/** * Gives a definition of the vertices passed to the shedule* functions. * Use NULL if the data is not available/applicable to the suff you send. */ typedef struct { float *vertices; int vertexstride; float *texcoords; int texcoordstride; float *lightmapcoords; int lightmapstride; float *tangents; int tangentstride; float *binormals; int binormalstride; float *normals; int normalstride; unsigned char *colors; int colorstride; } vertexdef_t; typedef struct { vec3_t objectorigin; vec3_t objectvieworg; } lightobject_t; /** * Defines driver managed memory types */ typedef enum {DM_SLOWREADWRITE, DM_SLOWREAD, DM_NORMAL} drivermem_t; //DM_SLOWREADWRITE: the memory is slow in writing and reading, won't be updated outside of //the driver much //DM_SLOWREAD: the memory is slow in reading (uncached or worse...), won't be read outside //of the driver much. It supports decent writing speeds. (This is probably what you'll want //most of the time.) //DM_NORMAL: Fast reading and writing /** * This is a generic bumpdriver struct, it contains al the driver routines */ typedef struct { //system code //initialize the driver, we don't call this twice currently but we may need this if //we want to do dynamic resolution changes => reinit of the whole opengl stuff. void (*initDriver) (void); void (*freeDriver) (void); //gets a pointer to driver memory, it can just return system memory too if the driver //doesn't support it. void *(*getDriverMem) (size_t size, drivermem_t hint); //frees all driver mem //FIXME: do we need real deallocation support void (*freeAllDriverMem) (void); //FIXME: Do we need fence like support? //drawing code void (*drawTriangleListBase) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, int lightmapIndex);//-1 for no lightmap void (*drawTriangleListBump) (const vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, const transform_t *tr, const lightobject_t *lo); void (*drawTriangleListSys) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader); void (*drawSurfaceListBase) (vertexdef_t *verts, msurface_t **surfs, int numSurfaces, shader_t *shader); void (*drawSurfaceListBump) (vertexdef_t *verts, msurface_t **surfs, int numSurfaces, const transform_t *tr, const lightobject_t *lo); } bumpdriver_t; extern bumpdriver_t gl_bumpdriver;