mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-14 08:20:57 +00:00
cc8e1219bd
seem like they are to me but supposedly they are shaded.
289 lines
7.5 KiB
C
289 lines
7.5 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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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// disable data conversion warnings
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#ifndef _GLQUAKE_H
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#define _GLQUAKE_H
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#if !defined(__GNUC__) && !defined(__unix) && !defined(__unix__)
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#pragma warning(disable : 4244) // MIPS
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#pragma warning(disable : 4136) // X86
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#pragma warning(disable : 4051) // ALPHA
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#endif
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#ifdef _WIN32
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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 <GL/glu.h>
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#include <model.h>
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#include <client.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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/* continuation of loring's patch, he just #ifdef'd and #endif'd _WIN32
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this section, reason follows:
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The solution h is to put a #ifdef _WIN32 around the code, so Mesa 3.2
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is required under at least Windows, but probably nowhere else (ie, the
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issue is sidestepped for non-Windows systems).
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*/
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#ifdef _WIN32
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// Function prototypes for the Texture Object Extension routines
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typedef GLboolean (GLAPIENTRY *ARETEXRESFUNCPTR)(GLsizei, const GLuint *,
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const GLboolean *);
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typedef void (GLAPIENTRY *BINDTEXFUNCPTR)(GLenum, GLuint);
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typedef void (GLAPIENTRY *DELTEXFUNCPTR)(GLsizei, const GLuint *);
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typedef void (GLAPIENTRY *GENTEXFUNCPTR)(GLsizei, GLuint *);
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typedef GLboolean (GLAPIENTRY *ISTEXFUNCPTR)(GLuint);
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typedef void (GLAPIENTRY *PRIORTEXFUNCPTR)(GLsizei, const GLuint *,
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const GLclampf *);
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typedef void (GLAPIENTRY *TEXSUBIMAGEPTR)(int, int, int, int, int, int, int, int, void *);
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extern BINDTEXFUNCPTR bindTexFunc;
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extern DELTEXFUNCPTR delTexFunc;
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extern TEXSUBIMAGEPTR TexSubImage2DFunc;
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#endif
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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_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha);
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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);
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int GL_FindTexture (char *identifier);
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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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extern glvert_t glv;
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extern int glx, gly, glwidth, glheight;
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#ifdef _WIN32
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extern PROC glArrayElementEXT;
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extern PROC glColorPointerEXT;
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extern PROC glTexturePointerEXT;
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extern PROC glVertexPointerEXT;
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#endif
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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 SKYSHIFT 7
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#define SKYSIZE (1 << SKYSHIFT)
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#define SKYMASK (SKYSIZE - 1)
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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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/*
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typedef struct surfcache_s
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{
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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 width;
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unsigned 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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//====================================================
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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 int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern qboolean envmap;
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extern int currenttexture;
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extern int cnttextures[2];
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extern int particletexture;
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extern int netgraphtexture; // netgraph texture
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extern int playertextures;
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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_speeds;
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extern cvar_t *r_waterwarp;
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extern cvar_t *r_fullbright;
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extern cvar_t *r_lightmap;
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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_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 *r_fog;
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extern cvar_t *r_waterwarp;
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extern cvar_t *r_volfog;
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extern cvar_t *r_waterripple;
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extern cvar_t *r_sky;
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extern cvar_t *r_skyname;
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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_smoothmodels;
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extern cvar_t *gl_affinemodels;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_keeptjunctions;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_nocolors;
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extern cvar_t *gl_finish;
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extern cvar_t *gl_doubleeyes;
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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 cvar_t *gl_max_size;
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extern cvar_t *gl_playermip;
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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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void GL_Bind (int texnum);
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// Multitexture
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#define TEXTURE0_SGIS 0x835E
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#define TEXTURE1_SGIS 0x835F
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typedef void (GLAPIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
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typedef void (GLAPIENTRY *lpSelTexFUNC) (GLenum);
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extern lpMTexFUNC qglMTexCoord2fSGIS;
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extern lpSelTexFUNC qglSelectTextureSGIS;
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extern qboolean gl_mtexable;
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void GL_DisableMultitexture(void);
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void GL_EnableMultitexture(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 (void);
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void R_ClearSkyBox (void);
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void R_DrawSkyBox (void);
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//
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// gl_draw.c
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//
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int GL_LoadPicTexture (qpic_t *pic);
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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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//
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// gl_rlight.c
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//
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void R_MarkLights (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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//
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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_mesh.c
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//
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void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr);
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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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