-#define MAX_TEXTUREUNITS 4
+#ifndef GL_BACKEND_H
+#define GL_BACKEND_H
-extern int c_meshtris;
+#define MAX_TEXTUREUNITS 8
+#define POLYGONELEMENTS_MAXPOINTS 258
+extern int polygonelements[768];
+
+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
{
- 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;
- // if color is NULL, these are used for all vertices
- float cr, cg, cb, ca;
+ //int wantoverbright;
+ int tex1d[MAX_TEXTUREUNITS];
int tex[MAX_TEXTUREUNITS];
- float *texcoords[MAX_TEXTUREUNITS];
- int texcoordstep[MAX_TEXTUREUNITS];
- float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
+ 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
}
-rmeshinfo_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);
-// sets up mesh renderer for the frame
-void R_Mesh_Clear(void);
-// renders queued meshs
-void R_Mesh_Render(void);
-// queues a mesh to be rendered (invokes Render if queue is full)
-void R_Mesh_Draw(const rmeshinfo_t *m);
-// renders the queued transparent meshs
-void R_Mesh_AddTransparent(void);
-// ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts);
-// faster hardwired version of R_Mesh_Draw specifically for decals (has close ties to decal code)
-void R_Mesh_DrawDecal(const rmeshinfo_t *m);
+
+// starts mesh rendering for the frame
+void R_Mesh_Start(void);
+
+// ends mesh rendering for the frame
+// (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);
+
+// sets up the requested state
+void R_Mesh_State(const rmeshstate_t *m);
+
+// sets up the requested main state
+void R_Mesh_MainState(const rmeshstate_t *m);
+
+// sets up the requested texture state
+void R_Mesh_TextureState(const rmeshstate_t *m);
+
+// 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);
+
+// 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);
+// used by R_Envmap_f and internally in backend, clears the frame
+void R_ClearScreen(void);
+// invoke refresh of frame
+void SCR_UpdateScreen (void);
+
+#endif
+