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detect whether dpsoftrast is being built with SDL
[xonotic/darkplaces.git] / dpsoftrast.h
1
2 #ifndef DPSOFTRAST_H
3 #define DPSOFTRAST_H
4
5 #include <stdlib.h>
6
7 #define DPSOFTRAST_MAXMIPMAPS 16
8 #define DPSOFTRAST_TEXTURE_MAXSIZE (1<<(DPSOFTRAST_MAXMIPMAPS - 1))
9 #define DPSOFTRAST_MAXTEXTUREUNITS 16
10 #define DPSOFTRAST_MAXTEXCOORDARRAYS 8
11
12 // type of pixels in texture (some of these are converted to BGRA8 on update)
13 #define DPSOFTRAST_TEXTURE_FORMAT_BGRA8 0
14 #define DPSOFTRAST_TEXTURE_FORMAT_DEPTH 1
15 #define DPSOFTRAST_TEXTURE_FORMAT_RGBA8 2
16 #define DPSOFTRAST_TEXTURE_FORMAT_ALPHA8 3
17 #define DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK 3
18
19 // modifier flags for texture (can not be changed after creation)
20 #define DPSOFTRAST_TEXTURE_FLAG_MIPMAP 4
21 #define DPSOFTRAST_TEXTURE_FLAG_CUBEMAP 8
22 #define DPSOFTRAST_TEXTURE_FLAG_USEALPHA 16
23 #define DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE 32
24
25 typedef enum DPSOFTRAST_TEXTURE_FILTER_e
26 {
27         DPSOFTRAST_TEXTURE_FILTER_NEAREST = 0,
28         DPSOFTRAST_TEXTURE_FILTER_LINEAR = 1,
29         DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE = 2,
30         DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE = 3,
31 }
32 DPSOFTRAST_TEXTURE_FILTER;
33
34 void DPSOFTRAST_Init(int width, int height, int numthreads, unsigned int *colorpixels, unsigned int *depthpixels);
35 void DPSOFTRAST_Shutdown(void);
36 void DPSOFTRAST_Flush(void);
37
38 int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth);
39 void DPSOFTRAST_Texture_Free(int index);
40 void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight);
41 void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels);
42 int DPSOFTRAST_Texture_GetWidth(int index, int mip);
43 int DPSOFTRAST_Texture_GetHeight(int index, int mip);
44 int DPSOFTRAST_Texture_GetDepth(int index, int mip);
45 unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip);
46 void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter);
47
48 void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3);
49 void DPSOFTRAST_Viewport(int x, int y, int width, int height);
50 void DPSOFTRAST_ClearColor(float r, float g, float b, float a);
51 void DPSOFTRAST_ClearDepth(float d);
52 void DPSOFTRAST_ColorMask(int r, int g, int b, int a);
53 void DPSOFTRAST_DepthTest(int enable);
54 void DPSOFTRAST_ScissorTest(int enable);
55 void DPSOFTRAST_Scissor(float x, float y, float width, float height);
56
57 void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate);
58 void DPSOFTRAST_BlendSubtract(int enable);
59 void DPSOFTRAST_DepthMask(int enable);
60 void DPSOFTRAST_DepthFunc(int comparemode);
61 void DPSOFTRAST_DepthRange(float range0, float range1);
62 void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview);
63 void DPSOFTRAST_CullFace(int mode);
64 void DPSOFTRAST_AlphaTest(int enable);
65 void DPSOFTRAST_AlphaFunc(int alphafunc, float alphavalue);
66 void DPSOFTRAST_Color4f(float r, float g, float b, float a);
67 void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels);
68 void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height);
69 void DPSOFTRAST_SetTexture(int unitnum, int index);
70
71 void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride);
72 void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride);
73 void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride);
74 void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf);
75
76 typedef enum gl20_texunit_e
77 {
78         // postprocess shaders, and generic shaders:
79         GL20TU_FIRST = 0,
80         GL20TU_SECOND = 1,
81         GL20TU_GAMMARAMPS = 2,
82         // standard material properties
83         GL20TU_NORMAL = 0,
84         GL20TU_COLOR = 1,
85         GL20TU_GLOSS = 2,
86         GL20TU_GLOW = 3,
87         // material properties for a second material
88         GL20TU_SECONDARY_NORMAL = 4,
89         GL20TU_SECONDARY_COLOR = 5,
90         GL20TU_SECONDARY_GLOSS = 6,
91         GL20TU_SECONDARY_GLOW = 7,
92         // material properties for a colormapped material
93         // conflicts with secondary material
94         GL20TU_PANTS = 4,
95         GL20TU_SHIRT = 7,
96         // fog fade in the distance
97         GL20TU_FOGMASK = 8,
98         // compiled ambient lightmap and deluxemap
99         GL20TU_LIGHTMAP = 9,
100         GL20TU_DELUXEMAP = 10,
101         // refraction, used by water shaders
102         GL20TU_REFRACTION = 3,
103         // reflection, used by water shaders, also with normal material rendering
104         // conflicts with secondary material
105         GL20TU_REFLECTION = 7,
106         // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
107         // conflicts with lightmap/deluxemap
108         GL20TU_ATTENUATION = 9,
109         GL20TU_CUBE = 10,
110         GL20TU_SHADOWMAP2D = 15,
111         GL20TU_CUBEPROJECTION = 12,
112         // rtlight prepass data (screenspace depth and normalmap)
113         GL20TU_SCREENDEPTH = 13,
114         GL20TU_SCREENNORMALMAP = 14,
115         // lightmap prepass data (screenspace diffuse and specular from lights)
116         GL20TU_SCREENDIFFUSE = 11,
117         GL20TU_SCREENSPECULAR = 12,
118         // fake reflections
119         GL20TU_REFLECTMASK = 5,
120         GL20TU_REFLECTCUBE = 6,
121         GL20TU_FOGHEIGHTTEXTURE = 14
122 }
123 gl20_texunit;
124
125 // this enum selects which of the glslshadermodeinfo entries should be used
126 typedef enum shadermode_e
127 {
128         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
129         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
130         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
131         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
132         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
133         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
134         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
135         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
136         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
137         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
138         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
139         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
140         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
141         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
142         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
143         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
144         SHADERMODE_COUNT
145 }
146 shadermode_t;
147
148 typedef enum shaderpermutation_e
149 {
150         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
151         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
152         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
153         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
154         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
155         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
156         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
157         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
158         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
159         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
160         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
161         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
162         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
163         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
164         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
165         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
166         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
167         SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
168         SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
169         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
170         SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
171         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
172         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
173         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
174         SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
175         SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
176         SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
177         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
178         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
179 }
180 shaderpermutation_t;
181
182 typedef enum DPSOFTRAST_UNIFORM_e
183 {
184         DPSOFTRAST_UNIFORM_Texture_First,
185         DPSOFTRAST_UNIFORM_Texture_Second,
186         DPSOFTRAST_UNIFORM_Texture_GammaRamps,
187         DPSOFTRAST_UNIFORM_Texture_Normal,
188         DPSOFTRAST_UNIFORM_Texture_Color,
189         DPSOFTRAST_UNIFORM_Texture_Gloss,
190         DPSOFTRAST_UNIFORM_Texture_Glow,
191         DPSOFTRAST_UNIFORM_Texture_SecondaryNormal,
192         DPSOFTRAST_UNIFORM_Texture_SecondaryColor,
193         DPSOFTRAST_UNIFORM_Texture_SecondaryGloss,
194         DPSOFTRAST_UNIFORM_Texture_SecondaryGlow,
195         DPSOFTRAST_UNIFORM_Texture_Pants,
196         DPSOFTRAST_UNIFORM_Texture_Shirt,
197         DPSOFTRAST_UNIFORM_Texture_FogHeightTexture,
198         DPSOFTRAST_UNIFORM_Texture_FogMask,
199         DPSOFTRAST_UNIFORM_Texture_Lightmap,
200         DPSOFTRAST_UNIFORM_Texture_Deluxemap,
201         DPSOFTRAST_UNIFORM_Texture_Attenuation,
202         DPSOFTRAST_UNIFORM_Texture_Cube,
203         DPSOFTRAST_UNIFORM_Texture_Refraction,
204         DPSOFTRAST_UNIFORM_Texture_Reflection,
205         DPSOFTRAST_UNIFORM_Texture_ShadowMap2D,
206         DPSOFTRAST_UNIFORM_Texture_CubeProjection,
207         DPSOFTRAST_UNIFORM_Texture_ScreenDepth,
208         DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap,
209         DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse,
210         DPSOFTRAST_UNIFORM_Texture_ScreenSpecular,
211         DPSOFTRAST_UNIFORM_Texture_ReflectMask,
212         DPSOFTRAST_UNIFORM_Texture_ReflectCube,
213         DPSOFTRAST_UNIFORM_Alpha,
214         DPSOFTRAST_UNIFORM_BloomBlur_Parameters,
215         DPSOFTRAST_UNIFORM_ClientTime,
216         DPSOFTRAST_UNIFORM_Color_Ambient,
217         DPSOFTRAST_UNIFORM_Color_Diffuse,
218         DPSOFTRAST_UNIFORM_Color_Specular,
219         DPSOFTRAST_UNIFORM_Color_Glow,
220         DPSOFTRAST_UNIFORM_Color_Pants,
221         DPSOFTRAST_UNIFORM_Color_Shirt,
222         DPSOFTRAST_UNIFORM_DeferredColor_Ambient,
223         DPSOFTRAST_UNIFORM_DeferredColor_Diffuse,
224         DPSOFTRAST_UNIFORM_DeferredColor_Specular,
225         DPSOFTRAST_UNIFORM_DeferredMod_Diffuse,
226         DPSOFTRAST_UNIFORM_DeferredMod_Specular,
227         DPSOFTRAST_UNIFORM_DistortScaleRefractReflect,
228         DPSOFTRAST_UNIFORM_EyePosition,
229         DPSOFTRAST_UNIFORM_FogColor,
230         DPSOFTRAST_UNIFORM_FogHeightFade,
231         DPSOFTRAST_UNIFORM_FogPlane,
232         DPSOFTRAST_UNIFORM_FogPlaneViewDist,
233         DPSOFTRAST_UNIFORM_FogRangeRecip,
234         DPSOFTRAST_UNIFORM_LightColor,
235         DPSOFTRAST_UNIFORM_LightDir,
236         DPSOFTRAST_UNIFORM_LightPosition,
237         DPSOFTRAST_UNIFORM_OffsetMapping_Scale,
238         DPSOFTRAST_UNIFORM_PixelSize,
239         DPSOFTRAST_UNIFORM_ReflectColor,
240         DPSOFTRAST_UNIFORM_ReflectFactor,
241         DPSOFTRAST_UNIFORM_ReflectOffset,
242         DPSOFTRAST_UNIFORM_RefractColor,
243         DPSOFTRAST_UNIFORM_Saturation,
244         DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect,
245         DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect,
246         DPSOFTRAST_UNIFORM_ScreenToDepth,
247         DPSOFTRAST_UNIFORM_ShadowMap_Parameters,
248         DPSOFTRAST_UNIFORM_ShadowMap_TextureScale,
249         DPSOFTRAST_UNIFORM_SpecularPower,
250         DPSOFTRAST_UNIFORM_UserVec1,
251         DPSOFTRAST_UNIFORM_UserVec2,
252         DPSOFTRAST_UNIFORM_UserVec3,
253         DPSOFTRAST_UNIFORM_UserVec4,
254         DPSOFTRAST_UNIFORM_ViewTintColor,
255         DPSOFTRAST_UNIFORM_ViewToLightM1,
256         DPSOFTRAST_UNIFORM_ViewToLightM2,
257         DPSOFTRAST_UNIFORM_ViewToLightM3,
258         DPSOFTRAST_UNIFORM_ViewToLightM4,
259         DPSOFTRAST_UNIFORM_ModelToLightM1,
260         DPSOFTRAST_UNIFORM_ModelToLightM2,
261         DPSOFTRAST_UNIFORM_ModelToLightM3,
262         DPSOFTRAST_UNIFORM_ModelToLightM4,
263         DPSOFTRAST_UNIFORM_TexMatrixM1,
264         DPSOFTRAST_UNIFORM_TexMatrixM2,
265         DPSOFTRAST_UNIFORM_TexMatrixM3,
266         DPSOFTRAST_UNIFORM_TexMatrixM4,
267         DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1,
268         DPSOFTRAST_UNIFORM_BackgroundTexMatrixM2,
269         DPSOFTRAST_UNIFORM_BackgroundTexMatrixM3,
270         DPSOFTRAST_UNIFORM_BackgroundTexMatrixM4,
271         DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1,
272         DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM2,
273         DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM3,
274         DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM4,
275         DPSOFTRAST_UNIFORM_ModelViewMatrixM1,
276         DPSOFTRAST_UNIFORM_ModelViewMatrixM2,
277         DPSOFTRAST_UNIFORM_ModelViewMatrixM3,
278         DPSOFTRAST_UNIFORM_ModelViewMatrixM4,
279         DPSOFTRAST_UNIFORM_PixelToScreenTexCoord,
280         DPSOFTRAST_UNIFORM_ModelToReflectCubeM1,
281         DPSOFTRAST_UNIFORM_ModelToReflectCubeM2,
282         DPSOFTRAST_UNIFORM_ModelToReflectCubeM3,
283         DPSOFTRAST_UNIFORM_ModelToReflectCubeM4,
284         DPSOFTRAST_UNIFORM_ShadowMapMatrixM1,
285         DPSOFTRAST_UNIFORM_ShadowMapMatrixM2,
286         DPSOFTRAST_UNIFORM_ShadowMapMatrixM3,
287         DPSOFTRAST_UNIFORM_ShadowMapMatrixM4,
288         DPSOFTRAST_UNIFORM_BloomColorSubtract,
289         DPSOFTRAST_UNIFORM_NormalmapScrollBlend,
290         DPSOFTRAST_UNIFORM_TOTAL
291 }
292 DPSOFTRAST_UNIFORM;
293
294 void DPSOFTRAST_SetShader(int mode, int permutation);
295 #define DPSOFTRAST_Uniform1f(index, v0) DPSOFTRAST_Uniform4f(index, v0, 0, 0, 0)
296 #define DPSOFTRAST_Uniform2f(index, v0, v1) DPSOFTRAST_Uniform4f(index, v0, v1, 0, 0)
297 #define DPSOFTRAST_Uniform3f(index, v0, v1, v2) DPSOFTRAST_Uniform4f(index, v0, v1, v2, 0)
298 void DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3);
299 void DPSOFTRAST_Uniform4fv(DPSOFTRAST_UNIFORM index, const float *v);
300 void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v);
301 void DPSOFTRAST_Uniform1i(DPSOFTRAST_UNIFORM index, int i0);
302
303 void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s);
304
305 #endif // DPSOFTRAST_H