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293 lines
12 KiB
C++
293 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __RENDERER_H__
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#define __RENDERER_H__
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#include "framework/Common.h"
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#include "renderer/Model.h"
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/*
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===============================================================================
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idRenderSystem is responsible for managing the screen, which can have
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multiple idRenderWorld and 2D drawing done on it.
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===============================================================================
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*/
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// Contains variables specific to the OpenGL configuration being run right now.
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// These are constant once the OpenGL subsystem is initialized.
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typedef struct glconfig_s {
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const char *renderer_string;
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const char *vendor_string;
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const char *version_string;
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const char *extensions_string;
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float glVersion; // atof( version_string )
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int maxTextureSize; // queried from GL
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int maxTextureUnits;
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int maxTextureCoords;
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int maxTextureImageUnits;
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float maxTextureAnisotropy;
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int colorBits, alphabits, depthBits, stencilBits;
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bool multitextureAvailable;
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bool textureCompressionAvailable;
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bool anisotropicAvailable;
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bool textureLODBiasAvailable;
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bool textureEnvAddAvailable;
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bool textureEnvCombineAvailable;
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bool registerCombinersAvailable;
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bool cubeMapAvailable;
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bool envDot3Available;
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bool texture3DAvailable;
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bool sharedTexturePaletteAvailable;
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bool ARBVertexBufferObjectAvailable;
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bool ARBVertexProgramAvailable;
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bool ARBFragmentProgramAvailable;
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bool twoSidedStencilAvailable;
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bool textureNonPowerOfTwoAvailable;
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bool depthBoundsTestAvailable;
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// GL framebuffer size, see also winWidth and winHeight
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int vidWidth, vidHeight; // passed to R_BeginFrame
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int displayFrequency;
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bool isFullscreen;
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bool allowARB2Path;
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bool isInitialized;
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// DG: current video backend is known to need opaque default framebuffer
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// used if r_fillWindowAlphaChan == -1
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bool shouldFillWindowAlpha;
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// For some reason people decided that we need displays with ultra small pixels,
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// so everything rendered on them must be scaled up to be legible.
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// unfortunately, this bullshit feature was "improved" upon by deciding that the best
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// way to implement "High DPI" was to pretend that windows have fewer pixels than they
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// actually do, so the window size you get and mouse coordinates in them etc
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// are in e.g. 1024x768, while the physical window size is e.g. 1536x1152 pixels
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// (when the scaling factor is 1.5), and ideally the GL framebuffer has the physical
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// window size so things still look crisp.
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// Of course the reasonable solution would be to go back and time and nuke Cupertino,
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// where this nonsense scheme was invented, but as I lack the necessary funds,
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// I reluctantly add winWidth and winHeight and adjust the code that deals with window
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// coordinates, as far as that's possible..
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// (Isn't it fun that you have a 2256x1504 display, tell SDL to create a 1920x1080 window
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// and you get one that's much bigger and doesn't fit on the screen?)
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float winWidth, winHeight; // logical window size (different to vidWidth/height in HighDPI cases)
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} glconfig_t;
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// font support
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const int GLYPH_START = 0;
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const int GLYPH_END = 255;
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const int GLYPH_CHARSTART = 32;
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const int GLYPH_CHAREND = 127;
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const int GLYPHS_PER_FONT = GLYPH_END - GLYPH_START + 1;
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typedef struct {
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int height; // number of scan lines
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int top; // top of glyph in buffer
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int bottom; // bottom of glyph in buffer
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int pitch; // width for copying
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int xSkip; // x adjustment
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int imageWidth; // width of actual image
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int imageHeight; // height of actual image
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float s; // x offset in image where glyph starts
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float t; // y offset in image where glyph starts
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float s2;
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float t2;
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const idMaterial * glyph; // shader with the glyph
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char shaderName[32];
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} glyphInfo_t;
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typedef struct {
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glyphInfo_t glyphs [GLYPHS_PER_FONT];
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float glyphScale;
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char name[64];
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} fontInfo_t;
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typedef struct {
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fontInfo_t fontInfoSmall;
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fontInfo_t fontInfoMedium;
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fontInfo_t fontInfoLarge;
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int maxHeight;
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int maxWidth;
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int maxHeightSmall;
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int maxWidthSmall;
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int maxHeightMedium;
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int maxWidthMedium;
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int maxHeightLarge;
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int maxWidthLarge;
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char name[64];
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} fontInfoEx_t;
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const int SMALLCHAR_WIDTH = 8;
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const int SMALLCHAR_HEIGHT = 16;
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const int BIGCHAR_WIDTH = 16;
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const int BIGCHAR_HEIGHT = 16;
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// all drawing is done to a 640 x 480 virtual screen size
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// and will be automatically scaled to the real resolution
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const int SCREEN_WIDTH = 640;
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const int SCREEN_HEIGHT = 480;
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class idRenderWorld;
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class idRenderSystem {
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public:
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virtual ~idRenderSystem() {}
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// set up cvars and basic data structures, but don't
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// init OpenGL, so it can also be used for dedicated servers
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virtual void Init( void ) = 0;
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// only called before quitting
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virtual void Shutdown( void ) = 0;
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virtual void InitOpenGL( void ) = 0;
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virtual void ShutdownOpenGL( void ) = 0;
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virtual bool IsOpenGLRunning( void ) const = 0;
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virtual bool IsFullScreen( void ) const = 0;
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// NOTE: this is the physical width of the GL drawable (framebuffer) in pixels,
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// *not* the logical window size (in case of HighDPI that's not the same!)
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virtual int GetScreenWidth( void ) const = 0;
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// NOTE: this is the physical height of the GL drawable (framebuffer) in pixels,
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// *not* the logical window size (in case of HighDPI that's not the same!)
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virtual int GetScreenHeight( void ) const = 0;
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// allocate a renderWorld to be used for drawing
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virtual idRenderWorld * AllocRenderWorld( void ) = 0;
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virtual void FreeRenderWorld( idRenderWorld * rw ) = 0;
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// All data that will be used in a level should be
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// registered before rendering any frames to prevent disk hits,
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// but they can still be registered at a later time
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// if necessary.
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virtual void BeginLevelLoad( void ) = 0;
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virtual void EndLevelLoad( void ) = 0;
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// font support
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virtual bool RegisterFont( const char *fontName, fontInfoEx_t &font ) = 0;
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// GUI drawing just involves shader parameter setting and axial image subsections
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virtual void SetColor( const idVec4 &rgba ) = 0;
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virtual void SetColor4( float r, float g, float b, float a ) = 0;
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virtual void DrawStretchPic( const idDrawVert *verts, const glIndex_t *indexes, int vertCount, int indexCount, const idMaterial *material,
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bool clip = true, float min_x = 0.0f, float min_y = 0.0f, float max_x = 640.0f, float max_y = 480.0f ) = 0;
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virtual void DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *material ) = 0;
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virtual void DrawStretchTri ( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material ) = 0;
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virtual void GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc ) = 0;
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virtual void GetGLSettings( int& width, int& height ) = 0;
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virtual void PrintMemInfo( MemInfo_t *mi ) = 0;
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virtual void DrawSmallChar( int x, int y, int ch, const idMaterial *material ) = 0;
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virtual void DrawSmallStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material ) = 0;
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virtual void DrawBigChar( int x, int y, int ch, const idMaterial *material ) = 0;
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virtual void DrawBigStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material ) = 0;
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// dump all 2D drawing so far this frame to the demo file
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virtual void WriteDemoPics() = 0;
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// draw the 2D pics that were saved out with the current demo frame
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virtual void DrawDemoPics() = 0;
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// FIXME: add an interface for arbitrary point/texcoord drawing
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// a frame cam consist of 2D drawing and potentially multiple 3D scenes
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// window sizes are needed to convert SCREEN_WIDTH / SCREEN_HEIGHT values
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virtual void BeginFrame( int windowWidth, int windowHeight ) = 0;
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// if the pointers are not NULL, timing info will be returned
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virtual void EndFrame( int *frontEndMsec, int *backEndMsec ) = 0;
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// aviDemo uses this.
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// Will automatically tile render large screen shots if necessary
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// Samples is the number of jittered frames for anti-aliasing
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// If ref == NULL, session->updateScreen will be used
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// This will perform swapbuffers, so it is NOT an approppriate way to
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// generate image files that happen during gameplay, as for savegame
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// markers. Use WriteRender() instead.
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virtual void TakeScreenshot( int width, int height, const char *fileName, int samples, struct renderView_s *ref ) = 0;
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// the render output can be cropped down to a subset of the real screen, as
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// for save-game reviews and split-screen multiplayer. Users of the renderer
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// will not know the actual pixel size of the area they are rendering to
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// the x,y,width,height values are in virtual SCREEN_WIDTH / SCREEN_HEIGHT coordinates
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// to render to a texture, first set the crop size with makePowerOfTwo = true,
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// then perform all desired rendering, then capture to an image
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// if the specified physical dimensions are larger than the current cropped region, they will be cut down to fit
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virtual void CropRenderSize( int width, int height, bool makePowerOfTwo = false, bool forceDimensions = false ) = 0;
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virtual void CaptureRenderToImage( const char *imageName ) = 0;
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// fixAlpha will set all the alpha channel values to 0xff, which allows screen captures
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// to use the default tga loading code without having dimmed down areas in many places
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virtual void CaptureRenderToFile( const char *fileName, bool fixAlpha = false ) = 0;
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virtual void UnCrop() = 0;
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// the image has to be already loaded ( most straightforward way would be through a FindMaterial )
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// texture filter / mipmapping / repeat won't be modified by the upload
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// returns false if the image wasn't found
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virtual bool UploadImage( const char *imageName, const byte *data, int width, int height ) = 0;
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};
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extern idRenderSystem * renderSystem;
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//
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// functions mainly intended for editor and dmap integration
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//
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// returns the frustum planes in world space
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void R_RenderLightFrustum( const struct renderLight_s &renderLight, idPlane lightFrustum[6] );
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// for use by dmap to do the carving-on-light-boundaries and for the editor for display
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void R_LightProjectionMatrix( const idVec3 &origin, const idPlane &rearPlane, idVec4 mat[4] );
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// used by the view shot taker
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void R_ScreenshotFilename( int &lastNumber, const char *base, idStr &fileName );
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#endif /* !__RENDERER_H__ */
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