mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
6ceb76233c
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6209 fc73d0e0-1445-4013-8a0c-d673dee63da5
529 lines
20 KiB
C
529 lines
20 KiB
C
#ifndef MERGED_H
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#define MERGED_H
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#ifdef VKQUAKE
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//we need some types available elsewhere, but don't really want to have to include the entire vulkan api everywhere.
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//unfortunately, vulkan's handle types are not well defined.
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#if defined(__LP64__) || defined(_WIN64) || (defined(__x86_64__) && !defined(__ILP32__) ) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
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#define VulkanAPIRandomness void*
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#elif defined(_MSC_VER) && _MSC_VER < 1300
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#define VulkanAPIRandomness __int64
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#else
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#define VulkanAPIRandomness long long
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#endif
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#define qVkDescriptorSet VulkanAPIRandomness
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#define qVkShaderModule VulkanAPIRandomness
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#define qVkPipelineLayout VulkanAPIRandomness
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#define qVkDescriptorSetLayout VulkanAPIRandomness
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#define qVkBuffer VulkanAPIRandomness
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#define qVkDeviceMemory VulkanAPIRandomness
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#endif
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//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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struct dlight_s;
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struct font_s;
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typedef enum
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{
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SKEL_RELATIVE, //relative to parent.
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SKEL_ABSOLUTE, //relative to model. doesn't blend very well.
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SKEL_INVERSE_RELATIVE, //pre-inverted. faster than regular relative but has weirdness with skeletal objects. blends okay.
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SKEL_INVERSE_ABSOLUTE, //final renderable type.
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SKEL_IDENTITY, //PANIC
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SKEL_QUATS //quat+org, 7 floats rather than 12. better lerping.
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} skeltype_t;
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#ifdef HALFLIFEMODELS
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#define MAX_BONE_CONTROLLERS 5
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#endif
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#ifdef HAVE_LEGACY
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#define FRAME_BLENDS 4 //for compat with DP (for mods that want 4-way blending yet refuse to use framegroups properly). real mods should be using skeletal objects allowing for N-way blending.
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#else
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#define FRAME_BLENDS 2
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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 framestate_s {
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struct framestateregion_s {
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int frame[FRAME_BLENDS];
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float frametime[FRAME_BLENDS];
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float lerpweight[FRAME_BLENDS];
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#ifdef HALFLIFEMODELS
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float subblendfrac; //hl models are weird
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float subblend2frac; //very weird.
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#endif
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int endbone;
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} g[FS_COUNT];
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#ifdef SKELETALOBJECTS
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float *bonestate;
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int bonecount;
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skeltype_t skeltype;
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#endif
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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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#define NULLFRAMESTATE (framestate_t*)NULL
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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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#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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apic_t *R2D_LoadAtlasedPic(const char *name);
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void R2D_ImageAtlas(float x, float y, float w, float h, float s1, float t1, float s2, float t2, apic_t *pic);
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#define R2D_ScalePicAtlas(x,y,w,h,p) R2D_ImageAtlas(x,y,w,h,0,0,1,1,p)
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mpic_t *R2D_SafeCachePic (const char *path);
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mpic_t *R2D_SafePicFromWad (const char *name);
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void R2D_DrawCrosshair (void);
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void R2D_ScalePic (float x, float y, float width, float height, mpic_t *pic);
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void R2D_SubPic(float x, float y, float width, float height, mpic_t *pic, float srcx, float srcy, float srcwidth, float srcheight);
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void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic, unsigned int *palette);
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void R2D_TileClear (float x, float y, float w, float h);
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void R2D_FadeScreen (void);
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void R2D_Font_Changed(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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qboolean R2D_DrawLevelshot(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_Image2dQuad(vec2_t const*points, vec2_t const*texcoords, vec4_t const*rgba, 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(float x, float y, float w, float h);
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void R2D_Line(float x1, float y1, float x2, float y2, mpic_t *pic);
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extern void (*R2D_Flush)(void);
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extern void (*Draw_Init) (void);
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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 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 *stride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt); //if stride is negative, then the return value points to the last line intead of the first. this allows it to be freed normally.
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extern void (*VID_SetWindowCaption) (const char *msg);
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extern void *SCR_ScreenShot_Capture (int fbwidth, int fbheight, int *stride, enum uploadfmt *fmt, qboolean no2d, qboolean hdr);
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extern void SCR_Init (void);
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extern void SCR_DeInit (void);
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extern qboolean (*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_CenterPrint (int pnum, const char *str, qboolean skipgamecode);
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int R_DrawTextField(int x, int y, int w, int h, const char *text, unsigned int defaultmask, unsigned int fieldflags, struct font_s *font, vec2_t fontscale);
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#define CPRINT_LALIGN (1<<0) //L
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#define CPRINT_TALIGN (1<<1) //T
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#define CPRINT_RALIGN (1<<2) //R
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#define CPRINT_BALIGN (1<<3) //B
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#define CPRINT_BACKGROUND (1<<4) //P
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#define CPRINT_NOWRAP (1<<5)
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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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#define CPRINT_CURSOR (1<<19) //C (use a mouse cursor, also enabled by the presence of a (auto) link)
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#endif
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//mod_purge flags
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enum mod_purge_e
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{
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MP_MAPCHANGED, //new map. old stuff no longer needed, can skip stuff if it'll be expensive.
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MP_FLUSH, //user flush command. anything flushable goes.
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MP_RESET //*everything* is destroyed. renderer is going down, or at least nothing depends upon it.
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};
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enum mlverbosity_e
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{
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MLV_SILENT,
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MLV_SILENTSYNC,
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MLV_WARN,
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MLV_WARNSYNC,
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MLV_ERROR
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};
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extern struct model_s *mod_known; //for evil people that want to do evil indexing.
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const char *Mod_GetEntitiesString(struct model_s *mod);
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void Mod_SetEntitiesStringLen(struct model_s *mod, const char *str, size_t strsize);
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void Mod_SetEntitiesString(struct model_s *mod, const char *str, qboolean docopy);
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qboolean Mod_LoadEntitiesBlob(struct model_s *mod, const char *entdata, size_t entdatasize); //initial read, with .ent file replacement etc
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void Mod_ParseEntities(struct model_s *mod);
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void Mod_LoadMapArchive(struct model_s *mod, void *archivedata, size_t archivesize);
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extern void Mod_ClearAll (void);
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extern void Mod_Purge (enum mod_purge_e type);
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extern qboolean Mod_PurgeModel (struct model_s *mod, enum mod_purge_e ptype);
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extern struct model_s *Mod_FindName (const char *name); //find without loading. needload should be set.
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extern struct model_s *Mod_ForName (const char *name, enum mlverbosity_e verbosity); //finds+loads
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extern struct model_s *Mod_LoadModel (struct model_s *mod, enum mlverbosity_e verbose); //makes sure a model is loaded
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extern void Mod_FileWritten (const char *filename);
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extern void *Mod_Extradata (struct model_s *mod); // handles caching
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extern void Mod_TouchModel (const char *name);
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extern const char *Mod_FixName (const char *modname, const char *worldname); //remaps the name appropriately
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const char *Mod_ParseWorldspawnKey (struct model_s *mod, const char *key, char *buffer, size_t sizeofbuffer);
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extern qboolean Mod_GetModelEvent (struct model_s *model, int animation, int eventidx, float *timestamp, int *eventcode, char **eventdata);
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extern int Mod_SkinNumForName (struct model_s *model, int surfaceidx, const char *name);
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extern int Mod_FrameNumForName (struct model_s *model, int surfaceidx, const char *name);
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extern float Mod_GetFrameDuration (struct model_s *model, int surfaceidx, int framenum);
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extern int Mod_GetFrameCount (struct model_s *model);
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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, const char *name, int firsttag);
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void Mod_AddSingleSurface(struct entity_s *ent, int surfaceidx, shader_t *shader, int mode);
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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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const char *Mod_GetBoneName(struct model_s *model, int bonenum);
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void Draw_FunString(float x, float y, const void *str);
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void Draw_FunStringU8(unsigned int flags, float x, float y, const void *str);
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void Draw_AltFunString(float x, float y, const void *str);
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void Draw_FunStringWidthFont(struct font_s *font, float x, float y, const void *str, int width, int rightalign, qboolean highlight);
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#define Draw_FunStringWidth(x,y,str,width,rightalign,highlight) Draw_FunStringWidthFont(font_default,x,y,str,width,rightalign,highlight)
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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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enum
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{
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TEX_NOTLOADED,
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TEX_LOADING,
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TEX_LOADED,
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TEX_FAILED
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};
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typedef struct image_s
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{
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#ifdef _DEBUG
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char dbgident[32];
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#endif
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char *ident; //allocated on end
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char *subpath; //allocated on end
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int regsequence;
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int width; //this is the logical size. the physical size is not considered important (except for render targets, which should not be loaded from disk).
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int height;
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int depth;
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uploadfmt_t format;
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int status; //TEX_
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unsigned int flags;
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struct image_s *next;
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// struct image_s *prev;
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struct image_s *aliasof;
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union
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{
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int nosyntaxerror;
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#if defined(D3DQUAKE) || defined(SWQUAKE)
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struct
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{
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void *ptr; //texture
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void *ptr2; //view
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};
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#endif
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#ifdef GLQUAKE
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int num;
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#endif
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#ifdef VKQUAKE
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struct
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{
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qVkDescriptorSet vkdescriptor;
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struct vk_image_s *vkimage;
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};
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#endif
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};
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void *fallbackdata;
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int fallbackwidth;
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int fallbackheight;
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uploadfmt_t fallbackfmt;
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} image_t;
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#if 1
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typedef image_t *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))
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#define TEXLOADED(tex) ((tex) && (tex)->status == TEX_LOADED)
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#define TEXDOWAIT(tex) do{if ((tex) && (tex)->status == TEX_LOADING) COM_WorkerPartialSync((tex), &(tex)->status, TEX_LOADING);}while(0)
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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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#define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f))
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#define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f)
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struct pendingtextureinfo
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{
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enum imgtype_e
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{
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//formats are all w*h*d (where depth has limitations according to type)
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PTI_2D, //w*h*1 - depth MUST be 1
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PTI_3D, //w*h*d - we can't generate 3d mips
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PTI_CUBE, //w*h*6 - depth MUST be 6 (faces must be tightly packed)
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PTI_2D_ARRAY, //w*h*layers - depth is =layers
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PTI_CUBE_ARRAY, //w*h*(layers*6) - depth is =(layers*6).
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PTI_ANY //says we don't care.
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} type;
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uploadfmt_t encoding; //PTI_* formats
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void *extrafree; //avoids some memcpys
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int mipcount;
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struct
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{
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void *data;
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size_t datasize; //ceil(width/blockwidth)*ceil(height/blockheight)*ceil(depth/blockdepth)*blocksize - except that blockdepth is always considered 1 for now.
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int width;
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int height;
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int depth;
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qboolean needfree;
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} mip[72]; //enough for a 4096 cubemap. or a really smegging big 2d texture...
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//mips are ordered as in arrayindex THEN mip order, allowing easy truncation of mip levels.
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//cubemaps are just arrayindex*6
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};
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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 *vboptr[2];
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void *fallback;
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} vbobctx_t;
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typedef union vboarray_s
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{
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void *sysptr;
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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(D3D8QUAKE) || 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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#ifdef VKQUAKE
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struct
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{
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qVkBuffer buff;
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unsigned int offs;
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} vk;
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#endif
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struct
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{ //matches the biggest version. currently vulkan. this ensures that plugins can allocate model data without caring about renderers.
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qint64_t buff;
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unsigned int offs;
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} pad;
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} vboarray_t;
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//scissor rects
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typedef struct
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{
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float x;
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float y;
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float width;
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float height;
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double dmin;
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double dmax;
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} srect_t;
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typedef struct texnums_s {
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char mapname[MAX_QPATH]; //the 'official' name of the diffusemap. used to generate filenames for other textures.
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texid_t base; //2d, regular diffuse texture. may have alpha if surface is transparent.
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texid_t bump; //2d, normalmap. height values packed in alpha.
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texid_t specular; //2d, specular lighting values. alpha contains exponent multiplier
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texid_t upperoverlay; //2d, diffuse texture for the upper body(shirt colour). no alpha channel. added to base.rgb. ideally an l8 texture
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texid_t loweroverlay; //2d, diffuse texture for the lower body(trouser colour). no alpha channel. added to base.rgb. ideally an l8 texture
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texid_t paletted; //2d, 8bit paletted data, just because. only red is used.
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texid_t fullbright; //2d, emissive texture. alpha should be 1.
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texid_t reflectcube; //cube, for fake reflections
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texid_t reflectmask; //2d, defines how reflective it is (for cubemap reflections)
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texid_t displacement; //2d, alternative to bump.a, eg R16[F] for offsetmapping or tessellation
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texid_t occlusion; //2d, occlusion map... only red is used.
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//the material's pushconstants. vulkan guarentees only 128 bytes. so 8 vec4s. note that lmscales should want 4 of them...
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/*struct
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{
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vec4_t basefactors;
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vec4_t specfactors;
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vec4_t fullbrightfactors;
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//FIXME: envmap index, lightmap index, etc.
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} factors;*/
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} texnums_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_GBUFFER, //
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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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} backendmode_t;
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typedef struct rendererinfo_s {
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char *description;
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char *name[5];
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r_qrenderer_t rtype;
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//FIXME: all but the vid stuff really should be filled in by the video code, simplifying system-specific stuff.
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//FIXME: remove these...
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void (*Draw_Init) (void);
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void (*Draw_Shutdown) (void);
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void (*IMG_UpdateFiltering) (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float lodbias, float anis);
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qboolean (*IMG_LoadTextureMips) (texid_t tex, const struct pendingtextureinfo *mips);
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void (*IMG_DestroyTexture) (texid_t tex);
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void (*R_Init) (void); //FIXME - merge implementations
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void (*R_DeInit) (void); //FIXME - merge implementations
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void (*R_RenderView) (void); // must set r_refdef first
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//FIXME: keep these...
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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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void (*VID_SwapBuffers) (void); //force a buffer swap, regardless of what's displayed.
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qboolean (*VID_ApplyGammaRamps) (unsigned int size, unsigned short *ramps);
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void *(*VID_CreateCursor) (const qbyte *imagedata, int width, int height, uploadfmt_t format, float hotx, float hoty, float scale); //may be null, stub returns null
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qboolean (*VID_SetCursor) (void *cursor); //may be null
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void (*VID_DestroyCursor) (void *cursor); //may be null
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void (*VID_SetWindowCaption) (const char *msg);
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//FIXME: add clipboard stuff...
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//FIXME: remove these...
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char *(*VID_GetRGBInfo) (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt);
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qboolean (*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, 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) (struct batch_s **worldbatches);
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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, qboolean dataonly);
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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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qboolean (*BE_SelectDLight)(struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
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void (*BE_Scissor)(srect_t *rect);
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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, size_t maxsize);
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void (*BE_VBO_Data)(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
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void (*BE_VBO_Finish)(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
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void (*BE_VBO_Destroy)(vboarray_t *vearray, void *mem);
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void (*BE_RenderToTextureUpdate2d)(qboolean destchanged);
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char *alignment; //just to make sure that added functions cause compile warnings.
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int (*VID_GetPriority) (void); //so that eg x11 or wayland can be prioritised depending on environment settings. assumed to be 1.
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void (*VID_EnumerateVideoModes) (const char *driver, const char *output, void (*cb) (int w, int h));
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qboolean(*VID_EnumerateDevices) (void *usercontext, void(*callback)(void *context, const char *devicename, const char *outputname, const char *desc));
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qboolean(*VID_MayRefresh) (void);
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//FIXME: add getdestopres
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//FIXME: add clipboard handling
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} rendererinfo_t;
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#define rf currentrendererstate.renderer
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#define VID_SwapBuffers rf->VID_SwapBuffers
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#define VID_MayRefresh rf->VID_MayRefresh
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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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#define BE_Scissor rf->BE_Scissor
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#define BE_RenderToTextureUpdate2d rf->BE_RenderToTextureUpdate2d
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#define RT_IMAGEFLAGS (IF_NOMIPMAP|IF_CLAMP|IF_LINEAR|IF_RENDERTARGET)
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texid_t R2D_RT_Configure(const char *id, int width, int height, uploadfmt_t rtfmt, unsigned int imageflags);
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texid_t R2D_RT_GetTexture(const char *id, unsigned int *width, unsigned int *height);
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#endif //MERGED_H
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