#ifndef GL_BACKEND_H #define GL_BACKEND_H #define MAX_TEXTUREUNITS 8 #define POLYGONELEMENTS_MAXPOINTS 258 extern int polygonelements[768]; void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index); void GL_SetupView_ViewPort (int x, int y, int width, int height); void GL_SetupView_Orientation_Identity (void); void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles); void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar); void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar); void GL_UseColorArray(void); void GL_Color(float cr, float cg, float cb, float ca); extern cvar_t gl_lockarrays; extern int c_meshelements, c_meshs; //input to R_Mesh_State typedef struct { int depthwrite; // force depth writing enabled even if polygon is not opaque int depthdisable; // disable depth read/write entirely int blendfunc1; int blendfunc2; //int wantoverbright; int tex1d[MAX_TEXTUREUNITS]; int tex[MAX_TEXTUREUNITS]; int tex3d[MAX_TEXTUREUNITS]; int texcubemap[MAX_TEXTUREUNITS]; int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present } rmeshstate_t; // overbright rendering scale for the current state extern int r_lightmapscalebit; extern float r_colorscale; extern float *varray_vertex; extern float *varray_color; extern float *varray_texcoord[MAX_TEXTUREUNITS]; extern int mesh_maxverts; // 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); // sets up the requested transform matrix void R_Mesh_Matrix(const matrix4x4_t *matrix); // sets up the requested state void R_Mesh_State(const rmeshstate_t *m); // sets up the requested main state void R_Mesh_MainState(const rmeshstate_t *m); // sets up the requested texture state void R_Mesh_TextureState(const rmeshstate_t *m); // enlarges vertex arrays if they are too small #define R_Mesh_ResizeCheck(numverts) if ((numverts) > mesh_maxverts) _R_Mesh_ResizeCheck(numverts); void _R_Mesh_ResizeCheck(int numverts); // renders the mesh in the varray_* buffers void R_Mesh_Draw(int numverts, int numtriangles, int *elements); // 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