mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-11 07:01:43 +00:00
9dbf5b5837
image_width is now only set by a single function. tweaked scancode inputs slightly. added support for printscreen binds. changed the way gamma works. glsl gamma now used when running windows, or hardware gamma is not available. removed gl_contrast+gl_brightness. q2 gamecode support no longer has a system componant. this means that ports only need the generic stuff. misc tweaks to the d3d11 renderer. added brief descriptions to many builtins. need to add comments to constants, globals, and fields too, somehow. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4355 fc73d0e0-1445-4013-8a0c-d673dee63da5
380 lines
14 KiB
C
380 lines
14 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 pubprogfuncs_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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struct dlight_s;
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struct galiasbone_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[FS_COUNT];
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float *bonestate;
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int bonecount;
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qboolean boneabs;
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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 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 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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struct galiasbone_s *Mod_GetBoneInfo(struct model_s *model, int *numbones);
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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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extern int r_regsequence;
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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 struct
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{
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int regsequence;
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int width;
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int height;
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} texcom_t;
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struct texid_s
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{
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union
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{
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unsigned int num;
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#if defined(D3DQUAKE) || defined(SWQUAKE)
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void *ptr;
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#endif
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};
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texcom_t *ref;
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};
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#if 1
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typedef struct texid_s texid_t;
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#define texid_tf texid_t
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#define TEXASSIGN(d,s) d=s
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#define TEXASSIGNF(d,s) d=s
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#define TEXVALID(t) ((t).ref!=NULL)
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#else
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typedef struct texid_s texid_t[1];
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typedef struct texid_s texid_tf;
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#define TEXASSIGN(d,s) memcpy(&d,&s,sizeof(d))
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#define TEXASSIGNF(d,s) memcpy(&d,&s,sizeof(d))
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#define TEXVALID(t) 1
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#endif
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//small context for easy vbo creation.
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typedef struct
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{
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size_t maxsize;
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size_t pos;
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int vboid[2];
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void *fallback;
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} vbobctx_t;
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typedef struct vboarray_s
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{
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union
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{
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void *dummy;
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#ifdef GLQUAKE
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struct
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{
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int vbo;
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void *addr;
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} gl;
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#endif
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#if defined(D3D9QUAKE) || defined(D3D11QUAKE)
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struct
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{
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void *buff;
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unsigned int offs;
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} d3d;
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#endif
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};
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} vboarray_t;
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typedef struct texnums_s {
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texid_t base;
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texid_t bump;
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texid_t upperoverlay;
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texid_t loweroverlay;
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texid_t specular;
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texid_t fullbright;
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} texnums_t;
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typedef enum uploadfmt
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{
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TF_INVALID,
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TF_RGBA32, /*rgba byte order*/
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TF_BGRA32, /*bgra byte order*/
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TF_RGBX32, /*rgb byte order, with extra wasted byte after blue*/
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TF_BGRX32, /*rgb byte order, with extra wasted byte after blue*/
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TF_RGB24, /*rgb byte order, no alpha channel nor pad, and regular top down*/
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TF_BGR24, /*bgr byte order, no alpha channel nor pad, and regular top down*/
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TF_BGR24_FLIP, /*bgr byte order, no alpha channel nor pad, and bottom up*/
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TF_LUM8, /*8bit greyscale image*/
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TF_SOLID8, /*8bit quake-palette image*/
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TF_TRANS8, /*8bit quake-palette image, index 255=transparent*/
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TF_TRANS8_FULLBRIGHT, /*fullbright 8 - fullbright texels have alpha 255, everything else 0*/
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TF_HEIGHT8, /*image data is greyscale, convert to a normalmap and load that, uploaded alpha contains the original heights*/
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TF_HEIGHT8PAL, /*source data is palette values rather than actual heights, generate a fallback heightmap*/
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TF_H2_T7G1, /*8bit data, odd indexes give greyscale transparence*/
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TF_H2_TRANS8_0, /*8bit data, 0 is transparent, not 255*/
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TF_H2_T4A4, /*8bit data, weird packing*/
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/*anything below requires a palette*/
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TF_PALETTES,
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TF_8PAL24,
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TF_8PAL32
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} 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_WIREFRAME, //for debugging or something
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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_CREPUSCULAR, //sky is special, everything else completely black
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BEM_DEPTHNORM, //all opaque stuff drawn using 'depthnorm' shader
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BEM_FOG, //drawing a fog volume
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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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} 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_tf (*IMG_LoadTexture) (char *identifier, int width, int height, uploadfmt_t fmt, void *data, unsigned int flags);
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texid_tf (*IMG_LoadTexture8Pal24) (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
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texid_tf (*IMG_LoadTexture8Pal32) (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
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texid_tf (*IMG_LoadCompressed) (char *name);
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texid_tf (*IMG_FindTexture) (char *identifier, unsigned int flags);
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texid_tf (*IMG_AllocNewTexture) (char *identifier, int w, int h, unsigned int flags);
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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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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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qboolean (*VID_ApplyGammaRamps) (unsigned short *ramps);
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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) (qboolean 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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void (*BE_SelectDLight)(struct dlight_s *dl, vec3_t colour);
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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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void (*BE_VBO_Begin)(vbobctx_t *ctx, unsigned int maxsize);
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void (*BE_VBO_Data)(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray);
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void (*BE_VBO_Finish)(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray);
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void (*BE_VBO_Destroy)(vboarray_t *vearray);
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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_SelectDLight rf->BE_SelectDLight
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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_SubmitMeshes rf->BE_SubmitMeshes
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#define BE_DrawWorld rf->BE_DrawWorld
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#define BE_VBO_Begin rf->BE_VBO_Begin
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#define BE_VBO_Data rf->BE_VBO_Data
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#define BE_VBO_Finish rf->BE_VBO_Finish
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#define BE_VBO_Destroy rf->BE_VBO_Destroy
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