X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=609537400867d8cc38c34de41894454a7dea5c2c;hp=645aeaf6c13c40cfe0b869e97244d516dbfa01c7;hb=2107b65205dbec9522df439f7639c6fe08e54a46;hpb=812222c5cb94b2cd8bfa70a3091ebdfa5d10db96 diff --git a/gl_backend.h b/gl_backend.h index 645aeaf6..60953740 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -2,62 +2,68 @@ #ifndef GL_BACKEND_H #define GL_BACKEND_H -#define MAX_TEXTUREUNITS 8 +extern r_viewport_t gl_viewport; +extern matrix4x4_t gl_modelmatrix; +extern matrix4x4_t gl_viewmatrix; +extern matrix4x4_t gl_modelviewmatrix; +extern matrix4x4_t gl_projectionmatrix; +extern matrix4x4_t gl_modelviewprojectionmatrix; +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 polygonelements[768]; +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); +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_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, 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); +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, int offsetx, int offsety); +void R_SetViewport(const r_viewport_t *v); +void R_GetViewport(r_viewport_t *v); +void GL_Finish(void); -void GL_SetupView_Orientation_Identity(void); -void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix); -void GL_SetupView_Mode_Perspective(double fovx, double fovy, double zNear, double zFar); -void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double fovx, double fovy, 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_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_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(int num); -void GL_ClientActiveTexture(int num); -void GL_Scissor(int x, int y, int width, int height); // AK for DRAWQUEUE_SETCLIP -void GL_ScissorTest(int state); // AK for DRAWQUEUE_(RE)SETCLIP -void GL_Clear(int mask); - -extern cvar_t gl_lockarrays; -extern cvar_t gl_mesh_copyarrays; +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, 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); + extern cvar_t gl_paranoid; extern cvar_t gl_printcheckerror; -extern int c_meshelements, c_meshs; - -//input to R_Mesh_State -typedef struct -{ - // 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 - 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; -} -rmeshstate_t; - // adds console variables and registers the render module (only call from GL_Init) void gl_backend_init(void); @@ -68,54 +74,55 @@ void R_Mesh_Start(void); // (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); -// set up the requested state -void R_Mesh_State(const rmeshstate_t *m); +// 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(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(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 +void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height); +// bind a given texture to a given image unit +void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex); +// 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); +// 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 numverts, int numtriangles, const int *elements); -// renders a mesh as lines -void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements); +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, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg); +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(void); -// invoke refresh of frame -void SCR_UpdateScreen(void); - -// public structure -typedef struct rcachearrayrequest_s -{ - // for use by the code that is requesting the array, these are not - // directly used but merely compared to determine if cache items are - // identical - const void *id_pointer1; - const void *id_pointer2; - const void *id_pointer3; - int id_number1; - int id_number2; - int id_number3; - // size of array data - int data_size; - // array data pointer - void *data; -} -rcachearrayrequest_t; - -int R_Mesh_CacheArray(rcachearrayrequest_t *r); - -extern float varray_vertex3f[65536*3]; -extern float varray_svector3f[65536*3]; -extern float varray_tvector3f[65536*3]; -extern float varray_normal3f[65536*3]; -extern float varray_color4f[65536*4]; -extern float varray_texcoord2f[4][65536*2]; -extern float varray_texcoord3f[4][65536*3]; -extern int earray_element3i[65536]; -extern float varray_vertex3f2[65536*3]; +void R_ClearScreen(qboolean fogcolor); #endif