//These are defined later in the source tree. This file should probably be moved to a later spot. struct pubprogfuncs_s; struct globalvars_s; struct texture_s; struct texnums_s; struct vbo_s; struct mesh_s; struct batch_s; struct entity_s; struct dlight_s; struct galiasbone_s; #ifdef HALFLIFEMODELS #define MAX_BONE_CONTROLLERS 5 #endif #define FST_BASE 0 //base frames #define FS_REG 1 //regular frames #define FS_COUNT 2 //regular frames typedef struct { struct { int frame[2]; float frametime[2]; float lerpfrac; #ifdef HALFLIFEMODELS float subblendfrac; //hl models are weird #endif int endbone; } g[FS_COUNT]; float *bonestate; int bonecount; qboolean boneabs; #ifdef HALFLIFEMODELS float bonecontrols[MAX_BONE_CONTROLLERS]; //hl special bone controllers #endif } framestate_t; //function prototypes #if defined(SERVERONLY) #define qrenderer QR_NONE #define FNC(n) (n) //FNC is defined as 'pointer if client build, direct if dedicated server' #define Mod_SkinForName Mod_SkinNumForName #define Mod_FrameForName Mod_FrameNumForName #define Mod_GetFrameDuration Mod_FrameDuration #else #define FNC(n) (*n) extern r_qrenderer_t qrenderer; extern char *q_renderername; mpic_t *R2D_SafeCachePic (char *path); mpic_t *R2D_SafePicFromWad (char *name); void R2D_DrawCrosshair (void); void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic); void R2D_SubPic(int x, int y, int width, int height, mpic_t *pic, int srcx, int srcy, int srcwidth, int srcheight); void R2D_TransPicTranslate (int x, int y, int width, int height, qbyte *pic, qbyte *translation); void R2D_TileClear (int x, int y, int w, int h); void R2D_FadeScreen (void); void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque); void R2D_EditorBackground (void); void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic); void R2D_ImageColours(float r, float g, float b, float a); void R2D_ImagePaletteColour(unsigned int i, float a); void R2D_FillBlock(int x, int y, int w, int h); extern void (*Draw_Init) (void); extern void (*Draw_TinyCharacter) (int x, int y, unsigned int num); extern qboolean (*Draw_IsCached) (char *picname); //can be null extern void (*R_Init) (void); extern void (*R_DeInit) (void); extern void (*R_RenderView) (void); // must set r_refdef first extern void (*R_NewMap) (void); extern void (*R_PreNewMap) (void); extern void (*R_AddStain) (vec3_t org, float red, float green, float blue, float radius); extern void (*R_LessenStains) (void); extern qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette); extern void (*VID_DeInit) (void); extern void (*VID_SetPalette) (unsigned char *palette); extern void (*VID_ShiftPalette) (unsigned char *palette); extern char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight); extern void (*VID_SetWindowCaption) (char *msg); extern void SCR_Init (void); extern void SCR_DeInit (void); extern void (*SCR_UpdateScreen) (void); extern void SCR_BeginLoadingPlaque (void); extern void SCR_EndLoadingPlaque (void); extern void SCR_DrawConsole (qboolean noback); extern void SCR_SetUpToDrawConsole (void); extern void SCR_EraseCenterString (void); extern void SCR_CenterPrint (int pnum, char *str, qboolean skipgamecode); void R_DrawTextField(int x, int y, int w, int h, char *text, unsigned int defaultmask, unsigned int fieldflags); #define CPRINT_BALIGN (1<<0) //B #define CPRINT_TALIGN (1<<1) //T #define CPRINT_LALIGN (1<<2) //L #define CPRINT_RALIGN (1<<3) //R #define CPRINT_BACKGROUND (1<<4) //P #define CPRINT_OBITUARTY (1<<16) //O (show at 2/3rds from top) #define CPRINT_PERSIST (1<<17) //P (doesn't time out) #define CPRINT_TYPEWRITER (1<<18) // (char at a time) #endif extern void FNC(Mod_Init) (void); extern void FNC(Mod_ClearAll) (void); extern struct model_s *FNC(Mod_ForName) (char *name, qboolean crash); extern struct model_s *FNC(Mod_FindName) (char *name); extern void *FNC(Mod_Extradata) (struct model_s *mod); // handles caching extern void FNC(Mod_TouchModel) (char *name); extern void FNC(Mod_NowLoadExternal) (void); extern void FNC(Mod_Think) (void); extern int FNC(Mod_SkinForName) (struct model_s *model, char *name); extern int FNC(Mod_FrameForName) (struct model_s *model, char *name); extern float FNC(Mod_GetFrameDuration) (struct model_s *model, int framenum); #undef FNC extern qboolean Mod_GetTag (struct model_s *model, int tagnum, framestate_t *framestate, float *transforms); extern int Mod_TagNumForName (struct model_s *model, char *name); int Mod_GetNumBones(struct model_s *model, qboolean allowtags); int Mod_GetBoneRelations(struct model_s *model, int firstbone, int lastbone, framestate_t *fstate, float *result); int Mod_GetBoneParent(struct model_s *model, int bonenum); struct galiasbone_s *Mod_GetBoneInfo(struct model_s *model); char *Mod_GetBoneName(struct model_s *model, int bonenum); void Draw_FunString(int x, int y, const void *str); void Draw_AltFunString(int x, int y, const void *str); void Draw_FunStringWidth(int x, int y, const void *str, int width); extern int r_regsequence; #ifdef SERVERONLY #define Mod_Q1LeafPVS Mod_LeafPVS // qbyte *Mod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer); #endif typedef struct { int regsequence; } texcom_t; struct texid_s { union { unsigned int num; #if defined(D3DQUAKE) || defined(SWQUAKE) void *ptr; #endif }; texcom_t *ref; }; #if 1 typedef struct texid_s texid_t; #define texid_tf texid_t #define TEXASSIGN(d,s) d=s #define TEXASSIGNF(d,s) d=s #define TEXVALID(t) ((t).ref!=NULL) #else typedef struct texid_s texid_t[1]; typedef struct texid_s texid_tf; #define TEXASSIGN(d,s) memcpy(&d,&s,sizeof(d)) #define TEXASSIGNF(d,s) memcpy(&d,&s,sizeof(d)) #define TEXVALID(t) 1 #endif //small context for easy vbo creation. typedef struct { unsigned int maxsize; unsigned int pos; int vboid[2]; } vbobctx_t; typedef struct vboarray_s { union { void *dummy; #ifdef GLQUAKE struct { int vbo; void *addr; } gl; #endif #if defined(D3D9QUAKE) || defined(D3D11QUAKE) struct { void *buff; unsigned int offs; } d3d; #endif }; } vboarray_t; typedef struct texnums_s { texid_t base; texid_t bump; texid_t upperoverlay; texid_t loweroverlay; texid_t specular; texid_t fullbright; } texnums_t; typedef enum uploadfmt { TF_INVALID, TF_RGBA32, /*rgba byte order*/ TF_BGRA32, /*bgra byte order*/ TF_RGBX32, /*rgb byte order, with extra wasted byte after blue*/ TF_BGRX32, /*rgb byte order, with extra wasted byte after blue*/ TF_RGB24, /*rgb byte order, no alpha channel nor pad, and regular top down*/ TF_BGR24, /*bgr byte order, no alpha channel nor pad, and regular top down*/ TF_BGR24_FLIP, /*bgr byte order, no alpha channel nor pad, and bottom up*/ TF_LUM8, /*8bit greyscale image*/ TF_SOLID8, /*8bit quake-palette image*/ TF_TRANS8, /*8bit quake-palette image, index 255=transparent*/ TF_TRANS8_FULLBRIGHT, /*fullbright 8 - fullbright texels have alpha 255, everything else 0*/ TF_HEIGHT8, /*image data is greyscale, convert to a normalmap and load that, uploaded alpha contains the original heights*/ TF_HEIGHT8PAL, /*source data is palette values rather than actual heights, generate a fallback heightmap*/ TF_H2_T7G1, /*8bit data, odd indexes give greyscale transparence*/ TF_H2_TRANS8_0, /*8bit data, 0 is transparent, not 255*/ TF_H2_T4A4, /*8bit data, weird packing*/ /*anything below requires a palette*/ TF_PALETTES, TF_8PAL24, TF_8PAL32 } uploadfmt_t; //not all modes accept meshes - STENCIL(intentional) and DEPTHONLY(not implemented) typedef enum backendmode_e { BEM_STANDARD, //regular mode to draw surfaces akin to q3 (aka: legacy mode). lightmaps+delux+ambient BEM_DEPTHONLY, //just a quick depth pass. textures used only for alpha test (shadowmaps). BEM_WIREFRAME, //for debugging or something BEM_STENCIL, //used for drawing shadow volumes to the stencil buffer. BEM_DEPTHDARK, //a quick depth pass. textures used only for alpha test. additive textures still shown as normal. BEM_CREPUSCULAR, //sky is special, everything else completely black BEM_DEPTHNORM, //all opaque stuff drawn using 'depthnorm' shader BEM_FOG, //drawing a fog volume BEM_LIGHT, //we have a valid light BEM_SMAPLIGHTSPOT, //we have a spot light using a shadowmap BEM_SMAPLIGHT //we have a light using a shadowmap } backendmode_t; typedef struct rendererinfo_s { char *description; char *name[4]; r_qrenderer_t rtype; void (*Draw_Init) (void); void (*Draw_Shutdown) (void); texid_tf (*IMG_LoadTexture) (char *identifier, int width, int height, uploadfmt_t fmt, void *data, unsigned int flags); texid_tf (*IMG_LoadTexture8Pal24) (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags); texid_tf (*IMG_LoadTexture8Pal32) (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags); texid_tf (*IMG_LoadCompressed) (char *name); texid_tf (*IMG_FindTexture) (char *identifier, unsigned int flags); texid_tf (*IMG_AllocNewTexture) (char *identifier, int w, int h, unsigned int flags); void (*IMG_Upload) (texid_t tex, char *name, uploadfmt_t fmt, void *data, void *palette, int width, int height, unsigned int flags); void (*IMG_DestroyTexture) (texid_t tex); void (*R_Init) (void); void (*R_DeInit) (void); void (*R_RenderView) (void); // must set r_refdef first void (*R_NewMap) (void); void (*R_PreNewMap) (void); void (*R_AddStain) (vec3_t org, float red, float green, float blue, float radius); void (*R_LessenStains) (void); void (*Mod_Init) (void); void (*Mod_Shutdown) (void); void (*Mod_ClearAll) (void); struct model_s *(*Mod_ForName) (char *name, qboolean crash); struct model_s *(*Mod_FindName) (char *name); void *(*Mod_Extradata) (struct model_s *mod); // handles caching void (*Mod_TouchModel) (char *name); void (*Mod_NowLoadExternal) (void); void (*Mod_Think) (void); qboolean (*Mod_GetTag) (struct model_s *model, int tagnum, framestate_t *fstate, float *result); int (*Mod_TagNumForName) (struct model_s *model, char *name); int (*Mod_SkinForName) (struct model_s *model, char *name); int (*Mod_FrameForName) (struct model_s *model, char *name); float (*Mod_GetFrameDuration) (struct model_s *model, int frame); qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette); void (*VID_DeInit) (void); void (*VID_SetPalette) (unsigned char *palette); void (*VID_ShiftPalette) (unsigned char *palette); char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight); void (*VID_SetWindowCaption) (char *msg); void (*SCR_UpdateScreen) (void); //Select the current render mode and modifier flags void (*BE_SelectMode)(backendmode_t mode); /*Draws an entire mesh list from a VBO. vbo can be null, in which case the chain may be drawn without batching. Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/ void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags); void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags); void (*BE_SubmitBatch)(struct batch_s *batch); struct batch_s *(*BE_GetTempBatch)(void); //Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required void (*BE_DrawWorld) (qboolean drawworld, qbyte *vis); //called at init, force the display to the right defaults etc void (*BE_Init)(void); //Generates an optimised VBO, one for each texture on the map void (*BE_GenBrushModelVBO)(struct model_s *mod); //Destroys the given vbo void (*BE_ClearVBO)(struct vbo_s *vbo); //Uploads all modified lightmaps void (*BE_UploadAllLightmaps)(void); void (*BE_SelectEntity)(struct entity_s *ent); void (*BE_SelectDLight)(struct dlight_s *dl, vec3_t colour); /*check to see if an ent should be drawn for the selected light*/ qboolean (*BE_LightCullModel)(vec3_t org, struct model_s *model); void (*BE_VBO_Begin)(vbobctx_t *ctx, unsigned int maxsize); void (*BE_VBO_Data)(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray); void (*BE_VBO_Finish)(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray); void (*BE_VBO_Destroy)(vboarray_t *vearray); char *alignment; } rendererinfo_t; #define rf currentrendererstate.renderer #define R_LoadTexture rf->IMG_LoadTexture #define R_LoadTexture8Pal24 rf->IMG_LoadTexture8Pal24 #define R_LoadTexture8Pal32 rf->IMG_LoadTexture8Pal32 #define R_LoadCompressed rf->IMG_LoadCompressed #define R_FindTexture rf->IMG_FindTexture #define R_AllocNewTexture rf->IMG_AllocNewTexture #define R_Upload rf->IMG_Upload #define R_DestroyTexture rf->IMG_DestroyTexture #define BE_Init rf->BE_Init #define BE_SelectMode rf->BE_SelectMode #define BE_GenBrushModelVBO rf->BE_GenBrushModelVBO #define BE_ClearVBO rf->BE_ClearVBO #define BE_UploadAllLightmaps rf->BE_UploadAllLightmaps #define BE_LightCullModel rf->BE_LightCullModel #define BE_SelectEntity rf->BE_SelectEntity #define BE_SelectDLight rf->BE_SelectDLight #define BE_GetTempBatch rf->BE_GetTempBatch #define BE_SubmitBatch rf->BE_SubmitBatch #define BE_DrawMesh_List rf->BE_DrawMesh_List #define BE_DrawMesh_Single rf->BE_DrawMesh_Single #define BE_SubmitMeshes rf->BE_SubmitMeshes #define BE_DrawWorld rf->BE_DrawWorld #define BE_VBO_Begin rf->BE_VBO_Begin #define BE_VBO_Data rf->BE_VBO_Data #define BE_VBO_Finish rf->BE_VBO_Finish #define BE_VBO_Destroy rf->BE_VBO_Destroy