One d3d renderer.
Wonder how much this breaks. Place your bets now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2501 fc73d0e0-1445-4013-8a0c-d673dee63da5
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68 changed files with 14908 additions and 4365 deletions
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@ -27,6 +27,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define TOP_RANGE (TOP_DEFAULT<<4)
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#define BOTTOM_RANGE (BOTTOM_DEFAULT<<4)
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extern int r_framecount;
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struct msurface_s;
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//=============================================================================
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@ -266,15 +268,124 @@ void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
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struct palremap_s *D_IdentityRemap(void);
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//normalmaps
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//bumpmaps
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//32bits
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//8bits
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//8bitpal24
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//8bitpal32
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#define TF_NOMIPMAP 0x0000
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#define TF_NOTBUMPMAP 0x0000
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#define TF_NOALPHA 0x0000
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#define TF_MIPMAP 0x0001
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#define TF_BUMPMAP 0x0002 //or normalmap, depending on 8/24 bitness
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#define TF_ALPHA 0x0004 //preserve alpha channel (8biit, use index 255 for transparency)
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#define TF_FULLBRIGHT 0x0008 //dark pixels have alpha forced to 0
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#define TF_24BIT 0x0010
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#define TF_32BIT 0x0020 //use the standard quake palette
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#define TF_MANDATORY (TF_NOMIPMAP|TF_NOTBUMPMAP|TF_NOALPHA)
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#if 0
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/*
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int R_LoadTexture(char *name, int width, int height, void *data, void *palette, int flags)
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{
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if (palette)
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{
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if (flags & TF_BUMPMAP)
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return 0; //huh?
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if (flags & TF_FULLBRIGHT)
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return 0; //huh?
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if (flags & TF_32BIT)
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return R_LoadTexture8Pal32(name, width, height, data, palette, flags&TF_MIPMAP, flags&TF_ALPHA);
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return 0;
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}
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if (flags & TF_FULLBRIGHT)
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{
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if (flags & TF_BUMPMAP)
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return 0; //huh?
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if (flags & TF_24BIT)
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return 0;
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if (flags & TF_32BIT)
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return 0;
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//8bit fullbrights
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return R_LoadTextureFB(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
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}
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if (flags & TF_BUMPMAP)
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{
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if (flags & TF_24BIT)
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return 0;
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if (flags & TF_32BIT)
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return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA); //Warning: this is not correct
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return R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_BUMPMAP | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
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}
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if (flags & TF_32BIT)
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return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
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if (data)
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return R_LoadTexture8(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
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return R_FindTexture(name);
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}
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#define R_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) R_LoadTexture(name, width, height, data, palette, TF_32BIT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
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#define R_LoadTexture8(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
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#define R_LoadTexture32(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_32BIT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
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#define R_LoadTextureFB(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_FULLBRIGHT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
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#define R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_BUMPMAP | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
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#define R_FindTexture(name) R_LoadTexture(name, 0, 0, NULL, NULL, 0)
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#define R_LoadCompressed(name) ((qrenderer == QR_OPENGL)?GL_LoadCompressed(name):0)
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*/
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#elif defined(RGLQUAKE) && defined(D3DQUAKE)
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#define R_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha))
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#define R_LoadTexture8Pal24(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha))
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#define R_LoadTexture8(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture(skinname, width, height, data, usemips, alpha):GL_LoadTexture(skinname, width, height, data, usemips, alpha))
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#define R_LoadTexture32(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture32(skinname, width, height, data, usemips, alpha):GL_LoadTexture32(skinname, width, height, data, usemips, alpha))
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#define R_LoadTextureFB(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTextureFB(skinname, width, height, data, usemips, alpha):GL_LoadTextureFB(skinname, width, height, data, usemips, alpha))
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#define R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?/*D3D_LoadTexture8Bump(skinname, width, height, data, usemips, alpha)*/NULL:GL_LoadTexture8Bump(skinname, width, height, data, usemips, alpha))
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#define R_FindTexture(name) ((qrenderer == QR_DIRECT3D)?D3D_FindTexture(name):GL_FindTexture(name))
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#define R_LoadCompressed(name) ((qrenderer == QR_DIRECT3D)?D3D_LoadCompressed(name):GL_LoadCompressed(name))
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#elif defined(D3DQUAKE)
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#define R_LoadTexture8Pal32 D3D_LoadTexture8Pal32
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#define R_LoadTexture8 D3D_LoadTexture
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#define R_LoadTexture32 D3D_LoadTexture32
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#define R_LoadTextureFB D3D_LoadTextureFB
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#define R_LoadTexture8Bump D3D_LoadTexture8Bump
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#define R_FindTexture D3D_FindTexture
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#define R_LoadCompressed D3D_LoadCompressed
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#elif defined(RGLQUAKE)
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#define R_LoadTexture8Pal32 GL_LoadTexture8Pal32
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#define R_LoadTexture8 GL_LoadTexture
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#define R_LoadTexture32 GL_LoadTexture32
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#define R_LoadTextureFB GL_LoadTextureFB
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#define R_LoadTexture8Bump GL_LoadTexture8Bump
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#define R_FindTexture GL_FindTexture
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#define R_LoadCompressed GL_LoadCompressed
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#endif
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#if defined(RGLQUAKE)
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#if defined(RGLQUAKE) || defined(D3DQUAKE)
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void GLMod_Init (void);
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qboolean GLMod_GetTag(struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *result);
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int GLMod_TagNumForName(struct model_s *model, char *name);
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int GLMod_SkinNumForName(struct model_s *model, char *name);
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qboolean Mod_GetTag(struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *result);
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int Mod_TagNumForName(struct model_s *model, char *name);
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int Mod_SkinNumForName(struct model_s *model, char *name);
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void GLMod_ClearAll (void);
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struct model_s *GLMod_ForName (char *name, qboolean crash);
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