e8c1f669cc
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in. IQM models now supported. Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled. FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly. added r_dumpshaders command to dump internal glsl scripts for editing. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
280 lines
11 KiB
C
280 lines
11 KiB
C
//These are defined later in the source tree. This file should probably be moved to a later spot.
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struct progfuncs_s;
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struct globalvars_s;
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struct texture_s;
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struct texnums_s;
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struct vbo_s;
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struct mesh_s;
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struct batch_s;
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struct entity_s;
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#ifdef HALFLIFEMODELS
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#define MAX_BONE_CONTROLLERS 5
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#endif
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#define FST_BASE 0 //base frames
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#define FS_REG 1 //regular frames
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#define FS_COUNT 2 //regular frames
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typedef struct {
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struct {
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int frame[2];
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float frametime[2];
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float lerpfrac;
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#ifdef HALFLIFEMODELS
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float subblendfrac; //hl models are weird
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#endif
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int endbone;
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} g[2];
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float *bonestate;
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int bonecount;
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#ifdef HALFLIFEMODELS
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float bonecontrols[MAX_BONE_CONTROLLERS]; //hl special bone controllers
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#endif
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} framestate_t;
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//function prototypes
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#if defined(SERVERONLY)
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#define qrenderer QR_NONE
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#define FNC(n) (n) //FNC is defined as 'pointer if client build, direct if dedicated server'
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#define Mod_SkinForName Mod_SkinNumForName
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#define Mod_FrameForName Mod_FrameNumForName
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#define Mod_GetFrameDuration Mod_FrameDuration
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#else
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#define FNC(n) (*n)
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extern r_qrenderer_t qrenderer;
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extern char *q_renderername;
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mpic_t *R2D_SafeCachePic (char *path);
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mpic_t *R2D_SafePicFromWad (char *name);
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void R2D_DrawCrosshair (void);
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void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic);
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void R2D_SubPic(int x, int y, int width, int height, mpic_t *pic, int srcx, int srcy, int srcwidth, int srcheight);
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void R2D_TransPicTranslate (int x, int y, int width, int height, qbyte *pic, qbyte *translation);
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void R2D_TileClear (int x, int y, int w, int h);
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void R2D_FadeScreen (void);
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void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque);
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void R2D_EditorBackground (void);
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void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic);
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void R2D_ImageColours(float r, float g, float b, float a);
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void R2D_ImagePaletteColour(unsigned int i, float a);
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void R2D_FillBlock(int x, int y, int w, int h);
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extern void (*Draw_Init) (void);
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extern void (*Draw_TinyCharacter) (int x, int y, unsigned int num);
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extern qboolean (*Draw_IsCached) (char *picname); //can be null
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extern void (*R_Init) (void);
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extern void (*R_DeInit) (void);
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extern void (*R_RenderView) (void); // must set r_refdef first
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extern void (*R_NewMap) (void);
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extern void (*R_PreNewMap) (void);
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extern int (*R_LightPoint) (vec3_t point);
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extern void (*R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
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extern void (*R_LessenStains) (void);
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extern qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette);
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extern void (*VID_DeInit) (void);
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extern void (*VID_SetPalette) (unsigned char *palette);
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extern void (*VID_ShiftPalette) (unsigned char *palette);
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extern char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
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extern void (*VID_SetWindowCaption) (char *msg);
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extern void SCR_Init (void);
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extern void SCR_DeInit (void);
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extern void (*SCR_UpdateScreen) (void);
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extern void SCR_BeginLoadingPlaque (void);
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extern void SCR_EndLoadingPlaque (void);
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extern void SCR_DrawConsole (qboolean noback);
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extern void SCR_SetUpToDrawConsole (void);
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extern void SCR_EraseCenterString (void);
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extern void SCR_CenterPrint (int pnum, char *str, qboolean skipgamecode);
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void R_DrawTextField(int x, int y, int w, int h, char *text, unsigned int defaultmask, unsigned int fieldflags);
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#define CPRINT_BALIGN (1<<0) //B
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#define CPRINT_TALIGN (1<<1) //T
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#define CPRINT_LALIGN (1<<2) //L
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#define CPRINT_RALIGN (1<<3) //R
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#define CPRINT_BACKGROUND (1<<4) //P
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#define CPRINT_OBITUARTY (1<<16) //O (show at 2/3rds from top)
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#define CPRINT_PERSIST (1<<17) //P (doesn't time out)
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#define CPRINT_TYPEWRITER (1<<18) // (char at a time)
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#endif
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extern void FNC(Mod_Init) (void);
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extern void FNC(Mod_ClearAll) (void);
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extern struct model_s *FNC(Mod_ForName) (char *name, qboolean crash);
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extern struct model_s *FNC(Mod_FindName) (char *name);
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extern void *FNC(Mod_Extradata) (struct model_s *mod); // handles caching
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extern void FNC(Mod_TouchModel) (char *name);
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extern void FNC(Mod_NowLoadExternal) (void);
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extern void FNC(Mod_Think) (void);
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extern int FNC(Mod_SkinForName) (struct model_s *model, char *name);
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extern int FNC(Mod_FrameForName) (struct model_s *model, char *name);
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extern float FNC(Mod_GetFrameDuration) (struct model_s *model, int framenum);
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#undef FNC
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extern qboolean Mod_GetTag (struct model_s *model, int tagnum, framestate_t *framestate, float *transforms);
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extern int Mod_TagNumForName (struct model_s *model, char *name);
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int Mod_GetNumBones(struct model_s *model, qboolean allowtags);
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int Mod_GetBoneRelations(struct model_s *model, int firstbone, int lastbone, framestate_t *fstate, float *result);
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int Mod_GetBoneParent(struct model_s *model, int bonenum);
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char *Mod_GetBoneName(struct model_s *model, int bonenum);
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void Draw_FunString(int x, int y, const void *str);
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void Draw_AltFunString(int x, int y, const void *str);
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void Draw_FunStringWidth(int x, int y, const void *str, int width);
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#ifdef SERVERONLY
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#define Mod_Q1LeafPVS Mod_LeafPVS
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// qbyte *Mod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer);
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#endif
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typedef union {
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unsigned int num;
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#ifdef D3DQUAKE
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void *ptr;
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#endif
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} texid_t;
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typedef enum uploadfmt uploadfmt_t;
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//not all modes accept meshes - STENCIL(intentional) and DEPTHONLY(not implemented)
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typedef enum backendmode_e
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{
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BEM_STANDARD, //regular mode to draw surfaces akin to q3 (aka: legacy mode). lightmaps+delux+ambient
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BEM_DEPTHONLY, //just a quick depth pass. textures used only for alpha test (shadowmaps).
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BEM_STENCIL, //used for drawing shadow volumes to the stencil buffer.
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BEM_DEPTHDARK, //a quick depth pass. textures used only for alpha test. additive textures still shown as normal.
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BEM_DEPTHNORM, //all opaque stuff drawn using 'depthnorm' shader
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BEM_LIGHT, //we have a valid light
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BEM_SMAPLIGHTSPOT, //we have a spot light using a shadowmap
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BEM_SMAPLIGHT, //we have a light using a shadowmap
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BEM_FOG //drawing a fog volume
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} backendmode_t;
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typedef struct rendererinfo_s {
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char *description;
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char *name[4];
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r_qrenderer_t rtype;
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void (*Draw_Init) (void);
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void (*Draw_Shutdown) (void);
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texid_t (*IMG_LoadTexture) (char *identifier, int width, int height, uploadfmt_t fmt, void *data, unsigned int flags);
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texid_t (*IMG_LoadTexture8Pal24) (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
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texid_t (*IMG_LoadTexture8Pal32) (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
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texid_t (*IMG_LoadCompressed) (char *name);
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texid_t (*IMG_FindTexture) (char *identifier);
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texid_t (*IMG_AllocNewTexture) (int w, int h);
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void (*IMG_Upload) (texid_t tex, char *name, uploadfmt_t fmt, void *data, void *palette, int width, int height, unsigned int flags);
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void (*IMG_DestroyTexture) (texid_t tex);
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void (*R_Init) (void);
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void (*R_DeInit) (void);
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void (*R_RenderView) (void); // must set r_refdef first
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void (*R_NewMap) (void);
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void (*R_PreNewMap) (void);
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int (*R_LightPoint) (vec3_t point);
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void (*R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
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void (*R_LessenStains) (void);
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void (*Mod_Init) (void);
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void (*Mod_Shutdown) (void);
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void (*Mod_ClearAll) (void);
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struct model_s *(*Mod_ForName) (char *name, qboolean crash);
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struct model_s *(*Mod_FindName) (char *name);
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void *(*Mod_Extradata) (struct model_s *mod); // handles caching
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void (*Mod_TouchModel) (char *name);
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void (*Mod_NowLoadExternal) (void);
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void (*Mod_Think) (void);
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qboolean (*Mod_GetTag) (struct model_s *model, int tagnum, framestate_t *fstate, float *result);
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int (*Mod_TagNumForName) (struct model_s *model, char *name);
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int (*Mod_SkinForName) (struct model_s *model, char *name);
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int (*Mod_FrameForName) (struct model_s *model, char *name);
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float (*Mod_GetFrameDuration) (struct model_s *model, int frame);
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qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette);
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void (*VID_DeInit) (void);
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void (*VID_SetPalette) (unsigned char *palette);
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void (*VID_ShiftPalette) (unsigned char *palette);
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char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
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void (*VID_SetWindowCaption) (char *msg);
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void (*SCR_UpdateScreen) (void);
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//Select the current render mode and modifier flags
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void (*BE_SelectMode)(backendmode_t mode);
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/*Draws an entire mesh list from a VBO. vbo can be null, in which case the chain may be drawn without batching.
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Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/
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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);
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void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
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void (*BE_SubmitBatch)(struct batch_s *batch);
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struct batch_s *(*BE_GetTempBatch)(void);
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//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
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void (*BE_DrawWorld) (qbyte *vis);
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//called at init, force the display to the right defaults etc
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void (*BE_Init)(void);
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//Generates an optimised VBO, one for each texture on the map
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void (*BE_GenBrushModelVBO)(struct model_s *mod);
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//Destroys the given vbo
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void (*BE_ClearVBO)(struct vbo_s *vbo);
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//Uploads all modified lightmaps
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void (*BE_UploadAllLightmaps)(void);
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void (*BE_SelectEntity)(struct entity_s *ent);
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/*check to see if an ent should be drawn for the selected light*/
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qboolean (*BE_LightCullModel)(vec3_t org, struct model_s *model);
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char *alignment;
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} rendererinfo_t;
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#define rf currentrendererstate.renderer
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#define R_LoadTexture rf->IMG_LoadTexture
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#define R_LoadTexture8Pal24 rf->IMG_LoadTexture8Pal24
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#define R_LoadTexture8Pal32 rf->IMG_LoadTexture8Pal32
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#define R_LoadCompressed rf->IMG_LoadCompressed
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#define R_FindTexture rf->IMG_FindTexture
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#define R_AllocNewTexture rf->IMG_AllocNewTexture
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#define R_Upload rf->IMG_Upload
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#define R_DestroyTexture rf->IMG_DestroyTexture
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#define BE_Init rf->BE_Init
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#define BE_SelectMode rf->BE_SelectMode
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#define BE_GenBrushModelVBO rf->BE_GenBrushModelVBO
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#define BE_ClearVBO rf->BE_ClearVBO
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#define BE_UploadAllLightmaps rf->BE_UploadAllLightmaps
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#define BE_LightCullModel rf->BE_LightCullModel
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#define BE_SelectEntity rf->BE_SelectEntity
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#define BE_GetTempBatch rf->BE_GetTempBatch
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#define BE_SubmitBatch rf->BE_SubmitBatch
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#define BE_DrawMesh_List rf->BE_DrawMesh_List
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#define BE_DrawMesh_Single rf->BE_DrawMesh_Single
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#define BE_SubimtMeshes rf->BE_SubimtMeshes
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#define BE_DrawWorld rf->BE_DrawWorld
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