newtree/include/glquake.h
Zephaniah E. Hull b5e459d224 FULLBRIGHT SUPPORT FOR MODELS!
Yes, this means that your standard grenades, the pipebombs, proxys,
sents, etc will all have fullbright pixels!

As a added bonus they are toggable with the gl_fb_models cvar! But
there is more! This comes at a almost unnoticeable cost! Thats right!
For you get this all for only 2 FPS!

Repeat, thats 2 FPS! PRACTICALLY NOTHING!

So order now! Available from the quakeforge newtree CVS.
2000-08-16 09:26:22 +00:00

338 lines
8.1 KiB
C

/*
glquake.h
OpenGL-specific definitions and prototypes
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifndef _GLQUAKE_H
#define _GLQUAKE_H
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef _WIN32
// disable data conversion warnings
// FIXME: move that somewhere else -- yan
#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
#pragma warning(disable : 4305) // thousands of double to float truncation warnings
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include "model.h"
#include "render.h"
#include "cvar.h"
#include "wad.h"
#include "client.h"
#ifndef GL_BGR
#define GL_BGR 0x80E0
#endif
#ifndef GL_BGRA
#define GL_BGRA 0x80E1
#endif
#ifndef GLAPIENTRY
# ifdef APIENTRY
# define GLAPIENTRY APIENTRY
# else
# define GLAPIENTRY
# endif
#endif
void GL_BeginRendering (int *x, int *y, int *width, int *height);
void GL_EndRendering (void);
// Function prototypes for the Texture Object Extension routines
typedef GLboolean (GLAPIENTRY *ARETEXRESFUNCPTR)(GLsizei, const GLuint *,const GLboolean *);
typedef void (GLAPIENTRY *BINDTEXFUNCPTR)(GLenum, GLuint);
typedef void (GLAPIENTRY *DELTEXFUNCPTR)(GLsizei, const GLuint *);
typedef void (GLAPIENTRY *GENTEXFUNCPTR)(GLsizei, GLuint *);
typedef GLboolean (GLAPIENTRY *ISTEXFUNCPTR)(GLuint);
typedef void (GLAPIENTRY *PRIORTEXFUNCPTR)(GLsizei, const GLuint *,
const GLclampf *);
typedef void (GLAPIENTRY *TEXSUBIMAGEPTR)(int, int, int, int, int, int, int, int, void *);
extern DELTEXFUNCPTR delTexFunc;
extern TEXSUBIMAGEPTR TexSubImage2DFunc;
extern int texture_extension_number;
extern int texture_mode;
extern float gldepthmin, gldepthmax;
void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel);
typedef struct
{
float x, y, z;
float s, t;
float r, g, b;
} glvert_t;
extern glvert_t glv;
extern int glx, gly, glwidth, glheight;
#ifdef _WIN32
extern PROC glArrayElementEXT;
extern PROC glColorPointerEXT;
extern PROC glTexturePointerEXT;
extern PROC glVertexPointerEXT;
#endif
// r_local.h -- private refresh defs
#define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0)
// normalizing factor so player model works out to about
// 1 pixel per triangle
#ifndef MAX_LBM_HEIGHT // FIXME: Make this ifndef go away.. --KB
#define MAX_LBM_HEIGHT 480
#endif
#define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
#define SKYSHIFT 7
#define SKYSIZE (1 << SKYSHIFT)
#define SKYMASK (SKYSIZE - 1)
#define BACKFACE_EPSILON 0.01
void R_TimeRefresh_f (void);
void R_ReadPointFile_f (void);
texture_t *R_TextureAnimation (texture_t *base);
typedef struct surfcache_s
{
struct surfcache_s *next;
struct surfcache_s **owner; // NULL is an empty chunk of memory
int lightadj[MAXLIGHTMAPS]; // checked for strobe flush
int dlight;
int size; // including header
unsigned width;
unsigned height; // DEBUG only needed for debug
float mipscale;
struct texture_s *texture; // checked for animating textures
byte data[4]; // width*height elements
} surfcache_t;
//====================================================
extern entity_t r_worldentity;
extern qboolean r_cache_thrash; // compatability
extern vec3_t modelorg, r_entorigin;
extern entity_t *currententity;
extern int r_visframecount; // ??? what difs?
extern int r_framecount;
extern mplane_t frustum[4];
extern int c_brush_polys, c_alias_polys;
//
// view origin
//
extern vec3_t vup;
extern vec3_t vpn;
extern vec3_t vright;
extern vec3_t r_origin;
//
// screen size info
//
extern refdef_t r_refdef;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern texture_t *r_notexture_mip;
extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
extern qboolean envmap;
extern int particletexture;
extern int netgraphtexture; // netgraph texture
extern int playertextures;
extern int skytexturenum; // index in cl.loadmodel, not gl texture object
extern cvar_t *r_norefresh;
extern cvar_t *r_drawentities;
extern cvar_t *r_drawworld;
extern cvar_t *r_drawviewmodel;
extern cvar_t *r_speeds;
extern cvar_t *r_waterwarp;
extern cvar_t *r_fullbright;
extern cvar_t *r_lightmap;
extern cvar_t *r_shadows;
extern cvar_t *r_mirroralpha;
extern cvar_t *r_wateralpha;
extern cvar_t *r_waterripple;
extern cvar_t *r_dynamic;
extern cvar_t *r_novis;
extern cvar_t *r_netgraph;
extern cvar_t *gl_clear;
extern cvar_t *gl_cull;
extern cvar_t *gl_poly;
extern cvar_t *gl_texsort;
extern cvar_t *gl_smoothmodels;
extern cvar_t *gl_affinemodels;
extern cvar_t *gl_polyblend;
extern cvar_t *gl_keeptjunctions;
extern cvar_t *gl_reporttjunctions;
extern cvar_t *gl_flashblend;
extern cvar_t *gl_nocolors;
extern cvar_t *gl_particles;
extern cvar_t *gl_fb_models;
extern int gl_lightmap_format;
extern int gl_solid_format;
extern int gl_alpha_format;
extern cvar_t *gl_max_size;
extern cvar_t *gl_playermip;
extern cvar_t *r_skyname;
extern cvar_t *gl_skymultipass;
extern int mirrortexturenum; // quake texturenum, not gltexturenum
extern qboolean mirror;
extern mplane_t *mirror_plane;
extern float r_world_matrix[16];
extern const char *gl_vendor;
extern const char *gl_renderer;
extern const char *gl_version;
extern const char *gl_extensions;
void R_TranslatePlayerSkin (int playernum);
// Multitexture
#define TEXTURE0_SGIS 0x835E
#define TEXTURE1_SGIS 0x835F
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
typedef void (GLAPIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
typedef void (GLAPIENTRY *lpSelTexFUNC) (GLenum);
extern lpMTexFUNC qglMTexCoord2f;
extern lpSelTexFUNC qglSelectTexture;
extern qboolean gl_mtexable;
extern qboolean gl_arb_mtex;
extern int gl_mtex_enum;
void GL_DisableMultitexture (void);
void GL_EnableMultitexture (void);
void GL_SelectTexture (GLenum target);
//
// gl_rpart.c
//
typedef struct {
int key; // allows reusability
vec3_t origin, owner;
float size;
float die, decay; // duration settings
float minlight; // lighting threshold
float _color[3]; // RGBA
float *color;
} fire_t;
void R_AddFire (vec3_t, vec3_t, entity_t *ent);
fire_t *R_AllocFire (int);
void R_DrawFire (fire_t *);
void R_UpdateFires (void);
//
// gl_warp.c
//
void GL_SubdivideSurface (msurface_t *fa);
void EmitBothSkyLayers (msurface_t *fa);
void EmitWaterPolys (msurface_t *fa);
void EmitSkyPolys (msurface_t *fa);
void R_DrawSkyChain (msurface_t *s);
void R_LoadSkys (char *);
void R_DrawSky (void);
//
// gl_draw.c
//
void GL_Set2D (void);
//
// gl_rmain.c
//
void GL_CheckGamma (unsigned char *pal);
qboolean R_CullBox (vec3_t mins, vec3_t maxs);
void R_RotateForEntity (entity_t *e);
//
// gl_rlight.c
//
extern float bubble_sintable[], bubble_costable[];
extern float v_blend[4];
void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node);
void R_AnimateLight (void);
void R_RenderDlights (void);
int R_LightPoint (vec3_t p);
void AddLightBlend (float, float, float, float);
//
// gl_refrag.c
//
void R_StoreEfrags (efrag_t **ppefrag);
//
// gl_mesh.c
//
void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr);
//
// gl_rsurf.c
//
void R_DrawBrushModel (entity_t *e);
void R_DrawWorld (void);
void GL_BuildLightmaps (void);
//
// gl_ngraph.c
//
void R_NetGraph (void);
#endif // _GLQUAKE_H