFogEnabled; int faceCull; qboolean stencilEnabled; qboolean in2DMode; } glstate_t; typedef struct { qboolean initialized; // OpenGL subsystem started qboolean extended; // extended context allows to GL_Debug } glwstate_t; extern glconfig_t glConfig; extern glstate_t glState; // move to engine extern glwstate_t glw_state; extern ref_api_t gEngfuncs; extern ref_globals_t *gpGlobals; #define ENGINE_GET_PARM_ (*gEngfuncs.EngineGetParm) #define ENGINE_GET_PARM( parm ) ENGINE_GET_PARM_( ( parm ), 0 ) // // renderer cvars // extern cvar_t *gl_texture_anisotropy; extern cvar_t *gl_extensions; extern cvar_t *gl_check_errors; extern cvar_t *gl_texture_lodbias; extern cvar_t *gl_texture_nearest; extern cvar_t *gl_lightmap_nearest; extern cvar_t *gl_keeptjunctions; extern cvar_t *gl_emboss_scale; extern cvar_t *gl_round_down; extern cvar_t *gl_wireframe; extern cvar_t *gl_polyoffset; extern cvar_t *gl_finish; extern cvar_t *gl_nosort; extern cvar_t *gl_clear; extern cvar_t *gl_test; // cvar to testify new effects extern cvar_t *gl_msaa; extern cvar_t *gl_stencilbits; extern cvar_t *r_speeds; extern cvar_t *r_fullbright; extern cvar_t *r_norefresh; extern cvar_t *r_lighting_extended; extern cvar_t *r_lighting_modulate; extern cvar_t *r_lighting_ambient; extern cvar_t *r_studio_lambert; extern cvar_t *r_detailtextures; extern cvar_t *r_drawentities; extern cvar_t *r_decals; extern cvar_t *r_novis; extern cvar_t *r_nocull; extern cvar_t *r_lockpvs; extern cvar_t *r_lockfrustum; extern cvar_t *r_traceglow; extern cvar_t *r_dynamic; extern cvar_t *r_lightmap; extern cvar_t *r_vbo; extern cvar_t *r_vbo_dlightmode; extern cvar_t *vid_brightness; extern cvar_t *vid_gamma; // // engine shared convars // extern cvar_t *gl_showtextures; extern cvar_t *tracerred; extern cvar_t *tracergreen; extern cvar_t *tracerblue; extern cvar_t *traceralpha; extern cvar_t *cl_lightstyle_lerping; extern cvar_t *r_showhull; // // engine callbacks // #include "crtlib.h" #define Mem_Malloc( pool, size ) gEngfuncs._Mem_Alloc( pool, size, false, __FILE__, __LINE__ ) #define Mem_Calloc( pool, size ) gEngfuncs._Mem_Alloc( pool, size, true, __FILE__, __LINE__ ) #define Mem_Realloc( pool, ptr, size ) gEngfuncs._Mem_Realloc( pool, ptr, size, true, __FILE__, __LINE__ ) #define Mem_Free( mem ) gEngfuncs._Mem_Free( mem, __FILE__, __LINE__ ) #define Mem_AllocPool( name ) gEngfuncs._Mem_AllocPool( name, __FILE__, __LINE__ ) #define Mem_FreePool( pool ) gEngfuncs._Mem_FreePool( pool, __FILE__, __LINE__ ) #define Mem_EmptyPool( pool ) gEngfuncs._Mem_EmptyPool( pool, __FILE__, __LINE__ ) #endif // GL_LOCAL_H