/* glquake.h (description) Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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 $Id$ */ // disable data conversion warnings #ifndef _GLQUAKE_H #define _GLQUAKE_H #if !defined(__GNUC__) && !defined(__unix) && !defined(__unix__) #pragma warning(disable : 4244) // MIPS #pragma warning(disable : 4136) // X86 #pragma warning(disable : 4051) // ALPHA #endif #ifdef _WIN32 #include #endif #include #include #include #include #include void GL_BeginRendering (int *x, int *y, int *width, int *height); void GL_EndRendering (void); /* continuation of loring's patch, he just #ifdef'd and #endif'd _WIN32 this section, reason follows: The solution h is to put a #ifdef _WIN32 around the code, so Mesa 3.2 is required under at least Windows, but probably nowhere else (ie, the issue is sidestepped for non-Windows systems). */ #ifdef _WIN32 // 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 BINDTEXFUNCPTR bindTexFunc; extern DELTEXFUNCPTR delTexFunc; extern TEXSUBIMAGEPTR TexSubImage2DFunc; #endif extern int texture_extension_number; extern int texture_mode; extern float gldepthmin, gldepthmax; void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha); 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 GL_FindTexture (char *identifier); 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 #define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0) // normalizing factor so player model works out to about // 1 pixel per triangle //#define MAX_LBM_HEIGHT 480 #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 int d_lightstylevalue[256]; // 8.8 fraction of base light value extern qboolean envmap; extern int currenttexture; extern int cnttextures[2]; 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; #ifdef EXPERIMENTAL extern cvar_t *r_interpanimation; extern cvar_t *r_interptransform; #endif extern cvar_t *r_wateralpha; extern cvar_t *r_dynamic; extern cvar_t *r_novis; extern cvar_t *r_netgraph; extern cvar_t *r_fog; extern cvar_t *r_waterwarp; extern cvar_t *r_volfog; extern cvar_t *r_waterripple; extern cvar_t *r_sky; extern cvar_t *r_skyname; 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_flashblend; extern cvar_t *gl_nocolors; extern cvar_t *gl_finish; extern cvar_t *gl_doubleeyes; extern cvar_t *gl_particles; extern cvar_t *gl_fires; 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 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); void GL_Bind (int texnum); // Multitexture #define TEXTURE0_SGIS 0x835E #define TEXTURE1_SGIS 0x835F typedef void (GLAPIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat); typedef void (GLAPIENTRY *lpSelTexFUNC) (GLenum); extern lpMTexFUNC qglMTexCoord2fSGIS; extern lpSelTexFUNC qglSelectTextureSGIS; extern qboolean gl_mtexable; void GL_DisableMultitexture(void); void GL_EnableMultitexture(void); // // 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[4]; // 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 (void); void R_ClearSkyBox (void); void R_DrawSkyBox (void); // // gl_draw.c // int GL_LoadPicTexture (qpic_t *pic); void GL_Set2D (void); // // gl_rmain.c // qboolean R_CullBox (vec3_t mins, vec3_t maxs); void R_RotateForEntity (entity_t *e); // // gl_rlight.c // extern float bubble_sintable[17], bubble_costable[17]; void R_MarkLights (dlight_t *light, int bit, mnode_t *node); void R_AnimateLight (void); void R_RenderDlights (void); int * R_LightPoint (vec3_t p); // // 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); // // gl_rlight.c // void AddLightBlend (float, float, float, float); #endif // _GLQUAKE_H