/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #ifndef TR_COMMON_H #define TR_COMMON_H #define USE_VULKAN #include "../qcommon/q_shared.h" #include "../renderercommon/tr_public.h" #define MAX_TEXTURE_UNITS 8 typedef enum { IMGFLAG_NONE = 0x0000, IMGFLAG_MIPMAP = 0x0001, IMGFLAG_PICMIP = 0x0002, IMGFLAG_CLAMPTOEDGE = 0x0004, IMGFLAG_CLAMPTOBORDER = 0x0008, IMGFLAG_NO_COMPRESSION = 0x0010, IMGFLAG_NOLIGHTSCALE = 0x0020, IMGFLAG_LIGHTMAP = 0x0040, IMGFLAG_NOSCALE = 0x0080, IMGFLAG_RGB = 0x0100, IMGFLAG_COLORSHIFT = 0x0200, } imgFlags_t; typedef enum { CT_FRONT_SIDED = 0, CT_BACK_SIDED, CT_TWO_SIDED } cullType_t; typedef struct image_s image_t; // any change in the LIGHTMAP_* defines here MUST be reflected in // R_FindShader() in tr_bsp.c #define LIGHTMAP_2D -4 // shader is for 2D rendering #define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models #define LIGHTMAP_WHITEIMAGE -2 #define LIGHTMAP_NONE -1 extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init // These variables should live inside glConfig but can't because of // compatibility issues to the original ID vms. If you release a stand-alone // game and your mod uses tr_types.h from this build you can safely move them // to the glconfig_t struct. extern qboolean textureFilterAnisotropic; extern int maxAnisotropy; // // cvars // extern cvar_t *r_stencilbits; // number of desired stencil bits extern cvar_t *r_texturebits; // number of desired texture bits // 0 = use framebuffer depth // 16 = use 16-bit textures // 32 = use 32-bit textures // all else = error extern cvar_t *r_drawBuffer; extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions extern cvar_t *r_ext_multitexture; extern cvar_t *r_ext_compiled_vertex_array; extern cvar_t *r_ext_texture_env_add; extern cvar_t *r_ext_texture_filter_anisotropic; extern cvar_t *r_ext_max_anisotropy; float R_NoiseGet4f( float x, float y, float z, double t ); void R_NoiseInit( void ); image_t *R_FindImageFile( const char *name, imgFlags_t flags ); image_t *R_CreateImage( const char *name, const char *name2, byte *pic, int width, int height, imgFlags_t flags ); void R_UploadSubImage( byte *data, int x, int y, int width, int height, image_t *image ); void R_IssuePendingRenderCommands( void ); qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ); qhandle_t RE_RegisterShader( const char *name ); qhandle_t RE_RegisterShaderNoMip( const char *name ); qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage); // font stuff void R_InitFreeType( void ); void R_DoneFreeType( void ); void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font); /* ============================================================= IMAGE LOADERS ============================================================= */ void R_LoadBMP( const char *name, byte **pic, int *width, int *height ); void R_LoadJPG( const char *name, byte **pic, int *width, int *height ); void R_LoadPCX( const char *name, byte **pic, int *width, int *height ); void R_LoadPNG( const char *name, byte **pic, int *width, int *height ); void R_LoadTGA( const char *name, byte **pic, int *width, int *height ); /* ==================================================================== IMPLEMENTATION SPECIFIC FUNCTIONS ==================================================================== */ #endif