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https://github.com/Q3Rally-Team/rallyunlimited-engine.git
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132 lines
4.5 KiB
C
132 lines
4.5 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef TR_COMMON_H
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#define TR_COMMON_H
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#define USE_VULKAN
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#include "../qcommon/q_shared.h"
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#include "../renderercommon/tr_public.h"
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#define MAX_TEXTURE_UNITS 8
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typedef enum
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{
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IMGFLAG_NONE = 0x0000,
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IMGFLAG_MIPMAP = 0x0001,
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IMGFLAG_PICMIP = 0x0002,
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IMGFLAG_CLAMPTOEDGE = 0x0004,
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IMGFLAG_CLAMPTOBORDER = 0x0008,
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IMGFLAG_NO_COMPRESSION = 0x0010,
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IMGFLAG_NOLIGHTSCALE = 0x0020,
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IMGFLAG_LIGHTMAP = 0x0040,
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IMGFLAG_NOSCALE = 0x0080,
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IMGFLAG_RGB = 0x0100,
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IMGFLAG_COLORSHIFT = 0x0200,
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} imgFlags_t;
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typedef enum {
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CT_FRONT_SIDED = 0,
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CT_BACK_SIDED,
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CT_TWO_SIDED
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} cullType_t;
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typedef struct image_s image_t;
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// any change in the LIGHTMAP_* defines here MUST be reflected in
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// R_FindShader() in tr_bsp.c
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#define LIGHTMAP_2D -4 // shader is for 2D rendering
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#define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models
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#define LIGHTMAP_WHITEIMAGE -2
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#define LIGHTMAP_NONE -1
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extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
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// These variables should live inside glConfig but can't because of
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// compatibility issues to the original ID vms. If you release a stand-alone
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// game and your mod uses tr_types.h from this build you can safely move them
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// to the glconfig_t struct.
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extern qboolean textureFilterAnisotropic;
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extern int maxAnisotropy;
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//
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// cvars
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//
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extern cvar_t *r_stencilbits; // number of desired stencil bits
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extern cvar_t *r_texturebits; // number of desired texture bits
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// 0 = use framebuffer depth
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// 16 = use 16-bit textures
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// 32 = use 32-bit textures
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// all else = error
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extern cvar_t *r_drawBuffer;
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extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions
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extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions
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extern cvar_t *r_ext_multitexture;
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extern cvar_t *r_ext_compiled_vertex_array;
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extern cvar_t *r_ext_texture_env_add;
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extern cvar_t *r_ext_texture_filter_anisotropic;
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extern cvar_t *r_ext_max_anisotropy;
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float R_NoiseGet4f( float x, float y, float z, double t );
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void R_NoiseInit( void );
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image_t *R_FindImageFile( const char *name, imgFlags_t flags );
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image_t *R_CreateImage( const char *name, const char *name2, byte *pic, int width, int height, imgFlags_t flags );
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void R_UploadSubImage( byte *data, int x, int y, int width, int height, image_t *image );
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void R_IssuePendingRenderCommands( void );
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qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
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qhandle_t RE_RegisterShader( const char *name );
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qhandle_t RE_RegisterShaderNoMip( const char *name );
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qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage);
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// font stuff
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void R_InitFreeType( void );
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void R_DoneFreeType( void );
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void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
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/*
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=============================================================
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IMAGE LOADERS
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=============================================================
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*/
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void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
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void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
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void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
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void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
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void R_LoadTGA( const char *name, byte **pic, int *width, int *height );
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/*
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====================================================================
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IMPLEMENTATION SPECIFIC FUNCTIONS
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====================================================================
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*/
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#endif
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