mirror of
https://github.com/FWGS/xash3d-fwgs
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780 lines
25 KiB
C
780 lines
25 KiB
C
/*
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gl_local.h - renderer local declarations
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(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. See the
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GNU General Public License for more details.
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*/
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#ifndef GL_LOCAL_H
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#define GL_LOCAL_H
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#include "port.h"
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#include "xash3d_types.h"
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#include "cvardef.h"
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#include "const.h"
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#include "com_model.h"
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#include "cl_entity.h"
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#include "render_api.h"
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#include "protocol.h"
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#include "dlight.h"
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#include "gl_frustum.h"
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#include "ref_api.h"
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#include "xash3d_mathlib.h"
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#include "ref_params.h"
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#include "enginefeatures.h"
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#include "com_strings.h"
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#include "pm_movevars.h"
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//#include "cvar.h"
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#include "gl_export.h"
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#include "wadfile.h"
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#ifndef offsetof
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#define offsetof(s,m) (size_t)&(((s *)0)->m)
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#endif // offsetof
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#define ASSERT(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ )
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#define Assert(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ )
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#include <stdio.h>
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#define CVAR_DEFINE( cv, cvname, cvstr, cvflags, cvdesc ) cvar_t cv = { cvname, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc }
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#define CVAR_DEFINE_AUTO( cv, cvstr, cvflags, cvdesc ) cvar_t cv = { #cv, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc }
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#define CVAR_TO_BOOL( x ) ((x) && ((x)->value != 0.0f) ? true : false )
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#define WORLD (gEngfuncs.GetWorld())
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#define WORLDMODEL (gEngfuncs.pfnGetModelByIndex( 1 ))
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#define MOVEVARS (gEngfuncs.pfnGetMoveVars())
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// make mod_ref.h?
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#define LM_SAMPLE_SIZE 16
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extern poolhandle_t r_temppool;
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#define BLOCK_SIZE tr.block_size // lightmap blocksize
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#define BLOCK_SIZE_DEFAULT 128 // for keep backward compatibility
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#define BLOCK_SIZE_MAX 1024
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#define MAX_TEXTURES 4096
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#define MAX_DETAIL_TEXTURES 256
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#define MAX_LIGHTMAPS 256
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#define SUBDIVIDE_SIZE 64
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#define MAX_DECAL_SURFS 4096
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#define MAX_DRAW_STACK 2 // normal view and menu view
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#define SHADEDOT_QUANT 16 // precalculated dot products for quantized angles
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#define SHADE_LAMBERT 1.495f
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#define DEFAULT_ALPHATEST 0.0f
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// refparams
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#define RP_NONE 0
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#define RP_ENVVIEW BIT( 0 ) // used for cubemapshot
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#define RP_OLDVIEWLEAF BIT( 1 )
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#define RP_CLIPPLANE BIT( 2 )
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#define RP_NONVIEWERREF (RP_ENVVIEW)
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#define R_ModelOpaque( rm ) ( rm == kRenderNormal )
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#define R_StaticEntity( ent ) ( VectorIsNull( ent->origin ) && VectorIsNull( ent->angles ))
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#define RP_LOCALCLIENT( e ) ((e) != NULL && (e)->index == ENGINE_GET_PARM( PARM_PLAYER_INDEX ) && e->player )
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#define RP_NORMALPASS() ( FBitSet( RI.params, RP_NONVIEWERREF ) == 0 )
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#define CL_IsViewEntityLocalPlayer() ( ENGINE_GET_PARM( PARM_VIEWENT_INDEX ) == ENGINE_GET_PARM( PARM_PLAYER_INDEX ) )
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#define CULL_VISIBLE 0 // not culled
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#define CULL_BACKSIDE 1 // backside of transparent wall
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#define CULL_FRUSTUM 2 // culled by frustum
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#define CULL_VISFRAME 3 // culled by PVS
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#define CULL_OTHER 4 // culled by other reason
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#define HACKS_RELATED_HLMODS // some HL-mods works differently under Xash and can't be fixed without some hacks at least at current time
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typedef struct gltexture_s
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{
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char name[256]; // game path, including extension (can be store image programs)
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word srcWidth; // keep unscaled sizes
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word srcHeight;
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word width; // upload width\height
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word height;
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word depth; // texture depth or count of layers for 2D_ARRAY
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byte numMips; // mipmap count
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GLuint target; // glTarget
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GLuint texnum; // gl texture binding
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GLint format; // uploaded format
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GLint encode; // using GLSL decoder
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texFlags_t flags;
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rgba_t fogParams; // some water textures
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// contain info about underwater fog
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rgbdata_t *original; // keep original image
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// debug info
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size_t size; // upload size for debug targets
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// detail textures stuff
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float xscale;
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float yscale;
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int servercount;
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uint hashValue;
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struct gltexture_s *nextHash;
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} gl_texture_t;
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typedef struct
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{
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int params; // rendering parameters
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qboolean drawWorld; // ignore world for drawing PlayerModel
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qboolean isSkyVisible; // sky is visible
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qboolean onlyClientDraw; // disabled by client request
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qboolean drawOrtho; // draw world as orthogonal projection
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float fov_x, fov_y; // current view fov
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cl_entity_t *currententity;
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model_t *currentmodel;
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cl_entity_t *currentbeam; // same as above but for beams
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int viewport[4];
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gl_frustum_t frustum;
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mleaf_t *viewleaf;
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mleaf_t *oldviewleaf;
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vec3_t pvsorigin;
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vec3_t vieworg; // locked vieworigin
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vec3_t viewangles;
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vec3_t vforward;
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vec3_t vright;
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vec3_t vup;
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vec3_t cullorigin;
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vec3_t cull_vforward;
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vec3_t cull_vright;
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vec3_t cull_vup;
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float farClip;
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qboolean fogCustom;
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qboolean fogEnabled;
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qboolean fogSkybox;
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vec4_t fogColor;
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float fogDensity;
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float fogStart;
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float fogEnd;
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int cached_contents; // in water
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int cached_waterlevel; // was in water
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float skyMins[2][6];
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float skyMaxs[2][6];
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matrix4x4 objectMatrix; // currententity matrix
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matrix4x4 worldviewMatrix; // modelview for world
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matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix
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matrix4x4 projectionMatrix;
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matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix
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byte visbytes[(MAX_MAP_LEAFS+7)/8];// actual PVS for current frame
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float viewplanedist;
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mplane_t clipPlane;
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} ref_instance_t;
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typedef struct
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{
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cl_entity_t *solid_entities[MAX_VISIBLE_PACKET]; // opaque moving or alpha brushes
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cl_entity_t *trans_entities[MAX_VISIBLE_PACKET]; // translucent brushes
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cl_entity_t *beam_entities[MAX_VISIBLE_PACKET];
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uint num_solid_entities;
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uint num_trans_entities;
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uint num_beam_entities;
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} draw_list_t;
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typedef struct
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{
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int defaultTexture; // use for bad textures
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int particleTexture;
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int whiteTexture;
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int grayTexture;
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int blackTexture;
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int solidskyTexture; // quake1 solid-sky layer
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int alphaskyTexture; // quake1 alpha-sky layer
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int lightmapTextures[MAX_LIGHTMAPS];
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int dlightTexture; // custom dlight texture
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int skyboxTextures[6]; // skybox sides
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int cinTexture; // cinematic texture
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int skytexturenum; // this not a gl_texturenum!
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int skyboxbasenum; // start with 5800
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// entity lists
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draw_list_t draw_stack[MAX_DRAW_STACK];
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int draw_stack_pos;
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draw_list_t *draw_list;
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msurface_t *draw_decals[MAX_DECAL_SURFS];
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int num_draw_decals;
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// OpenGL matrix states
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qboolean modelviewIdentity;
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int visframecount; // PVS frame
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int dlightframecount; // dynamic light frame
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int realframecount; // not including viewpasses
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int framecount;
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qboolean ignore_lightgamma;
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qboolean fCustomRendering;
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qboolean fResetVis;
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qboolean fFlipViewModel;
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byte visbytes[(MAX_MAP_LEAFS+7)/8]; // member custom PVS
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int lightstylevalue[MAX_LIGHTSTYLES]; // value 0 - 65536
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int block_size; // lightmap blocksize
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double frametime; // special frametime for multipass rendering (will set to 0 on a nextview)
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float blend; // global blend value
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// cull info
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vec3_t modelorg; // relative to viewpoint
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qboolean fCustomSkybox;
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} gl_globals_t;
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typedef struct
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{
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uint c_world_polys;
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uint c_studio_polys;
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uint c_sprite_polys;
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uint c_alias_polys;
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uint c_world_leafs;
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uint c_view_beams_count;
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uint c_active_tents_count;
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uint c_alias_models_drawn;
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uint c_studio_models_drawn;
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uint c_sprite_models_drawn;
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uint c_particle_count;
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uint c_client_ents; // entities that moved to client
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double t_world_node;
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double t_world_draw;
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} ref_speeds_t;
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extern ref_speeds_t r_stats;
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extern ref_instance_t RI;
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extern gl_globals_t tr;
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extern float gldepthmin, gldepthmax;
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#define r_numEntities (tr.draw_list->num_solid_entities + tr.draw_list->num_trans_entities)
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#define r_numStatics (r_stats.c_client_ents)
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//
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// gl_backend.c
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//
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void GL_BackendStartFrame( void );
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void GL_BackendEndFrame( void );
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void GL_CleanUpTextureUnits( int last );
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void GL_Bind( GLint tmu, GLenum texnum );
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void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t );
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void GL_SetTexCoordArrayMode( GLenum mode );
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void GL_LoadTexMatrix( const matrix4x4 m );
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void GL_LoadTexMatrixExt( const float *glmatrix );
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void GL_LoadMatrix( const matrix4x4 source );
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void GL_TexGen( GLenum coord, GLenum mode );
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void GL_SelectTexture( GLint texture );
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void GL_CleanupAllTextureUnits( void );
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void GL_LoadIdentityTexMatrix( void );
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void GL_DisableAllTexGens( void );
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void GL_SetRenderMode( int mode );
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void GL_TextureTarget( uint target );
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void GL_Cull( GLenum cull );
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void R_ShowTextures( void );
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void SCR_TimeRefresh_f( void );
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//
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// gl_beams.c
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//
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void CL_DrawBeams( int fTrans, BEAM *active_beams );
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qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly );
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//
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// gl_cull.c
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//
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int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax );
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
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qboolean R_CullSphere( const vec3_t centre, const float radius );
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int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags );
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//
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// gl_decals.c
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//
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void DrawSurfaceDecals( msurface_t *fa, qboolean single, qboolean reverse );
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float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount );
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void DrawSingleDecal( decal_t *pDecal, msurface_t *fa );
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void R_EntityRemoveDecals( model_t *mod );
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void DrawDecalsBatch( void );
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void R_ClearDecals( void );
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//
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// gl_draw.c
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//
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void R_Set2DMode( qboolean enable );
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void R_DrawTileClear( int texnum, int x, int y, int w, int h );
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void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data );
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//
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// gl_drawhulls.c
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//
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void R_DrawWorldHull( void );
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void R_DrawModelHull( void );
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//
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// gl_image.c
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//
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void R_SetTextureParameters( void );
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gl_texture_t *R_GetTexture( GLenum texnum );
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#define GL_LoadTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, false )
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#define GL_UpdateTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, true )
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int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
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int GL_LoadTextureArray( const char **names, int flags );
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int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
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byte *GL_ResampleTexture( const byte *source, int in_w, int in_h, int out_w, int out_h, qboolean isNormalMap );
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int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags );
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int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
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void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor );
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void GL_UpdateTexSize( int texnum, int width, int height, int depth );
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void GL_ApplyTextureParams( gl_texture_t *tex );
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int GL_FindTexture( const char *name );
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void GL_FreeTexture( GLenum texnum );
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const char *GL_Target( GLenum target );
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void R_InitDlightTexture( void );
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void R_TextureList_f( void );
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void R_InitImages( void );
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void R_ShutdownImages( void );
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int GL_TexMemory( void );
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//
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// gl_rlight.c
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//
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void CL_RunLightStyles( void );
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void R_PushDlights( void );
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void R_AnimateLight( void );
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void R_GetLightSpot( vec3_t lightspot );
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void R_MarkLights( dlight_t *light, int bit, mnode_t *node );
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colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec );
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int R_CountSurfaceDlights( msurface_t *surf );
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colorVec R_LightPoint( const vec3_t p0 );
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int R_CountDlights( void );
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//
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// gl_rmain.c
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//
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void R_ClearScene( void );
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void R_LoadIdentity( void );
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void R_RenderScene( void );
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void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size );
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void R_SetupRefParams( const struct ref_viewpass_s *rvp );
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void R_TranslateForEntity( cl_entity_t *e );
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void R_RotateForEntity( cl_entity_t *e );
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void R_SetupGL( qboolean set_gl_state );
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void R_AllowFog( qboolean allowed );
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void R_SetupFrustum( void );
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void R_FindViewLeaf( void );
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void R_CheckGamma( void );
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void R_PushScene( void );
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void R_PopScene( void );
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void R_DrawFog( void );
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int CL_FxBlend( cl_entity_t *e );
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//
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// gl_rmath.c
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//
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
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void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] );
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
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void Matrix4x4_ConcatScale( matrix4x4 out, float x );
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void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z );
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void Matrix4x4_CreateScale( matrix4x4 out, float x );
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void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
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void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
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void Matrix4x4_CreateModelview( matrix4x4 out );
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//
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// gl_rmisc.c
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//
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void R_ClearStaticEntities( void );
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//
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// gl_rsurf.c
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//
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void R_MarkLeaves( void );
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void R_DrawWorld( void );
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void R_DrawWaterSurfaces( void );
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void R_DrawBrushModel( cl_entity_t *e );
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void GL_SubdivideSurface( msurface_t *fa );
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void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
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void DrawGLPoly( glpoly_t *p, float xScale, float yScale );
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texture_t *R_TextureAnimation( msurface_t *s );
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void GL_SetupFogColorForSurfaces( void );
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void R_DrawAlphaTextureChains( void );
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void GL_RebuildLightmaps( void );
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void GL_InitRandomTable( void );
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void GL_BuildLightmaps( void );
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void GL_ResetFogColor( void );
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void R_GenerateVBO( void );
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void R_ClearVBO( void );
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void R_AddDecalVBO( decal_t *pdecal, msurface_t *surf );
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//
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// gl_rpart.c
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//
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void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime );
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void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize );
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void CL_DrawTracers( double frametime, particle_t *cl_active_tracers );
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//
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// gl_sprite.c
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//
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void R_SpriteInit( void );
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void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags );
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mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw );
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void R_DrawSpriteModel( cl_entity_t *e );
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//
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// gl_studio.c
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//
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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
|