mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
9ee7301d32
playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too. trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits. added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling. removed some madness with model skins, fixing some weird q3 bugs. fixed forced-pause-on-start for q2 fixed q3 server to actually accept client packets again. fixed strftime builtin git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
530 lines
14 KiB
C
530 lines
14 KiB
C
#ifndef SHADER_H
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#define SHADER_H
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typedef void (shader_gen_t)(char *name, shader_t*, const void *args);
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#define SHADER_PASS_MAX 8
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#define SHADER_MAX_TC_MODS 8
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#define SHADER_DEFORM_MAX 8
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#define SHADER_MAX_ANIMFRAMES 8
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#define SHADER_ANIM_FRAMES_MAX 16
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#define SHADER_PROGPARMS_MAX 16
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typedef enum {
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SHADER_BSP,
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SHADER_BSP_VERTEX,
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SHADER_BSP_FLARE,
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SHADER_MD3,
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SHADER_2D
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} shadertype_t;
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typedef enum {
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MF_NONE = 1<<0,
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MF_NORMALS = 1<<1,
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MF_TRNORMALS = 1<<2,
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MF_COLORS = 1<<3,
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MF_STCOORDS = 1<<4,
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MF_LMCOORDS = 1<<5,
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MF_NOCULL = 1<<6,
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MF_NONBATCHED = 1<<7
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} meshfeatures_t;
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//colour manipulation
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typedef struct
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{
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enum {
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SHADER_FUNC_SIN,
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SHADER_FUNC_TRIANGLE,
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SHADER_FUNC_SQUARE,
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SHADER_FUNC_SAWTOOTH,
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SHADER_FUNC_INVERSESAWTOOTH,
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SHADER_FUNC_NOISE,
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SHADER_FUNC_CONSTANT
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} type; // SHADER_FUNC enum
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float args[4]; // offset, amplitude, phase_offset, rate
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} shaderfunc_t;
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//tecture coordinate manipulation
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typedef struct
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{
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enum {
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SHADER_TCMOD_NONE, //bug
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SHADER_TCMOD_SCALE, //some sorta tabled deformation
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SHADER_TCMOD_SCROLL, //boring moving texcoords with time
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SHADER_TCMOD_STRETCH, //constant factor
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SHADER_TCMOD_ROTATE,
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SHADER_TCMOD_TRANSFORM,
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SHADER_TCMOD_TURB
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} type;
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float args[6];
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} tcmod_t;
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//vertex positioning manipulation.
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typedef struct
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{
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enum {
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DEFORMV_NONE, //bug
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DEFORMV_MOVE,
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DEFORMV_WAVE,
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DEFORMV_NORMAL,
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DEFORMV_BULGE,
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DEFORMV_AUTOSPRITE,
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DEFORMV_AUTOSPRITE2,
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DEFORMV_PROJECTION_SHADOW
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} type;
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float args[4];
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shaderfunc_t func;
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} deformv_t;
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enum
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{
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/*source and dest factors match each other for easier parsing
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but they're not meant to ever be set on the shader itself
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NONE is also invalid, and is used to signify disabled, it should never be set on only one
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*/
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SBITS_SRCBLEND_NONE = 0x00000000,
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SBITS_SRCBLEND_ZERO = 0x00000001,
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SBITS_SRCBLEND_ONE = 0x00000002,
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SBITS_SRCBLEND_DST_COLOR = 0x00000003,
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SBITS_SRCBLEND_ONE_MINUS_DST_COLOR = 0x00000004,
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SBITS_SRCBLEND_SRC_ALPHA = 0x00000005,
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SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA = 0x00000006,
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SBITS_SRCBLEND_DST_ALPHA = 0x00000007,
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SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA = 0x00000008,
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SBITS_SRCBLEND_SRC_COLOR_INVALID = 0x00000009,
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SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID = 0x0000000a,
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SBITS_SRCBLEND_ALPHA_SATURATE = 0x0000000b,
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#define SBITS_SRCBLEND_BITS 0x0000000f
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/*must match src factors, just shifted 4*/
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SBITS_DSTBLEND_NONE = 0x00000000,
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SBITS_DSTBLEND_ZERO = 0x00000010,
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SBITS_DSTBLEND_ONE = 0x00000020,
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SBITS_DSTBLEND_DST_COLOR_INVALID = 0x00000030,
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SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID = 0x00000040,
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SBITS_DSTBLEND_SRC_ALPHA = 0x00000050,
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SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA = 0x00000060,
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SBITS_DSTBLEND_DST_ALPHA = 0x00000070,
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SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA = 0x00000080,
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SBITS_DSTBLEND_SRC_COLOR = 0x00000090,
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SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR = 0x000000a0,
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SBITS_DSTBLEND_ALPHA_SATURATE_INVALID = 0x000000b0,
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#define SBITS_DSTBLEND_BITS 0x000000f0
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#define SBITS_BLEND_BITS (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)
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SBITS_ATEST_NONE = 0x00000000,
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SBITS_ATEST_GT0 = 0x00000100,
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SBITS_ATEST_LT128 = 0x00000200,
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SBITS_ATEST_GE128 = 0x00000300,
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#define SBITS_ATEST_BITS 0x00000f00
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SBITS_MISC_DEPTHWRITE = 0x00001000,
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SBITS_MISC_NODEPTHTEST = 0x00002000,
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SBITS_MISC_DEPTHEQUALONLY = 0x00004000,
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SBITS_MISC_DEPTHCLOSERONLY = 0x00008000,
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#define SBITS_MISC_BITS 0x0000f000
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SBITS_MASK_RED = 0x00010000,
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SBITS_MASK_GREEN = 0x00020000,
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SBITS_MASK_BLUE = 0x00040000,
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SBITS_MASK_ALPHA = 0x00080000,
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#define SBITS_MASK_BITS 0x000f0000
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};
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typedef struct shaderpass_s {
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int numMergedPasses;
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#ifndef NOMEDIA
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struct cin_s *cin;
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#endif
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unsigned int shaderbits;
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enum {
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PBM_MODULATE,
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PBM_OVERBRIGHT,
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PBM_DECAL,
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PBM_ADD,
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PBM_DOTPRODUCT,
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PBM_REPLACE,
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PBM_REPLACELIGHT
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} blendmode;
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enum {
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RGB_GEN_WAVE,
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RGB_GEN_ENTITY,
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RGB_GEN_ONE_MINUS_ENTITY,
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RGB_GEN_VERTEX_LIGHTING,
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RGB_GEN_VERTEX_EXACT,
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RGB_GEN_ONE_MINUS_VERTEX,
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RGB_GEN_IDENTITY_LIGHTING,
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RGB_GEN_IDENTITY,
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RGB_GEN_CONST,
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RGB_GEN_UNKNOWN,
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RGB_GEN_LIGHTING_DIFFUSE,
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RGB_GEN_TOPCOLOR,
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RGB_GEN_BOTTOMCOLOR
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} rgbgen;
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shaderfunc_t rgbgen_func;
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enum {
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ALPHA_GEN_ENTITY,
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ALPHA_GEN_WAVE,
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ALPHA_GEN_PORTAL,
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ALPHA_GEN_SPECULAR,
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ALPHA_GEN_IDENTITY,
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ALPHA_GEN_VERTEX,
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ALPHA_GEN_CONST
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} alphagen;
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shaderfunc_t alphagen_func;
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enum {
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TC_GEN_BASE, //basic specified texture coords
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TC_GEN_LIGHTMAP, //use loaded lightmap coords
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TC_GEN_ENVIRONMENT,
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TC_GEN_DOTPRODUCT,
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TC_GEN_VECTOR,
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TC_GEN_FOG,
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//these are really for use only in glsl stuff or perhaps cubemaps, as they generate 3d coords.
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TC_GEN_NORMAL,
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TC_GEN_SVECTOR,
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TC_GEN_TVECTOR,
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TC_GEN_SKYBOX,
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TC_GEN_WOBBLESKY,
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TC_GEN_REFLECT,
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} tcgen;
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int numtcmods;
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tcmod_t tcmods[SHADER_MAX_TC_MODS];
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int anim_numframes;
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texid_t anim_frames[SHADER_MAX_ANIMFRAMES];
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float anim_fps;
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// unsigned int texturetype;
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enum {
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T_GEN_SINGLEMAP, //single texture specified in the shader
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T_GEN_ANIMMAP, //animating sequence of textures specified in the shader
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T_GEN_LIGHTMAP, //world light samples
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T_GEN_DELUXMAP, //world light directions
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T_GEN_SHADOWMAP, //light's depth values.
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T_GEN_LIGHTCUBEMAP, //light's projected cubemap
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T_GEN_DIFFUSE, //texture's default diffuse texture
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T_GEN_NORMALMAP, //texture's default normalmap
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T_GEN_SPECULAR, //texture's default specular texture
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T_GEN_UPPEROVERLAY, //texture's default personal colour
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T_GEN_LOWEROVERLAY, //texture's default team colour
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T_GEN_FULLBRIGHT, //texture's default fullbright overlay
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T_GEN_CURRENTRENDER,//copy the current screen to a texture, and draw that
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T_GEN_SOURCECOLOUR, //used for render-to-texture targets
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T_GEN_SOURCEDEPTH, //used for render-to-texture targets
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T_GEN_SOURCECUBE, //used for render-to-texture targets
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T_GEN_VIDEOMAP, //use the media playback as an image source, updating each frame for which it is visible
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T_GEN_CUBEMAP, //use a cubemap instead, otherwise like T_GEN_SINGLEMAP
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T_GEN_3DMAP, //use a 3d texture instead, otherwise T_GEN_SINGLEMAP.
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} texgen;
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enum {
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SHADER_PASS_NOMIPMAP = 1<<1,
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SHADER_PASS_CLAMP = 1<<2,
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SHADER_PASS_NOCOLORARRAY = 1<< 3,
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//FIXME: remove these
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SHADER_PASS_VIDEOMAP = 1 << 4,
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SHADER_PASS_DETAIL = 1 << 5,
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SHADER_PASS_LIGHTMAP = 1 << 6,
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SHADER_PASS_DELUXMAP = 1 << 7,
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SHADER_PASS_ANIMMAP = 1 << 8
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} flags;
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} shaderpass_t;
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typedef struct
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{
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texid_t farbox_textures[6];
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texid_t nearbox_textures[6];
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} skydome_t;
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enum{
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PERMUTATION_GENERIC = 0,
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PERMUTATION_BUMPMAP = 1,
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PERMUTATION_SPECULAR = 2,
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PERMUTATION_FULLBRIGHT = 4,
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PERMUTATION_LOWER = 8,
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PERMUTATION_UPPER = 16,
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PERMUTATION_OFFSET = 32,
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PERMUTATION_SKELETAL = 64,
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PERMUTATION_FOG = 128,
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PERMUTATIONS = 256
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};
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typedef struct {
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enum shaderprogparmtype_e {
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SP_BAD, //never set (hopefully)
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SP_ATTR_VERTEX,
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SP_ATTR_COLOUR,
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SP_ATTR_TEXCOORD,
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SP_ATTR_LMCOORD,
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SP_ATTR_NORMALS,
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SP_ATTR_SNORMALS,
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SP_ATTR_TNORMALS,
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SP_ATTR_BONENUMS, /*skeletal only*/
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SP_ATTR_BONEWEIGHTS, /*skeletal only*/
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SP_FIRSTUNIFORM, //never set
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/*entity properties*/
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SP_E_LMSCALE,
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SP_E_ORIGIN,
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SP_E_COLOURS,
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SP_E_COLOURSIDENT,
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SP_E_GLOWMOD,
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SP_E_TOPCOLOURS,
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SP_E_BOTTOMCOLOURS,
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SP_E_TIME,
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SP_E_L_DIR, /*these light values are non-dynamic light as in classic quake*/
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SP_E_L_MUL,
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SP_E_L_AMBIENT,
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SP_E_EYEPOS, /*viewer's eyepos, in model space*/
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SP_V_EYEPOS, /*viewer's eyepos, in world space*/
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SP_W_FOG,
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SP_M_ENTBONES,
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SP_M_VIEW,
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SP_M_MODEL,
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SP_M_MODELVIEW,
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SP_M_PROJECTION,
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SP_M_MODELVIEWPROJECTION,
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SP_M_INVVIEWPROJECTION,
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SP_M_INVMODELVIEWPROJECTION,
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SP_RENDERTEXTURESCALE, /*multiplier for currentrender->texcoord*/
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SP_LIGHTRADIUS, /*these light values are realtime lighting*/
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SP_LIGHTCOLOUR,
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SP_LIGHTCOLOURSCALE,
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SP_LIGHTPOSITION,
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SP_LIGHTSCREEN,
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SP_LIGHTPROJMATRIX,
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//things that are set immediatly
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SP_FIRSTIMMEDIATE, //never set
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SP_CONSTI,
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SP_CONSTF,
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SP_CVARI,
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SP_CVARF,
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SP_CVAR3F,
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SP_TEXTURE
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} type;
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unsigned int handle[PERMUTATIONS];
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union
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{
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int ival;
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float fval;
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void *pval;
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};
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} shaderprogparm_t;
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union programhandle_u
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{
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int glsl;
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#ifdef D3DQUAKE
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struct
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{
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void *vert;
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void *frag;
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void *ctabf;
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void *ctabv;
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} hlsl;
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#endif
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};
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typedef struct programshared_s
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{
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int refs;
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qboolean nofixedcompat;
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union programhandle_u handle[PERMUTATIONS];
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int numparams;
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shaderprogparm_t parm[SHADER_PROGPARMS_MAX];
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} program_t;
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typedef struct {
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float factor;
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float unit;
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} polyoffset_t;
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struct shader_s
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{
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int uses;
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int width;
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int height;
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int numpasses;
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texnums_t defaulttextures;
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struct shader_s *next;
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char name[MAX_QPATH];
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//end of shared fields.
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byte_vec4_t fog_color;
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float fog_dist;
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float portaldist;
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int numdeforms;
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deformv_t deforms[SHADER_DEFORM_MAX];
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polyoffset_t polyoffset;
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enum {
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SHADER_SKY = 1 << 0,
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SHADER_NOMIPMAPS = 1 << 1,
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SHADER_NOPICMIP = 1 << 2,
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SHADER_CULL_FRONT = 1 << 3,
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SHADER_CULL_BACK = 1 << 4,
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SHADER_DEFORMV_BULGE = 1 << 5,
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SHADER_AUTOSPRITE = 1 << 6,
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SHADER_FLARE = 1 << 7,
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SHADER_NOIMAGE = 1 << 8,
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SHADER_ENTITY_MERGABLE = 1 << 9,
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SHADER_VIDEOMAP = 1 << 10,
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SHADER_DEPTHWRITE = 1 << 11,
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SHADER_AGEN_PORTAL = 1 << 12,
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SHADER_BLEND = 1 << 13, //blend or alphatest (not 100% opaque).
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SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders.
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SHADER_NODLIGHT = 1 << 15, //from surfaceflags
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SHADER_HASLIGHTMAP = 1 << 16,
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SHADER_HASTOPBOTTOM = 1 << 17,
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SHADER_STATICDATA = 1 << 18 //set if true: no deforms, no tcgen, rgbgen=identitylighting, alphagen=identity, tmu0=st + tmu1=lm(if available) for every pass, no norms
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} flags;
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program_t *prog;
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shaderpass_t passes[SHADER_PASS_MAX];
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shadersort_t sort;
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skydome_t *skydome;
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shader_gen_t *generator;
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char *genargs;
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meshfeatures_t features;
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bucket_t bucket;
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};
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#define MAX_SHADERS 2048 //fixme: this takes a lot of bss in the r_shaders list
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extern shader_t *r_shaders;
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extern int be_maxpasses;
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void R_UnloadShader(shader_t *shader);
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shader_t *R_RegisterPic (char *name);
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shader_t *R_RegisterShader (char *name, const char *shaderscript);
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shader_t *R_RegisterShader_Lightmap (char *name);
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shader_t *R_RegisterShader_Vertex (char *name);
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shader_t *R_RegisterShader_Flare (char *name);
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shader_t *R_RegisterSkin (char *shadername, char *modname);
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shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args);
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void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader);
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cin_t *R_ShaderGetCinematic(shader_t *s);
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cin_t *R_ShaderFindCinematic(char *name);
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void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultScript(char *shortname, shader_t *s, const void *args);
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void Shader_DoReload(void);
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void R_BackendInit (void);
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void Shader_Shutdown (void);
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qboolean Shader_Init (void);
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void Shader_NeedReload(qboolean rescanfs);
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void Shader_WriteOutGenerics_f(void);
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mfog_t *CM_FogForOrigin(vec3_t org);
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#define BEF_FORCEDEPTHWRITE 1
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#define BEF_FORCEDEPTHTEST 2
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#define BEF_FORCEADDITIVE 4 //blend dest = GL_ONE
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#define BEF_FORCETRANSPARENT 8 //texenv replace -> modulate
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#define BEF_FORCENODEPTH 16 //disables any and all depth.
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#define BEF_PUSHDEPTH 32 //additional polygon offset
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#define BEF_NODLIGHT 64 //don't use a dlight pass
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#define BEF_NOSHADOWS 128 //don't appear in shadows
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#define BEF_FORCECOLOURMOD 256 //q3 shaders default to 'rgbgen identity', and ignore ent colours. this forces ent colours to be considered
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#ifdef GLQUAKE
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void GLBE_Init(void);
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void GLBE_SelectMode(backendmode_t mode);
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void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void GLBE_SubmitBatch(batch_t *batch);
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batch_t *GLBE_GetTempBatch(void);
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void GLBE_GenBrushModelVBO(model_t *mod);
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void GLBE_ClearVBO(vbo_t *vbo);
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void GLBE_UploadAllLightmaps(void);
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void GLBE_DrawWorld (qbyte *vis);
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qboolean GLBE_LightCullModel(vec3_t org, model_t *model);
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void GLBE_SelectEntity(entity_t *ent);
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void GLBE_SelectDLight(dlight_t *dl, vec3_t colour);
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#endif
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#ifdef D3DQUAKE
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void D3DBE_Init(void);
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void D3DBE_SelectMode(backendmode_t mode);
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void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3DBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3DBE_SubmitBatch(batch_t *batch);
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batch_t *D3DBE_GetTempBatch(void);
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|
void D3DBE_GenBrushModelVBO(model_t *mod);
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|
void D3DBE_ClearVBO(vbo_t *vbo);
|
|
void D3DBE_UploadAllLightmaps(void);
|
|
void D3DBE_DrawWorld (qbyte *vis);
|
|
qboolean D3DBE_LightCullModel(vec3_t org, model_t *model);
|
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void D3DBE_SelectEntity(entity_t *ent);
|
|
void D3DBE_SelectDLight(dlight_t *dl, vec3_t colour);
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|
|
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qboolean D3DShader_CreateProgram (program_t *prog, int permu, char **precompilerconstants, char *vert, char *frag);
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int D3DShader_FindUniform(union programhandle_u *h, int type, char *name);
|
|
void D3DShader_Init(void);
|
|
void D3DBE_Reset(qboolean before);
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|
#endif
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|
|
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//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
|
|
void BE_DrawNonWorld (void);
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|
|
|
//Builds a hardware shader from the software representation
|
|
void BE_GenerateProgram(shader_t *shader);
|
|
|
|
#ifdef RTLIGHTS
|
|
void BE_PushOffsetShadow(qboolean foobar);
|
|
//sets up gl for depth-only FIXME
|
|
void BE_SetupForShadowMap(void);
|
|
//Called from shadowmapping code into backend
|
|
void GLBE_BaseEntTextures(void);
|
|
void D3DBE_BaseEntTextures(void);
|
|
//prebuilds shadow volumes
|
|
void Sh_PreGenerateLights(void);
|
|
//Draws lights, called from the backend
|
|
void Sh_DrawLights(qbyte *vis, batch_t **mbatches);
|
|
void SH_FreeShadowMesh(struct shadowmesh_s *sm);
|
|
void Sh_Shutdown(void);
|
|
//Draws the depth of ents in the world near the current light
|
|
void BE_BaseEntShadowDepth(void);
|
|
#endif
|
|
|
|
struct shader_field_names_s
|
|
{
|
|
char *name;
|
|
enum shaderprogparmtype_e ptype;
|
|
};
|
|
extern struct shader_field_names_s shader_field_names[];
|
|
#endif
|