+#ifndef GL_BACKEND_H
+#define GL_BACKEND_H
+
#define MAX_TEXTUREUNITS 8
-extern int c_meshtris, c_meshs, c_transtris, c_transmeshs;
+#define POLYGONELEMENTS_MAXPOINTS 258
+extern int polygonelements[768];
-typedef struct
-{
- 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;
- float cr, cg, cb, ca; // if color is NULL, these are used for all vertices
- int tex[MAX_TEXTUREUNITS];
- float *texcoords[MAX_TEXTUREUNITS];
- int texcoordstep[MAX_TEXTUREUNITS];
- float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
-}
-rmeshinfo_t;
+void GL_SetupView_ViewPort (int x, int y, int width, int height);
+void GL_SetupView_Orientation_Identity (void);
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles);
+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_UseColorArray(void);
+void GL_Color(float cr, float cg, float cb, float ca);
+void GL_TransformToScreen(const vec4_t in, vec4_t out);
+
+extern cvar_t gl_lockarrays;
+extern int c_meshelements, c_meshs;
+
+//input to R_Mesh_State
typedef struct
{
- //input to R_Mesh_Draw_GetBuffer
- 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 numverts;
+ //int wantoverbright;
+ int tex1d[MAX_TEXTUREUNITS];
int tex[MAX_TEXTUREUNITS];
- float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
-
- // output
- int *index;
- float *vertex;
- float *color;
- float colorscale;
- float *texcoords[MAX_TEXTUREUNITS];
+ int tex3d[MAX_TEXTUREUNITS];
+ int texcubemap[MAX_TEXTUREUNITS];
+ 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
}
-rmeshbufferinfo_t;
+rmeshstate_t;
+
+// overbright rendering scale for the current state
+extern int r_lightmapscalebit;
+extern float r_colorscale;
+extern float *varray_vertex;
+extern float *varray_color;
+extern float *varray_texcoord[MAX_TEXTUREUNITS];
+extern int mesh_maxverts;
// adds console variables and registers the render module (only call from GL_Init)
void gl_backend_init(void);
// (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);
-// renders current batch of meshs
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_Render(void);
+// sets up the requested state
+void R_Mesh_State(const rmeshstate_t *m);
-// queues a mesh to be rendered (invokes Render if queue is full)
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_Draw(const rmeshinfo_t *m);
+// sets up the requested main state
+void R_Mesh_MainState(const rmeshstate_t *m);
-// renders the queued transparent meshs
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_AddTransparent(void);
+// sets up the requested texture state
+void R_Mesh_TextureState(const rmeshstate_t *m);
-// ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts);
+// enlarges vertex arrays if they are too small
+#define R_Mesh_ResizeCheck(numverts) if ((numverts) > mesh_maxverts) _R_Mesh_ResizeCheck(numverts);
+void _R_Mesh_ResizeCheck(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)
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m);
-
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m);
+// renders the mesh in the varray_* buffers
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements);
// saves a section of the rendered frame to a .tga file
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);
void R_ClearScreen(void);
// invoke refresh of frame
void SCR_UpdateScreen (void);
+
+#endif
+