#ifndef GL_BACKEND_H #define GL_BACKEND_H #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_BlendFunc(int blendfunc1, int blendfunc2); void GL_DepthMask(int state); void GL_DepthTest(int state); void GL_VertexPointer(const float *p); void GL_ColorPointer(const float *p); void GL_Color(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(qboolean state); // AK for DRAWQUEUE_(RE)SETCLIP 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 { // textures int tex1d[MAX_TEXTUREUNITS]; int tex[MAX_TEXTUREUNITS]; 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 // pointers const float *pointer_texcoord[MAX_TEXTUREUNITS]; } rmeshstate_t; // lightmap overbright scaling extern int r_lightmapscalebit; // 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(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 transform matrix void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix); // set up the requested state void R_Mesh_State_Texture(const rmeshstate_t *m); // renders a mesh void R_Mesh_Draw(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, int x, int y, int width, int height, 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_color4f[65536*4]; extern float varray_texcoord2f[4][65536*2]; extern float varray_texcoord3f[4][65536*3]; extern float varray_normal3f[65536*3]; extern int earray_element3i[65536]; #endif