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fteqw/engine/client/merged.h
Spoike 02f7e7e9f2 ------------------------------------------------------------------------
r4183 | acceptthis | 2013-01-28 01:13:22 +0000 (Mon, 28 Jan 2013) | 8 lines

visedicts limit tuned to be more aggressive/pre-emptive.
binds now triggers the quit option's cfg_save prompt.
quit console command now shows cfg_save prompt if a preset was applied.
fix fatal menu-related crash at startup.
add r_noframegrouplerp cvar to uglify flame/torch model animations.
fix gl_texturemode(2d) affecting skins and lightmaps and stuff. Its all more explicit now.
extend saved game string limits.
extend default pr_maxedicts value.
------------------------------------------------------------------------


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4181 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:40:16 +00:00

334 lines
13 KiB
C

//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);
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
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);
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