/* 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 HAVE_WINDOWS_H # include #endif #include #include "client.h" #include "QF/cvar.h" #include "QF/model.h" #include "render.h" #include "qfgl_ext.h" #include "wad.h" void GL_BeginRendering (int *x, int *y, int *width, int *height); void GL_EndRendering (void); 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; // 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 MAX_GLTEXTURES 2048 #define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf #define SKYSHIFT 7 #define SKYSIZE (1 << SKYSHIFT) #define SKYMASK (SKYSIZE - 1) #define SKY_TEX 2000 // Quake 2 environment sky #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 int width; unsigned int 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 netgraphtexture; // netgraph texture extern int playertextures; extern int player_fb_textures; 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_particles; extern cvar_t *r_speeds; extern cvar_t *r_waterwarp; extern cvar_t *r_shadows; 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_affinemodels; extern cvar_t *gl_clear; extern cvar_t *gl_cull; extern cvar_t *gl_fb_bmodels; extern cvar_t *gl_fb_models; extern cvar_t *gl_dlight_lightmap; extern cvar_t *gl_dlight_polyblend; extern cvar_t *gl_dlight_smooth; extern cvar_t *gl_keeptjunctions; extern cvar_t *gl_multitexture; extern cvar_t *gl_nocolors; extern cvar_t *gl_poly; extern cvar_t *gl_polyblend; extern cvar_t *gl_max_size; extern cvar_t *gl_playermip; extern cvar_t *r_skyname; extern cvar_t *gl_skymultipass; extern cvar_t *gl_sky_clip; extern cvar_t *gl_sky_divide; extern int gl_lightmap_format; extern int gl_solid_format; extern int gl_alpha_format; 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); // Multitexturing extern QF_glActiveTextureARB qglActiveTexture; extern QF_glMultiTexCoord2fARB qglMultiTexCoord2f; extern qboolean gl_mtex_capable; extern GLenum gl_mtex_enum; // convenience check #define gl_mtex_active (gl_mtex_capable && gl_multitexture->int_val) 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 } 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); void R_DrawSkyChain (msurface_t *sky_chain); // // gl_draw.c // void GL_Set2D (void); // // gl_rmain.c // void GL_CheckBrightness (unsigned char *pal); //qboolean R_CullBox (vec3_t mins, vec3_t maxs); void R_RotateForEntity (entity_t *e); extern inline qboolean R_CullBox (vec3_t mins, vec3_t maxs) { int i; for (i=0 ; i<4 ; i++) if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) return true; return false; } // // 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_screen.c // extern qboolean lighthalf; extern unsigned char lighthalf_v[3]; // // 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