X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=04d23db1d884ce3c96755526f0108b2224ada2d4;hp=cea789ce7e842ce7eeacaa14d5fe202bf2286cd2;hb=5e7af308c146e5f65a87f61d0bead8017047720b;hpb=bc9063582a5b12986a3f70b4eaa9ffaf1568f735 diff --git a/gl_backend.h b/gl_backend.h index cea789ce..04d23db1 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -12,6 +12,9 @@ extern float gl_modelview16f[16]; extern float gl_modelviewprojection16f[16]; extern qboolean gl_modelmatrixchanged; +extern cvar_t gl_vbo_dynamicvertex; +extern cvar_t gl_vbo_dynamicindex; + #define POLYGONELEMENTS_MAXPOINTS 258 extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; @@ -20,6 +23,7 @@ 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); @@ -27,21 +31,31 @@ void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatri 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_Finish(void); void GL_BlendFunc(int blendfunc1, int blendfunc2); +void GL_BlendEquationSubtract(qboolean negated); 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_AlphaToCoverage(qboolean 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_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); +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_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); @@ -59,28 +73,33 @@ void R_Mesh_Start(void); // (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); + +// 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 isuniformbuffer, qboolean isdynamic, qboolean isindex16); +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset); +void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); void GL_Mesh_ListVBOs(qboolean printeach); +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset); + +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, int bufferoffset); + +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, int bufferoffset); + // sets up the requested vertex transform matrix void R_EntityMatrix(const matrix4x4_t *matrix); // sets the vertex array pointer -void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset); +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(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); +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, if GL_UNSIGNED_BYTE | 0x80000000 is specified it will be an unnormalized type (integer values) +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 @@ -93,12 +112,14 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix); 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); +// before a texture is freed, make sure there are no references to it +void R_Mesh_ClearBindingsForTexture(int texnum); // 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); +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset); // 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 png, qboolean gammacorrect); +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(qboolean fogcolor);