#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 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; // 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); // 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); // 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); // saves a section of the rendered frame to a .tga file qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height); // used by R_Envmap_f and internally in backend, clears the frame void R_ClearScreen(void); // invoke refresh of frame void SCR_UpdateScreen (void); #endif