quakeforge-old/qw_client/glquake.h
1999-12-31 01:10:44 +00:00

335 lines
8.8 KiB
C

/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// disable data conversion warnings
/*#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
*/
#ifdef _WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
void GL_BeginRendering (int *x, int *y, int *width, int *height);
void GL_EndRendering (void);
/* palisade - i didn't add loring's 1999/12/30 patch directly, i edited it
by hand because he was behind on the updates...
it looks like he might have fudged the following, so i'm
not including it... here's what his "new" code looks like:
-#ifndef APIENTRY
- Mesa defines APIENTRY, but other versions of OpenGL do not
-#ifdef GLAPIENTRY
-#define APIENTRY GLAPIENTRY
-#else
-#define APIENTRY
-#endif
-#endif
note: the rest of his patch is further down /loring
*/
/* Mesa pre-3.1 defines APIENTRY instead of GLAPIENTRY */
#ifndef GLAPIENTRY
#ifdef APIENTRY
/* Create compatible GLAPIENTRY definition from APIENTRY */
#define GLAPIENTRY APIENTRY
#else
/* Error out -- it's pathological and we don't know what to do */
#error "I don't know what data type GLAPIENTRY is on this system."
#endif
#endif
/* continuation of loring's patch, he just #ifdef'd and #endif'd _WIN32
this section, reason follows:
The solution in uquake/glquake.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
// 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
#define MAX_LBM_HEIGHT 480
#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;
typedef struct
{
pixel_t *surfdat; // destination for generated surface
int rowbytes; // destination logical width in bytes
msurface_t *surf; // description for surface to generate
fixed8_t lightadj[MAXLIGHTMAPS];
// adjust for lightmap levels for dynamic lighting
texture_t *texture; // corrected for animating textures
int surfmip; // mipmapped ratio of surface texels / world pixels
int surfwidth; // in mipmapped texels
int surfheight; // in mipmapped texels
} drawsurf_t;
typedef enum {
pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2
} ptype_t;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle_s
{
// driver-usable fields
vec3_t org;
float color;
// drivers never touch the following fields
struct particle_s *next;
vec3_t vel;
float ramp;
float die;
ptype_t type;
} particle_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 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;
extern cvar_t r_mirroralpha;
extern cvar_t r_wateralpha;
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_finish;
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 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);
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_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);
//
// 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
//
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);