mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
3f062fddcb
Also, use quads instead of tris for particles, and a far nicer dot texture.
462 lines
11 KiB
C
462 lines
11 KiB
C
/*
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Copyright (C) 1997-2001 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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifdef _WIN32
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# include <windows.h>
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#endif
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <math.h>
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/*
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#ifndef __linux__
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#ifndef GL_COLOR_INDEX8_EXT
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#define GL_COLOR_INDEX8_EXT GL_COLOR_INDEX
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#endif
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#endif
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*/
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#include "../client/ref.h"
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#include "qgl.h"
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#define REF_VERSION "GL 0.01"
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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extern byte color_white[4];
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extern byte color_black[4];
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#ifndef __VIDDEF_T
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#define __VIDDEF_T
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typedef struct
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{
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unsigned width, height; // coordinates from main game
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} viddef_t;
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#endif
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extern viddef_t vid;
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/*
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skins will be outline flood filled and mip mapped
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pics and sprites with alpha will be outline flood filled
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pic won't be mip mapped
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model skin
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sprite frame
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wall texture
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pic
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*/
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typedef enum
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{
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it_skin,
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it_sprite,
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it_wall,
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it_pic,
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it_sky
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} imagetype_t;
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typedef struct image_s
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{
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char name[MAX_QPATH]; // game path, including extension
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imagetype_t type;
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int width, height; // source image
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int upload_width, upload_height; // after power of two and picmip
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int registration_sequence; // 0 = free
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struct msurface_s *texturechain; // for sort-by-texture world drawing
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int texnum; // gl texture binding
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float sl, tl, sh, th; // 0,0 - 1,1 unless part of the scrap
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qboolean scrap;
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qboolean has_alpha;
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qboolean paletted;
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} image_t;
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#define TEXNUM_LIGHTMAPS 1024
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#define TEXNUM_SCRAPS 1152
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#define TEXNUM_IMAGES 1153
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#define MAX_GLTEXTURES 1024
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//===================================================================
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typedef enum
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{
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rserr_ok,
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rserr_invalid_fullscreen,
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rserr_invalid_mode,
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rserr_unknown
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} rserr_t;
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#include "gl_model.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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void GL_SetDefaultState( void );
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void GL_UpdateSwapInterval( void );
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extern float gldepthmin, gldepthmax;
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typedef struct
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{
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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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#define MAX_LBM_HEIGHT 480
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#define BACKFACE_EPSILON 0.01
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//====================================================
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extern image_t gltextures[MAX_GLTEXTURES];
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extern int numgltextures;
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extern image_t *r_notexture;
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extern image_t *r_particletexture;
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extern entity_t *currententity;
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extern model_t *currentmodel;
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extern int r_visframecount;
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extern int r_framecount;
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extern cplane_t frustum[4];
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extern int c_brush_polys, c_alias_polys;
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extern int gl_filter_min, gl_filter_max;
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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_newrefdef;
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extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern cvar_t *r_norefresh;
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extern cvar_t *r_lefthand;
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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_speeds;
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extern cvar_t *r_fullbright;
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extern cvar_t *r_novis;
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extern cvar_t *r_nocull;
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extern cvar_t *r_lerpmodels;
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extern cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level
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extern cvar_t *gl_vertex_arrays;
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extern cvar_t *gl_ext_swapinterval;
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extern cvar_t *gl_ext_palettedtexture;
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extern cvar_t *gl_ext_multitexture;
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extern cvar_t *gl_ext_pointparameters;
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extern cvar_t *gl_ext_compiled_vertex_array;
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extern cvar_t *gl_particle_min_size;
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extern cvar_t *gl_particle_max_size;
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extern cvar_t *gl_particle_size;
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extern cvar_t *gl_particle_att_a;
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extern cvar_t *gl_particle_att_b;
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extern cvar_t *gl_particle_att_c;
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extern cvar_t *gl_nosubimage;
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extern cvar_t *gl_bitdepth;
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extern cvar_t *gl_mode;
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extern cvar_t *gl_log;
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extern cvar_t *gl_lightmap;
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extern cvar_t *gl_shadows;
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extern cvar_t *gl_dynamic;
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extern cvar_t *gl_monolightmap;
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extern cvar_t *gl_nobind;
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extern cvar_t *gl_round_down;
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extern cvar_t *gl_picmip;
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extern cvar_t *gl_skymip;
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extern cvar_t *gl_showtris;
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extern cvar_t *gl_finish;
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extern cvar_t *gl_ztrick;
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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_poly;
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extern cvar_t *gl_texsort;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_lightmaptype;
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extern cvar_t *gl_modulate;
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extern cvar_t *gl_playermip;
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extern cvar_t *gl_drawbuffer;
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extern cvar_t *gl_3dlabs_broken;
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extern cvar_t *gl_driver;
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extern cvar_t *gl_swapinterval;
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extern cvar_t *gl_texturemode;
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extern cvar_t *gl_texturealphamode;
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extern cvar_t *gl_texturesolidmode;
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extern cvar_t *gl_saturatelighting;
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extern cvar_t *gl_lockpvs;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *vid_gamma;
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extern cvar_t *intensity;
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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 int gl_tex_solid_format;
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extern int gl_tex_alpha_format;
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extern int c_visible_lightmaps;
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extern int c_visible_textures;
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extern float r_world_matrix[16];
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void R_TranslatePlayerSkin (int playernum);
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void GL_Bind (int texnum);
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void GL_MBind( GLenum target, int texnum );
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void GL_TexEnv( GLenum value );
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void GL_EnableMultitexture( qboolean enable );
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void GL_SelectTexture( GLenum );
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void R_LightPoint (vec3_t p, vec3_t color);
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void R_PushDlights (void);
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//====================================================================
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extern model_t *r_worldmodel;
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extern unsigned d_8to24table[256];
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extern int registration_sequence;
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void V_AddBlend (float r, float g, float b, float a, float *v_blend);
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qboolean R_Init( void *hinstance, void *hWnd );
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void R_Shutdown( void );
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void R_RenderView (refdef_t *fd);
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void GL_ScreenShot_f (void);
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void R_DrawAliasModel (entity_t *e);
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void R_DrawBrushModel (entity_t *e);
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void R_DrawSpriteModel (entity_t *e);
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void R_DrawBeam( entity_t *e );
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void R_DrawWorld (void);
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void R_RenderDlights (void);
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void R_DrawAlphaSurfaces (void);
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void R_RenderBrushPoly (msurface_t *fa);
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void R_InitParticleTexture (void);
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void Draw_InitLocal (void);
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void GL_SubdivideSurface (msurface_t *fa);
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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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void R_MarkLeaves (void);
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glpoly_t *WaterWarpPolyVerts (glpoly_t *p);
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void EmitWaterPolys (msurface_t *fa);
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void R_AddSkySurface (msurface_t *fa);
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void R_ClearSkyBox (void);
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void R_DrawSkyBox (void);
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
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#if 0
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short LittleShort (short l);
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short BigShort (short l);
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int LittleLong (int l);
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float LittleFloat (float f);
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char *va(char *format, ...);
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// does a varargs printf into a temp buffer
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#endif
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void COM_StripExtension (char *in, char *out);
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void Draw_GetPicSize (int *w, int *h, char *name);
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void Draw_Pic (int x, int y, char *name);
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void Draw_StretchPic (int x, int y, int w, int h, char *name);
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void Draw_Char (int x, int y, int c);
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void Draw_TileClear (int x, int y, int w, int h, char *name);
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void Draw_Fill (int x, int y, int w, int h, int c);
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void Draw_FadeScreen (void);
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void Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data);
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void R_BeginFrame( float camera_separation );
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void R_SwapBuffers( int );
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void R_SetPalette ( const unsigned char *palette);
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int Draw_GetPalette (void);
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void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight);
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struct image_s *R_RegisterSkin (char *name);
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void LoadPCX (char *filename, byte **pic, byte **palette, int *width, int *height);
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image_t *GL_LoadPic (char *name, byte *pic, int width, int height, imagetype_t type, int bits);
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image_t *GL_FindImage (char *name, imagetype_t type);
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void GL_TextureMode( char *string );
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void GL_ImageList_f (void);
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void GL_SetTexturePalette( unsigned palette[256] );
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void GL_InitImages (void);
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void GL_ShutdownImages (void);
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void GL_FreeUnusedImages (void);
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void GL_TextureAlphaMode( char *string );
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void GL_TextureSolidMode( char *string );
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/*
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** GL extension emulation functions
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*/
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void GL_DrawParticles (void);
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/*
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** GL config stuff
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*/
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#define GL_RENDERER_VOODOO 0x00000001
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#define GL_RENDERER_VOODOO2 0x00000002
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#define GL_RENDERER_VOODOO_RUSH 0x00000004
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#define GL_RENDERER_BANSHEE 0x00000008
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#define GL_RENDERER_3DFX 0x0000000F
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#define GL_RENDERER_PCX1 0x00000010
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#define GL_RENDERER_PCX2 0x00000020
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#define GL_RENDERER_PMX 0x00000040
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#define GL_RENDERER_POWERVR 0x00000070
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#define GL_RENDERER_PERMEDIA2 0x00000100
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#define GL_RENDERER_GLINT_MX 0x00000200
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#define GL_RENDERER_GLINT_TX 0x00000400
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#define GL_RENDERER_3DLABS_MISC 0x00000800
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#define GL_RENDERER_3DLABS 0x00000F00
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#define GL_RENDERER_REALIZM 0x00001000
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#define GL_RENDERER_REALIZM2 0x00002000
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#define GL_RENDERER_INTERGRAPH 0x00003000
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#define GL_RENDERER_3DPRO 0x00004000
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#define GL_RENDERER_REAL3D 0x00008000
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#define GL_RENDERER_RIVA128 0x00010000
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#define GL_RENDERER_DYPIC 0x00020000
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#define GL_RENDERER_V1000 0x00040000
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#define GL_RENDERER_V2100 0x00080000
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#define GL_RENDERER_V2200 0x00100000
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#define GL_RENDERER_RENDITION 0x001C0000
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#define GL_RENDERER_O2 0x00100000
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#define GL_RENDERER_IMPACT 0x00200000
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#define GL_RENDERER_RE 0x00400000
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#define GL_RENDERER_IR 0x00800000
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#define GL_RENDERER_SGI 0x00F00000
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#define GL_RENDERER_MCD 0x01000000
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#define GL_RENDERER_OTHER 0x80000000
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typedef struct
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{
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int renderer;
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const char *renderer_string;
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const char *vendor_string;
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const char *version_string;
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const char *extensions_string;
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qboolean allow_cds;
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} glconfig_t;
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typedef struct
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{
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float inverse_intensity;
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qboolean fullscreen;
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int prev_mode;
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unsigned char *d_16to8table;
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int lightmap_textures;
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int currenttextures[2];
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int currenttmu;
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float camera_separation;
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qboolean stereo_enabled;
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unsigned char originalRedGammaTable[256];
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unsigned char originalGreenGammaTable[256];
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unsigned char originalBlueGammaTable[256];
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} glstate_t;
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extern glconfig_t gl_config;
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extern glstate_t gl_state;
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/*
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====================================================================
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IMPORTED FUNCTIONS
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====================================================================
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*/
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extern refimport_t ri;
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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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void GLimp_BeginFrame( float camera_separation );
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void GLimp_EndFrame( void );
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int GLimp_Init( void *hinstance, void *hWnd );
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void GLimp_Shutdown( void );
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int GLimp_SetMode( int *pwidth, int *pheight, int mode, qboolean fullscreen );
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void GLimp_AppActivate( qboolean active );
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void GLimp_EnableLogging( qboolean enable );
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void GLimp_LogNewFrame( void );
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