7 #define DPSOFTRAST_MAXMIPMAPS 16
8 #define DPSOFTRAST_TEXTURE_MAXSIZE (1<<(DPSOFTRAST_MAXMIPMAPS - 1))
9 #define DPSOFTRAST_MAXTEXTUREUNITS 16
10 #define DPSOFTRAST_MAXTEXCOORDARRAYS 8
12 // type of pixels in texture (some of these are converted to BGRA8 on update)
13 #define DPSOFTRAST_TEXTURE_FORMAT_BGRA8 0
14 #define DPSOFTRAST_TEXTURE_FORMAT_DEPTH 1
15 #define DPSOFTRAST_TEXTURE_FORMAT_RGBA8 2
16 #define DPSOFTRAST_TEXTURE_FORMAT_ALPHA8 3
17 #define DPSOFTRAST_TEXTURE_FORMAT_RGBA16F 4
18 #define DPSOFTRAST_TEXTURE_FORMAT_RGBA32F 5
19 #define DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK 0x0F
21 // modifier flags for texture (can not be changed after creation)
22 #define DPSOFTRAST_TEXTURE_FLAG_MIPMAP 0x10
23 #define DPSOFTRAST_TEXTURE_FLAG_CUBEMAP 0x20
24 #define DPSOFTRAST_TEXTURE_FLAG_USEALPHA 0x40
25 #define DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE 0x80
27 typedef enum DPSOFTRAST_TEXTURE_FILTER_e
29 DPSOFTRAST_TEXTURE_FILTER_NEAREST = 0,
30 DPSOFTRAST_TEXTURE_FILTER_LINEAR = 1,
31 DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE = 2,
32 DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE = 3,
34 DPSOFTRAST_TEXTURE_FILTER;
36 int DPSOFTRAST_Init(int width, int height, int numthreads, int interlace, unsigned int *colorpixels, unsigned int *depthpixels);
37 void DPSOFTRAST_Shutdown(void);
38 void DPSOFTRAST_Flush(void);
39 void DPSOFTRAST_Finish(void);
41 int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth);
42 void DPSOFTRAST_Texture_Free(int index);
43 void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight);
44 void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels);
45 int DPSOFTRAST_Texture_GetWidth(int index, int mip);
46 int DPSOFTRAST_Texture_GetHeight(int index, int mip);
47 int DPSOFTRAST_Texture_GetDepth(int index, int mip);
48 unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip);
49 void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter);
51 void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3);
52 void DPSOFTRAST_Viewport(int x, int y, int width, int height);
53 void DPSOFTRAST_ClearColor(float r, float g, float b, float a);
54 void DPSOFTRAST_ClearDepth(float d);
55 void DPSOFTRAST_ColorMask(int r, int g, int b, int a);
56 void DPSOFTRAST_DepthTest(int enable);
57 void DPSOFTRAST_ScissorTest(int enable);
58 void DPSOFTRAST_Scissor(float x, float y, float width, float height);
59 void DPSOFTRAST_ClipPlane(float x, float y, float z, float w);
61 void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate);
62 void DPSOFTRAST_BlendSubtract(int enable);
63 void DPSOFTRAST_DepthMask(int enable);
64 void DPSOFTRAST_DepthFunc(int comparemode);
65 void DPSOFTRAST_DepthRange(float range0, float range1);
66 void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview);
67 void DPSOFTRAST_CullFace(int mode);
68 void DPSOFTRAST_Color4f(float r, float g, float b, float a);
69 void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels);
70 void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height);
71 void DPSOFTRAST_SetTexture(int unitnum, int index);
73 void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride);
74 void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride);
75 void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride);
76 void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf);
78 typedef enum gl20_texunit_e
80 // postprocess shaders, and generic shaders:
83 GL20TU_GAMMARAMPS = 2,
84 // standard material properties
89 // material properties for a second material
90 GL20TU_SECONDARY_NORMAL = 4,
91 GL20TU_SECONDARY_COLOR = 5,
92 GL20TU_SECONDARY_GLOSS = 6,
93 GL20TU_SECONDARY_GLOW = 7,
94 // material properties for a colormapped material
95 // conflicts with secondary material
98 // fog fade in the distance
100 // compiled ambient lightmap and deluxemap
102 GL20TU_DELUXEMAP = 10,
103 // refraction, used by water shaders
104 GL20TU_REFRACTION = 3,
105 // reflection, used by water shaders, also with normal material rendering
106 // conflicts with secondary material
107 GL20TU_REFLECTION = 7,
108 // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
109 // conflicts with lightmap/deluxemap
110 GL20TU_ATTENUATION = 9,
112 GL20TU_SHADOWMAP2D = 15,
113 GL20TU_CUBEPROJECTION = 12,
114 // rtlight prepass data (screenspace depth and normalmap)
115 // GL20TU_UNUSED1 = 13,
116 GL20TU_SCREENNORMALMAP = 14,
117 // lightmap prepass data (screenspace diffuse and specular from lights)
118 GL20TU_SCREENDIFFUSE = 11,
119 GL20TU_SCREENSPECULAR = 12,
121 GL20TU_REFLECTMASK = 5,
122 GL20TU_REFLECTCUBE = 6,
123 GL20TU_FOGHEIGHTTEXTURE = 14
127 typedef enum glsl_attrib_e
129 GLSLATTRIB_POSITION = 0,
130 GLSLATTRIB_COLOR = 1,
131 GLSLATTRIB_TEXCOORD0 = 2,
132 GLSLATTRIB_TEXCOORD1 = 3,
133 GLSLATTRIB_TEXCOORD2 = 4,
134 GLSLATTRIB_TEXCOORD3 = 5,
135 GLSLATTRIB_TEXCOORD4 = 6,
136 GLSLATTRIB_TEXCOORD5 = 7,
137 GLSLATTRIB_TEXCOORD6 = 8,
138 GLSLATTRIB_TEXCOORD7 = 9,
142 // this enum selects which of the glslshadermodeinfo entries should be used
143 typedef enum shadermode_e
145 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
146 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
147 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
148 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
149 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
150 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
151 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
152 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
153 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
154 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
155 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
156 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
157 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
158 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
159 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
160 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
161 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
166 typedef enum shaderpermutation_e
168 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
169 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
170 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
171 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
172 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
173 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
174 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
175 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
176 SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
177 SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
178 SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
179 SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
180 SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
181 SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
182 SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
183 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
184 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
185 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
186 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
187 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
188 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
189 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
190 SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
191 SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
192 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
193 SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
194 SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
195 SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
196 SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
197 SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
198 SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
199 SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
200 SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
204 typedef enum DPSOFTRAST_UNIFORM_e
206 DPSOFTRAST_UNIFORM_Texture_First,
207 DPSOFTRAST_UNIFORM_Texture_Second,
208 DPSOFTRAST_UNIFORM_Texture_GammaRamps,
209 DPSOFTRAST_UNIFORM_Texture_Normal,
210 DPSOFTRAST_UNIFORM_Texture_Color,
211 DPSOFTRAST_UNIFORM_Texture_Gloss,
212 DPSOFTRAST_UNIFORM_Texture_Glow,
213 DPSOFTRAST_UNIFORM_Texture_SecondaryNormal,
214 DPSOFTRAST_UNIFORM_Texture_SecondaryColor,
215 DPSOFTRAST_UNIFORM_Texture_SecondaryGloss,
216 DPSOFTRAST_UNIFORM_Texture_SecondaryGlow,
217 DPSOFTRAST_UNIFORM_Texture_Pants,
218 DPSOFTRAST_UNIFORM_Texture_Shirt,
219 DPSOFTRAST_UNIFORM_Texture_FogHeightTexture,
220 DPSOFTRAST_UNIFORM_Texture_FogMask,
221 DPSOFTRAST_UNIFORM_Texture_Lightmap,
222 DPSOFTRAST_UNIFORM_Texture_Deluxemap,
223 DPSOFTRAST_UNIFORM_Texture_Attenuation,
224 DPSOFTRAST_UNIFORM_Texture_Cube,
225 DPSOFTRAST_UNIFORM_Texture_Refraction,
226 DPSOFTRAST_UNIFORM_Texture_Reflection,
227 DPSOFTRAST_UNIFORM_Texture_ShadowMap2D,
228 DPSOFTRAST_UNIFORM_Texture_CubeProjection,
229 DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap,
230 DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse,
231 DPSOFTRAST_UNIFORM_Texture_ScreenSpecular,
232 DPSOFTRAST_UNIFORM_Texture_ReflectMask,
233 DPSOFTRAST_UNIFORM_Texture_ReflectCube,
234 DPSOFTRAST_UNIFORM_Alpha,
235 DPSOFTRAST_UNIFORM_BloomBlur_Parameters,
236 DPSOFTRAST_UNIFORM_ClientTime,
237 DPSOFTRAST_UNIFORM_Color_Ambient,
238 DPSOFTRAST_UNIFORM_Color_Diffuse,
239 DPSOFTRAST_UNIFORM_Color_Specular,
240 DPSOFTRAST_UNIFORM_Color_Glow,
241 DPSOFTRAST_UNIFORM_Color_Pants,
242 DPSOFTRAST_UNIFORM_Color_Shirt,
243 DPSOFTRAST_UNIFORM_DeferredColor_Ambient,
244 DPSOFTRAST_UNIFORM_DeferredColor_Diffuse,
245 DPSOFTRAST_UNIFORM_DeferredColor_Specular,
246 DPSOFTRAST_UNIFORM_DeferredMod_Diffuse,
247 DPSOFTRAST_UNIFORM_DeferredMod_Specular,
248 DPSOFTRAST_UNIFORM_DistortScaleRefractReflect,
249 DPSOFTRAST_UNIFORM_EyePosition,
250 DPSOFTRAST_UNIFORM_FogColor,
251 DPSOFTRAST_UNIFORM_FogHeightFade,
252 DPSOFTRAST_UNIFORM_FogPlane,
253 DPSOFTRAST_UNIFORM_FogPlaneViewDist,
254 DPSOFTRAST_UNIFORM_FogRangeRecip,
255 DPSOFTRAST_UNIFORM_LightColor,
256 DPSOFTRAST_UNIFORM_LightDir,
257 DPSOFTRAST_UNIFORM_LightPosition,
258 DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
259 DPSOFTRAST_UNIFORM_PixelSize,
260 DPSOFTRAST_UNIFORM_ReflectColor,
261 DPSOFTRAST_UNIFORM_ReflectFactor,
262 DPSOFTRAST_UNIFORM_ReflectOffset,
263 DPSOFTRAST_UNIFORM_RefractColor,
264 DPSOFTRAST_UNIFORM_Saturation,
265 DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect,
266 DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect,
267 DPSOFTRAST_UNIFORM_ScreenToDepth,
268 DPSOFTRAST_UNIFORM_ShadowMap_Parameters,
269 DPSOFTRAST_UNIFORM_ShadowMap_TextureScale,
270 DPSOFTRAST_UNIFORM_SpecularPower,
271 DPSOFTRAST_UNIFORM_UserVec1,
272 DPSOFTRAST_UNIFORM_UserVec2,
273 DPSOFTRAST_UNIFORM_UserVec3,
274 DPSOFTRAST_UNIFORM_UserVec4,
275 DPSOFTRAST_UNIFORM_ViewTintColor,
276 DPSOFTRAST_UNIFORM_ViewToLightM1,
277 DPSOFTRAST_UNIFORM_ViewToLightM2,
278 DPSOFTRAST_UNIFORM_ViewToLightM3,
279 DPSOFTRAST_UNIFORM_ViewToLightM4,
280 DPSOFTRAST_UNIFORM_ModelToLightM1,
281 DPSOFTRAST_UNIFORM_ModelToLightM2,
282 DPSOFTRAST_UNIFORM_ModelToLightM3,
283 DPSOFTRAST_UNIFORM_ModelToLightM4,
284 DPSOFTRAST_UNIFORM_TexMatrixM1,
285 DPSOFTRAST_UNIFORM_TexMatrixM2,
286 DPSOFTRAST_UNIFORM_TexMatrixM3,
287 DPSOFTRAST_UNIFORM_TexMatrixM4,
288 DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1,
289 DPSOFTRAST_UNIFORM_BackgroundTexMatrixM2,
290 DPSOFTRAST_UNIFORM_BackgroundTexMatrixM3,
291 DPSOFTRAST_UNIFORM_BackgroundTexMatrixM4,
292 DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1,
293 DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM2,
294 DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM3,
295 DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM4,
296 DPSOFTRAST_UNIFORM_ModelViewMatrixM1,
297 DPSOFTRAST_UNIFORM_ModelViewMatrixM2,
298 DPSOFTRAST_UNIFORM_ModelViewMatrixM3,
299 DPSOFTRAST_UNIFORM_ModelViewMatrixM4,
300 DPSOFTRAST_UNIFORM_PixelToScreenTexCoord,
301 DPSOFTRAST_UNIFORM_ModelToReflectCubeM1,
302 DPSOFTRAST_UNIFORM_ModelToReflectCubeM2,
303 DPSOFTRAST_UNIFORM_ModelToReflectCubeM3,
304 DPSOFTRAST_UNIFORM_ModelToReflectCubeM4,
305 DPSOFTRAST_UNIFORM_ShadowMapMatrixM1,
306 DPSOFTRAST_UNIFORM_ShadowMapMatrixM2,
307 DPSOFTRAST_UNIFORM_ShadowMapMatrixM3,
308 DPSOFTRAST_UNIFORM_ShadowMapMatrixM4,
309 DPSOFTRAST_UNIFORM_BloomColorSubtract,
310 DPSOFTRAST_UNIFORM_NormalmapScrollBlend,
311 DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance,
312 DPSOFTRAST_UNIFORM_OffsetMapping_Bias,
313 DPSOFTRAST_UNIFORM_TOTAL
317 void DPSOFTRAST_SetShader(int mode, int permutation, int exactspecularmath);
318 #define DPSOFTRAST_Uniform1f(index, v0) DPSOFTRAST_Uniform4f(index, v0, 0, 0, 0)
319 #define DPSOFTRAST_Uniform2f(index, v0, v1) DPSOFTRAST_Uniform4f(index, v0, v1, 0, 0)
320 #define DPSOFTRAST_Uniform3f(index, v0, v1, v2) DPSOFTRAST_Uniform4f(index, v0, v1, v2, 0)
321 void DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3);
322 void DPSOFTRAST_Uniform4fv(DPSOFTRAST_UNIFORM index, const float *v);
323 void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v);
324 void DPSOFTRAST_Uniform1i(DPSOFTRAST_UNIFORM index, int i0);
326 void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s);
328 #endif // DPSOFTRAST_H