#ifndef GL_BACKEND_H #define GL_BACKEND_H #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); void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double zNear, double zFar, const double *nearplane); void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double zNear, double zFar, const double *nearplane); void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double zNear, const double *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_DepthRange(float nearfrac, float farfrac); void GL_PolygonOffset(float planeoffset, float depthoffset); void GL_CullFace(int state); void GL_AlphaTest(int state); void GL_ColorMask(int r, int g, int b, int a); void GL_Color(float cr, float cg, float cb, float ca); void GL_LockArrays(int first, int count); 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); 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_lockarrays; extern cvar_t gl_mesh_copyarrays; 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(void); // ends mesh rendering for the frame // (only valid after R_Mesh_Start) void R_Mesh_Finish(void); // allocates a static element array buffer object // (storing triangle data in video memory) int R_Mesh_CreateStaticEBO(void *data, size_t size); // frees an element array buffer object void R_Mesh_DestroyEBO(int bufferobject); // allocates a static vertex/element array buffer object // (storing vertex or element data in video memory) // target is GL_ELEMENT_ARRAY_BUFFER_ARB (triangle elements) // or GL_ARRAY_BUFFER_ARB (vertex data) int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name); // frees a vertex/element array buffer object void R_Mesh_DestroyBufferObject(int bufferobject); void GL_Mesh_ListVBOs(qboolean printeach); // sets up the requested vertex transform matrix void R_Mesh_Matrix(const matrix4x4_t *matrix); // sets the vertex array pointer void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset); // sets the color array pointer (GL_Color only works when this is NULL) void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset); // sets the texcoord array pointer for an array unit void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset); // returns current texture bound to this identifier int R_Mesh_TexBound(unsigned int unitnum, int id); // 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 tex2d, int tex3d, int texcubemap, int texrectangle); // equivalent to R_Mesh_TexBindAll(unitnum,tex2d,0,0,0) void R_Mesh_TexBind(unsigned int unitnum, int texnum); // 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); // renders a mesh void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s); // saves a section of the rendered frame to a .tga or .jpg file qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *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(qboolean fogcolor); #endif