X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.h;h=645aeaf6c13c40cfe0b869e97244d516dbfa01c7;hb=bb8b549e2d130e9f5d3fc6d9c229a5faa33e6315;hp=bde446bb56ac0e98369589354e9343f3f9a8891c;hpb=d7df76f224c0d0ebb8a3c7bc0c3125ba638206e6;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.h b/gl_backend.h index bde446bb..645aeaf6 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -1,42 +1,121 @@ -#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_Orientation_Identity(void); +void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix); +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_BlendFunc(int blendfunc1, int blendfunc2); +void GL_DepthMask(int state); +void GL_DepthTest(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_ShowTrisColor(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(int num); +void GL_ClientActiveTexture(int num); +void GL_Scissor(int x, int y, int width, int height); // AK for DRAWQUEUE_SETCLIP +void GL_ScissorTest(int state); // AK for DRAWQUEUE_(RE)SETCLIP +void GL_Clear(int mask); + +extern cvar_t gl_lockarrays; +extern cvar_t gl_mesh_copyarrays; +extern cvar_t gl_paranoid; +extern cvar_t gl_printcheckerror; + +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; + // textures + 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]; + // 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 + + // other state set by this + const float *pointer_vertex; + const float *pointer_color; } -rmeshinfo_t; +rmeshstate_t; // 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); -// ease-of-use frontend to R_Mesh_Draw for particles, no speed gain -void R_Mesh_DrawParticle(vec3_t org, vec3_t right, vec3_t up, vec_t scale, int texnum, float cr, float cg, float cb, float ca, float s1, float t1, float s2, float t2, float fs1, float ft1, float fs2, float ft2); \ No newline at end of file + +// 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); + +// set up the requested state +void R_Mesh_State(const rmeshstate_t *m); + +// renders a mesh +void R_Mesh_Draw(int numverts, int numtriangles, const int *elements); +// renders a mesh as lines +void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements); + +// saves a section of the rendered frame to a .tga or .jpg file +qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg); +// used by R_Envmap_f and internally in backend, clears the frame +void R_ClearScreen(void); +// invoke refresh of frame +void SCR_UpdateScreen(void); + +// public structure +typedef struct rcachearrayrequest_s +{ + // for use by the code that is requesting the array, these are not + // directly used but merely compared to determine if cache items are + // identical + const void *id_pointer1; + const void *id_pointer2; + const void *id_pointer3; + int id_number1; + int id_number2; + int id_number3; + // size of array data + int data_size; + // array data pointer + void *data; +} +rcachearrayrequest_t; + +int R_Mesh_CacheArray(rcachearrayrequest_t *r); + +extern float varray_vertex3f[65536*3]; +extern float varray_svector3f[65536*3]; +extern float varray_tvector3f[65536*3]; +extern float varray_normal3f[65536*3]; +extern float varray_color4f[65536*4]; +extern float varray_texcoord2f[4][65536*2]; +extern float varray_texcoord3f[4][65536*3]; +extern int earray_element3i[65536]; +extern float varray_vertex3f2[65536*3]; + +#endif +