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https://github.com/DrBeef/QuakeQuest.git
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327 lines
16 KiB
C
327 lines
16 KiB
C
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#ifndef DPSOFTRAST_H
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#define DPSOFTRAST_H
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#include <stdlib.h>
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#define DPSOFTRAST_MAXMIPMAPS 16
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#define DPSOFTRAST_TEXTURE_MAXSIZE (1<<(DPSOFTRAST_MAXMIPMAPS - 1))
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#define DPSOFTRAST_MAXTEXTUREUNITS 16
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#define DPSOFTRAST_MAXTEXCOORDARRAYS 8
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// type of pixels in texture (some of these are converted to BGRA8 on update)
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#define DPSOFTRAST_TEXTURE_FORMAT_BGRA8 0
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#define DPSOFTRAST_TEXTURE_FORMAT_DEPTH 1
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#define DPSOFTRAST_TEXTURE_FORMAT_RGBA8 2
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#define DPSOFTRAST_TEXTURE_FORMAT_ALPHA8 3
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#define DPSOFTRAST_TEXTURE_FORMAT_RGBA16F 4
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#define DPSOFTRAST_TEXTURE_FORMAT_RGBA32F 5
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#define DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK 0x0F
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// modifier flags for texture (can not be changed after creation)
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#define DPSOFTRAST_TEXTURE_FLAG_MIPMAP 0x10
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#define DPSOFTRAST_TEXTURE_FLAG_CUBEMAP 0x20
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#define DPSOFTRAST_TEXTURE_FLAG_USEALPHA 0x40
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#define DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE 0x80
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typedef enum DPSOFTRAST_TEXTURE_FILTER_e
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{
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DPSOFTRAST_TEXTURE_FILTER_NEAREST = 0,
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DPSOFTRAST_TEXTURE_FILTER_LINEAR = 1,
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DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE = 2,
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DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE = 3,
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}
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DPSOFTRAST_TEXTURE_FILTER;
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int DPSOFTRAST_Init(int width, int height, int numthreads, int interlace, unsigned int *colorpixels, unsigned int *depthpixels);
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void DPSOFTRAST_Shutdown(void);
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void DPSOFTRAST_Flush(void);
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void DPSOFTRAST_Finish(void);
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int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth);
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void DPSOFTRAST_Texture_Free(int index);
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void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight);
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void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels);
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int DPSOFTRAST_Texture_GetWidth(int index, int mip);
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int DPSOFTRAST_Texture_GetHeight(int index, int mip);
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int DPSOFTRAST_Texture_GetDepth(int index, int mip);
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unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip);
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void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter);
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void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3);
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void DPSOFTRAST_Viewport(int x, int y, int width, int height);
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void DPSOFTRAST_ClearColor(float r, float g, float b, float a);
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void DPSOFTRAST_ClearDepth(float d);
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void DPSOFTRAST_ColorMask(int r, int g, int b, int a);
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void DPSOFTRAST_DepthTest(int enable);
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void DPSOFTRAST_ScissorTest(int enable);
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void DPSOFTRAST_Scissor(float x, float y, float width, float height);
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void DPSOFTRAST_ClipPlane(float x, float y, float z, float w);
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void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate);
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void DPSOFTRAST_BlendSubtract(int enable);
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void DPSOFTRAST_DepthMask(int enable);
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void DPSOFTRAST_DepthFunc(int comparemode);
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void DPSOFTRAST_DepthRange(float range0, float range1);
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void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview);
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void DPSOFTRAST_CullFace(int mode);
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void DPSOFTRAST_Color4f(float r, float g, float b, float a);
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void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels);
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void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height);
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void DPSOFTRAST_SetTexture(int unitnum, int index);
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void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride);
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void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride);
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void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride);
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void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf);
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typedef enum gl20_texunit_e
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{
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// postprocess shaders, and generic shaders:
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GL20TU_FIRST = 0,
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GL20TU_SECOND = 1,
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GL20TU_GAMMARAMPS = 2,
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// standard material properties
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GL20TU_NORMAL = 0,
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GL20TU_COLOR = 1,
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GL20TU_GLOSS = 2,
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GL20TU_GLOW = 3,
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// material properties for a second material
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GL20TU_SECONDARY_NORMAL = 4,
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GL20TU_SECONDARY_COLOR = 5,
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GL20TU_SECONDARY_GLOSS = 6,
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GL20TU_SECONDARY_GLOW = 7,
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// material properties for a colormapped material
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// conflicts with secondary material
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GL20TU_PANTS = 4,
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GL20TU_SHIRT = 7,
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// fog fade in the distance
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GL20TU_FOGMASK = 8,
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// compiled ambient lightmap and deluxemap
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GL20TU_LIGHTMAP = 9,
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GL20TU_DELUXEMAP = 10,
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// refraction, used by water shaders
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GL20TU_REFRACTION = 3,
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// reflection, used by water shaders, also with normal material rendering
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// conflicts with secondary material
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GL20TU_REFLECTION = 7,
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// rtlight attenuation (distance fade) and cubemap filter (projection texturing)
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// conflicts with lightmap/deluxemap
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GL20TU_ATTENUATION = 9,
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GL20TU_CUBE = 10,
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GL20TU_SHADOWMAP2D = 15,
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GL20TU_CUBEPROJECTION = 12,
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// rtlight prepass data (screenspace depth and normalmap)
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// GL20TU_UNUSED1 = 13,
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GL20TU_SCREENNORMALMAP = 14,
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// lightmap prepass data (screenspace diffuse and specular from lights)
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GL20TU_SCREENDIFFUSE = 11,
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GL20TU_SCREENSPECULAR = 12,
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// fake reflections
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GL20TU_REFLECTMASK = 5,
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GL20TU_REFLECTCUBE = 6,
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GL20TU_FOGHEIGHTTEXTURE = 14
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}
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gl20_texunit;
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typedef enum glsl_attrib_e
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{
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GLSLATTRIB_POSITION = 0,
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GLSLATTRIB_COLOR = 1,
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GLSLATTRIB_TEXCOORD0 = 2,
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GLSLATTRIB_TEXCOORD1 = 3,
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GLSLATTRIB_TEXCOORD2 = 4,
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GLSLATTRIB_TEXCOORD3 = 5,
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GLSLATTRIB_TEXCOORD4 = 6,
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GLSLATTRIB_TEXCOORD5 = 7,
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GLSLATTRIB_TEXCOORD6 = 8,
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GLSLATTRIB_TEXCOORD7 = 9,
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}
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glsl_attrib;
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// this enum selects which of the glslshadermodeinfo entries should be used
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typedef enum shadermode_e
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{
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SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
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SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
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SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
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SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
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SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
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SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
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SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
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SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
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SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
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SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
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SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
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SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
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SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
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SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
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SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
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SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
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SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
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SHADERMODE_COUNT
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}
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shadermode_t;
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typedef enum shaderpermutation_e
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{
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SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
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SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
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SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
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SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
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SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
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SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
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SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
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SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
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SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
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SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
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SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
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SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
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SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
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SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
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SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
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SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
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SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
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SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
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SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
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SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
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SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
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SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
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SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
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SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
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SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
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SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
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SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
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SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
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SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
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SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
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SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
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SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
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}
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shaderpermutation_t;
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typedef enum DPSOFTRAST_UNIFORM_e
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{
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DPSOFTRAST_UNIFORM_Texture_First,
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DPSOFTRAST_UNIFORM_Texture_Second,
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DPSOFTRAST_UNIFORM_Texture_GammaRamps,
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DPSOFTRAST_UNIFORM_Texture_Normal,
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DPSOFTRAST_UNIFORM_Texture_Color,
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DPSOFTRAST_UNIFORM_Texture_Gloss,
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DPSOFTRAST_UNIFORM_Texture_Glow,
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DPSOFTRAST_UNIFORM_Texture_SecondaryNormal,
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DPSOFTRAST_UNIFORM_Texture_SecondaryColor,
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DPSOFTRAST_UNIFORM_Texture_SecondaryGloss,
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DPSOFTRAST_UNIFORM_Texture_SecondaryGlow,
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DPSOFTRAST_UNIFORM_Texture_Pants,
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DPSOFTRAST_UNIFORM_Texture_Shirt,
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DPSOFTRAST_UNIFORM_Texture_FogHeightTexture,
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DPSOFTRAST_UNIFORM_Texture_FogMask,
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DPSOFTRAST_UNIFORM_Texture_Lightmap,
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DPSOFTRAST_UNIFORM_Texture_Deluxemap,
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DPSOFTRAST_UNIFORM_Texture_Attenuation,
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DPSOFTRAST_UNIFORM_Texture_Cube,
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DPSOFTRAST_UNIFORM_Texture_Refraction,
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DPSOFTRAST_UNIFORM_Texture_Reflection,
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DPSOFTRAST_UNIFORM_Texture_ShadowMap2D,
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DPSOFTRAST_UNIFORM_Texture_CubeProjection,
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DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap,
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DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse,
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DPSOFTRAST_UNIFORM_Texture_ScreenSpecular,
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DPSOFTRAST_UNIFORM_Texture_ReflectMask,
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DPSOFTRAST_UNIFORM_Texture_ReflectCube,
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DPSOFTRAST_UNIFORM_Alpha,
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DPSOFTRAST_UNIFORM_BloomBlur_Parameters,
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DPSOFTRAST_UNIFORM_ClientTime,
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DPSOFTRAST_UNIFORM_Color_Ambient,
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DPSOFTRAST_UNIFORM_Color_Diffuse,
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DPSOFTRAST_UNIFORM_Color_Specular,
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DPSOFTRAST_UNIFORM_Color_Glow,
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DPSOFTRAST_UNIFORM_Color_Pants,
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DPSOFTRAST_UNIFORM_Color_Shirt,
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DPSOFTRAST_UNIFORM_DeferredColor_Ambient,
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DPSOFTRAST_UNIFORM_DeferredColor_Diffuse,
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DPSOFTRAST_UNIFORM_DeferredColor_Specular,
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DPSOFTRAST_UNIFORM_DeferredMod_Diffuse,
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DPSOFTRAST_UNIFORM_DeferredMod_Specular,
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DPSOFTRAST_UNIFORM_DistortScaleRefractReflect,
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DPSOFTRAST_UNIFORM_EyePosition,
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DPSOFTRAST_UNIFORM_FogColor,
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DPSOFTRAST_UNIFORM_FogHeightFade,
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DPSOFTRAST_UNIFORM_FogPlane,
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DPSOFTRAST_UNIFORM_FogPlaneViewDist,
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DPSOFTRAST_UNIFORM_FogRangeRecip,
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DPSOFTRAST_UNIFORM_LightColor,
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DPSOFTRAST_UNIFORM_LightDir,
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DPSOFTRAST_UNIFORM_LightPosition,
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DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
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DPSOFTRAST_UNIFORM_PixelSize,
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DPSOFTRAST_UNIFORM_ReflectColor,
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DPSOFTRAST_UNIFORM_ReflectFactor,
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DPSOFTRAST_UNIFORM_ReflectOffset,
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DPSOFTRAST_UNIFORM_RefractColor,
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DPSOFTRAST_UNIFORM_Saturation,
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DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect,
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DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect,
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DPSOFTRAST_UNIFORM_ScreenToDepth,
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DPSOFTRAST_UNIFORM_ShadowMap_Parameters,
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DPSOFTRAST_UNIFORM_ShadowMap_TextureScale,
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DPSOFTRAST_UNIFORM_SpecularPower,
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DPSOFTRAST_UNIFORM_UserVec1,
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DPSOFTRAST_UNIFORM_UserVec2,
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DPSOFTRAST_UNIFORM_UserVec3,
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DPSOFTRAST_UNIFORM_UserVec4,
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DPSOFTRAST_UNIFORM_ViewTintColor,
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DPSOFTRAST_UNIFORM_ViewToLightM1,
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DPSOFTRAST_UNIFORM_ViewToLightM2,
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DPSOFTRAST_UNIFORM_ViewToLightM3,
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DPSOFTRAST_UNIFORM_ViewToLightM4,
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DPSOFTRAST_UNIFORM_ModelToLightM1,
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DPSOFTRAST_UNIFORM_ModelToLightM2,
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DPSOFTRAST_UNIFORM_ModelToLightM3,
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DPSOFTRAST_UNIFORM_ModelToLightM4,
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DPSOFTRAST_UNIFORM_TexMatrixM1,
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DPSOFTRAST_UNIFORM_TexMatrixM2,
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DPSOFTRAST_UNIFORM_TexMatrixM3,
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DPSOFTRAST_UNIFORM_TexMatrixM4,
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DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1,
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DPSOFTRAST_UNIFORM_BackgroundTexMatrixM2,
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DPSOFTRAST_UNIFORM_BackgroundTexMatrixM3,
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DPSOFTRAST_UNIFORM_BackgroundTexMatrixM4,
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DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1,
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DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM2,
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DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM3,
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DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM4,
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DPSOFTRAST_UNIFORM_ModelViewMatrixM1,
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DPSOFTRAST_UNIFORM_ModelViewMatrixM2,
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DPSOFTRAST_UNIFORM_ModelViewMatrixM3,
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DPSOFTRAST_UNIFORM_ModelViewMatrixM4,
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DPSOFTRAST_UNIFORM_PixelToScreenTexCoord,
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DPSOFTRAST_UNIFORM_ModelToReflectCubeM1,
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DPSOFTRAST_UNIFORM_ModelToReflectCubeM2,
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DPSOFTRAST_UNIFORM_ModelToReflectCubeM3,
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DPSOFTRAST_UNIFORM_ModelToReflectCubeM4,
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DPSOFTRAST_UNIFORM_ShadowMapMatrixM1,
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DPSOFTRAST_UNIFORM_ShadowMapMatrixM2,
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DPSOFTRAST_UNIFORM_ShadowMapMatrixM3,
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DPSOFTRAST_UNIFORM_ShadowMapMatrixM4,
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DPSOFTRAST_UNIFORM_BloomColorSubtract,
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DPSOFTRAST_UNIFORM_NormalmapScrollBlend,
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DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance,
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DPSOFTRAST_UNIFORM_OffsetMapping_Bias,
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DPSOFTRAST_UNIFORM_TOTAL
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}
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DPSOFTRAST_UNIFORM;
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void DPSOFTRAST_SetShader(int mode, int permutation, int exactspecularmath);
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#define DPSOFTRAST_Uniform1f(index, v0) DPSOFTRAST_Uniform4f(index, v0, 0, 0, 0)
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#define DPSOFTRAST_Uniform2f(index, v0, v1) DPSOFTRAST_Uniform4f(index, v0, v1, 0, 0)
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#define DPSOFTRAST_Uniform3f(index, v0, v1, v2) DPSOFTRAST_Uniform4f(index, v0, v1, v2, 0)
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void DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3);
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void DPSOFTRAST_Uniform4fv(DPSOFTRAST_UNIFORM index, const float *v);
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void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v);
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void DPSOFTRAST_Uniform1i(DPSOFTRAST_UNIFORM index, int i0);
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void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s);
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#endif // DPSOFTRAST_H
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