rallyunlimited-engine/code/renderervk/tr_common.h
2024-02-02 19:46:17 +03:00

132 lines
4.5 KiB
C

/*
===========================================================================
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