X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=cea789ce7e842ce7eeacaa14d5fe202bf2286cd2;hp=1752635f6303a408d653855bc48a18efeed1d171;hb=bc9063582a5b12986a3f70b4eaa9ffaf1568f735;hpb=fedb845e665b669ff11df23ce713842bd89c4ec4 diff --git a/gl_backend.h b/gl_backend.h index 1752635f..cea789ce 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -2,65 +2,105 @@ #ifndef GL_BACKEND_H #define GL_BACKEND_H -#define MAX_TEXTUREUNITS 8 - -extern int c_meshtris, c_meshs; - -typedef struct -{ - //input to R_Mesh_Draw_GetBuffer - int depthwrite; // force depth writing enabled even if polygon is not opaque - int depthdisable; // disable depth read/write entirely - int blendfunc1; - int blendfunc2; - int wantoverbright; - int tex[MAX_TEXTUREUNITS]; - int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present -} -rmeshstate_t; - -// overbright rendering scale for the current state -extern float mesh_colorscale; -extern int *varray_element; -extern float *varray_vertex; -extern float *varray_color; -extern float *varray_texcoord[MAX_TEXTUREUNITS]; -extern int mesh_maxverts; -extern int mesh_maxtris; +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; + +#define POLYGONELEMENTS_MAXPOINTS 258 +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); +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); +void R_SetViewport(const r_viewport_t *v); +void R_GetViewport(r_viewport_t *v); + +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_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_paranoid; +extern cvar_t gl_printcheckerror; // 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); - -// sets up the requested transform matrix -void R_Mesh_Matrix(const matrix4x4_t *matrix); - -// sets up the requested state -void R_Mesh_State(const rmeshstate_t *m); - -// enlarges geometry buffers if they are too small -#define R_Mesh_ResizeCheck(numverts, numtriangles) if ((numverts) > mesh_maxverts || (numtriangles) > mesh_maxtris) _R_Mesh_ResizeCheck(numverts, numtriangles); -void _R_Mesh_ResizeCheck(int numverts, int numtriangles); - -// renders the mesh in the varray_* buffers -void R_Mesh_Draw(int numverts, int numtriangles); - -// saves a section of the rendered frame to a .tga file -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height); +// 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); + +// 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); +// 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); +// 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); + +// 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); + +// 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); // 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); #endif