mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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182 lines
6.3 KiB
C++
182 lines
6.3 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __GRAPHICSAPIWRAPPER_H__
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#define __GRAPHICSAPIWRAPPER_H__
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/*
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================================================================================================
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Graphics API wrapper/helper functions
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This wraps platform specific graphics API functionality that is used at run-time. This
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functionality is wrapped to avoid excessive conditional compilation and/or code duplication
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throughout the run-time rendering code that is shared on all platforms.
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Most other graphics API functions are called for initialization purposes and are called
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directly from platform specific code implemented in files in the platform specific folders:
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renderer/OpenGL/
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renderer/DirectX/
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renderer/GCM/
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================================================================================================
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*/
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class idImage;
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//class idTriangles;
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class idRenderModelSurface;
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class idDeclRenderProg;
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class idRenderTexture;
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static const int MAX_OCCLUSION_QUERIES = 4096;
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// returned by GL_GetDeferredQueryResult() when the query is from too long ago and the result is no longer available
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static const int OCCLUSION_QUERY_TOO_OLD = -1;
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/*
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================================================================================================
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Platform Specific Context
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================================================================================================
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*/
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#define USE_CORE_PROFILE
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struct wrapperContext_t
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{
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};
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/*
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================================================
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wrapperConfig_t
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================================================
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*/
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struct wrapperConfig_t
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{
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// rendering options and settings
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bool disableStateCaching;
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bool lazyBindPrograms;
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bool lazyBindParms;
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bool lazyBindTextures;
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bool stripFragmentBranches;
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bool skipDetailTris;
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bool singleTriangle;
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// values for polygon offset
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float polyOfsFactor;
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float polyOfsUnits;
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// global texture filter settings
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int textureMinFilter;
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int textureMaxFilter;
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int textureMipFilter;
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float textureAnisotropy;
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float textureLODBias;
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};
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/*
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================================================
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wrapperStats_t
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================================================
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*/
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struct wrapperStats_t
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{
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int c_queriesIssued;
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int c_queriesPassed;
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int c_queriesWaitTime;
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int c_queriesTooOld;
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int c_programsBound;
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int c_drawElements;
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int c_drawIndices;
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int c_drawVertices;
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};
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/*
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================================================================================================
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API
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================================================================================================
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*/
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void GL_SetWrapperContext( const wrapperContext_t& context );
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void GL_SetWrapperConfig( const wrapperConfig_t& config );
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void GL_SetTimeDelta( uint64 delta ); // delta from GPU to CPU microseconds
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void GL_StartFrame( int frame ); // inserts a timing mark for the start of the GPU frame
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void GL_EndFrame(); // inserts a timing mark for the end of the GPU frame
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void GL_WaitForEndFrame(); // wait for the GPU to reach the last end frame marker
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void GL_GetLastFrameTime( uint64& startGPUTimeMicroSec, uint64& endGPUTimeMicroSec ); // GPU time between GL_StartFrame() and GL_EndFrame()
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void GL_StartDepthPass( const idScreenRect& rect );
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void GL_FinishDepthPass();
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void GL_GetDepthPassRect( idScreenRect& rect );
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void GL_SetDefaultState();
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void GL_State( uint64 stateVector, bool forceGlState = false );
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uint64 GL_GetCurrentState();
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uint64 GL_GetCurrentStateMinusStencil();
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void GL_Cull( int cullType );
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void GL_Scissor( int x /* left*/, int y /* bottom */, int w, int h );
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void GL_Viewport( int x /* left */, int y /* bottom */, int w, int h );
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ID_INLINE void GL_Scissor( const idScreenRect& rect )
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{
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GL_Scissor( rect.x1, rect.y1, rect.x2 - rect.x1 + 1, rect.y2 - rect.y1 + 1 );
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}
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ID_INLINE void GL_Viewport( const idScreenRect& rect )
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{
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GL_Viewport( rect.x1, rect.y1, rect.x2 - rect.x1 + 1, rect.y2 - rect.y1 + 1 );
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}
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ID_INLINE void GL_ViewportAndScissor( int x, int y, int w, int h )
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{
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GL_Viewport( x, y, w, h );
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GL_Scissor( x, y, w, h );
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}
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ID_INLINE void GL_ViewportAndScissor( const idScreenRect& rect )
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{
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GL_Viewport( rect );
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GL_Scissor( rect );
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}
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void GL_Clear( bool color, bool depth, bool stencil, byte stencilValue, float r, float g, float b, float a );
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void GL_PolygonOffset( float scale, float bias );
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void GL_DepthBoundsTest( const float zmin, const float zmax );
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void GL_Color( float* color );
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void GL_Color( float r, float g, float b );
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void GL_Color( float r, float g, float b, float a );
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void GL_SelectTexture( int unit );
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void GL_Flush(); // flush the GPU command buffer
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void GL_Finish(); // wait for the GPU to have executed all commands
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void GL_CheckErrors();
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wrapperStats_t GL_GetCurrentStats();
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void GL_ClearStats();
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#endif // !__GRAPHICSAPIWRAPPER_H__
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