mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
6d36834f8e
added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
476 lines
16 KiB
C
476 lines
16 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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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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} 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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#define FRAME_BLENDS 4
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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 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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#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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//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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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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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 points[], vec2_t texcoords[], 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 (*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 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, 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_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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//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
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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.
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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_WARN,
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MLV_ERROR
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};
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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 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_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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char *Mod_ParseWorldspawnKey (const char *ents, const char *key, char *buffer, size_t sizeofbuffer);
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extern void Mod_Think (void);
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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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#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);
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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(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_FunStringWidth(float x, float y, const void *str, int width, qboolean rightalign, qboolean 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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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_MIP4_LUM8, /*8bit 4-mip greyscale image*/
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TF_MIP4_SOLID8, /*8bit 4-mip 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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/*this block 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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/*for render targets*/
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TF_DEPTH16,
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TF_DEPTH24,
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TF_DEPTH32,
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TF_RGBA16F,
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TF_RGBA32F,
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/*for weird systems where the gl driver needs to do the decode (read: webgl)*/
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TF_SYSTEMDECODE
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} uploadfmt_t;
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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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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;
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int height;
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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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#if defined(D3DQUAKE) || defined(SWQUAKE)
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void *ptr; //texture
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void *ptr2; //view
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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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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) if ((tex) && (tex)->status == TEX_LOADING) COM_WorkerPartialSync((tex), &(tex)->status, TEX_LOADING)
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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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struct pendingtextureinfo
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{
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enum
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{
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PTI_2D,
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PTI_3D,
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PTI_CUBEMAP //mips are packed (to make d3d11 happy)
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} type;
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enum
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{
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//these formats are specified as direct byte access
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PTI_RGBA8, //rgba byte ordering
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PTI_RGBX8, //rgb pad byte ordering
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PTI_BGRA8, //alpha channel
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PTI_BGRX8, //no alpha channel
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//these formats are specified in native endian order
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PTI_RGB565, //16bit alphaless format.
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PTI_RGBA4444, //16bit format (gl)
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PTI_ARGB4444, //16bit format (d3d)
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PTI_RGBA5551, //16bit alpha format (gl).
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PTI_ARGB1555, //16bit alpha format (d3d).
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//floating point formats
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PTI_RGBA16F,
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PTI_RGBA32F,
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//small formats.
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PTI_R8,
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PTI_RG8,
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//compressed formats
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PTI_S3RGB1,
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PTI_S3RGBA1,
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PTI_S3RGBA3,
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PTI_S3RGBA5,
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//weird specialcase mess to take advantage of webgl so we don't need redundant bloat where we're already strugging with potential heap limits
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PTI_WHOLEFILE,
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//depth formats
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PTI_DEPTH16,
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PTI_DEPTH24,
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PTI_DEPTH32,
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PTI_DEPTH24_8,
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PTI_MAX
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} encoding; //0
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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;
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int width;
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int height;
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qboolean needfree;
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} mip[32];
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void *extrafree;
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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 *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 *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(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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//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; //regular diffuse texture. may have alpha if surface is transparent
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texid_t bump; //normalmap. height values packed in alpha.
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texid_t specular; //specular lighting values.
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texid_t upperoverlay; //diffuse texture for the upper body(shirt colour). no alpha channel. added to base.rgb
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texid_t loweroverlay; //diffuse texture for the lower body(trouser colour). no alpha channel. added to base.rgb
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texid_t paletted; //8bit paletted data, just because.
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texid_t fullbright;
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texid_t reflectcube;
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texid_t reflectmask;
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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_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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} 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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void (*IMG_UpdateFiltering) (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis);
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qboolean (*IMG_LoadTextureMips) (texid_t tex, 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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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 short *ramps);
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void *(*VID_CreateCursor) (char *filename, 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) (char *msg);
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char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
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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, 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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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);
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void (*BE_VBO_Destroy)(vboarray_t *vearray);
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void (*BE_RenderToTextureUpdate2d)(qboolean destchanged);
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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 VID_SwapBuffers rf->VID_SwapBuffers
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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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texid_t R2D_RT_Configure(const char *id, int width, int height, uploadfmt_t rtfmt);
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texid_t R2D_RT_GetTexture(const char *id, unsigned int *width, unsigned int *height);
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