mirror of
https://git.code.sf.net/p/quake/newtree
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e20541700c
way
294 lines
6.8 KiB
C
294 lines
6.8 KiB
C
/*
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glquake.h
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OpenGL-specific definitions and prototypes
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _GLQUAKE_H
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#define _GLQUAKE_H
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/gl.h>
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#include "client.h"
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#include "cvar.h"
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#include "model.h"
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#include "render.h"
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#include "qfgl_ext.h"
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#include "wad.h"
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void GL_BeginRendering (int *x, int *y, int *width, int *height);
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void GL_EndRendering (void);
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extern int texture_extension_number;
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extern int texture_mode;
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extern float gldepthmin, gldepthmax;
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void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel);
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typedef struct {
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float x, y, z;
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float s, t;
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float r, g, b;
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} glvert_t;
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extern glvert_t glv;
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extern int glx, gly, glwidth, glheight;
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// r_local.h -- private refresh defs
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#define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0)
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// normalizing factor so player model works out to about
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// 1 pixel per triangle
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#define MAX_LBM_HEIGHT 480
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#define MAX_GLTEXTURES 2048
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#define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
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#define SKYSHIFT 7
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#define SKYSIZE (1 << SKYSHIFT)
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#define SKYMASK (SKYSIZE - 1)
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#define SKY_TEX 2000 // Quake 2 environment sky
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#define BACKFACE_EPSILON 0.01
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void R_TimeRefresh_f (void);
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void R_ReadPointFile_f (void);
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texture_t *R_TextureAnimation (texture_t *base);
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typedef struct surfcache_s {
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struct surfcache_s *next;
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struct surfcache_s **owner; // NULL is an empty chunk of memory
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int lightadj[MAXLIGHTMAPS]; // checked for strobe flush
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int dlight;
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int size; // including header
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unsigned int width;
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unsigned int height; // DEBUG only needed for debug
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float mipscale;
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struct texture_s *texture; // checked for animating textures
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byte data[4]; // width*height elements
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} surfcache_t;
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//====================================================
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extern entity_t r_worldentity;
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extern qboolean r_cache_thrash; // compatability
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extern vec3_t modelorg, r_entorigin;
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extern entity_t *currententity;
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extern int r_visframecount; // ??? what difs?
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extern int r_framecount;
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extern mplane_t frustum[4];
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extern int c_brush_polys, c_alias_polys;
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//
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// view origin
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//
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extern vec3_t vup;
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extern vec3_t vpn;
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extern vec3_t vright;
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extern vec3_t r_origin;
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//
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// screen size info
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//
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extern refdef_t r_refdef;
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extern mleaf_t *r_viewleaf, *r_oldviewleaf;
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extern texture_t *r_notexture_mip;
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern qboolean envmap;
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extern int netgraphtexture; // netgraph texture
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extern int playertextures;
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extern int player_fb_textures;
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extern int skytexturenum; // index in cl.loadmodel, not gl texture object
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extern cvar_t *r_norefresh;
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extern cvar_t *r_drawentities;
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extern cvar_t *r_drawworld;
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extern cvar_t *r_drawviewmodel;
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extern cvar_t *r_particles;
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extern cvar_t *r_speeds;
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extern cvar_t *r_waterwarp;
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extern cvar_t *r_shadows;
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extern cvar_t *r_wateralpha;
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extern cvar_t *r_waterripple;
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extern cvar_t *r_dynamic;
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extern cvar_t *r_novis;
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extern cvar_t *r_netgraph;
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extern cvar_t *gl_affinemodels;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_cull;
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extern cvar_t *gl_fb_bmodels;
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extern cvar_t *gl_fb_models;
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extern cvar_t *gl_dlight_lightmap;
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extern cvar_t *gl_dlight_polyblend;
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extern cvar_t *gl_dlight_smooth;
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extern cvar_t *gl_keeptjunctions;
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extern cvar_t *gl_multitexture;
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extern cvar_t *gl_nocolors;
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extern cvar_t *gl_poly;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_max_size;
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extern cvar_t *gl_playermip;
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extern cvar_t *r_skyname;
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extern cvar_t *gl_skymultipass;
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extern cvar_t *gl_sky_clip;
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extern cvar_t *gl_sky_divide;
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extern int gl_lightmap_format;
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extern int gl_solid_format;
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extern int gl_alpha_format;
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extern float r_world_matrix[16];
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extern const char *gl_vendor;
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extern const char *gl_renderer;
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extern const char *gl_version;
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extern const char *gl_extensions;
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void R_TranslatePlayerSkin (int playernum);
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// Multitexturing
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extern QF_glActiveTextureARB qglActiveTexture;
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extern QF_glMultiTexCoord2fARB qglMultiTexCoord2f;
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extern qboolean gl_mtex_capable;
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extern GLenum gl_mtex_enum;
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// convenience check
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#define gl_mtex_active (gl_mtex_capable && gl_multitexture->int_val)
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void GL_DisableMultitexture (void);
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void GL_EnableMultitexture (void);
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void GL_SelectTexture (GLenum target);
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//
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// gl_rpart.c
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//
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typedef struct {
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int key; // allows reusability
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vec3_t origin, owner;
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float size;
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float die, decay; // duration settings
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float minlight; // lighting threshold
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float color[3]; // !RGBA
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} fire_t;
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void R_AddFire (vec3_t, vec3_t, entity_t *ent);
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fire_t *R_AllocFire (int);
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void R_DrawFire (fire_t *);
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void R_UpdateFires (void);
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//
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// gl_warp.c
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//
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void GL_SubdivideSurface (msurface_t *fa);
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void EmitBothSkyLayers (msurface_t *fa);
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void EmitWaterPolys (msurface_t *fa);
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void EmitSkyPolys (msurface_t *fa);
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void R_DrawSkyChain (msurface_t *s);
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void R_LoadSkys (char *);
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void R_DrawSky (void);
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void R_DrawSkyChain (msurface_t *sky_chain);
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//
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// gl_draw.c
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//
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void GL_Set2D (void);
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//
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// gl_rmain.c
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//
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//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
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void R_RotateForEntity (entity_t *e);
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static inline qboolean R_CullBox (vec3_t mins, vec3_t maxs)
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{
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int i;
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for (i=0 ; i<4 ; i++)
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
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return true;
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return false;
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}
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//
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// gl_rlight.c
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//
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extern float bubble_sintable[], bubble_costable[];
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extern float v_blend[4];
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void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node);
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void R_AnimateLight (void);
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void R_RenderDlights (void);
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int R_LightPoint (vec3_t p);
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void AddLightBlend (float, float, float, float);
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//
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// gl_refrag.c
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//
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void R_StoreEfrags (efrag_t **ppefrag);
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//
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// gl_screen.c
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//
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extern qboolean lighthalf;
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extern unsigned char lighthalf_v[3];
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//
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// gl_rsurf.c
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//
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void R_DrawBrushModel (entity_t *e);
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void R_DrawWorld (void);
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void GL_BuildLightmaps (void);
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//
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// gl_ngraph.c
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//
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void R_NetGraph (void);
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#endif // _GLQUAKE_H
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