X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=1970a77db02465118c11290dcaa3ec660dbd27e4;hp=51c6a12f8a59a0d26ed77bcbe2e4feafe2a91c15;hb=8bcbd476c86b2c26e77b76b57039f840904a89a5;hpb=5715fdeb47caa02252ab9b6c0895310e43bea716 diff --git a/gl_backend.h b/gl_backend.h index 51c6a12f..1970a77d 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -2,68 +2,128 @@ #ifndef GL_BACKEND_H #define GL_BACKEND_H -#define MAX_TEXTUREUNITS 8 +// how many texture units to track state on (backendunits/backendimageunits/backendarrayunits are limited to this value) +#define MAX_TEXTUREUNITS 64 -extern int c_meshtris, c_meshs, c_transtris, c_transmeshs; +#define POLYGONELEMENTS_MAXPOINTS 258 +extern int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +#define QUADELEMENTS_MAXQUADS 128 +extern int quadelements[QUADELEMENTS_MAXQUADS*6]; -typedef struct +void GL_SetupView_Orientation_Identity(void); +void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix); +void GL_SetupView_Mode_Perspective(double frustumx, double frustumy, double zNear, double zFar); +void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double frustumx, double frustumy, double zNear); +void GL_SetupView_Mode_Ortho(double x1, double y1, double x2, double y2, double zNear, double zFar); +void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist); +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_TransformToScreen(const vec4_t in, vec4_t out); +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; + +//input to R_Mesh_TextureState +typedef struct rmeshstate_s { - //input to R_Mesh_Draw_GetBuffer - int transparent; - 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; + // textures + int tex1d[MAX_TEXTUREUNITS]; int tex[MAX_TEXTUREUNITS]; + int tex3d[MAX_TEXTUREUNITS]; + int texcubemap[MAX_TEXTUREUNITS]; + // texture combine settings 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]; + int texalphascale[MAX_TEXTUREUNITS]; // used only if COMBINE is present + int texcombinergb[MAX_TEXTUREUNITS]; // works with or without combine for some operations + int texcombinealpha[MAX_TEXTUREUNITS]; // does nothing without combine + // matrices + matrix4x4_t texmatrix[MAX_TEXTUREUNITS]; + // pointers + const float *pointer_texcoord[MAX_TEXTUREUNITS]; // 2D + const float *pointer_texcoord3f[MAX_TEXTUREUNITS]; // 3D + int pointer_texcoord_bufferobject[MAX_TEXTUREUNITS]; // 2D and 3D + size_t pointer_texcoord_bufferoffset[MAX_TEXTUREUNITS]; // 2D and 3D } -rmeshbufferinfo_t; +rmeshstate_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); +void R_Mesh_Start(void); // 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 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); -// renders the queued transparent meshs -// (only valid between R_Mesh_Start and R_Mesh_Finish) -void R_Mesh_AddTransparent(void); +// 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); +// 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 tex1d, int tex2d, int tex3d, int texcubemap); +// sets these are like TexBindAll with only one of the texture indices non-zero +// (binds one texture type and unbinds all other types) +void R_Mesh_TexBind1D(unsigned int unitnum, int texnum); +void R_Mesh_TexBind(unsigned int unitnum, int texnum); +void R_Mesh_TexBind3D(unsigned int unitnum, int texnum); +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum); +// sets the texcoord matrix for a texenv unit +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 the requested texture state +void R_Mesh_TextureState(const rmeshstate_t *m); +// set up a blank texture state (faster/easier specialized version of R_Mesh_TextureState) +void R_Mesh_ResetTextureState(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); +// renders a mesh +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset); +// renders a mesh as lines +void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const 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); +// 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(void); -// invoke refresh of frame -void SCR_UpdateScreen (void); +void R_ClearScreen(qboolean fogcolor); +// invoke refresh of loading plaque (nothing else seen) +void SCR_UpdateLoadingScreen(qboolean clear); #endif