dquakeplus/source/psp/video_hardware.h

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/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2007 Peter Mackay and Chris Swindle.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <psptypes.h>
void GL_BeginRendering (int *x, int *y, int *width, int *height);
void GL_EndRendering (void);
u32 GL_GetDrawBuffer(void);
void GL_Upload8(int texture_index, const byte *data, int width, int height);
void GL_Upload16(int texture_index, const byte *data, int width, int height);
int GL_LoadTexture(const char *identifier, int width, int height, const byte *data, qboolean stretch_to_power_of_two, int filter, int mipmap_level);
// CLUT4
int GL_LoadTexture4(const char *identifier, unsigned int width, unsigned int height, const byte *data, int filter, qboolean swizzled);
int GL_LoadTexture8to4(const char *identifier, unsigned int width, unsigned int height, const byte *data, const byte *pal, int filter);
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int GL_LoadTextureLM (const char *identifier, int width, int height, const byte *data, int bpp, int filter, qboolean update, int forcopy);
int GL_LoadImages (const char *identifier, int width, int height, const byte *data, qboolean stretch_to_power_of_two, int filter, int mipmap_level, int bpp);
int GL_LoadTexturePixels (byte *data, char *identifier, int width, int height, int mode);
int loadtextureimage (char* filename, int matchwidth, int matchheight, qboolean complain, int filter);
int GL_LoadPaletteTexture (const char *identifier, int width, int height, const byte *data, byte *palette, int paltype, qboolean stretch_to_power_of_two, int filter, int mipmap_level);
//Crow_bar
void GL_GetPixelsBGR (byte *buffer, int width, int height, int i);
void GL_GetPixelsRGB (byte *buffer, int width, int height, int i);
void GL_GetPixelsRGBA(byte *buffer, int width, int height, int i);
void swizzle_fast(u8* out, const u8* in, unsigned int width, unsigned int height);
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#define PAL_RGB 24
#define PAL_RGBA 32
#define PAL_Q2 64 //Quake II palette
#define PAL_H2 65 //Hexen II palette
int GL_LoadPalTex (const char *identifier, int width, int height, const byte *data, qboolean stretch_to_power_of_two, int filter, int mipmap_level, byte *palette, int paltype);
int GL_LoadPalletedTexture (byte *in, char *identifier, int width, int height, int mode);
void GL_UnloadTexture (const int texture_index);
extern int glx, gly, glwidth, glheight;
/*
---------------------------------
half-life Render Modes. Crow_bar
---------------------------------
*/
#define TEX_COLOR 1
#define TEX_TEXTURE 2
#define TEX_GLOW 3
#define TEX_SOLID 4
#define TEX_ADDITIVE 5
#define TEX_LMPOINT 6 //for light point
#define ISCOLOR(ent) ((ent)->rendermode == TEX_COLOR && ((ent)->rendercolor[0] <= 1|| \
(ent)->rendercolor[1] <= 1|| \
(ent)->rendercolor[2] <= 1))
#define ISTEXTURE(ent) ((ent)->rendermode == TEX_TEXTURE && (ent)->renderamt > 0 && (ent)->renderamt <= 1)
#define ISGLOW(ent) ((ent)->rendermode == TEX_GLOW && (ent)->renderamt > 0 && (ent)->renderamt <= 1)
#define ISSOLID(ent) ((ent)->rendermode == TEX_SOLID && (ent)->renderamt > 0 && (ent)->renderamt <= 1)
#define ISADDITIVE(ent) ((ent)->rendermode == TEX_ADDITIVE && (ent)->renderamt > 0 && (ent)->renderamt <= 1)
#define ISLMPOINT(ent) ((ent)->rendermode == TEX_LMPOINT && ((ent)->rendercolor[0] <= 1|| \
(ent)->rendercolor[1] <= 1|| \
(ent)->rendercolor[2] <= 1))
/*
---------------------------------
//half-life Render Modes
---------------------------------
*/
#define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0)
// normalizing factor so player model works out to about
// 1 pixel per triangle
#define MAX_LBM_HEIGHT 480
#define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
#define SKYSHIFT 7
#define SKYSIZE (1 << SKYSHIFT)
#define SKYMASK (SKYSIZE - 1)
#define BACKFACE_EPSILON 0.01
//#ifdef SLIM
#define MAX_LIGHTMAPS 64
//#else
//#define MAX_LIGHTMAPS 16
//#endif
void R_TimeRefresh_f (void);
void R_ReadPointFile_f (void);
texture_t *R_TextureAnimation (texture_t *base);
typedef struct surfcache_s
{
struct surfcache_s *next;
struct surfcache_s **owner; // NULL is an empty chunk of memory
int lightadj[MAXLIGHTMAPS]; // checked for strobe flush
int dlight;
int size; // including header
unsigned width;
unsigned height; // DEBUG only needed for debug
float mipscale;
struct texture_s *texture; // checked for animating textures
byte data[4]; // width*height elements
} surfcache_t;
typedef enum
{
pm_classic, pm_qmb, pm_quake3, pm_mixed
} part_mode_t;
typedef struct
{
pixel_t *surfdat; // destination for generated surface
int rowbytes; // destination logical width in bytes
msurface_t *surf; // description for surface to generate
fixed8_t lightadj[MAXLIGHTMAPS];
// adjust for lightmap levels for dynamic lighting
texture_t *texture; // corrected for animating textures
int surfmip; // mipmapped ratio of surface texels / world pixels
int surfwidth; // in mipmapped texels
int surfheight; // in mipmapped texels
} drawsurf_t;
typedef enum {
pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2
} ptype_t;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle2_s
{
// driver-usable fields
vec3_t org;
float color;
// drivers never touch the following fields
struct particle2_s *next;
vec3_t vel;
float ramp;
float die;
ptype_t type;
} particle2_t;
//====================================================
extern entity_t r_worldentity;
extern qboolean r_cache_thrash; // compatability
extern vec3_t modelorg, r_entorigin;
extern entity_t *currententity;
extern int r_visframecount; // ??? what difs?
extern int r_framecount;
extern mplane_t frustum[4];
extern int c_brush_polys, c_alias_polys;
//
// view origin
//
extern vec3_t vup;
extern vec3_t vpn;
extern vec3_t vright;
extern vec3_t r_origin;
//
// screen size info
//
extern refdef_t r_refdef;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern texture_t *r_notexture_mip;
extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
extern int skyimage[6]; // Where sky images are stored
extern int lightmap_index[MAX_LIGHTMAPS]; // Where lightmaps are stored
extern int reloaded_pallete;
extern qboolean envmap;
extern int currenttexture;
extern int cnttextures[2];
extern int particletexture;
extern int playertextures;
//extern int playertextures[MAX_SCOREBOARD];
extern int skytexturenum; // index in cl.loadmodel, not gl texture object
extern cvar_t scr_conheight;
extern cvar_t scr_fov;
extern cvar_t r_partalpha;
extern cvar_t r_maxrange;
extern cvar_t r_restexf;
extern cvar_t r_texcompr;
extern cvar_t r_skyfog;
extern cvar_t r_skyvflip;
extern cvar_t r_skydis;
extern cvar_t r_caustics;
extern cvar_t r_detail;
extern cvar_t r_detail_mipmaps;
extern cvar_t r_detail_mipmaps_func;
extern cvar_t r_detail_mipmaps_bias;
extern cvar_t r_model_brightness;
extern cvar_t r_farclip;
extern cvar_t r_loadq3models;
extern cvar_t r_i_model_animation;
extern cvar_t r_i_model_transform;
extern cvar_t r_asynch;
extern cvar_t cl_loadmapcfg;
extern cvar_t r_fastsky;
extern cvar_t r_skycolor;
extern cvar_t r_waterripple;
extern cvar_t r_norefresh;
extern cvar_t r_drawentities;
extern cvar_t r_drawworld;
extern cvar_t r_drawviewmodel;
extern cvar_t r_speeds;
extern cvar_t r_waterwarp;
extern cvar_t r_fullbright;
extern cvar_t r_lightmap;
extern cvar_t r_shadows;
extern cvar_t r_mirroralpha;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
extern cvar_t r_novis;
extern cvar_t r_tex_scale_down;
extern cvar_t r_particles_simple;
extern cvar_t r_vsync;
extern cvar_t r_mipmaps;
extern cvar_t r_mipmaps_func;
extern cvar_t r_mipmaps_bias;
extern cvar_t r_retro; // dr_mabuse1981: "retro filter" (makes textures drawn with GU_NEAREST).
extern cvar_t gl_keeptjunctions;
extern cvar_t r_waterwarp;
extern cvar_t r_showbboxes;
extern cvar_t r_showbboxes_full;
extern cvar_t r_polyblend;
extern cvar_t r_showtris;
extern cvar_t r_showtris_full;
extern cvar_t r_laserpoint;
extern cvar_t r_particle_count;
extern cvar_t r_part_explosions;
extern cvar_t r_part_trails;
extern cvar_t r_part_sparks;
extern cvar_t r_part_spikes;
extern cvar_t r_part_gunshots;
extern cvar_t r_part_blood;
extern cvar_t r_part_telesplash;
extern cvar_t r_part_blobs;
extern cvar_t r_part_lavasplash;
extern cvar_t r_part_flames;
extern cvar_t r_part_lightning;
extern cvar_t r_part_flies;
extern cvar_t r_particle_count;
extern cvar_t r_bounceparticles;
extern cvar_t r_explosiontype;
extern cvar_t r_part_muzzleflash;
extern cvar_t r_flametype;
extern cvar_t r_bounceparticles;
extern cvar_t r_decal_blood;
extern cvar_t r_decal_bullets;
extern cvar_t r_decal_sparks;
extern cvar_t r_decal_explosions;
extern cvar_t r_coronas;
// MotoLegacy - simplified cvars for decals/particles (5/27/2020)
// almost 3 years, wowza! - ivy~ (03 feb 2023)
extern cvar_t r_runqmbparticles;
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extern int mirrortexturenum; // quake texturenum, not gltexturenum
extern qboolean mirror;
extern mplane_t *mirror_plane;
extern ScePspFMatrix4 r_world_matrix;
void GL_Bind (int texture_index);
void GL_BindLM (int texture_index);
void GL_Copy (int texture_index, int sx, int sy, int dx, int dy, int w, int h);
// Added by PM
int R_LightPoint (vec3_t p);
void R_DrawBrushModel (entity_t *e);
void R_AnimateLight (void);
void R_DrawWorld (void);
void R_RenderDlights (void);
void R_DrawParticles (void);
void R_DrawWaterSurfaces (void);
void R_RenderBrushPoly (msurface_t *fa);
void R_InitParticles (void);
void R_ClearParticles (void);
void GL_BuildLightmaps (void);
void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr);
void GL_Set2D (void);
void GL_SubdivideSurface (msurface_t *fa);
void GL_Surface (msurface_t *fa); // dr_mabuse1981: fuck you lag.
void EmitWaterPolys (msurface_t *fa);
void EmitSkyPolys (msurface_t *fa);
void EmitReflectivePolys (msurface_t *fa);
void EmitScrollPolys (msurface_t *fa);
void EmitBothSkyLayers (msurface_t *fa);
// void EmitUnderWaterPolys (void);
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void EmitDetailPolys (void);
void R_DrawSkyChain (msurface_t *s);
int R_FrustumCheckBox (vec3_t mins, vec3_t maxs);
int R_FrustumCheckSphere (vec3_t centre, float radius);
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int R_CullBox (vec3_t emins, vec3_t emaxs);
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qboolean R_CullSphere (vec3_t centre, float radius);
void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
void R_RotateForEntity (entity_t *e, int shadow);
void R_BlendedRotateForEntity (entity_t *e, int shadow);
void R_RotateForViewEntity (entity_t *ent); //clone (R_RotateForEntity)
void R_RotateForTagEntity (tagentity_t *tagent, md3tag_t *tag, float *m); //for q3 models
void R_StoreEfrags (efrag_t **ppefrag);
void D_StartParticles (void);
// void D_DrawParticle (particle_t *pparticle);
void D_DrawParticle (particle2_t *pparticle, vec3_t up, vec3_t right, float scale);
void D_EndParticles (void);
void Fog_Init (void);
void Fog_NewMap (void);
void Sky_LoadSkyBox (char *name);
void Sky_NewMap (void);
void Sky_Init (void);
void R_ClearSkyBox (void);
void R_DrawSkyBox (void);
//-----------------------------------------------------
void QMB_InitParticles (void);
void QMB_ClearParticles (void);
void QMB_DrawParticles (void);
void QMB_Q3TorchFlame (vec3_t org, float size);
void QMB_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void QMB_RocketTrail (vec3_t start, vec3_t end, trail_type_t type);
void QMB_RayFlash (vec3_t org, float weapon);
void QMB_BlobExplosion (vec3_t org);
void QMB_ParticleExplosion (vec3_t org);
void QMB_LavaSplash (vec3_t org);
void QMB_TeleportSplash (vec3_t org);
void QMB_InfernoFlame (vec3_t org);
void QMB_StaticBubble (entity_t *ent);
void QMB_ColorMappedExplosion (vec3_t org, int colorStart, int colorLength);
void QMB_TorchFlame (vec3_t org);
void QMB_FlameGt (vec3_t org, float size, float time);
void QMB_BigTorchFlame (vec3_t org);
void QMB_ShamblerCharge (vec3_t org);
void QMB_LightningBeam (vec3_t start, vec3_t end);
//void QMB_GenSparks (vec3_t org, byte col[3], float count, float size, float life);
void QMB_EntityParticles (entity_t *ent);
void QMB_MuzzleFlash (vec3_t org);
void QMB_MuzzleFlashLG (vec3_t org);
void QMB_Q3Gunshot (vec3_t org, int skinnum, float alpha);
void QMB_Q3Teleport (vec3_t org, float alpha);
void QMB_Q3TorchFlame (vec3_t org, float size);
extern qboolean qmb_initialized;
void R_SpawnDecal (vec3_t center, vec3_t normal, vec3_t tangent, int tex, int size, int isbsp);
void R_SpawnDecalStatic(vec3_t org, int tex, int size);
void R_SpawnDecalBSP (vec3_t org, char *texname, int size);
void CheckParticles (void);
void UnloadWads (void); //By Crow_bar
#if 0
void ShowErrorDialog(const unsigned int error);
void ShowMessageDialog(const char *message, int enableYesno);
#endif
//====================================================
void Fog_ParseServerMessage (void);
typedef struct {
float s, t;
unsigned int color;
float x, y, z;
} part_vertex;
typedef struct {
part_vertex first, second;
} psp_particle;
psp_particle* D_CreateBuffer (int size);
void D_DeleteBuffer (psp_particle* vertices);
int D_DrawParticleBuffered (psp_particle* vertices, particle2_t *pparticle, vec3_t up, vec3_t right, float scale);
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extern int zombie_skins[2][2];
extern int faces_rejected, faces_checked, faces_clipped;
void convert_8bpp_to_4bpp(const byte* indata, const byte* inpal, int width, int height, byte* outdata, byte* outpal);