X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=5ecff60fd7c8abb6e3c89991f6211fdd3aa659b5;hp=12061681e954b59574375ac88a2570d57d5d0fb1;hb=624b2a6616c0e07574000dba59e0f46c8f12d8f9;hpb=3be52c1fd807e79df4af9ec19659ebbb71729a36 diff --git a/gl_backend.h b/gl_backend.h index 12061681..5ecff60f 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -2,59 +2,68 @@ #ifndef GL_BACKEND_H #define GL_BACKEND_H -#define MAX_TEXTUREUNITS 8 +// how many texture units to track state on (backendunits/backendimageunits/backendarrayunits are limited to this value) +#define MAX_TEXTUREUNITS 64 #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); +extern unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +#define QUADELEMENTS_MAXQUADS 128 +extern unsigned short quadelements[QUADELEMENTS_MAXQUADS*6]; + +void GL_SetupView_Orientation_Identity(void); +void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix); +void GL_SetupView_Mode_Perspective(double frustumx, double frustumy, double zNear, double zFar); +void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double frustumx, double frustumy, double zNear); +void GL_SetupView_Mode_Ortho(double x1, double y1, double x2, double y2, double zNear, double zFar); +void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist); +void GL_BlendFunc(int blendfunc1, int blendfunc2); +void GL_DepthMask(int state); +void GL_DepthTest(int state); +void GL_DepthRange(float nearfrac, float farfrac); +void GL_PolygonOffset(float planeoffset, float depthoffset); +void GL_CullFace(int state); +void GL_AlphaTest(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_TransformToScreen(const vec4_t in, vec4_t out); void GL_LockArrays(int first, int count); +void GL_ActiveTexture(unsigned int num); +void GL_ClientActiveTexture(unsigned int num); +void GL_Scissor(int x, int y, int width, int height); +void GL_ScissorTest(int state); +void GL_Clear(int mask); + +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list); +void GL_Backend_FreeProgram(unsigned int prog); 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 +//input to R_Mesh_TextureState +typedef struct rmeshstate_s { - int depthwrite; // force depth writing enabled even if polygon is not opaque - int depthdisable; // disable depth read/write entirely - int blendfunc1; - int blendfunc2; - //int wantoverbright; + // 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 - int pointervertexcount; - const float *pointer_vertex; - const float *pointer_color; - const float *pointer_texcoord[MAX_TEXTUREUNITS]; + // matrices + matrix4x4_t texmatrix[MAX_TEXTUREUNITS]; + // pointers + const float *pointer_texcoord[MAX_TEXTUREUNITS]; // 2D + const float *pointer_texcoord3f[MAX_TEXTUREUNITS]; // 3D + int pointer_texcoord_bufferobject[MAX_TEXTUREUNITS]; // 2D and 3D + size_t pointer_texcoord_bufferoffset[MAX_TEXTUREUNITS]; // 2D and 3D } rmeshstate_t; -// overbright rendering scale for the current state -extern int r_lightmapscalebit; -extern float r_colorscale; -extern float *varray_vertex3f; -extern float *varray_color4f; -extern float *varray_texcoord3f[MAX_TEXTUREUNITS]; -extern float *varray_texcoord2f[MAX_TEXTUREUNITS]; -extern int mesh_maxverts; - // adds console variables and registers the render module (only call from GL_Init) void gl_backend_init(void); @@ -65,63 +74,54 @@ void R_Mesh_Start(void); // (only valid after R_Mesh_Start) void R_Mesh_Finish(void); -// sets up the requested transform matrix +// allocates a static element array buffer object +// (storing triangle data in video memory) +int R_Mesh_CreateStaticEBO(void *data, size_t size); +// frees an element array buffer object +void R_Mesh_DestroyEBO(int bufferobject); +// allocates a static vertex/element array buffer object +// (storing vertex or element data in video memory) +// target is GL_ELEMENT_ARRAY_BUFFER_ARB (triangle elements) +// or GL_ARRAY_BUFFER_ARB (vertex data) +int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name); +// frees a vertex/element array buffer object +void R_Mesh_DestroyBufferObject(int bufferobject); +void GL_Mesh_ListVBOs(qboolean printeach); + +// sets up the requested vertex 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 +// sets the vertex array pointer +void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset); +// sets the color array pointer (GL_Color only works when this is NULL) +void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset); +// sets the texcoord array pointer for an array unit +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset); +// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others) +void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap); +// sets these are like TexBindAll with only one of the texture indices non-zero +// (binds one texture type and unbinds all other types) +void R_Mesh_TexBind1D(unsigned int unitnum, int texnum); +void R_Mesh_TexBind(unsigned int unitnum, int texnum); +void R_Mesh_TexBind3D(unsigned int unitnum, int texnum); +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum); +// sets the texcoord matrix for a texenv unit +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix); +// sets the combine state for a texenv unit +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale); +// set up the requested texture state void R_Mesh_TextureState(const rmeshstate_t *m); +// set up a blank texture state (faster/easier specialized version of R_Mesh_TextureState) +void R_Mesh_ResetTextureState(void); -// forcefully ends a batch (do this before calling any gl functions directly) -void R_Mesh_EndBatch(void); -// prepares varray_* buffers for rendering a mesh -void R_Mesh_GetSpace(int numverts); -// renders a mesh (optionally with batching) -void R_Mesh_Draw(int numverts, int numtriangles, const int *elements); -// renders a mesh without affecting batching -void R_Mesh_Draw_NoBatching(int numverts, int numtriangles, const int *elements); - -// copies a vertex3f array into varray_vertex3f -void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts); -// copies a texcoord2f array into varray_texcoord[tmu] -void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts); -// copies a color4f array into varray_color4f -void R_Mesh_CopyColor4f(const float *color4f, int numverts); -// copies a texcoord2f array into another array, with scrolling -void R_ScrollTexCoord2f (float *out2f, const float *in2f, int numverts, float s, float t); +// renders a mesh +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s); // 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); +qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect); // 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); +void R_ClearScreen(qboolean fogcolor); +// invoke refresh of loading plaque (nothing else seen) +void SCR_UpdateLoadingScreen(qboolean clear); #endif