X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.h;h=596b4bf0a5737e491f819743d5f0ded6353f8e87;hb=1fbbb2731b1813bddf513961955a74de56abde83;hp=51c6a12f8a59a0d26ed77bcbe2e4feafe2a91c15;hpb=5715fdeb47caa02252ab9b6c0895310e43bea716;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.h b/gl_backend.h index 51c6a12f..596b4bf0 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -2,68 +2,123 @@ #ifndef GL_BACKEND_H #define GL_BACKEND_H -#define MAX_TEXTUREUNITS 8 - -extern int c_meshtris, c_meshs, c_transtris, c_transmeshs; - -typedef struct -{ - //input to R_Mesh_Draw_GetBuffer - int transparent; - int depthwrite; // force depth writing enabled even if polygon is not opaque - int depthdisable; // disable depth read/write entirely - int blendfunc1; - int blendfunc2; - int numtriangles; - int numverts; - int tex[MAX_TEXTUREUNITS]; - int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present - // model to world transform matrix - matrix4x4_t matrix; - - // output - int *index; - float *vertex; - float *color; - float colorscale; - float *texcoords[MAX_TEXTUREUNITS]; -} -rmeshbufferinfo_t; +extern r_viewport_t gl_viewport; +extern matrix4x4_t gl_modelmatrix; +extern matrix4x4_t gl_viewmatrix; +extern matrix4x4_t gl_modelviewmatrix; +extern matrix4x4_t gl_projectionmatrix; +extern matrix4x4_t gl_modelviewprojectionmatrix; +extern float gl_modelview16f[16]; +extern float gl_modelviewprojection16f[16]; +extern qboolean gl_modelmatrixchanged; + +#define POLYGONELEMENTS_MAXPOINTS 258 +extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +#define QUADELEMENTS_MAXQUADS 128 +extern int quadelement3i[QUADELEMENTS_MAXQUADS*6]; +extern unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; + +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out); +qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor); +void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float zNear, float zFar, const float *nearplane); +void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, float zFar, const float *nearplane); +void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, const float *nearplane); +void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane); +void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane); +void R_SetViewport(const r_viewport_t *v); +void R_GetViewport(r_viewport_t *v); + +void GL_BlendFunc(int blendfunc1, int blendfunc2); +void GL_DepthMask(int state); +void GL_DepthTest(int state); +void GL_DepthFunc(int state); +void GL_DepthRange(float nearfrac, float farfrac); +void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask); +void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask); +void GL_PolygonOffset(float planeoffset, float depthoffset); +void GL_CullFace(int state); +void GL_AlphaTest(int state); +void GL_AlphaFunc(int state, float value); +void GL_ColorMask(int r, int g, int b, int a); +void GL_Color(float cr, float cg, float cb, float ca); +void GL_ActiveTexture(unsigned int num); +void GL_ClientActiveTexture(unsigned int num); +void GL_Scissor(int x, int y, int width, int height); +void GL_ScissorTest(int state); +void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue); +void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels); +int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4); +void R_Mesh_DestroyFramebufferObject(int fbo); +void R_Mesh_ResetRenderTargets(void); +void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4); + +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list); +void GL_Backend_FreeProgram(unsigned int prog); + +extern cvar_t gl_paranoid; +extern cvar_t gl_printcheckerror; // adds console variables and registers the render module (only call from GL_Init) void gl_backend_init(void); // starts mesh rendering for the frame -void R_Mesh_Start(float farclip); +void R_Mesh_Start(void); // ends mesh rendering for the frame // (only valid after R_Mesh_Start) void R_Mesh_Finish(void); -// clears depth buffer, used for masked sky rendering -// (only valid between R_Mesh_Start and R_Mesh_Finish) -void R_Mesh_ClearDepth(void); -// renders current batch of meshs -// (only valid between R_Mesh_Start and R_Mesh_Finish) -void R_Mesh_Render(void); +// vertex buffer and index buffer creation/updating/freeing +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16); +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size); +void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); +void GL_Mesh_ListVBOs(qboolean printeach); + +r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices); +qboolean R_Mesh_PrepareVertices_Position_Unlock(void); // if this returns false, you need to prepare the mesh again! +void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f); +void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *buffer); + +r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices); +qboolean R_Mesh_PrepareVertices_Generic_Unlock(void); +void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f); +void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer); + +r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices); +qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void); // if this returns false, you need to prepare the mesh again! +void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f); +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer); -// renders the queued transparent meshs -// (only valid between R_Mesh_Start and R_Mesh_Finish) -void R_Mesh_AddTransparent(void); +// sets up the requested vertex transform matrix +void R_EntityMatrix(const matrix4x4_t *matrix); +// sets the vertex array pointer +void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset); +// sets the color array pointer (GL_Color only works when this is NULL) +void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset); +// sets the texcoord array pointer for an array unit +void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset); +// returns current texture bound to this identifier +int R_Mesh_TexBound(unsigned int unitnum, int id); +// copies a section of the framebuffer to a 2D texture +void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height); +// bind a given texture to a given image unit +void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex); +// sets the texcoord matrix for a texenv unit, can be NULL or blank (will use identity) +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 a blank texture state (unbinds all textures, texcoord pointers, and resets combine settings) +void R_Mesh_ResetTextureState(void); -// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct -// (it is up to the caller to fill in the geometry data) -// (make sure you scale your colors by the colorscale field) -// (only valid between R_Mesh_Start and R_Mesh_Finish) -int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright); +// renders a mesh +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset); -// saves a section of the rendered frame to a .tga file -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height); +// saves a section of the rendered frame to a .tga or .jpg file +qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean png, qboolean gammacorrect, qboolean keep_alpha); // used by R_Envmap_f and internally in backend, clears the frame -void R_ClearScreen(void); -// invoke refresh of frame -void SCR_UpdateScreen (void); +void R_ClearScreen(qboolean fogcolor); #endif