1845 lines
52 KiB
C++
1845 lines
52 KiB
C++
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#ifndef TR_LOCAL_H
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#define TR_LOCAL_H
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#ifdef __linux__
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typedef const char * LPCSTR;
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#endif
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#include "../game/q_shared.h"
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#include "../qcommon/qfiles.h"
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#include "../qcommon/qcommon.h"
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#include "tr_public.h"
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#include "qgl.h"
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#define GL_INDEX_TYPE GL_UNSIGNED_INT
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typedef unsigned int glIndex_t;
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// fast float to int conversion
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#if id386 && !( (defined __linux__ || defined __FreeBSD__ ) && (defined __i386__ ) ) // rb010123
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long myftol( float f );
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#else
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#define myftol(x) ((int)(x))
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#endif
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// everything that is needed by the backend needs
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// to be double buffered to allow it to run in
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// parallel on a dual cpu machine
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#define SMP_FRAMES 2
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#define MAX_SHADERS 2048
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#define MAX_SHADER_STATES 2048
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#define MAX_STATES_PER_SHADER 32
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#define MAX_STATE_NAME 32
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// can't be increased without changing bit packing for drawsurfs
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typedef enum
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{
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DLIGHT_VERTICAL = 0,
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DLIGHT_PROJECTED
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} eDLightTypes;
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typedef struct dlight_s {
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eDLightTypes mType;
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vec3_t origin;
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vec3_t mProjOrigin; // projected light's origin
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vec3_t color; // range from 0.0 to 1.0, should be color normalized
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float radius;
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float mProjRadius; // desired radius of light
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int additive; // texture detail is lost tho when the lightmap is dark
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vec3_t transformed; // origin in local coordinate system
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vec3_t mProjTransformed; // projected light's origin in local coordinate system
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vec3_t mDirection;
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vec3_t mBasis2;
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vec3_t mBasis3;
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vec3_t mTransDirection;
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vec3_t mTransBasis2;
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vec3_t mTransBasis3;
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} dlight_t;
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// a trMiniRefEntity_t has all the information passed in by
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// the client game, other info will come from it's parent main ref entity
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typedef struct
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{
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miniRefEntity_t e;
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} trMiniRefEntity_t;
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// a trRefEntity_t has all the information passed in by
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// the client game, as well as some locally derived info
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typedef struct {
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refEntity_t e;
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float axisLength; // compensate for non-normalized axis
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qboolean needDlights; // true for bmodels that touch a dlight
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qboolean lightingCalculated;
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vec3_t lightDir; // normalized direction towards light
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vec3_t ambientLight; // color normalized to 0-255
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int ambientLightInt; // 32 bit rgba packed
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vec3_t directedLight;
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} trRefEntity_t;
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typedef struct {
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vec3_t origin; // in world coordinates
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vec3_t axis[3]; // orientation in world
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vec3_t viewOrigin; // viewParms->or.origin in local coordinates
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float modelMatrix[16];
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} orientationr_t;
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typedef struct image_s {
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char imgName[MAX_QPATH]; // game path, including extension
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int width, height; // source image
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int uploadWidth, uploadHeight; // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
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GLuint texnum; // gl texture binding
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int frameUsed; // for texture usage in frame statistics
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int internalFormat;
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int TMU; // only needed for voodoo2
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qboolean mipmap;
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qboolean allowPicmip;
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int wrapClampMode; // GL_CLAMP or GL_REPEAT
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int iLastLevelUsedOn;
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} image_t;
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//===============================================================================
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typedef enum {
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SS_BAD,
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SS_PORTAL, // mirrors, portals, viewscreens
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SS_ENVIRONMENT, // sky box
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SS_OPAQUE, // opaque
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SS_DECAL, // scorch marks, etc.
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SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges
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// in addition to alpha test
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SS_BANNER,
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SS_INSIDE, // inside body parts (i.e. heart)
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SS_MID_INSIDE,
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SS_MIDDLE,
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SS_MID_OUTSIDE,
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SS_OUTSIDE, // outside body parts (i.e. ribs)
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SS_FOG,
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SS_UNDERWATER, // for items that should be drawn in front of the water plane
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SS_BLEND0, // regular transparency and filters
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SS_BLEND1, // generally only used for additive type effects
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SS_BLEND2,
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SS_BLEND3,
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SS_BLEND6,
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SS_STENCIL_SHADOW,
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SS_ALMOST_NEAREST, // gun smoke puffs
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SS_NEAREST // blood blobs
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} shaderSort_t;
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#define MAX_SHADER_STAGES 8
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typedef enum {
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GF_NONE,
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GF_SIN,
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GF_SQUARE,
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GF_TRIANGLE,
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GF_SAWTOOTH,
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GF_INVERSE_SAWTOOTH,
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GF_NOISE,
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GF_RAND
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} genFunc_t;
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typedef enum {
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DEFORM_NONE,
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DEFORM_WAVE,
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DEFORM_NORMALS,
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DEFORM_BULGE,
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DEFORM_MOVE,
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DEFORM_PROJECTION_SHADOW,
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DEFORM_AUTOSPRITE,
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DEFORM_AUTOSPRITE2,
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DEFORM_TEXT0,
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DEFORM_TEXT1,
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DEFORM_TEXT2,
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DEFORM_TEXT3,
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DEFORM_TEXT4,
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DEFORM_TEXT5,
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DEFORM_TEXT6,
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DEFORM_TEXT7
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} deform_t;
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typedef enum {
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AGEN_IDENTITY,
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AGEN_SKIP,
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AGEN_ENTITY,
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AGEN_ONE_MINUS_ENTITY,
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AGEN_VERTEX,
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AGEN_ONE_MINUS_VERTEX,
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AGEN_LIGHTING_SPECULAR,
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AGEN_WAVEFORM,
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AGEN_PORTAL,
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AGEN_CONST,
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AGEN_BLEND
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} alphaGen_t;
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typedef enum {
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CGEN_BAD,
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CGEN_IDENTITY_LIGHTING, // tr.identityLight
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CGEN_IDENTITY, // always (1,1,1,1)
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CGEN_ENTITY, // grabbed from entity's modulate field
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CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate
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CGEN_EXACT_VERTEX, // tess.vertexColors
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CGEN_VERTEX, // tess.vertexColors * tr.identityLight
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CGEN_ONE_MINUS_VERTEX,
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CGEN_WAVEFORM, // programmatically generated
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CGEN_LIGHTING_DIFFUSE,
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CGEN_FOG, // standard fog
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CGEN_CONST, // fixed color
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CGEN_LIGHTMAP0,
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CGEN_LIGHTMAP1,
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CGEN_LIGHTMAP2,
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CGEN_LIGHTMAP3,
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} colorGen_t;
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typedef enum {
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TCGEN_BAD,
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TCGEN_IDENTITY, // clear to 0,0
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TCGEN_LIGHTMAP,
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TCGEN_LIGHTMAP1,
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TCGEN_LIGHTMAP2,
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TCGEN_LIGHTMAP3,
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TCGEN_TEXTURE,
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TCGEN_ENVIRONMENT_MAPPED,
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TCGEN_FOG,
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TCGEN_VECTOR // S and T from world coordinates
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} texCoordGen_t;
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typedef enum {
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ACFF_NONE,
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ACFF_MODULATE_RGB,
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ACFF_MODULATE_RGBA,
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ACFF_MODULATE_ALPHA
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} acff_t;
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typedef struct {
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genFunc_t func;
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float base;
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float amplitude;
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float phase;
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float frequency;
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} waveForm_t;
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#define TR_MAX_TEXMODS 4
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typedef enum {
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TMOD_NONE,
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TMOD_TRANSFORM,
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TMOD_TURBULENT,
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TMOD_SCROLL,
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TMOD_SCALE,
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TMOD_STRETCH,
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TMOD_ROTATE,
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TMOD_ENTITY_TRANSLATE
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} texMod_t;
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#define MAX_SHADER_DEFORMS 3
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typedef struct {
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deform_t deformation; // vertex coordinate modification type
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vec3_t moveVector;
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waveForm_t deformationWave;
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float deformationSpread;
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float bulgeWidth;
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float bulgeHeight;
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float bulgeSpeed;
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} deformStage_t;
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typedef struct {
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texMod_t type;
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// used for TMOD_TURBULENT and TMOD_STRETCH
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waveForm_t wave;
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// used for TMOD_TRANSFORM
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float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0]
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float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1]
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// used for TMOD_SCALE
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float scale[2]; // s *= scale[0]
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// t *= scale[1]
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// used for TMOD_SCROLL
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float scroll[2]; // s' = s + scroll[0] * time
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// t' = t + scroll[1] * time
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// + = clockwise
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// - = counterclockwise
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float rotateSpeed;
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} texModInfo_t;
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#define MAX_IMAGE_ANIMATIONS 8
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#define SURFSPRITE_NONE 0
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#define SURFSPRITE_VERTICAL 1
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#define SURFSPRITE_ORIENTED 2
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#define SURFSPRITE_EFFECT 3
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#define SURFSPRITE_WEATHERFX 4
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#define SURFSPRITE_FACING_NORMAL 0
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#define SURFSPRITE_FACING_UP 1
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#define SURFSPRITE_FACING_DOWN 2
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#define SURFSPRITE_FACING_ANY 3
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typedef struct surfaceSprite_s
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{
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int surfaceSpriteType;
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float width, height, density, wind, windIdle, fadeDist, fadeMax, fadeScale;
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float fxAlphaStart, fxAlphaEnd, fxDuration, vertSkew;
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vec2_t variance, fxGrow;
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int facing; // Hangdown on vertical sprites, faceup on others.
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} surfaceSprite_t;
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typedef struct {
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image_t *image[MAX_IMAGE_ANIMATIONS];
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int numImageAnimations;
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float imageAnimationSpeed;
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texCoordGen_t tcGen;
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vec3_t tcGenVectors[2];
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int numTexMods;
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texModInfo_t *texMods;
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int videoMapHandle;
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byte isLightmap;
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byte oneShotAnimMap;
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byte vertexLightmap;
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byte isVideoMap;
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} textureBundle_t;
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#define NUM_TEXTURE_BUNDLES 2
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typedef struct {
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qboolean active;
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byte lightmapStyle;
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textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
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waveForm_t rgbWave;
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colorGen_t rgbGen;
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waveForm_t alphaWave;
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alphaGen_t alphaGen;
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byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
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unsigned stateBits; // GLS_xxxx mask
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acff_t adjustColorsForFog;
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qboolean isDetail;
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surfaceSprite_t ss;
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} shaderStage_t;
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struct shaderCommands_s;
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#define LIGHTMAP_2D -4 // shader is for 2D rendering
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#define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models
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#define LIGHTMAP_WHITEIMAGE -2
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#define LIGHTMAP_NONE -1
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typedef enum {
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CT_FRONT_SIDED,
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CT_BACK_SIDED,
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CT_TWO_SIDED
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} cullType_t;
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typedef enum {
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FP_NONE, // surface is translucent and will just be adjusted properly
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FP_EQUAL, // surface is opaque but possibly alpha tested
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FP_LE, // surface is trnaslucent, but still needs a fog pass (fog surface)
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FP_GLFOG
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} fogPass_t;
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typedef struct {
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float cloudHeight;
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image_t *outerbox[6], *innerbox[6];
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} skyParms_t;
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typedef struct {
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vec3_t color;
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float depthForOpaque;
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} fogParms_t;
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typedef struct shader_s {
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char name[MAX_QPATH]; // game path, including extension
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int lightmapIndex[MAXLIGHTMAPS]; // for a shader to match, both name and lightmapIndex must match
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byte styles[MAXLIGHTMAPS];
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int index; // this shader == tr.shaders[index]
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int sortedIndex; // this shader == tr.sortedShaders[sortedIndex]
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float sort; // lower numbered shaders draw before higher numbered
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qboolean defaultShader; // we want to return index 0 if the shader failed to
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// load for some reason, but R_FindShader should
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// still keep a name allocated for it, so if
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// something calls RE_RegisterShader again with
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// the same name, we don't try looking for it again
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qboolean explicitlyDefined; // found in a .shader file
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int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags
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int contentFlags;
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vec3_t lightColor;
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int surfaceLight;
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qboolean entityMergable; // merge across entites optimizable (smoke, blood)
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qboolean isSky;
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skyParms_t sky;
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fogParms_t fogParms;
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float portalRange; // distance to fog out at
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int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
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cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
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qboolean polygonOffset; // set for decals and other items that must be offset
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qboolean noMipMaps; // for console fonts, 2D elements, etc.
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qboolean noPicMip; // for images that must always be full resolution
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qboolean noTC; // for images that don't wnt to be texture compressed (eg skies)
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fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
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qboolean needsNormal; // not all shaders will need all data to be gathered
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qboolean needsST1;
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qboolean needsST2;
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qboolean needsColor;
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/*
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Ghoul2 Insert Start
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*/
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int hitMaterial;
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int hitLocation;
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/*
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Ghoul2 Insert End
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*/
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int numDeforms;
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deformStage_t deforms[MAX_SHADER_DEFORMS];
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int numUnfoggedPasses;
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int lastNonDetailStage;
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shaderStage_t *stages[MAX_SHADER_STAGES];
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void (*optimalStageIteratorFunc)( void );
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float clampTime; // time this shader is clamped to
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float timeOffset; // current time offset for this shader
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int numStates; // if non-zero this is a state shader
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struct shader_s *currentShader; // current state if this is a state shader
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struct shader_s *parentShader; // current state if this is a state shader
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int currentState; // current state index for cycle purposes
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long expireTime; // time in milliseconds this expires
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struct shader_s *remappedShader; // current shader this one is remapped too
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int shaderStates[MAX_STATES_PER_SHADER]; // index to valid shader states
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struct shader_s *next;
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} shader_t;
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typedef struct shaderState_s {
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char shaderName[MAX_QPATH]; // name of shader this state belongs to
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char name[MAX_STATE_NAME]; // name of this state
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char stateShader[MAX_QPATH]; // shader this name invokes
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int cycleTime; // time this cycle lasts, <= 0 is forever
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shader_t *shader;
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} shaderState_t;
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/*
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Ghoul2 Insert Start
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*/
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// bogus little registration system for hit and location based damage files in hunk memory
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typedef struct
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{
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byte *loc;
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int width;
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int height;
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char name[MAX_QPATH];
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} hitMatReg_t;
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#define MAX_HITMAT_ENTRIES 1000
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extern hitMatReg_t hitMatReg[MAX_HITMAT_ENTRIES];
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/*
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Ghoul2 Insert End
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*/
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// trRefdef_t holds everything that comes in refdef_t,
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// as well as the locally generated scene information
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typedef struct {
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int x, y, width, height;
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float fov_x, fov_y;
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vec3_t vieworg;
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vec3_t viewaxis[3]; // transformation matrix
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int time; // time in milliseconds for shader effects and other time dependent rendering issues
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int frametime;
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int rdflags; // RDF_NOWORLDMODEL, etc
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// 1 bits will prevent the associated area from rendering at all
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byte areamask[MAX_MAP_AREA_BYTES];
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qboolean areamaskModified; // qtrue if areamask changed since last scene
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float floatTime; // tr.refdef.time / 1000.0
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// text messages for deform text shaders
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char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
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int num_entities;
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trRefEntity_t *entities;
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trMiniRefEntity_t *miniEntities;
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int num_dlights;
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struct dlight_s *dlights;
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int numPolys;
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struct srfPoly_s *polys;
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int numDrawSurfs;
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struct drawSurf_s *drawSurfs;
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} trRefdef_t;
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//=================================================================================
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// skins allow models to be retextured without modifying the model file
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typedef struct {
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char name[MAX_QPATH];
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shader_t *shader;
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} skinSurface_t;
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typedef struct skin_s {
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char name[MAX_QPATH]; // game path, including extension
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int numSurfaces;
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skinSurface_t *surfaces[MD3_MAX_SURFACES];
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} skin_t;
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typedef struct {
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int originalBrushNumber;
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vec3_t bounds[2];
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|
|
|
unsigned colorInt; // in packed byte format
|
|
float tcScale; // texture coordinate vector scales
|
|
fogParms_t parms;
|
|
|
|
// for clipping distance in fog when outside
|
|
qboolean hasSurface;
|
|
float surface[4];
|
|
} fog_t;
|
|
|
|
typedef struct {
|
|
orientationr_t ori; // Can't use "or" as it is a reserved word with gcc DREWS 2/2/2002
|
|
orientationr_t world;
|
|
vec3_t pvsOrigin; // may be different than or.origin for portals
|
|
qboolean isPortal; // true if this view is through a portal
|
|
qboolean isMirror; // the portal is a mirror, invert the face culling
|
|
int frameSceneNum; // copied from tr.frameSceneNum
|
|
int frameCount; // copied from tr.frameCount
|
|
cplane_t portalPlane; // clip anything behind this if mirroring
|
|
int viewportX, viewportY, viewportWidth, viewportHeight;
|
|
float fovX, fovY;
|
|
float projectionMatrix[16];
|
|
cplane_t frustum[4];
|
|
vec3_t visBounds[2];
|
|
float zFar;
|
|
} viewParms_t;
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
SURFACES
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
|
|
typedef enum {
|
|
SF_BAD,
|
|
SF_SKIP, // ignore
|
|
SF_FACE,
|
|
SF_GRID,
|
|
SF_TRIANGLES,
|
|
SF_POLY,
|
|
SF_MD3,
|
|
SF_MD4,
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
SF_MDX,
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
SF_FLARE,
|
|
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
|
|
SF_DISPLAY_LIST,
|
|
|
|
SF_NUM_SURFACE_TYPES,
|
|
SF_MAX = 0xffffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
|
|
} surfaceType_t;
|
|
|
|
typedef struct drawSurf_s {
|
|
unsigned sort; // bit combination for fast compares
|
|
surfaceType_t *surface; // any of surface*_t
|
|
} drawSurf_t;
|
|
|
|
#define MAX_FACE_POINTS 64
|
|
|
|
#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file
|
|
#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory
|
|
|
|
// when cgame directly specifies a polygon, it becomes a srfPoly_t
|
|
// as soon as it is called
|
|
typedef struct srfPoly_s {
|
|
surfaceType_t surfaceType;
|
|
qhandle_t hShader;
|
|
int fogIndex;
|
|
int numVerts;
|
|
polyVert_t *verts;
|
|
} srfPoly_t;
|
|
|
|
typedef struct srfDisplayList_s {
|
|
surfaceType_t surfaceType;
|
|
int listNum;
|
|
} srfDisplayList_t;
|
|
|
|
|
|
typedef struct srfFlare_s {
|
|
surfaceType_t surfaceType;
|
|
vec3_t origin;
|
|
vec3_t normal;
|
|
vec3_t color;
|
|
} srfFlare_t;
|
|
|
|
#define VERTEXSIZE (6+(MAXLIGHTMAPS*3))
|
|
#define VERTEX_LM 5
|
|
#define VERTEX_COLOR (5+(MAXLIGHTMAPS*2))
|
|
#define VERTEX_FINAL_COLOR (5+(MAXLIGHTMAPS*3))
|
|
|
|
typedef struct srfGridMesh_s {
|
|
surfaceType_t surfaceType;
|
|
|
|
// dynamic lighting information
|
|
int dlightBits[SMP_FRAMES];
|
|
|
|
// culling information
|
|
vec3_t meshBounds[2];
|
|
vec3_t localOrigin;
|
|
float meshRadius;
|
|
|
|
// lod information, which may be different
|
|
// than the culling information to allow for
|
|
// groups of curves that LOD as a unit
|
|
vec3_t lodOrigin;
|
|
float lodRadius;
|
|
int lodFixed;
|
|
int lodStitched;
|
|
|
|
// vertexes
|
|
int width, height;
|
|
float *widthLodError;
|
|
float *heightLodError;
|
|
drawVert_t verts[1]; // variable sized
|
|
} srfGridMesh_t;
|
|
|
|
|
|
typedef struct {
|
|
surfaceType_t surfaceType;
|
|
cplane_t plane;
|
|
|
|
// dynamic lighting information
|
|
int dlightBits[SMP_FRAMES];
|
|
|
|
// triangle definitions (no normals at points)
|
|
int numPoints;
|
|
int numIndices;
|
|
int ofsIndices;
|
|
float points[1][VERTEXSIZE]; // variable sized
|
|
// there is a variable length list of indices here also
|
|
} srfSurfaceFace_t;
|
|
|
|
|
|
// misc_models in maps are turned into direct geometry by q3map
|
|
typedef struct {
|
|
surfaceType_t surfaceType;
|
|
|
|
// dynamic lighting information
|
|
int dlightBits[SMP_FRAMES];
|
|
|
|
// culling information (FIXME: use this!)
|
|
vec3_t bounds[2];
|
|
vec3_t localOrigin;
|
|
float radius;
|
|
|
|
// triangle definitions
|
|
int numIndexes;
|
|
int *indexes;
|
|
|
|
int numVerts;
|
|
drawVert_t *verts;
|
|
} srfTriangles_t;
|
|
|
|
|
|
extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *);
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
BRUSH MODELS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
|
|
//
|
|
// in memory representation
|
|
//
|
|
|
|
#define SIDE_FRONT 0
|
|
#define SIDE_BACK 1
|
|
#define SIDE_ON 2
|
|
|
|
typedef struct msurface_s {
|
|
int viewCount; // if == tr.viewCount, already added
|
|
struct shader_s *shader;
|
|
int fogIndex;
|
|
|
|
surfaceType_t *data; // any of srf*_t
|
|
} msurface_t;
|
|
|
|
|
|
|
|
#define CONTENTS_NODE -1
|
|
typedef struct mnode_s {
|
|
// common with leaf and node
|
|
int contents; // -1 for nodes, to differentiate from leafs
|
|
int visframe; // node needs to be traversed if current
|
|
vec3_t mins, maxs; // for bounding box culling
|
|
struct mnode_s *parent;
|
|
|
|
// node specific
|
|
cplane_t *plane;
|
|
struct mnode_s *children[2];
|
|
|
|
// leaf specific
|
|
int cluster;
|
|
int area;
|
|
|
|
msurface_t **firstmarksurface;
|
|
int nummarksurfaces;
|
|
} mnode_t;
|
|
|
|
typedef struct {
|
|
vec3_t bounds[2]; // for culling
|
|
msurface_t *firstSurface;
|
|
int numSurfaces;
|
|
} bmodel_t;
|
|
|
|
typedef struct
|
|
{
|
|
byte ambientLight[MAXLIGHTMAPS][3];
|
|
byte directLight[MAXLIGHTMAPS][3];
|
|
byte styles[MAXLIGHTMAPS];
|
|
byte latLong[2];
|
|
// byte pad[2]; // to align to a cache line
|
|
} mgrid_t;
|
|
|
|
typedef struct {
|
|
char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
|
|
char baseName[MAX_QPATH]; // ie: tim_dm2
|
|
|
|
int dataSize;
|
|
|
|
int numShaders;
|
|
dshader_t *shaders;
|
|
|
|
bmodel_t *bmodels;
|
|
|
|
int numplanes;
|
|
cplane_t *planes;
|
|
|
|
int numnodes; // includes leafs
|
|
int numDecisionNodes;
|
|
mnode_t *nodes;
|
|
|
|
int numsurfaces;
|
|
msurface_t *surfaces;
|
|
|
|
int nummarksurfaces;
|
|
msurface_t **marksurfaces;
|
|
|
|
int numfogs;
|
|
fog_t *fogs;
|
|
int globalFog;
|
|
|
|
|
|
vec3_t lightGridOrigin;
|
|
vec3_t lightGridSize;
|
|
vec3_t lightGridInverseSize;
|
|
int lightGridBounds[3];
|
|
|
|
int lightGridOffsets[8];
|
|
|
|
vec3_t lightGridStep;
|
|
|
|
mgrid_t *lightGridData;
|
|
word *lightGridArray;
|
|
int numGridArrayElements;
|
|
|
|
|
|
int numClusters;
|
|
int clusterBytes;
|
|
const byte *vis; // may be passed in by CM_LoadMap to save space
|
|
|
|
byte *novis; // clusterBytes of 0xff
|
|
|
|
char *entityString;
|
|
char *entityParsePoint;
|
|
} world_t;
|
|
|
|
//======================================================================
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
#define MDXABONEDEF
|
|
#include "mdx_format.h"
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
typedef enum {
|
|
MOD_BAD,
|
|
MOD_BRUSH,
|
|
MOD_MESH,
|
|
MOD_MD4,
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
MOD_MDXM,
|
|
MOD_MDXA
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
} modtype_t;
|
|
|
|
typedef struct model_s {
|
|
char name[MAX_QPATH];
|
|
modtype_t type;
|
|
int index; // model = tr.models[model->index]
|
|
|
|
int dataSize; // just for listing purposes
|
|
bmodel_t *bmodel; // only if type == MOD_BRUSH
|
|
md3Header_t *md3[MD3_MAX_LODS]; // only if type == MOD_MESH
|
|
md4Header_t *md4; // only if type == MOD_MD4
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
mdxmHeader_t *mdxm; // only if type == MOD_GL2M which is a GHOUL II Mesh file NOT a GHOUL II animation file
|
|
mdxaHeader_t *mdxa; // only if type == MOD_GL2A which is a GHOUL II Animation file
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
int numLods;
|
|
} model_t;
|
|
|
|
|
|
#define MAX_MOD_KNOWN 1024
|
|
|
|
void R_ModelInit (void);
|
|
model_t *R_GetModelByHandle( qhandle_t hModel );
|
|
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
|
|
float frac, const char *tagName );
|
|
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
|
|
|
|
void R_Modellist_f (void);
|
|
|
|
//====================================================
|
|
extern refimport_t ri;
|
|
|
|
#define MAX_DRAWIMAGES 2048
|
|
#define MAX_LIGHTMAPS 256
|
|
#define MAX_SKINS 1024
|
|
|
|
|
|
#define MAX_DRAWSURFS 0x10000
|
|
#define DRAWSURF_MASK (MAX_DRAWSURFS-1)
|
|
|
|
/*
|
|
|
|
the drawsurf sort data is packed into a single 32 bit value so it can be
|
|
compared quickly during the qsorting process
|
|
|
|
the bits are allocated as follows:
|
|
|
|
21 - 31 : sorted shader index
|
|
11 - 20 : entity index
|
|
2 - 6 : fog index
|
|
//2 : used to be clipped flag REMOVED - 03.21.00 rad
|
|
0 - 1 : dlightmap index
|
|
*/
|
|
#define QSORT_SHADERNUM_SHIFT 21
|
|
#define QSORT_ENTITYNUM_SHIFT 11
|
|
#define QSORT_FOGNUM_SHIFT 2
|
|
|
|
extern int gl_filter_min, gl_filter_max;
|
|
|
|
/*
|
|
** performanceCounters_t
|
|
*/
|
|
typedef struct {
|
|
int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
|
|
int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
|
|
int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
|
|
int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
|
|
|
|
int c_leafs;
|
|
int c_dlightSurfaces;
|
|
int c_dlightSurfacesCulled;
|
|
} frontEndCounters_t;
|
|
|
|
#define FOG_TABLE_SIZE 256
|
|
#define FUNCTABLE_SIZE 1024
|
|
#define FUNCTABLE_SIZE2 10
|
|
#define FUNCTABLE_MASK (FUNCTABLE_SIZE-1)
|
|
|
|
|
|
// the renderer front end should never modify glstate_t
|
|
typedef struct {
|
|
int currenttextures[2];
|
|
int currenttmu;
|
|
qboolean finishCalled;
|
|
int texEnv[2];
|
|
int faceCulling;
|
|
unsigned long glStateBits;
|
|
} glstate_t;
|
|
|
|
|
|
typedef struct {
|
|
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
|
|
float c_overDraw;
|
|
|
|
int c_dlightVertexes;
|
|
int c_dlightIndexes;
|
|
|
|
int c_flareAdds;
|
|
int c_flareTests;
|
|
int c_flareRenders;
|
|
|
|
int msec; // total msec for backend run
|
|
} backEndCounters_t;
|
|
|
|
// all state modified by the back end is seperated
|
|
// from the front end state
|
|
typedef struct {
|
|
int smpFrame;
|
|
trRefdef_t refdef;
|
|
viewParms_t viewParms;
|
|
orientationr_t ori; // Can't use or as it is a c++ reserved word DREWS 2/2/2002
|
|
backEndCounters_t pc;
|
|
qboolean isHyperspace;
|
|
trRefEntity_t *currentEntity;
|
|
qboolean skyRenderedThisView; // flag for drawing sun
|
|
|
|
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
|
|
byte color2D[4];
|
|
qboolean vertexes2D; // shader needs to be finished
|
|
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
|
|
} backEndState_t;
|
|
|
|
/*
|
|
** trGlobals_t
|
|
**
|
|
** Most renderer globals are defined here.
|
|
** backend functions should never modify any of these fields,
|
|
** but may read fields that aren't dynamically modified
|
|
** by the frontend.
|
|
*/
|
|
typedef struct {
|
|
qboolean registered; // cleared at shutdown, set at beginRegistration
|
|
|
|
int visCount; // incremented every time a new vis cluster is entered
|
|
int frameCount; // incremented every frame
|
|
int sceneCount; // incremented every scene
|
|
int viewCount; // incremented every view (twice a scene if portaled)
|
|
// and every R_MarkFragments call
|
|
|
|
int smpFrame; // toggles from 0 to 1 every endFrame
|
|
|
|
int frameSceneNum; // zeroed at RE_BeginFrame
|
|
|
|
qboolean worldMapLoaded;
|
|
world_t *world;
|
|
|
|
const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load
|
|
|
|
image_t *defaultImage;
|
|
image_t *scratchImage[32];
|
|
image_t *fogImage;
|
|
image_t *dlightImage; // inverse-quare highlight for projective adding
|
|
image_t *flareImage;
|
|
image_t *whiteImage; // full of 0xff
|
|
image_t *identityLightImage; // full of tr.identityLightByte
|
|
|
|
shader_t *defaultShader;
|
|
shader_t *shadowShader;
|
|
shader_t *projectionShadowShader;
|
|
|
|
shader_t *flareShader;
|
|
shader_t *sunShader;
|
|
|
|
int numLightmaps;
|
|
image_t *lightmaps[MAX_LIGHTMAPS];
|
|
|
|
trRefEntity_t *currentEntity;
|
|
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
|
|
int currentEntityNum;
|
|
int shiftedEntityNum; // currentEntityNum << QSORT_ENTITYNUM_SHIFT
|
|
model_t *currentModel;
|
|
|
|
viewParms_t viewParms;
|
|
|
|
float identityLight; // 1.0 / ( 1 << overbrightBits )
|
|
int identityLightByte; // identityLight * 255
|
|
int overbrightBits; // r_overbrightBits->integer, but set to 0 if no hw gamma
|
|
|
|
orientationr_t ori; // for current entity
|
|
|
|
trRefdef_t refdef;
|
|
|
|
int viewCluster;
|
|
|
|
vec3_t sunLight; // from the sky shader for this level
|
|
vec3_t sunDirection;
|
|
int sunSurfaceLight; // from the sky shader for this level
|
|
vec3_t sunAmbient; // from the sky shader (only used for John's terrain system)
|
|
|
|
frontEndCounters_t pc;
|
|
int frontEndMsec; // not in pc due to clearing issue
|
|
|
|
//
|
|
// put large tables at the end, so most elements will be
|
|
// within the +/32K indexed range on risc processors
|
|
//
|
|
model_t *models[MAX_MOD_KNOWN];
|
|
int numModels;
|
|
|
|
// shader indexes from other modules will be looked up in tr.shaders[]
|
|
// shader indexes from drawsurfs will be looked up in sortedShaders[]
|
|
// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
|
|
int numShaders;
|
|
shader_t *shaders[MAX_SHADERS];
|
|
shader_t *sortedShaders[MAX_SHADERS];
|
|
|
|
int numSkins;
|
|
skin_t *skins[MAX_SKINS];
|
|
|
|
float sinTable[FUNCTABLE_SIZE];
|
|
float squareTable[FUNCTABLE_SIZE];
|
|
float triangleTable[FUNCTABLE_SIZE];
|
|
float sawToothTable[FUNCTABLE_SIZE];
|
|
float inverseSawToothTable[FUNCTABLE_SIZE];
|
|
float fogTable[FOG_TABLE_SIZE];
|
|
} trGlobals_t;
|
|
|
|
|
|
int R_Images_StartIteration(void);
|
|
image_t *R_Images_GetNextIteration(void);
|
|
void R_Images_Clear(void);
|
|
void R_Images_DeleteLightMaps(void);
|
|
void R_Images_DeleteImage(image_t *pImage);
|
|
|
|
|
|
extern backEndState_t backEnd;
|
|
extern trGlobals_t tr;
|
|
extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
|
|
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
|
|
|
|
|
|
//
|
|
// cvars
|
|
//
|
|
extern cvar_t *r_flareSize;
|
|
extern cvar_t *r_flareFade;
|
|
|
|
extern cvar_t *r_ignore; // used for debugging anything
|
|
extern cvar_t *r_verbose; // used for verbose debug spew
|
|
extern cvar_t *r_ignoreFastPath; // allows us to ignore our Tess fast paths
|
|
|
|
extern cvar_t *r_znear; // near Z clip plane
|
|
|
|
extern cvar_t *r_stencilbits; // number of desired stencil bits
|
|
extern cvar_t *r_depthbits; // number of desired depth bits
|
|
extern cvar_t *r_colorbits; // number of desired color bits, only relevant for fullscreen
|
|
extern cvar_t *r_stereo; // desired pixelformat stereo flag
|
|
extern cvar_t *r_texturebits; // number of desired texture bits
|
|
// 0 = use framebuffer depth
|
|
// 16 = use 16-bit textures
|
|
// 32 = use 32-bit textures
|
|
// all else = error
|
|
extern cvar_t *r_texturebitslm; // number of desired lightmap texture bits
|
|
|
|
extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
|
|
|
|
extern cvar_t *r_lodbias; // push/pull LOD transitions
|
|
extern cvar_t *r_lodscale;
|
|
extern cvar_t *r_autolodscalevalue;
|
|
|
|
extern cvar_t *r_primitives; // "0" = based on compiled vertex array existance
|
|
// "1" = glDrawElemet tristrips
|
|
// "2" = glDrawElements triangles
|
|
// "-1" = no drawing
|
|
|
|
extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
|
|
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
|
|
extern cvar_t *r_drawSun; // controls drawing of sun quad
|
|
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
|
|
extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity
|
|
|
|
extern cvar_t *r_newDLights;
|
|
|
|
extern cvar_t *r_norefresh; // bypasses the ref rendering
|
|
extern cvar_t *r_drawentities; // disable/enable entity rendering
|
|
extern cvar_t *r_drawworld; // disable/enable world rendering
|
|
extern cvar_t *r_speeds; // various levels of information display
|
|
extern cvar_t *r_detailTextures; // enables/disables detail texturing stages
|
|
extern cvar_t *r_novis; // disable/enable usage of PVS
|
|
extern cvar_t *r_nocull;
|
|
extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test
|
|
extern cvar_t *r_nocurves;
|
|
extern cvar_t *r_showcluster;
|
|
|
|
extern cvar_t *r_surfaceSprites;
|
|
extern cvar_t *r_surfaceWeather;
|
|
|
|
extern cvar_t *r_windSpeed;
|
|
extern cvar_t *r_windAngle;
|
|
extern cvar_t *r_windGust;
|
|
extern cvar_t *r_windDampFactor;
|
|
extern cvar_t *r_windPointForce;
|
|
extern cvar_t *r_windPointX;
|
|
extern cvar_t *r_windPointY;
|
|
|
|
extern cvar_t *r_mode; // video mode
|
|
extern cvar_t *r_fullscreen;
|
|
extern cvar_t *r_gamma;
|
|
extern cvar_t *r_displayRefresh; // optional display refresh option
|
|
extern cvar_t *r_ignorehwgamma; // overrides hardware gamma capabilities
|
|
|
|
extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions
|
|
extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions
|
|
extern cvar_t *r_ext_compressed_lightmaps; // turns on compression of lightmaps, off by default
|
|
extern cvar_t *r_ext_preferred_tc_method;
|
|
extern cvar_t *r_ext_gamma_control;
|
|
extern cvar_t *r_ext_texenv_op;
|
|
extern cvar_t *r_ext_multitexture;
|
|
extern cvar_t *r_ext_compiled_vertex_array;
|
|
extern cvar_t *r_ext_texture_env_add;
|
|
extern cvar_t *r_ext_texture_filter_anisotropic;
|
|
|
|
extern cvar_t *r_nobind; // turns off binding to appropriate textures
|
|
extern cvar_t *r_singleShader; // make most world faces use default shader
|
|
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
|
|
extern cvar_t *r_picmip; // controls picmip values
|
|
extern cvar_t *r_finish;
|
|
extern cvar_t *r_drawBuffer;
|
|
extern cvar_t *r_swapInterval;
|
|
extern cvar_t *r_textureMode;
|
|
extern cvar_t *r_offsetFactor;
|
|
extern cvar_t *r_offsetUnits;
|
|
|
|
extern cvar_t *r_fullbright; // avoid lightmap pass
|
|
extern cvar_t *r_lightmap; // render lightmaps only
|
|
extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
|
|
extern cvar_t *r_uiFullScreen; // ui is running fullscreen
|
|
|
|
extern cvar_t *r_logFile; // number of frames to emit GL logs
|
|
extern cvar_t *r_showtris; // enables wireframe rendering of the world
|
|
extern cvar_t *r_showsky; // forces sky in front of all surfaces
|
|
extern cvar_t *r_shownormals; // draws wireframe normals
|
|
extern cvar_t *r_clear; // force screen clear every frame
|
|
|
|
extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
|
|
extern cvar_t *r_flares; // light flares
|
|
|
|
extern cvar_t *r_intensity;
|
|
|
|
extern cvar_t *r_lockpvs;
|
|
extern cvar_t *r_noportals;
|
|
extern cvar_t *r_portalOnly;
|
|
|
|
extern cvar_t *r_subdivisions;
|
|
extern cvar_t *r_lodCurveError;
|
|
extern cvar_t *r_smp;
|
|
extern cvar_t *r_showSmp;
|
|
extern cvar_t *r_skipBackEnd;
|
|
|
|
extern cvar_t *r_ignoreGLErrors;
|
|
|
|
extern cvar_t *r_overBrightBits;
|
|
|
|
extern cvar_t *r_debugSurface;
|
|
extern cvar_t *r_simpleMipMaps;
|
|
|
|
extern cvar_t *r_showImages;
|
|
extern cvar_t *r_debugSort;
|
|
|
|
extern cvar_t *r_printShaders;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
extern cvar_t *r_noServerGhoul2;
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
//====================================================================
|
|
|
|
float R_NoiseGet4f( float x, float y, float z, float t );
|
|
void R_NoiseInit( void );
|
|
|
|
void R_SwapBuffers( int );
|
|
|
|
void R_RenderView( viewParms_t *parms );
|
|
|
|
void R_AddMD3Surfaces( trRefEntity_t *e );
|
|
void R_AddNullModelSurfaces( trRefEntity_t *e );
|
|
void R_AddBeamSurfaces( trRefEntity_t *e );
|
|
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
|
|
void R_AddLightningBoltSurfaces( trRefEntity_t *e );
|
|
|
|
void R_AddPolygonSurfaces( void );
|
|
|
|
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
|
|
int *fogNum, int *dlightMap );
|
|
|
|
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, int fogIndex, int dlightMap );
|
|
|
|
|
|
#define CULL_IN 0 // completely unclipped
|
|
#define CULL_CLIP 1 // clipped by one or more planes
|
|
#define CULL_OUT 2 // completely outside the clipping planes
|
|
void R_LocalNormalToWorld (vec3_t local, vec3_t world);
|
|
void R_LocalPointToWorld (vec3_t local, vec3_t world);
|
|
void R_WorldNormalToEntity (vec3_t localVec, vec3_t world);
|
|
int R_CullLocalBox (vec3_t bounds[2]);
|
|
int R_CullPointAndRadius( vec3_t origin, float radius );
|
|
int R_CullLocalPointAndRadius( vec3_t origin, float radius );
|
|
|
|
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *ori );
|
|
|
|
/*
|
|
** GL wrapper/helper functions
|
|
*/
|
|
void GL_Bind( image_t *image );
|
|
void GL_SetDefaultState (void);
|
|
void GL_SelectTexture( int unit );
|
|
void GL_TextureMode( const char *string );
|
|
void GL_CheckErrors( void );
|
|
void GL_State( unsigned long stateVector );
|
|
void GL_TexEnv( int env );
|
|
void GL_Cull( int cullType );
|
|
|
|
#define GLS_SRCBLEND_ZERO 0x00000001
|
|
#define GLS_SRCBLEND_ONE 0x00000002
|
|
#define GLS_SRCBLEND_DST_COLOR 0x00000003
|
|
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
|
|
#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
|
|
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
|
|
#define GLS_SRCBLEND_DST_ALPHA 0x00000007
|
|
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
|
|
#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
|
|
#define GLS_SRCBLEND_BITS 0x0000000f
|
|
|
|
#define GLS_DSTBLEND_ZERO 0x00000010
|
|
#define GLS_DSTBLEND_ONE 0x00000020
|
|
#define GLS_DSTBLEND_SRC_COLOR 0x00000030
|
|
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
|
|
#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
|
|
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
|
|
#define GLS_DSTBLEND_DST_ALPHA 0x00000070
|
|
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
|
|
#define GLS_DSTBLEND_BITS 0x000000f0
|
|
|
|
#define GLS_DEPTHMASK_TRUE 0x00000100
|
|
|
|
#define GLS_POLYMODE_LINE 0x00001000
|
|
|
|
#define GLS_DEPTHTEST_DISABLE 0x00010000
|
|
#define GLS_DEPTHFUNC_EQUAL 0x00020000
|
|
|
|
#define GLS_ATEST_GT_0 0x10000000
|
|
#define GLS_ATEST_LT_80 0x20000000
|
|
#define GLS_ATEST_GE_80 0x40000000
|
|
#define GLS_ATEST_GE_C0 0x80000000
|
|
#define GLS_ATEST_BITS 0xF0000000
|
|
|
|
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
|
|
#define GLS_ALPHA (GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA)
|
|
|
|
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
|
|
void RE_UploadCinematic (int cols, int rows, const byte *data, int client, qboolean dirty);
|
|
|
|
void RE_BeginFrame( stereoFrame_t stereoFrame );
|
|
void RE_BeginRegistration( glconfig_t *glconfig );
|
|
void RE_LoadWorldMap( const char *mapname );
|
|
void RE_SetWorldVisData( const byte *vis );
|
|
qhandle_t RE_RegisterServerModel( const char *name );
|
|
qhandle_t RE_RegisterModel( const char *name );
|
|
qhandle_t RE_RegisterSkin( const char *name );
|
|
void RE_Shutdown( qboolean destroyWindow );
|
|
|
|
void RE_RegisterMedia_LevelLoadBegin(const char *psMapName, ForceReload_e eForceReload);
|
|
void RE_RegisterMedia_LevelLoadEnd(void);
|
|
int RE_RegisterMedia_GetLevel(void);
|
|
//
|
|
//void RE_RegisterModels_LevelLoadBegin(const char *psMapName);
|
|
qboolean RE_RegisterModels_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel = qfalse);
|
|
void* RE_RegisterModels_Malloc(int iSize, const char *psModelFileName, qboolean *pqbAlreadyFound, memtag_t eTag);
|
|
void RE_RegisterModels_StoreShaderRequest(const char *psModelFileName, const char *psShaderName, int *piShaderIndexPoke);
|
|
void RE_RegisterModels_Info_f(void);
|
|
//
|
|
//void RE_RegisterImages_LevelLoadBegin(const char *psMapName);
|
|
qboolean RE_RegisterImages_LevelLoadEnd(void);
|
|
void RE_RegisterImages_Info_f(void);
|
|
|
|
|
|
qboolean R_GetEntityToken( char *buffer, int size );
|
|
|
|
model_t *R_AllocModel( void );
|
|
|
|
void R_Init( void );
|
|
void R_LoadImage( const char *name, byte **pic, int *width, int *height );
|
|
image_t *R_FindImageFile( const char *name, qboolean mipmap, qboolean allowPicmip, qboolean allowTC, int glWrapClampMode );
|
|
|
|
image_t *R_CreateImage( const char *name, const byte *pic, int width, int height, qboolean mipmap
|
|
, qboolean allowPicmip, qboolean allowTC, int wrapClampMode );
|
|
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
|
|
|
|
void R_SetColorMappings( void );
|
|
void R_GammaCorrect( byte *buffer, int bufSize );
|
|
|
|
void R_ImageList_f( void );
|
|
void R_SkinList_f( void );
|
|
void R_ScreenShot_f( void );
|
|
|
|
void R_InitFogTable( void );
|
|
float R_FogFactor( float s, float t );
|
|
void R_InitImages( void );
|
|
void R_DeleteTextures( void );
|
|
float R_SumOfUsedImages( qboolean bUseFormat );
|
|
void R_InitSkins( void );
|
|
skin_t *R_GetSkinByHandle( qhandle_t hSkin );
|
|
|
|
|
|
//
|
|
// tr_shader.c
|
|
//
|
|
extern const int lightmapsNone[MAXLIGHTMAPS];
|
|
extern const int lightmaps2d[MAXLIGHTMAPS];
|
|
extern const int lightmapsVertex[MAXLIGHTMAPS];
|
|
extern const int lightmapsFullBright[MAXLIGHTMAPS];
|
|
extern const byte stylesDefault[MAXLIGHTMAPS];
|
|
|
|
qhandle_t RE_RegisterShaderLightMap( const char *name, const int *lightmapIndex, const byte *styles ) ;
|
|
qhandle_t RE_RegisterShader( const char *name );
|
|
qhandle_t RE_RegisterShaderNoMip( const char *name );
|
|
qhandle_t RE_RegisterShaderFromImage(const char *name, int *lightmapIndex, byte *styles, image_t *image, qboolean mipRawImage);
|
|
|
|
shader_t *R_FindShader( const char *name, const int *lightmapIndex, const byte *styles, qboolean mipRawImage );
|
|
shader_t *R_GetShaderByHandle( qhandle_t hShader );
|
|
shader_t *R_GetShaderByState( int index, long *cycleTime );
|
|
shader_t *R_FindShaderByName( const char *name );
|
|
void R_InitShaders( void );
|
|
void R_ShaderList_f( void );
|
|
void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
IMPLEMENTATION SPECIFIC FUNCTIONS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
void GLimp_Init( void );
|
|
void GLimp_Shutdown( void );
|
|
void GLimp_EndFrame( void );
|
|
|
|
qboolean GLimp_SpawnRenderThread( void (*function)( void ) );
|
|
void *GLimp_RendererSleep( void );
|
|
void GLimp_FrontEndSleep( void );
|
|
void GLimp_WakeRenderer( void *data );
|
|
|
|
void GLimp_LogComment( char *comment );
|
|
|
|
void GLimp_SetGamma( unsigned char red[256],
|
|
unsigned char green[256],
|
|
unsigned char blue[256] );
|
|
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
TESSELATOR/SHADER DECLARATIONS
|
|
|
|
====================================================================
|
|
*/
|
|
typedef byte color4ub_t[4];
|
|
|
|
typedef struct stageVars
|
|
{
|
|
color4ub_t colors[SHADER_MAX_VERTEXES];
|
|
vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
|
|
} stageVars_t;
|
|
|
|
#define NUM_TEX_COORDS (MAXLIGHTMAPS+1)
|
|
|
|
struct shaderCommands_s
|
|
{
|
|
glIndex_t indexes[SHADER_MAX_INDEXES];
|
|
vec4_t xyz[SHADER_MAX_VERTEXES];
|
|
vec4_t normal[SHADER_MAX_VERTEXES];
|
|
vec2_t texCoords[SHADER_MAX_VERTEXES][NUM_TEX_COORDS];
|
|
color4ub_t vertexColors[SHADER_MAX_VERTEXES];
|
|
// byte vertexAlphas[SHADER_MAX_VERTEXES][4]; // only used by SOF2 glass, go ahead and implement if you want
|
|
int vertexDlightBits[SHADER_MAX_VERTEXES];
|
|
|
|
stageVars_t svars;
|
|
|
|
color4ub_t constantColor255[SHADER_MAX_VERTEXES];
|
|
|
|
shader_t *shader;
|
|
float shaderTime;
|
|
int fogNum;
|
|
|
|
int dlightBits; // or together of all vertexDlightBits
|
|
|
|
int numIndexes;
|
|
int numVertexes;
|
|
|
|
// info extracted from current shader
|
|
int numPasses;
|
|
void (*currentStageIteratorFunc)( void );
|
|
shaderStage_t **xstages;
|
|
|
|
qboolean SSInitializedWind;
|
|
|
|
};
|
|
#ifndef DEDICATED
|
|
typedef __declspec(align(16)) shaderCommands_s shaderCommands_t;
|
|
extern shaderCommands_t tess;
|
|
#endif
|
|
extern color4ub_t styleColors[MAX_LIGHT_STYLES];
|
|
|
|
void RB_BeginSurface(shader_t *shader, int fogNum );
|
|
void RB_EndSurface(void);
|
|
void RB_CheckOverflow( int verts, int indexes );
|
|
#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
|
|
|
|
void RB_StageIteratorGeneric( void );
|
|
void RB_StageIteratorSky( void );
|
|
void RB_StageIteratorVertexLitTexture( void );
|
|
void RB_StageIteratorLightmappedMultitexture( void );
|
|
|
|
void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color );
|
|
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 );
|
|
|
|
void RB_ShowImages( void );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
WORLD MAP
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_AddBrushModelSurfaces( trRefEntity_t *e );
|
|
void R_AddWorldSurfaces( void );
|
|
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
FLARES
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_ClearFlares( void );
|
|
|
|
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
|
|
void RB_AddDlightFlares( void );
|
|
void RB_RenderFlares (void);
|
|
|
|
/*
|
|
============================================================
|
|
|
|
LIGHTS
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_DlightBmodel( bmodel_t *bmodel );
|
|
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
|
|
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *ori );
|
|
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
SHADOWS
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void RB_ShadowTessEnd( void );
|
|
void RB_ShadowFinish( void );
|
|
void RB_ProjectionShadowDeform( void );
|
|
|
|
/*
|
|
============================================================
|
|
|
|
SKIES
|
|
|
|
============================================================
|
|
*/
|
|
#ifndef DEDICATED
|
|
void R_BuildCloudData( shaderCommands_t *shader );
|
|
void R_InitSkyTexCoords( float cloudLayerHeight );
|
|
void R_DrawSkyBox( shaderCommands_t *shader );
|
|
void RB_DrawSun( void );
|
|
void RB_ClipSkyPolygons( shaderCommands_t *shader );
|
|
#endif
|
|
/*
|
|
============================================================
|
|
|
|
CURVE TESSELATION
|
|
|
|
============================================================
|
|
*/
|
|
|
|
#define PATCH_STITCHING
|
|
|
|
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
|
|
drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
|
|
srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror );
|
|
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror );
|
|
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid );
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
float ProjectRadius( float r, vec3_t location );
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
/*
|
|
============================================================
|
|
|
|
MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
|
|
|
|
============================================================
|
|
*/
|
|
|
|
int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
|
|
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
SCENE GENERATION
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_ToggleSmpFrame( void );
|
|
|
|
void RE_ClearScene( void );
|
|
void RE_AddRefEntityToScene( const refEntity_t *ent );
|
|
void RE_AddMiniRefEntityToScene( const miniRefEntity_t *ent );
|
|
void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
|
|
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
|
|
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
|
|
void RE_RenderScene( const refdef_t *fd );
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
ANIMATED MODELS
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
void R_MakeAnimModel( model_t *model );
|
|
void R_AddAnimSurfaces( trRefEntity_t *ent );
|
|
void RB_SurfaceAnim( md4Surface_t *surfType );
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
#pragma warning (disable: 4512) //default assignment operator could not be gened
|
|
class CRenderableSurface
|
|
{
|
|
public:
|
|
const int ident; // ident of this surface - required so the materials renderer knows what sort of surface this refers to
|
|
void *boneList; // pointer to transformed bone list for this surface - required client side for rendering DONOT USE IN GAME SIDE
|
|
mdxmSurface_t *surfaceData; // pointer to surface data loaded into file - only used by client renderer DO NOT USE IN GAME SIDE - if there is a vid restart this will be out of wack on the game
|
|
|
|
CRenderableSurface():
|
|
ident(SF_MDX),
|
|
boneList(0),
|
|
surfaceData(0)
|
|
{}
|
|
};
|
|
|
|
void R_AddGhoulSurfaces( trRefEntity_t *ent );
|
|
void RB_SurfaceGhoul( CRenderableSurface *surface );
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
/*
|
|
=============================================================
|
|
=============================================================
|
|
*/
|
|
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
|
|
vec4_t eye, vec4_t dst );
|
|
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
|
|
|
|
void RB_DeformTessGeometry( void );
|
|
|
|
void RB_CalcEnvironmentTexCoords( float *dstTexCoords );
|
|
void RB_CalcFogTexCoords( float *dstTexCoords );
|
|
void RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
|
|
void RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords );
|
|
void RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords );
|
|
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords );
|
|
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
|
|
void RB_CalcModulateColorsByFog( unsigned char *dstColors );
|
|
void RB_CalcModulateAlphasByFog( unsigned char *dstColors );
|
|
void RB_CalcModulateRGBAsByFog( unsigned char *dstColors );
|
|
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
|
|
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
|
|
void RB_CalcAlphaFromEntity( unsigned char *dstColors );
|
|
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
|
|
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *texCoords );
|
|
void RB_CalcColorFromEntity( unsigned char *dstColors );
|
|
void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors );
|
|
void RB_CalcSpecularAlpha( unsigned char *alphas );
|
|
void RB_CalcDiffuseColor( unsigned char *colors );
|
|
void RB_CalcDisintegrateColors( unsigned char *colors );
|
|
void RB_CalcDisintegrateVertDeform( void );
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
RENDERER BACK END FUNCTIONS
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
void RB_RenderThread( void );
|
|
void RB_ExecuteRenderCommands( const void *data );
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
RENDERER BACK END COMMAND QUEUE
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
#define MAX_RENDER_COMMANDS 0x40000
|
|
|
|
typedef struct {
|
|
byte cmds[MAX_RENDER_COMMANDS];
|
|
int used;
|
|
} renderCommandList_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
float color[4];
|
|
} setColorCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
int buffer;
|
|
} drawBufferCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
image_t *image;
|
|
int width;
|
|
int height;
|
|
void *data;
|
|
} subImageCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
} swapBuffersCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
int buffer;
|
|
} endFrameCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
shader_t *shader;
|
|
float x, y;
|
|
float w, h;
|
|
float s1, t1;
|
|
float s2, t2;
|
|
} stretchPicCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
shader_t *shader;
|
|
float x, y;
|
|
float w, h;
|
|
float s1, t1;
|
|
float s2, t2;
|
|
float a;
|
|
} rotatePicCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
trRefdef_t refdef;
|
|
viewParms_t viewParms;
|
|
drawSurf_t *drawSurfs;
|
|
int numDrawSurfs;
|
|
} drawSurfsCommand_t;
|
|
|
|
typedef enum {
|
|
RC_END_OF_LIST,
|
|
RC_SET_COLOR,
|
|
RC_STRETCH_PIC,
|
|
RC_ROTATE_PIC,
|
|
RC_ROTATE_PIC2,
|
|
RC_DRAW_SURFS,
|
|
RC_DRAW_BUFFER,
|
|
RC_SWAP_BUFFERS
|
|
} renderCommand_t;
|
|
|
|
|
|
// these are sort of arbitrary limits.
|
|
// the limits apply to the sum of all scenes in a frame --
|
|
// the main view, all the 3D icons, etc
|
|
#define MAX_POLYS 600
|
|
#define MAX_POLYVERTS 3000
|
|
|
|
// all of the information needed by the back end must be
|
|
// contained in a backEndData_t. This entire structure is
|
|
// duplicated so the front and back end can run in parallel
|
|
// on an SMP machine
|
|
typedef struct {
|
|
drawSurf_t drawSurfs[MAX_DRAWSURFS];
|
|
dlight_t dlights[MAX_DLIGHTS];
|
|
trRefEntity_t entities[MAX_ENTITIES];
|
|
trMiniRefEntity_t miniEntities[MAX_MINI_ENTITIES];
|
|
srfPoly_t *polys;//[MAX_POLYS];
|
|
polyVert_t *polyVerts;//[MAX_POLYVERTS];
|
|
renderCommandList_t commands;
|
|
} backEndData_t;
|
|
|
|
extern int max_polys;
|
|
extern int max_polyverts;
|
|
|
|
extern backEndData_t *backEndData[SMP_FRAMES]; // the second one may not be allocated
|
|
|
|
extern volatile renderCommandList_t *renderCommandList;
|
|
|
|
extern volatile qboolean renderThreadActive;
|
|
|
|
|
|
void *R_GetCommandBuffer( int bytes );
|
|
void RB_ExecuteRenderCommands( const void *data );
|
|
|
|
void R_InitCommandBuffers( void );
|
|
void R_ShutdownCommandBuffers( void );
|
|
|
|
void R_SyncRenderThread( void );
|
|
|
|
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
|
|
|
|
void RE_SetColor( const float *rgba );
|
|
void RE_StretchPic ( float x, float y, float w, float h,
|
|
float s1, float t1, float s2, float t2, qhandle_t hShader );
|
|
void RE_RotatePic ( float x, float y, float w, float h,
|
|
float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
|
|
void RE_RotatePic2 ( float x, float y, float w, float h,
|
|
float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
|
|
void RE_BeginFrame( stereoFrame_t stereoFrame );
|
|
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
|
|
void SaveJPG(char * filename, int quality, int image_width, int image_height, unsigned char *image_buffer);
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// tr_ghoul2.cpp
|
|
void Create_Matrix(const float *angle, mdxaBone_t *matrix);
|
|
void Multiply_3x4Matrix(mdxaBone_t *out, mdxaBone_t *in2, mdxaBone_t *in);
|
|
extern qboolean R_LoadMDXM (model_t *mod, void *buffer, const char *name, qboolean bAlreadyCached );
|
|
extern qboolean R_LoadMDXA (model_t *mod, void *buffer, const char *name, qboolean bAlreadyCached );
|
|
bool LoadTGAPalletteImage ( const char *name, byte **pic, int *width, int *height);
|
|
void RE_InsertModelIntoHash(const char *name, model_t *mod);
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
#ifndef DEDICATED
|
|
// tr_surfacesprites
|
|
void RB_DrawSurfaceSprites( shaderStage_t *stage, shaderCommands_t *input);
|
|
#endif
|
|
#endif //TR_LOCAL_H
|