X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.h;h=32ede01995246f9105fbc83a945e3abd856e35fd;hb=f97a302060bb0bbccceb90ab8506adefeb40d47e;hp=8b8d969366a6b18bd4c8981d6f9be9e51b5c2deb;hpb=be4ca2e65822bd8c5d4aec7f8d6119d6a6cd6a7f;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.h b/gl_backend.h index 8b8d9693..32ede019 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -2,7 +2,7 @@ #ifndef GL_BACKEND_H #define GL_BACKEND_H -#define MAX_TEXTUREUNITS 8 +#define MAX_TEXTUREUNITS 16 #define POLYGONELEMENTS_MAXPOINTS 258 extern int polygonelements[768]; @@ -20,19 +20,22 @@ void GL_Color(float cr, float cg, float cb, float ca); void GL_ShowTrisColor(float cr, float cg, float cb, float ca); void GL_TransformToScreen(const vec4_t in, vec4_t out); void GL_LockArrays(int first, int count); -void GL_ActiveTexture(int num); -void GL_ClientActiveTexture(int num); +void GL_ActiveTexture(unsigned int num); +void GL_ClientActiveTexture(unsigned int num); void GL_Scissor(int x, int y, int width, int height); // AK for DRAWQUEUE_SETCLIP void GL_ScissorTest(int state); // AK for DRAWQUEUE_(RE)SETCLIP void GL_Clear(int mask); +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list); +void GL_Backend_FreeProgram(unsigned int prog); + extern cvar_t gl_lockarrays; extern cvar_t gl_mesh_copyarrays; extern cvar_t gl_paranoid; extern cvar_t gl_printcheckerror; //input to R_Mesh_State -typedef struct +typedef struct rmeshstate_s { // textures int tex1d[MAX_TEXTUREUNITS]; @@ -66,19 +69,36 @@ void R_Mesh_Start(void); // (only valid after R_Mesh_Start) void R_Mesh_Finish(void); -// sets up the requested transform matrix +// sets up the requested vertex transform matrix void R_Mesh_Matrix(const matrix4x4_t *matrix); - -// set up the requested state +// sets the vertex array pointer +void R_Mesh_VertexPointer(const float *vertex3f); +// sets the color array pointer (GL_Color only works when this is NULL) +void R_Mesh_ColorPointer(const float *color4f); +// sets the texcoord array pointer for an array unit +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord); +// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others) +void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap); +// sets these are like TexBindAll with only one of the texture indices non-zero +// (binds one texture type and unbinds all other types) +void R_Mesh_TexBind1D(unsigned int unitnum, int texnum); +void R_Mesh_TexBind(unsigned int unitnum, int texnum); +void R_Mesh_TexBind3D(unsigned int unitnum, int texnum); +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum); +// sets the texcoord matrix for a texenv unit +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix); +// sets the combine state for a texenv unit +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale); +// set up the requested entire rendering state void R_Mesh_State(const rmeshstate_t *m); // renders a mesh -void R_Mesh_Draw(int numverts, int numtriangles, const int *elements); +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements); // renders a mesh as lines -void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements); +void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements); // saves a section of the rendered frame to a .tga or .jpg file -qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg); +qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect); // used by R_Envmap_f and internally in backend, clears the frame void R_ClearScreen(void); // invoke refresh of frame