X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=3bdc2e60b9f3c4434db058eb2aaf598a3a2f23cc;hp=2eaae8e8aba04bdecc34b969f4f44560fd936452;hb=69a9f6bb4ea7d2a62b22238da58fe99d0ebd41d8;hpb=e5fbac6d4ee0ee7c55f399224f09beedc7374d57 diff --git a/gl_backend.h b/gl_backend.h index 2eaae8e8..3bdc2e60 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -1,42 +1,112 @@ -#define MAX_TEXTUREUNITS 4 +#ifndef GL_BACKEND_H +#define GL_BACKEND_H -extern int c_meshtris, c_meshs, c_transtris, c_transmeshs; +#define MAX_TEXTUREUNITS 16 -typedef struct +#define POLYGONELEMENTS_MAXPOINTS 258 +extern int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +#define QUADELEMENTS_MAXQUADS 128 +extern int quadelements[QUADELEMENTS_MAXQUADS*6]; + +void GL_SetupView_Orientation_Identity(void); +void GL_SetupView_Orientation_FromEntity(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_BlendFunc(int blendfunc1, int blendfunc2); +void GL_DepthMask(int state); +void GL_DepthTest(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_ShowTrisColor(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 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_State +typedef struct rmeshstate_s { - 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 *index; - int numverts; - float *vertex; - int vertexstep; - float *color; - int colorstep; - // if color is NULL, these are used for all vertices - float cr, cg, cb, ca; + // textures + int tex1d[MAX_TEXTUREUNITS]; int tex[MAX_TEXTUREUNITS]; - float *texcoords[MAX_TEXTUREUNITS]; - int texcoordstep[MAX_TEXTUREUNITS]; - float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present + int tex3d[MAX_TEXTUREUNITS]; + int texcubemap[MAX_TEXTUREUNITS]; + // texture combine settings + int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present + 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 + + // other state set by this + const float *pointer_vertex; + const float *pointer_color; } -rmeshinfo_t; +rmeshstate_t; // adds console variables and registers the render module (only call from GL_Init) void gl_backend_init(void); -// sets up mesh renderer for the frame -void R_Mesh_Clear(void); -// renders queued meshs -void R_Mesh_Render(void); -// queues a mesh to be rendered (invokes Render if queue is full) -void R_Mesh_Draw(const rmeshinfo_t *m); -// renders the queued transparent meshs -void R_Mesh_AddTransparent(void); -// ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this -void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts); -// same as normal, except for harsh format restrictions (vertex must be 4 float, color must be 4 float, texcoord must be 2 float, flat color not supported) -void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m); + +// 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 vertex transform matrix +void R_Mesh_Matrix(const matrix4x4_t *matrix); +// sets the vertex array pointer +void R_Mesh_VertexPointer(const float *vertex3f); +// sets the color array pointer (GL_Color only works when this is NULL) +void R_Mesh_ColorPointer(const float *color4f); +// sets the texcoord array pointer for an array unit +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord); +// 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 entire rendering state +void R_Mesh_State(const rmeshstate_t *m); + +// renders a mesh +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements); +// 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 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); +// invoke refresh of loading plaque (nothing else seen) +void SCR_UpdateLoadingScreen(void); + +#endif +