mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 08:51:22 +00:00
26d58b1694
Changed stats.log to save to savegamedir instead of the Quake2 root folder. Renamed cvars menu_sensitivity, menu_rotate, and menu_alpha to ui_sensitivity, ui_item_rotate, and ui_background_alpha. Removed some unused cvars. Added CVAR_SAVE_IGNORE flag to "game" and "gamedir" cvars. Added descriptions for most cvars. Added dumpcvars command to output a list of cvars with their descriptions to cvarlist.txt.
1019 lines
27 KiB
C
1019 lines
27 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifdef _WIN32
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# include <windows.h>
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#endif
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glext.h" //Knightmare- MrG's shader waterwarp support
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#include <math.h>
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#ifndef __linux__
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#ifndef GL_COLOR_INDEX8_EXT
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#define GL_COLOR_INDEX8_EXT GL_COLOR_INDEX
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#endif
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#endif
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#include "../client/ref.h"
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#include "qgl.h"
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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#ifndef __VIDDEF_T
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#define __VIDDEF_T
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typedef struct
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{
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unsigned width, height; // coordinates from main game
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} viddef_t;
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#endif
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extern viddef_t vid;
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/*
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skins will be outline flood filled and mip mapped
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pics and sprites with alpha will be outline flood filled
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pic won't be mip mapped
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model skin
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sprite frame
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wall texture
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pic
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*/
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typedef enum
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{
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it_skin,
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it_sprite,
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it_wall,
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it_pic,
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it_font,
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it_sky,
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it_part // Knightmare added
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} imagetype_t;
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typedef struct image_s
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{
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char name[MAX_QPATH]; // game path, including extension
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long hash; // to speed up searching
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imagetype_t type;
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int width, height; // source image
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int upload_width, upload_height; // after power of two and picmip
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int registration_sequence; // 0 = free
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struct msurface_s *texturechain; // for sort-by-texture world drawing
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struct msurface_s *warp_texturechain; // same as above, for warp surfaces
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int texnum; // gl texture binding
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float sl, tl, sh, th; // 0,0 - 1,1 unless part of the scrap
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qboolean scrap;
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qboolean has_alpha;
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qboolean paletted;
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qboolean is_cin; // Heffo - To identify a cin texture's image_t
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float replace_scale_w; // Knightmare- for scaling hi-res replacement images
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float replace_scale_h; // Knightmare- for scaling hi-res replacement images
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} image_t;
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#define MAX_LIGHTMAPS 256 // change by Brendon Chung, was 128
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#define TEXNUM_LIGHTMAPS 1024
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//#define TEXNUM_SCRAPS 1152
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//#define TEXNUM_IMAGES 1153
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#define TEXNUM_SCRAPS TEXNUM_LIGHTMAPS + MAX_LIGHTMAPS
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#define TEXNUM_IMAGES TEXNUM_SCRAPS + 1
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#define MAX_GLTEXTURES 16384 // 4096 // Knightmare increased, was 1024
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//Harven MD3 ++
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#include "r_alias.h" // needs image_t struct
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//Harven MD3 --
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//===================================================================
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typedef enum
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{
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rserr_ok,
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rserr_invalid_fullscreen,
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rserr_invalid_mode,
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rserr_unknown
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} rserr_t;
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#include "r_model.h"
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void GL_BeginRendering (int *x, int *y, int *width, int *height);
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void GL_EndRendering (void);
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void GL_UpdateSwapInterval( void );
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extern float gldepthmin, gldepthmax;
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typedef struct
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{
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float x, y, z;
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float s, t;
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float r, g, b;
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} glvert_t;
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#define MAX_LBM_HEIGHT 480
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#define BACKFACE_EPSILON 0.01
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//====================================================
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extern image_t gltextures[MAX_GLTEXTURES];
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extern int numgltextures;
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#define PARTICLE_TYPES 256
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typedef enum {
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DL_NULLMODEL1=0,
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DL_NULLMODEL2,
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NUM_DISPLAY_LISTS
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} displaylist_t;
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typedef struct glmedia_s {
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image_t *notexture; // used for bad textures
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image_t *whitetexture; // used for solid colors
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image_t *distTextureARB; // used for warp distortion
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image_t *rawtexture; // used for cinematics
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image_t *envmappic;
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image_t *spheremappic;
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image_t *shelltexture;
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image_t *celshadetexture;
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image_t *causticwaterpic;
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image_t *causticslimepic;
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image_t *causticlavapic;
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image_t *particlebeam;
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image_t *particletextures[PARTICLE_TYPES];
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unsigned displayLists[NUM_DISPLAY_LISTS];
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} glmedia_t;
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extern glmedia_t glMedia;
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extern entity_t *currententity;
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extern int r_worldframe; // Knightmare added for trans animations
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extern model_t *currentmodel;
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extern int r_visframecount;
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extern int r_framecount;
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extern cplane_t frustum[4];
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extern int c_brush_calls, c_brush_surfs, c_brush_polys, c_alias_polys, c_part_polys;
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// Knightmare- saveshot buffer
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extern byte *saveshotdata;
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extern int gl_filter_min, gl_filter_max;
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//
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// view origin
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//
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extern vec3_t vup;
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extern vec3_t vpn;
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extern vec3_t vright;
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extern vec3_t r_origin;
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extern GLdouble r_farz; // Knightmare- variable sky range, made this a global var
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//
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// screen size info
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//
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extern refdef_t r_newrefdef;
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extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_driver;
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extern cvar_t *r_norefresh;
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extern cvar_t *r_lefthand;
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extern cvar_t *r_drawentities;
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extern cvar_t *r_drawworld;
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extern cvar_t *r_speeds;
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extern cvar_t *r_fullbright;
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extern cvar_t *r_novis;
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extern cvar_t *r_nocull;
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extern cvar_t *r_lerpmodels;
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extern cvar_t *r_ignorehwgamma; // Knightmare- hardware gamma
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extern cvar_t *r_displayrefresh; // Knightmare- refresh rate control
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extern cvar_t *r_waterwave; // Knightmare- water waves
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extern cvar_t *r_caustics; // Barnes water caustics
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extern cvar_t *r_glows; // texture glows
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extern cvar_t *r_saveshotsize;// Knightmare- save shot size option
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// Knightmare- lerped dlights on models
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extern cvar_t *r_dlights_normal;
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extern cvar_t *r_model_shading;
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extern cvar_t *r_model_dlights;
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extern cvar_t *r_model_minlight;
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extern cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level
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// Knightmare- added Vic's RGB brightening
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extern cvar_t *r_rgbscale;
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// Knightmare- added Psychospaz's console font size option
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extern cvar_t *con_font;
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extern cvar_t *con_font_size;
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//extern cvar_t *r_vertex_arrays; // unused
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//extern cvar_t *gl_ext_palettedtexture;
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//extern cvar_t *gl_ext_pointparameters;
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//extern cvar_t *r_ext_swapinterval; // unused
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extern cvar_t *r_ext_multitexture;
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extern cvar_t *r_ext_draw_range_elements;
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extern cvar_t *r_ext_compiled_vertex_array;
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extern cvar_t *r_arb_texturenonpoweroftwo;
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extern cvar_t *r_nonpoweroftwo_mipmaps;
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extern cvar_t *r_sgis_generatemipmap; // Knightmare- whether to use GL_SGIS_generate_mipmap
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extern cvar_t *r_newlightmapformat; // Knightmare- whether to use new lightmap format
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extern cvar_t *r_ext_mtexcombine; // Vic's RGB brightening
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extern cvar_t *r_stencilTwoSide; // Echon's two-sided stenciling
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extern cvar_t *r_arb_vertex_buffer_object;
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extern cvar_t *r_pixel_shader_warp; // allow disabling the nVidia water warp
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extern cvar_t *r_trans_lighting; // allow disabling of lighting on trans surfaces
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extern cvar_t *r_warp_lighting; // allow disabling of lighting on warp surfaces
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extern cvar_t *r_warp_lighting_sample_offset; // allow adjustment of lighting sampling offset
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extern cvar_t *r_solidalpha; // allow disabling of trans33+trans66 surface flag combining
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extern cvar_t *r_entity_fliproll; // allow disabling of backwards alias model roll
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extern cvar_t *r_old_nullmodel; // allow selection of nullmodel
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extern cvar_t *r_glass_envmaps; // Psychospaz's envmapping
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//extern cvar_t *r_trans_surf_sorting; // trans bmodel sorting
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extern cvar_t *r_shelltype; // entity shells: 0 = solid, 1 = warp, 2 = spheremap
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extern cvar_t *r_ext_texture_compression; // Heffo - ARB Texture Compression
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extern cvar_t *r_lightcutoff; //** DMP - allow dynamic light cutoff to be user-settable
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extern cvar_t *r_screenshot_format; // determines screenshot format
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//extern cvar_t *r_screenshot_jpeg; // Heffo - JPEG Screenshots
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extern cvar_t *r_screenshot_jpeg_quality; // Heffo - JPEG Screenshots
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extern cvar_t *r_screenshot_gamma_correct; // gamma correction for screenshots
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//extern cvar_t *r_nosubimage; // unused
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extern cvar_t *r_bitdepth;
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extern cvar_t *r_mode;
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extern cvar_t *r_log;
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extern cvar_t *r_lightmap;
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extern cvar_t *r_shadows;
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extern cvar_t *r_shadowalpha;
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extern cvar_t *r_shadowrange;
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extern cvar_t *r_shadowvolumes;
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extern cvar_t *r_shadow_self;
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extern cvar_t *r_shadow_zfail;
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extern cvar_t *r_stencil; // stenciling for color shells
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extern cvar_t *r_transrendersort; // correct trasparent sorting
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extern cvar_t *r_particle_lighting; // particle lighting
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extern cvar_t *r_particle_min;
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extern cvar_t *r_particle_max;
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extern cvar_t *r_particledistance;
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extern cvar_t *r_dynamic;
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extern cvar_t *r_monolightmap;
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extern cvar_t *r_nobind;
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//extern cvar_t *r_round_down; // unused
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extern cvar_t *r_picmip;
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extern cvar_t *r_skymip;
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//extern cvar_t *r_playermip; // unused
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extern cvar_t *r_showtris;
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extern cvar_t *r_showbbox; // Knightmare- show model bounding box
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extern cvar_t *r_finish;
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extern cvar_t *r_ztrick;
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extern cvar_t *r_cull;
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extern cvar_t *r_polyblend;
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extern cvar_t *r_flashblend;
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extern cvar_t *r_lightmaptype;
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extern cvar_t *r_modulate;
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extern cvar_t *r_drawbuffer;
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extern cvar_t *r_3dlabs_broken;
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extern cvar_t *r_swapinterval;
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extern cvar_t *r_anisotropic;
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extern cvar_t *r_anisotropic_avail;
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extern cvar_t *r_font_upscale;
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extern cvar_t *r_nvfog_dist;
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extern cvar_t *r_nvfog_dist_mode;
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extern cvar_t *r_texturemode;
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//extern cvar_t *r_texturealphamode;
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//extern cvar_t *r_texturesolidmode;
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extern cvar_t *r_saturatelighting;
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extern cvar_t *r_lockpvs;
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extern cvar_t *r_intensity;
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extern cvar_t *r_skydistance; // variable sky range
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extern cvar_t *r_fog_skyratio; // variable sky fog ratio
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//extern cvar_t *r_saturation; //** DMP
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// Changable color for r_clearcolor (enabled by gl_clar)
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extern cvar_t *r_clearcolor_r;
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extern cvar_t *r_clearcolor_g;
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extern cvar_t *r_clearcolor_b;
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extern cvar_t *r_bloom;
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// Discoloda's cel shading
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extern cvar_t *r_celshading;
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extern cvar_t *r_celshading_width;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *vid_gamma;
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extern int gl_lightmap_format;
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extern int gl_solid_format;
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extern int gl_alpha_format;
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extern int gl_tex_solid_format;
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extern int gl_tex_alpha_format;
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extern int c_visible_lightmaps;
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extern int c_visible_textures;
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extern float r_world_matrix[16];
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extern vec4_t r_clearColor; // for gl_clear
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// entity sorting struct
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typedef struct sortedelement_s sortedelement_t;
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typedef struct sortedelement_s
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{
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void *data;
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vec_t len;
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vec3_t org;
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sortedelement_t *left, *right;
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};
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//
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// r_image.c
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//
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void R_TranslatePlayerSkin (int playernum);
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// Knightmare- added some of Psychospaz's shortcuts
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void ElementAddNode (sortedelement_t *base, sortedelement_t *thisElement);
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int transCompare (const void *arg1, const void *arg2);
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void R_MaxColorVec (vec3_t color);
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//
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// r_entity.c
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//
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extern sortedelement_t *ents_trans;
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extern sortedelement_t *ents_viewweaps;
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extern sortedelement_t *ents_viewweaps_trans;
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void R_DrawEntitiesOnList (sortedelement_t *list);
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void R_DrawAllEntities (qboolean addViewWeaps);
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void R_DrawAllEntityShadows (void);
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void R_DrawSolidEntities ();
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//
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// r_particle.c
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//
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extern sortedelement_t *parts_prerender;
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void R_BuildParticleList (void);
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void R_SortParticlesOnList (void);
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void R_DrawParticles (sortedelement_t *list);
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void R_DrawAllParticles (void);
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void R_DrawDecals (void);
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void R_DrawAllDecals (void);
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//
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// r_light.c
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//
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#define DYNAMIC_LIGHT_WIDTH 128
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#define DYNAMIC_LIGHT_HEIGHT 128
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#define LIGHTMAP_BYTES 4
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#define LM_BLOCK_WIDTH 128
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#define LM_BLOCK_HEIGHT 128
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//#define MAX_LIGHTMAPS 128 // moved this up above to keeep TEXNUM_* values aligned
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#define GL_LIGHTMAP_FORMAT GL_BGRA // was GL_RGBA
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#define GL_LIGHTMAP_TYPE GL_UNSIGNED_INT_8_8_8_8_REV // was GL_UNSIGNED_BYTE
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#define BATCH_LM_UPDATES
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typedef struct
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{
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unsigned int left;
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unsigned int right;
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unsigned int top;
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unsigned int bottom;
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} rect_t;
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typedef struct
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{
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int internal_format;
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int format;
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int type;
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int current_lightmap_texture;
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msurface_t *lightmap_surfaces[MAX_LIGHTMAPS];
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int allocated[LM_BLOCK_WIDTH];
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// the lightmap texture data needs to be kept in
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// main memory so texsubimage can update properly
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unsigned lightmap_buffer[LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT];
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#ifdef BATCH_LM_UPDATES // Knightmare added
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unsigned *lightmap_update[MAX_LIGHTMAPS];
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rect_t lightrect[MAX_LIGHTMAPS];
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qboolean modified[MAX_LIGHTMAPS];
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#endif // BATCH_LM_UPDATES
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} gllightmapstate_t;
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extern gllightmapstate_t gl_lms;
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//void R_LightPoint (vec3_t p, vec3_t color);
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void R_LightPoint (vec3_t p, vec3_t color, qboolean isEnt);
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void R_LightPointDynamics (vec3_t p, vec3_t color, m_dlight_t *list, int *amount, int max);
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void R_PushDlights (void);
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void R_ShadowLight (vec3_t pos, vec3_t lightAdd);
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
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//====================================================================
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extern model_t *r_worldmodel;
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extern unsigned d_8to24table[256];
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extern float d_8to24tablef[256][3]; //Knightmare added
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extern int registration_sequence;
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void V_AddBlend (float r, float g, float b, float a, float *v_blend);
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//
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// r_main.c
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//
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qboolean R_Init ( void *hinstance, void *hWnd, char *reason );
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void R_ClearState (void);
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void R_Shutdown (void);
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void R_RenderView (refdef_t *fd);
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void R_BeginFrame( float camera_separation );
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void R_SwapBuffers( int );
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void R_SetPalette ( const unsigned char *palette);
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//
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// r_misc.c
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|
//
|
|
void R_CreateDisplayLists (void);
|
|
void R_ClearDisplayLists (void);
|
|
void R_InitMedia (void);
|
|
void R_ShutdownMedia (void);
|
|
void R_ScreenShot_f (void);
|
|
void R_ScreenShot_Silent_f (void);
|
|
void R_ScreenShot_TGA_f (void);
|
|
void R_ScreenShot_JPG_f (void);
|
|
void R_ScreenShot_PNG_f (void);
|
|
|
|
//
|
|
// r_model.c
|
|
//
|
|
void R_DrawAliasMD2Model (entity_t *e);
|
|
void R_DrawAliasMD2ModelShadow (entity_t *e);
|
|
//Harven++ MD3
|
|
void R_DrawAliasModel (entity_t *e);
|
|
void R_DrawAliasModelShadow (entity_t *e);
|
|
//Harven-- MD3
|
|
void R_DrawBrushModel (entity_t *e);
|
|
void R_DrawSpriteModel (entity_t *e);
|
|
void R_DrawBeam( entity_t *e );
|
|
void R_DrawWorld (void);
|
|
void R_RenderDlights (void);
|
|
void R_DrawAlphaSurfaces (void);
|
|
void R_RenderBrushPoly (msurface_t *fa);
|
|
void R_InitMedia (void);
|
|
void R_DrawInitLocal (void);
|
|
void R_SubdivideSurface (msurface_t *fa);
|
|
qboolean R_CullBox (vec3_t mins, vec3_t maxs);
|
|
void R_RotateForEntity (entity_t *e, qboolean full);
|
|
int R_RollMult (void);
|
|
void R_MarkLeaves (void);
|
|
|
|
//
|
|
// r_alias_misc.c
|
|
//
|
|
#define NUMVERTEXNORMALS 162
|
|
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
|
|
|
|
// precalculated dot products for quantized angles
|
|
#define SHADEDOT_QUANT 16
|
|
extern float r_avertexnormal_dots[SHADEDOT_QUANT][256];
|
|
|
|
extern float *shadedots;
|
|
|
|
#define MAX_MODEL_DLIGHTS 32
|
|
extern m_dlight_t model_dlights[MAX_MODEL_DLIGHTS];
|
|
extern int model_dlights_num;
|
|
|
|
extern vec3_t shadelight;
|
|
extern vec3_t lightspot;
|
|
extern float shellFlowH, shellFlowV;
|
|
|
|
void R_ShadowLight (vec3_t pos, vec3_t lightAdd);
|
|
void R_SetShellBlend (qboolean toggle);
|
|
void R_SetVertexRGBScale (qboolean toggle);
|
|
qboolean FlowingShell (void);
|
|
float R_CalcEntAlpha (float alpha, vec3_t point);
|
|
float R_CalcShadowAlpha (entity_t *e);
|
|
void R_ShadowBlend (float alpha);
|
|
void R_FlipModel (qboolean on, qboolean cullOnly);
|
|
void R_SetBlendModeOn (image_t *skin);
|
|
void R_SetBlendModeOff (void);
|
|
void R_SetShadeLight (void);
|
|
void R_DrawAliasModelBBox (vec3_t bbox[8], entity_t *e, float red, float green, float blue, float alpha);
|
|
|
|
//
|
|
// r_backend.c
|
|
//
|
|
// MrG's Vertex array stuff
|
|
#define MAX_TEXTURE_UNITS 4 // was 2
|
|
#define MAX_VERTICES 16384
|
|
#define MAX_INDICES MAX_VERTICES * 4
|
|
|
|
|
|
#define VA_SetElem2(v,a,b) ((v)[0]=(a),(v)[1]=(b))
|
|
#define VA_SetElem3(v,a,b,c) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c))
|
|
#define VA_SetElem4(v,a,b,c,d) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c),(v)[3]=(d))
|
|
|
|
#define VA_SetElem2v(v,a) ((v)[0]=(a)[0],(v)[1]=(a)[1])
|
|
#define VA_SetElem3v(v,a) ((v)[0]=(a)[0],(v)[1]=(a)[1],(v)[2]=(a)[2])
|
|
#define VA_SetElem4v(v,a) ((v)[0]=(a)[0],(v)[1]=(a)[1],(v)[2]=(a)[2],(v)[3]=(a)[3])
|
|
|
|
|
|
extern unsigned indexArray[MAX_INDICES];
|
|
extern float texCoordArray[MAX_TEXTURE_UNITS][MAX_VERTICES][2];
|
|
extern float vertexArray[MAX_VERTICES][3];
|
|
extern float colorArray[MAX_VERTICES][4];
|
|
extern float inTexCoordArray[MAX_VERTICES][2];
|
|
extern float celTexCoordArray[MAX_VERTICES][2]; // for cel shading
|
|
extern unsigned rb_vertex, rb_index;
|
|
// end vertex array stuff
|
|
|
|
void RB_InitBackend (void);
|
|
float RB_CalcGlowColor (renderparms_t *parms);
|
|
void RB_ModifyTextureCoords (float *inArray, float *inVerts, int numVerts, renderparms_t *parms);
|
|
qboolean RB_CheckArrayOverflow (int numVerts, int numIndex);
|
|
void RB_RenderMeshGeneric (qboolean drawTris);
|
|
void RB_DrawArrays (void);
|
|
void RB_DrawMeshTris (void);
|
|
|
|
|
|
//
|
|
// r_arb_program.c
|
|
//
|
|
void R_Compile_ARB_Programs ();
|
|
|
|
typedef enum
|
|
{
|
|
F_PROG_HEATHAZEMASK = 0,
|
|
F_PROG_WARP,
|
|
F_PROG_WARP_LM,
|
|
F_PROG_WATER_DISTORT,
|
|
NUM_FRAGMENT_PROGRAM
|
|
} fr_progs;
|
|
|
|
typedef enum
|
|
{
|
|
V_PROG_DISTORT = 0,
|
|
NUM_VERTEX_PROGRAM
|
|
} vrt_progs;
|
|
|
|
|
|
extern GLuint fragment_programs[NUM_FRAGMENT_PROGRAM];
|
|
extern GLuint vertex_programs[NUM_VERTEX_PROGRAM];
|
|
|
|
|
|
//
|
|
// r_warp.c
|
|
//
|
|
//glpoly_t *WaterWarpPolyVerts (glpoly_t *p);
|
|
void R_InitDSTTex (void);
|
|
void R_DrawWarpSurface (msurface_t *fa, float alpha, qboolean render);
|
|
|
|
|
|
//
|
|
// r_sky.c
|
|
//
|
|
void R_AddSkySurface (msurface_t *fa);
|
|
void R_ClearSkyBox (void);
|
|
void R_DrawSkyBox (void);
|
|
|
|
|
|
//
|
|
// r_surf.c
|
|
//
|
|
|
|
|
|
//
|
|
// r_bloom.c
|
|
//
|
|
void R_BloomBlend( refdef_t *fd );
|
|
void R_InitBloomTextures( void );
|
|
|
|
|
|
#if 0
|
|
short LittleShort (short l);
|
|
short BigShort (short l);
|
|
int LittleLong (int l);
|
|
float LittleFloat (float f);
|
|
|
|
char *va(char *format, ...);
|
|
// does a varargs printf into a temp buffer
|
|
#endif
|
|
|
|
|
|
//void COM_StripExtension (char *in, char *out, size_t outSize);
|
|
|
|
//
|
|
// r_draw.c
|
|
//
|
|
void R_DrawGetPicSize (int *w, int *h, char *name);
|
|
void R_DrawPic (int x, int y, char *name);
|
|
// added alpha for Psychospaz's transparent console
|
|
void R_DrawStretchPic (int x, int y, int w, int h, char *name, float alpha);
|
|
// Psychospaz's scaled crosshair support
|
|
void R_DrawScaledPic (int x, int y, float scale, float alpha, char *pic);
|
|
void R_InitChars (void);
|
|
void R_FlushChars (void);
|
|
void R_DrawChar (float x, float y, int num, float scale,
|
|
int red, int green, int blue, int alpha, qboolean italic, qboolean last);
|
|
void R_DrawTileClear (int x, int y, int w, int h, char *name);
|
|
void R_DrawFill (int x, int y, int w, int h, int red, int green, int blue, int alpha);
|
|
float R_CharMapScale (void);
|
|
|
|
#ifdef ROQ_SUPPORT
|
|
void R_DrawStretchRaw (int x, int y, int w, int h, const byte *raw, int rawWidth, int rawHeight);
|
|
#else // old 8-bit, 256x256 version
|
|
void r_DrawStretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data);
|
|
#endif // ROQ_SUPPORT
|
|
|
|
|
|
//
|
|
// r_image.c
|
|
//
|
|
int Draw_GetPalette (void);
|
|
//void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight);
|
|
void GL_ResampleTexture (void *indata, int inwidth, int inheight, void *outdata, int outwidth, int outheight);
|
|
struct image_s *R_RegisterSkin (char *name);
|
|
|
|
void LoadPCX (char *filename, byte **pic, byte **palette, int *width, int *height);
|
|
// Knightmare added
|
|
void LoadTGA (char *name, byte **pic, int *width, int *height);
|
|
void LoadJPG (char *filename, byte **pic, int *width, int *height);
|
|
|
|
image_t *R_LoadPic (char *name, byte *pic, int width, int height, imagetype_t type, int bits);
|
|
image_t *R_FindImage (char *name, imagetype_t type);
|
|
void GL_UpdateAnisoMode (void);
|
|
void GL_TextureMode( char *string );
|
|
void R_ImageList_f (void);
|
|
//void GL_SetTexturePalette( unsigned palette[256] );
|
|
void R_InitFailedImgList (void);
|
|
void R_InitImages (void);
|
|
void R_ShutdownImages (void);
|
|
void R_FreeUnusedImages (void);
|
|
//void GL_TextureAlphaMode( char *string );
|
|
//void GL_TextureSolidMode( char *string );
|
|
|
|
//
|
|
// r_upscale.c
|
|
//
|
|
void R_Upscale2x_Render (unsigned int *output, const unsigned int *input, int width, int height);
|
|
void R_Upscale4x_Render (unsigned int *output, const unsigned int *input, int width, int height);
|
|
void R_Upscale_Init (void);
|
|
|
|
/*
|
|
** GL extension emulation functions
|
|
*/
|
|
void GL_DrawParticles( int num_particles );
|
|
|
|
//
|
|
// r_fog.c
|
|
//
|
|
void R_SetFog (void);
|
|
void R_SetFog2D (void);
|
|
void R_SetSkyFog (qboolean setSkyFog);
|
|
void R_SuspendFog (void);
|
|
void R_ResumeFog (void);
|
|
void R_InitFogVars (void);
|
|
void R_SetFogVars (qboolean enable, int model, int density,
|
|
int start, int end, int red, int green, int blue);
|
|
|
|
/*
|
|
** GL config stuff
|
|
*/
|
|
/*#define GL_RENDERER_VOODOO 0x00000001
|
|
#define GL_RENDERER_VOODOO2 0x00000002
|
|
#define GL_RENDERER_VOODOO_RUSH 0x00000004
|
|
#define GL_RENDERER_BANSHEE 0x00000008
|
|
#define GL_RENDERER_3DFX 0x0000000F
|
|
|
|
#define GL_RENDERER_PCX1 0x00000010
|
|
#define GL_RENDERER_PCX2 0x00000020
|
|
#define GL_RENDERER_PMX 0x00000040
|
|
#define GL_RENDERER_POWERVR 0x00000070
|
|
|
|
#define GL_RENDERER_PERMEDIA2 0x00000100
|
|
#define GL_RENDERER_GLINT_MX 0x00000200
|
|
#define GL_RENDERER_GLINT_TX 0x00000400
|
|
#define GL_RENDERER_3DLABS_MISC 0x00000800
|
|
#define GL_RENDERER_3DLABS 0x00000F00
|
|
|
|
#define GL_RENDERER_REALIZM 0x00001000
|
|
#define GL_RENDERER_REALIZM2 0x00002000
|
|
#define GL_RENDERER_INTERGRAPH 0x00003000
|
|
|
|
#define GL_RENDERER_3DPRO 0x00004000
|
|
#define GL_RENDERER_REAL3D 0x00008000
|
|
#define GL_RENDERER_RIVA128 0x00010000
|
|
#define GL_RENDERER_DYPIC 0x00020000
|
|
|
|
#define GL_RENDERER_V1000 0x00040000
|
|
#define GL_RENDERER_V2100 0x00080000
|
|
#define GL_RENDERER_V2200 0x00100000
|
|
#define GL_RENDERER_RENDITION 0x001C0000
|
|
|
|
#define GL_RENDERER_O2 0x00100000
|
|
#define GL_RENDERER_IMPACT 0x00200000
|
|
#define GL_RENDERER_RE 0x00400000
|
|
#define GL_RENDERER_IR 0x00800000
|
|
#define GL_RENDERER_SGI 0x00F00000
|
|
|
|
#define GL_RENDERER_MCD 0x01000000
|
|
#define GL_RENDERER_OTHER 0x80000000*/
|
|
|
|
|
|
enum {
|
|
GLREND_DEFAULT = 1 << 0,
|
|
|
|
GLREND_MCD = 1 << 1,
|
|
GLREND_3DLABS = 1 << 2,
|
|
GLREND_GLINT_MX = 1 << 3,
|
|
GLREND_PCX1 = 1 << 4,
|
|
GLREND_PCX2 = 1 << 5,
|
|
GLREND_PERMEDIA2 = 1 << 6,
|
|
GLREND_PMX = 1 << 7,
|
|
GLREND_POWERVR = 1 << 8,
|
|
GLREND_REALIZM = 1 << 9,
|
|
GLREND_RENDITION = 1 << 10,
|
|
GLREND_SGI = 1 << 11,
|
|
GLREND_SIS = 1 << 12,
|
|
GLREND_VOODOO = 1 << 13,
|
|
|
|
GLREND_NVIDIA = 1 << 14,
|
|
GLREND_GEFORCE = 1 << 15,
|
|
|
|
GLREND_ATI = 1 << 16,
|
|
GLREND_RADEON = 1 << 17,
|
|
|
|
GLREND_MATROX = 1 << 18,
|
|
GLREND_INTEL = 1 << 19
|
|
};
|
|
|
|
|
|
typedef struct
|
|
{
|
|
int rendType;
|
|
const char *renderer_string;
|
|
const char *vendor_string;
|
|
const char *version_string;
|
|
const char *extensions_string;
|
|
|
|
// for parsing newer OpenGL versions
|
|
int version_major;
|
|
int version_minor;
|
|
int version_release;
|
|
|
|
qboolean allowCDS;
|
|
// max texture size
|
|
int max_texsize;
|
|
int max_texunits;
|
|
|
|
// non-power of two texture support
|
|
qboolean arbTextureNonPowerOfTwo;
|
|
|
|
qboolean vertexBufferObject;
|
|
qboolean multitexture;
|
|
qboolean mtexcombine; // added Vic's RGB brightening
|
|
|
|
qboolean have_stencil;
|
|
qboolean extStencilWrap;
|
|
qboolean atiSeparateStencil;
|
|
qboolean extStencilTwoSide;
|
|
|
|
qboolean extCompiledVertArray;
|
|
qboolean drawRangeElements;
|
|
|
|
// texture shader support
|
|
qboolean arb_fragment_program;
|
|
qboolean arb_vertex_program;
|
|
qboolean NV_texshaders;
|
|
|
|
// anisotropic filtering
|
|
qboolean anisotropic;
|
|
float max_anisotropy;
|
|
|
|
// nVidia fog support
|
|
qboolean nvFogAvailable;
|
|
int nvFogMode;
|
|
|
|
qboolean newLMFormat; // whether to use GL_BGRA lightmaps
|
|
} glconfig_t;
|
|
|
|
|
|
// Knightmare- OpenGL state manager
|
|
typedef struct
|
|
{
|
|
float inverse_intensity;
|
|
qboolean fullscreen;
|
|
|
|
int prev_mode;
|
|
|
|
unsigned char *d_16to8table;
|
|
|
|
int lightmap_textures;
|
|
|
|
int currenttextures[MAX_TEXTURE_UNITS];
|
|
unsigned int currenttmu;
|
|
qboolean activetmu[MAX_TEXTURE_UNITS];
|
|
|
|
float camera_separation;
|
|
qboolean stereo_enabled;
|
|
|
|
// advanced state manager - MrG
|
|
qboolean texgen;
|
|
|
|
qboolean regCombiners;
|
|
qboolean sgis_mipmap;
|
|
unsigned int dst_texture;
|
|
|
|
qboolean envAdd;
|
|
qboolean stencilEnabled;
|
|
|
|
qboolean gammaRamp;
|
|
|
|
qboolean cullFace;
|
|
qboolean polygonOffsetFill; // Knightmare added
|
|
qboolean TexShaderNV;
|
|
qboolean vertexProgram;
|
|
qboolean fragmentProgram;
|
|
qboolean alphaTest;
|
|
qboolean blend;
|
|
qboolean stencilTest;
|
|
qboolean depthTest;
|
|
qboolean scissorTest;
|
|
|
|
qboolean texRectangle;
|
|
qboolean in2d;
|
|
qboolean arraysLocked;
|
|
// End - MrG
|
|
|
|
GLenum cullMode;
|
|
GLenum shadeModelMode;
|
|
GLfloat depthMin;
|
|
GLfloat depthMax;
|
|
GLfloat offsetFactor;
|
|
GLfloat offsetUnits;
|
|
GLenum alphaFunc;
|
|
GLclampf alphaRef;
|
|
GLenum blendSrc;
|
|
GLenum blendDst;
|
|
GLenum depthFunc;
|
|
GLboolean depthMask;
|
|
|
|
qboolean texture_compression; // Heffo - ARB Texture Compression
|
|
|
|
unsigned char originalRedGammaTable[256];
|
|
unsigned char originalGreenGammaTable[256];
|
|
unsigned char originalBlueGammaTable[256];
|
|
} glstate_t;
|
|
|
|
extern glconfig_t glConfig;
|
|
extern glstate_t glState;
|
|
|
|
//
|
|
// r_glstate.c
|
|
//
|
|
void GL_Stencil (qboolean enable, qboolean shell);
|
|
void R_ParticleStencil (int passnum);
|
|
qboolean GL_HasStencil (void);
|
|
|
|
void GL_Enable (GLenum cap);
|
|
void GL_Disable (GLenum cap);
|
|
void GL_ShadeModel (GLenum mode);
|
|
void GL_TexEnv (GLenum value);
|
|
void GL_CullFace (GLenum mode);
|
|
void GL_PolygonOffset (GLfloat factor, GLfloat units);
|
|
void GL_AlphaFunc (GLenum func, GLclampf ref);
|
|
void GL_BlendFunc (GLenum src, GLenum dst);
|
|
void GL_DepthFunc (GLenum func);
|
|
void GL_DepthMask (GLboolean mask);
|
|
void GL_DepthRange (GLfloat rMin, GLfloat rMax);
|
|
void GL_LockArrays (int numVerts);
|
|
void GL_UnlockArrays (void);
|
|
void GL_EnableTexture (unsigned tmu);
|
|
void GL_DisableTexture (unsigned tmu);
|
|
void GL_EnableMultitexture(qboolean enable);
|
|
void GL_SelectTexture (unsigned tmu);
|
|
void GL_Bind (int texnum);
|
|
void GL_MBind (unsigned tmu, int texnum);
|
|
void GL_SetDefaultState (void);
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
IMPORTED FUNCTIONS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
void VID_Error (int err_level, char *str, ...);
|
|
|
|
void CL_SetParticleImages (void);
|
|
|
|
void Cmd_AddCommand (char *name, void(*cmd)(void));
|
|
void Cmd_RemoveCommand (char *name);
|
|
int Cmd_Argc (void);
|
|
char *Cmd_Argv (int i);
|
|
void Cbuf_ExecuteText (int exec_when, char *text);
|
|
|
|
void VID_Printf (int print_level, char *str, ...);
|
|
|
|
// files will be memory mapped read only
|
|
// the returned buffer may be part of a larger pak file,
|
|
// or a discrete file from anywhere in the quake search path
|
|
// a -1 return means the file does not exist
|
|
// NULL can be passed for buf to just determine existance
|
|
char **FS_GetFileList (const char *path, const char *extension, int *num);
|
|
int FS_LoadFile (char *name, void **buf);
|
|
void FS_FreeFile (void *buf);
|
|
|
|
// gamedir will be the current directory that generated
|
|
// files should be stored to, ie: "f:\quake\id1"
|
|
char *FS_Gamedir (void);
|
|
char *FS_Savegamedir (void);
|
|
|
|
cvar_t *Cvar_Get (char *name, char *value, int flags);
|
|
cvar_t *Cvar_Set (char *name, char *value );
|
|
void Cvar_SetValue (char *name, float value);
|
|
|
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qboolean VID_GetModeInfo (int *width, int *height, int mode);
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void VID_NewWindow (int width, int height);
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// Knightmare- added import of text color for renderer
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void CL_TextColor (int colornum, int *red, int *green, int *blue);
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/*
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====================================================================
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IMPLEMENTATION SPECIFIC FUNCTIONS
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====================================================================
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*/
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void GLimp_BeginFrame( float camera_separation );
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void GLimp_EndFrame( void );
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int GLimp_Init( void *hinstance, void *hWnd );
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void GLimp_Shutdown( void );
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int GLimp_SetMode( int *pwidth, int *pheight, int mode, qboolean fullscreen );
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void GLimp_AppActivate( qboolean active );
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void GLimp_EnableLogging( qboolean enable );
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void GLimp_LogNewFrame( void );
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