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fteqw/engine/client/vid.h

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// vid.h -- video driver defs
#define VID_CBITS 6
#define VID_GRADES (1 << VID_CBITS)
// a pixel can be one, two, or four bytes
typedef qbyte pixel_t;
typedef enum {QR_NONE, QR_OPENGL, QR_DIRECT3D9, QR_DIRECT3D11, QR_SOFTWARE} r_qrenderer_t;
typedef struct {
//you are not allowed to make anything not work if it's not based on these vars...
int width;
int height;
qboolean fullscreen;
qboolean stereo;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean srgb;
int bpp;
int rate;
int wait; //-1 = default, 0 = off, 1 = on, 2 = every other
int multisample; //for opengl antialiasing (which requires context stuff)
int triplebuffer;
char subrenderer[MAX_QPATH];
struct rendererinfo_s *renderer;
} rendererstate_t;
extern rendererstate_t currentrendererstate;
typedef struct vrect_s
{
float x,y,width,height;
} vrect_t;
typedef struct
{
int x;
int y;
int width;
int height;
int maxheight; //vid.pixelheight or so
} pxrect_t;
typedef struct
{
qboolean isminimized; //can omit rendering as it won't be seen anyway.
int fullbright; // index of first fullbright color
unsigned fbvwidth; /*virtual 2d width*/
unsigned fbvheight; /*virtual 2d height*/
unsigned fbpwidth; /*virtual 2d width*/
unsigned fbpheight; /*virtual 2d height*/
unsigned width; /*virtual 2d screen width*/
unsigned height; /*virtual 2d screen height*/
int numpages;
unsigned rotpixelwidth; /*width after rotation in pixels*/
unsigned rotpixelheight; /*pixel after rotation in pixels*/
unsigned pixelwidth; /*true height in pixels*/
unsigned pixelheight; /*true width in pixels*/
} viddef_t;
extern viddef_t vid; // global video state
extern unsigned int d_8to24rgbtable[256];
#ifdef GLQUAKE
//called when gamma ramps need to be reapplied
qboolean GLVID_ApplyGammaRamps (unsigned short *ramps);
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette);
// Called at startup to set up translation tables, takes 256 8 bit RGB values
// the palette data will go away after the call, so it must be copied off if
// the video driver will need it again
void GLVID_Shutdown (void);
// Called at shutdown
void GLVID_Crashed(void);
void GLVID_Update (vrect_t *rects);
// flushes the given rectangles from the view buffer to the screen
int GLVID_SetMode (rendererstate_t *info, unsigned char *palette);
// sets the mode; only used by the Quake engine for resetting to mode 0 (the
// base mode) on memory allocation failures
qboolean GLVID_Is8bit(void);
void GLVID_SwapBuffers(void);
char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight);
void GLVID_SetCaption(char *caption);
#endif