mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
2afefb77ca
$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)). $fullbright now defaults according to the animmap too. added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated). fix d3d9+d3d11 renderers a little. needs much more work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
179 lines
3.8 KiB
C
179 lines
3.8 KiB
C
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typedef struct
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{
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int pwidth;
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int pheight;
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int pwidthmask;
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int pheightmask;
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int pitch;
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unsigned int data[1];
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} swimage_t;
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typedef struct
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{
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float matrix[16];
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vec4_t viewplane;
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} swuniforms_t;
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typedef struct
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{
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volatile unsigned int readpoint; //the command queue point its reading from
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void *thread;
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#ifdef _DEBUG
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float idletime;
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float activetime;
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#endif
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unsigned int interlaceline;
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unsigned int interlacemod;
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unsigned int threadnum; //for relocating viewport info
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unsigned int *vpdbuf;
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unsigned int *vpcbuf;
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unsigned int vpwidth;
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unsigned int vpheight;
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swuniforms_t u;
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qintptr_t vpcstride;
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struct workqueue_s *wq;
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} swthread_t;
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typedef struct
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{
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int scoord[2];
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float zicoord;
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vec4_t vcoord;
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vec2_t tccoord;
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vec2_t lmcoord;
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byte_vec4_t colour;
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unsigned int clipflags; /*1=left,2=right,4=top,8=bottom,16=near*/
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} swvert_t;
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#define WQ_SIZE 1024*1024*8
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#define WQ_MASK (WQ_SIZE-1)
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#define WQ_MAXTHREADS 64
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struct workqueue_s
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{
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unsigned int numthreads;
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qbyte queue[WQ_SIZE];
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volatile unsigned int pos;
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swthread_t swthreads[WQ_MAXTHREADS];
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};
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extern struct workqueue_s commandqueue;
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enum wqcmd_e
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{
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WTC_DIE,
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WTC_SYNC,
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WTC_NEWFRAME,
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WTC_NOOP,
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WTC_VIEWPORT,
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WTC_TRIFAN,
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WTC_TRISOUP,
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WTC_SPANS,
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WTC_UNIFORMS
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};
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enum
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{
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CLIP_LEFT_FLAG = 1,
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CLIP_RIGHT_FLAG = 2,
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CLIP_TOP_FLAG = 4,
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CLIP_BOTTOM_FLAG = 8,
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CLIP_NEAR_FLAG = 16,
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CLIP_FAR_FLAG = 32
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};
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typedef union
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{
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unsigned char align[16];
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struct wqcom_s
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{
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enum wqcmd_e command;
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unsigned int cmdsize;
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} com;
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struct
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{
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struct wqcom_s com;
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swimage_t *texture;
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int numverts;
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swvert_t verts[1];
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} trifan;
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struct
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{
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struct wqcom_s com;
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swimage_t *texture;
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int numverts;
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int numidx;
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swvert_t verts[1];
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} trisoup;
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struct
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{
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struct wqcom_s com;
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unsigned int *cbuf;
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unsigned int *dbuf;
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unsigned int width;
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unsigned int height;
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qintptr_t stride;
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unsigned int interlace;
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unsigned int framenum;
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qboolean cleardepth;
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qboolean clearcolour;
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} viewport;
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struct
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{
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struct wqcom_s com;
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swuniforms_t u;
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} uniforms;
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struct
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{
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int foo;
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} spans;
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} wqcom_t;
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void SWRast_EndCommand(struct workqueue_s *wq, wqcom_t *com);
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wqcom_t *SWRast_BeginCommand(struct workqueue_s *wq, int cmdtype, unsigned int size);
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void SWRast_Sync(struct workqueue_s *wq);
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qboolean SW_VID_Init(rendererstate_t *info, unsigned char *palette);
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void SW_VID_DeInit(void);
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qboolean SW_VID_ApplyGammaRamps (unsigned short *ramps);
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char *SW_VID_GetRGBInfo(int prepad, int *truevidwidth, int *truevidheight);
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void SW_VID_SetWindowCaption(char *msg);
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void SW_VID_SwapBuffers(void);
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void SW_VID_UpdateViewport(wqcom_t *com);
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void SW_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis);
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qboolean SW_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips);
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void SW_DestroyTexture (texid_t tex);
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void SWBE_SelectMode(backendmode_t mode);
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void SWBE_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 SWBE_DrawMesh_Single(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags);
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void SWBE_SubmitBatch(struct batch_s *batch);
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struct batch_s *SWBE_GetTempBatch(void);
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void SWBE_DrawWorld(qboolean drawworld, qbyte *vis);
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void SWBE_Init(void);
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void SWBE_GenBrushModelVBO(struct model_s *mod);
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void SWBE_ClearVBO(struct vbo_s *vbo);
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void SWBE_UploadAllLightmaps(void);
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void SWBE_SelectEntity(struct entity_s *ent);
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qboolean SWBE_SelectDLight(struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
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qboolean SWBE_LightCullModel(vec3_t org, struct model_s *model);
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void SWBE_RenderToTextureUpdate2d(qboolean destchanged);
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void SWBE_Set2D(void);
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