tenebrae2/bumpdriver.h
2003-08-18 10:37:30 +00:00

79 lines
No EOL
2.3 KiB
C

/**
* 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;