X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=b770d68700923c7473c8c9a2aac4b68131c6e52b;hp=df9ff65bbf5f6720e1ab7a6a538ed029c5e8a5e3;hb=eb155f171d675b2c36f09f0bdf348776d2ec2fab;hpb=ba6a3d3c2759a59480bd2db8a16b2754fa038785 diff --git a/gl_backend.h b/gl_backend.h index df9ff65b..b770d687 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -2,67 +2,67 @@ #ifndef GL_BACKEND_H #define GL_BACKEND_H -// how many texture units to track state on (backendunits/backendimageunits/backendarrayunits are limited to this value) -#define MAX_TEXTUREUNITS 64 +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 unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; #define QUADELEMENTS_MAXQUADS 128 -extern unsigned short quadelements[QUADELEMENTS_MAXQUADS*6]; - -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); +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); +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_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_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); +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_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 -{ - // 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 - int pointer_texcoord_bufferobject[MAX_TEXTUREUNITS]; // 2D and 3D - size_t pointer_texcoord_bufferoffset[MAX_TEXTUREUNITS]; // 2D and 3D -} -rmeshstate_t; - // adds console variables and registers the render module (only call from GL_Init) void gl_backend_init(void); @@ -73,54 +73,55 @@ 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_Mesh_Matrix(const matrix4x4_t *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); -// 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_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 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) +// 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 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); -// invoke refresh of loading plaque (nothing else seen) -void SCR_UpdateLoadingScreen(qboolean clear); #endif