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https://github.com/nzp-team/fteqw.git
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2046931e26
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2054 fc73d0e0-1445-4013-8a0c-d673dee63da5
257 lines
5.5 KiB
C
257 lines
5.5 KiB
C
#ifdef Q3SHADERS
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#define SHADER_PASS_MAX 8
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#define SHADER_MAX_TC_MODS 8
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#define SHADER_DEFORM_MAX 8
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#define SHADER_MAX_ANIMFRAMES 8
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#define SHADER_ANIM_FRAMES_MAX 16
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typedef enum {
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SHADER_BSP,
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SHADER_BSP_VERTEX,
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SHADER_BSP_FLARE,
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SHADER_MD3,
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SHADER_2D
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} shadertype_t;
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typedef enum {
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SHADER_SORT_NONE,
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SHADER_SORT_SKY,
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SHADER_SORT_PORTAL,
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SHADER_SORT_OPAQUE,
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SHADER_SORT_BANNER,
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SHADER_SORT_UNDERWATER,
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SHADER_SORT_ADDITIVE,
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SHADER_SORT_NEAREST
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} shadersort_t;
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typedef enum {
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MF_NONE = 1<<0,
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MF_NORMALS = 1<<1,
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MF_TRNORMALS = 1<<2,
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MF_COLORS = 1<<3,
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MF_STCOORDS = 1<<4,
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MF_LMCOORDS = 1<<5,
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MF_NOCULL = 1<<6,
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MF_NONBATCHED = 1<<7
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} meshfeatures_t;
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//colour manipulation
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typedef struct
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{
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enum {
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SHADER_FUNC_SIN,
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SHADER_FUNC_TRIANGLE,
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SHADER_FUNC_SQUARE,
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SHADER_FUNC_SAWTOOTH,
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SHADER_FUNC_INVERSESAWTOOTH,
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SHADER_FUNC_NOISE,
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SHADER_FUNC_CONSTANT
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} type; // SHADER_FUNC enum
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float args[4]; // offset, amplitude, phase_offset, rate
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} shaderfunc_t;
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#if _MSC_VER || __BORLANDC__
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typedef unsigned __int64 msortkey_t;
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#else
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typedef unsigned long long msortkey_t;
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#endif
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typedef struct meshbuffer_s
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{
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msortkey_t sortkey;
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int infokey; // lightmap number or mesh number
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unsigned int dlightbits;
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entity_t *entity;
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struct shader_s *shader;
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mesh_t *mesh;
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struct mfog_s *fog;
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} meshbuffer_t;
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//tecture coordinate manipulation
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typedef struct
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{
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enum {
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SHADER_TCMOD_NONE, //bug
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SHADER_TCMOD_SCALE, //some sorta tabled deformation
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SHADER_TCMOD_SCROLL, //boring moving texcoords with time
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SHADER_TCMOD_STRETCH, //constant factor
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SHADER_TCMOD_ROTATE,
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SHADER_TCMOD_MAX,
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SHADER_TCMOD_TRANSFORM,
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SHADER_TCMOD_TURB
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} type;
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float args[6];
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} tcmod_t;
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//vertex positioning manipulation.
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typedef struct
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{
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enum {
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DEFORMV_NONE, //bug
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DEFORMV_MOVE,
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DEFORMV_WAVE,
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DEFORMV_NORMAL,
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DEFORMV_BULGE,
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DEFORMV_AUTOSPRITE,
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DEFORMV_AUTOSPRITE2,
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DEFORMV_PROJECTION_SHADOW
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} type;
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float args[4];
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shaderfunc_t func;
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} deformv_t;
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typedef struct shaderpass_s {
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int numMergedPasses;
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shaderfunc_t rgbgen_func;
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shaderfunc_t alphagen_func;
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struct cin_s *cin;
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unsigned int blendsrc, blenddst; // glBlendFunc args
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unsigned int blendmode, envmode;
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unsigned int combinesrc0, combinesrc1, combinemode;
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unsigned int depthfunc; // glDepthFunc arg
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enum {
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SHADER_ALPHA_GT0,
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SHADER_ALPHA_LT128,
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SHADER_ALPHA_GE128
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} alphafunc;
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enum {
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TC_GEN_BASE, //basic specified texture coords
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TC_GEN_LIGHTMAP, //use loaded lightmap coords
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TC_GEN_ENVIRONMENT,
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TC_GEN_DOTPRODUCT,
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TC_GEN_VECTOR
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} tcgen;
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enum {
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RGB_GEN_WAVE,
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RGB_GEN_ENTITY,
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RGB_GEN_ONE_MINUS_ENTITY,
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RGB_GEN_VERTEX,
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RGB_GEN_EXACT_VERTEX,
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RGB_GEN_ONE_MINUS_VERTEX,
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RGB_GEN_IDENTITY_LIGHTING,
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RGB_GEN_IDENTITY,
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RGB_GEN_CONST,
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RGB_GEN_UNKNOWN,
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RGB_GEN_LIGHTING_DIFFUSE,
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RGB_GEN_TOPCOLOR,
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RGB_GEN_BOTTOMCOLOR
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} rgbgen;
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enum {
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ALPHA_GEN_ENTITY,
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ALPHA_GEN_WAVE,
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ALPHA_GEN_PORTAL,
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ALPHA_GEN_SPECULAR,
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ALPHA_GEN_IDENTITY,
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ALPHA_GEN_VERTEX,
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ALPHA_GEN_CONST
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} alphagen;
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int numtcmods;
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tcmod_t tcmods[SHADER_MAX_TC_MODS];
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void (*flush) (meshbuffer_t *mb, struct shaderpass_s *pass);
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int anim_numframes;
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int anim_frames[SHADER_MAX_ANIMFRAMES];
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float anim_fps;
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unsigned int texturetype;
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enum {
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SHADER_PASS_BLEND = 1 << 0,
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SHADER_PASS_ALPHAFUNC = 1 << 1,
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SHADER_PASS_DEPTHWRITE = 1 << 2,
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SHADER_PASS_VIDEOMAP = 1 << 3,
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SHADER_PASS_DETAIL = 1 << 4,
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SHADER_PASS_LIGHTMAP = 1 << 5,
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SHADER_PASS_DELUXMAP = 1 << 6,
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SHADER_PASS_NOCOLORARRAY = 1<< 7,
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SHADER_PASS_ANIMMAP = 1 << 8,
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SHADER_PASS_GPUPROGRAM = 1 << 9
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} flags;
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} shaderpass_t;
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typedef struct
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{
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mesh_t meshes[5];
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int farbox_textures[6];
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int nearbox_textures[6];
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} skydome_t;
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typedef struct shader_s {
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int numpasses; //careful... 0 means it's not loaded... and not actually a proper shader.
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struct shader_s *next;
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char name[MAX_QPATH];
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//end of shared fields.
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byte_vec4_t fog_color;
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float fog_dist;
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int numdeforms;
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deformv_t deforms[SHADER_DEFORM_MAX];
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enum {
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SHADER_SKY = 1 << 0,
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SHADER_NOMIPMAPS = 1 << 1,
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SHADER_NOPICMIP = 1 << 2,
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SHADER_CULL_FRONT = 1 << 3,
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SHADER_CULL_BACK = 1 << 4,
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SHADER_DEFORMV_BULGE = 1 << 5,
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SHADER_AUTOSPRITE = 1 << 6,
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SHADER_FLARE = 1 << 7,
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SHADER_POLYGONOFFSET = 1 << 8,
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SHADER_ENTITY_MERGABLE = 1 << 9,
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SHADER_VIDEOMAP = 1 << 10,
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SHADER_DEPTHWRITE = 1 << 11,
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SHADER_AGEN_PORTAL = 1 << 12,
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SHADER_BLEND = 1 << 13, //blend or alphatest (not 100% opaque).
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SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders.
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SHADER_PROGRAM = 1 << 15 //run a script
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} flags;
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shaderpass_t passes[SHADER_PASS_MAX];
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shadersort_t sort;
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skydome_t *skydome;
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meshfeatures_t features;
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int registration_sequence;
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} shader_t;
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extern shader_t r_shaders[];
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void R_RenderMeshGeneric ( meshbuffer_t *mb, shaderpass_t *pass );
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void R_RenderMeshCombined ( meshbuffer_t *mb, shaderpass_t *pass );
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void R_RenderMeshMultitextured ( meshbuffer_t *mb, shaderpass_t *pass );
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shader_t *R_RegisterPic (char *name);
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shader_t *R_RegisterShader (char *name);
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shader_t *R_RegisterShader_Vertex (char *name);
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shader_t *R_RegisterShader_Flare (char *name);
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shader_t *R_RegisterSkin (char *name);
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shader_t *R_RegisterCustom (char *name, void(*defaultgen)(char *name, shader_t*));
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void Shader_DefaultSkinShell(char *shortname, shader_t *s);
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void R_BackendInit (void);
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void Shader_Shutdown (void);
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qboolean Shader_Init (void);
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mfog_t *CM_FogForOrigin(vec3_t org);
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#endif
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