rpg-x2/cgame/tr_types.h
Walter Julius Hennecke 5732476c65 Forgot to comit those changes
They are for the new rpgxEF version
2012-01-24 09:26:54 +01:00

256 lines
7.4 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#ifndef __TR_TYPES_H
#define __TR_TYPES_H
#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
#ifndef XTRA
#define ENTITYNUM_BITS 10 // can't be increased without changing drawsurf bit packing
#else
#define ENTITYNUM_BITS 11 // can't be increased without changing drawsurf bit packing
#endif
#define MAX_ENTITIES ((1<<ENTITYNUM_BITS) - 1)
// renderfx flags
#define RF_LOWLIGHT 0x0001 // subtract ambient to keep it in the dark
#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob)
#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching
#define RF_FULLBRIGHT 0x0010 // Render with a bright ambient light.
#define RF_NOSHADOW 0x0040 // don't add stencil shadows
#define RF_LIGHTING_ORIGIN 0x0080 // use refEntity->lightingOrigin instead of refEntity->origin
// for lighting. This allows entities to sink into the floor
// with their origin going solid, and allows all parts of a
// player to get the same lighting
#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
// animation without needing to know the frame count
#define RF_CAP_FRAMES 0x0400 // cap the model frames by the maxframes for one shot anims
#define RF_FORCE_ENT_ALPHA 0x0800 // Models should use ent alpha regardless of what the shader says.
// refdef flags
#define RDF_NOWORLDMODEL 1 // used for player configuration screen
#define RDF_HYPERSPACE 4 // teleportation effect
typedef struct {
vec3_t xyz;
float st[2];
byte modulate[4];
} polyVert_t;
typedef struct poly_s {
qhandle_t hShader;
int numVerts;
polyVert_t *verts;
} poly_t;
typedef enum {
RT_MODEL,
RT_SPRITE,
RT_ORIENTEDSPRITE, // Replaces RT_POLY, which wasn't used. --Pat
RT_ALPHAVERTPOLY, // Individual alpha levels on each vertex
RT_BEAM,
RT_RAIL_CORE,
RT_RAIL_RINGS,
RT_LIGHTNING,
RT_PORTALSURFACE, // doesn't draw anything, just info for portals
RT_LINE, // New type for Trek MP --Pat
RT_ORIENTEDLINE,
RT_LINE2, // New line type for Trek MP, with taper support --Pat
RT_BEZIER, // what he said --keith
RT_CYLINDER, // Yet another Trek primitive!
RT_ELECTRICITY, // Yet another Trek primitive!
RT_MAX_REF_ENTITY_TYPE
} refEntityType_t;
typedef struct {
refEntityType_t reType;
int renderfx;
qhandle_t hModel; // opaque type outside refresh
// most recent data
vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
float shadowPlane; // projection shadows go here, stencils go slightly lower
vec3_t axis[3]; // rotation vectors
qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale
float origin[3]; // also used as MODEL_BEAM's "from"
int frame; // also used as MODEL_BEAM's diameter
// previous data for frame interpolation
float oldorigin[3]; // also used as MODEL_BEAM's "to"
int oldframe;
float backlerp; // 0.0 = current, 1.0 = old
// texturing
int skinNum; // inline skin index
qhandle_t customSkin; // NULL for default skin
qhandle_t customShader; // use one image for the entire thing
// misc
byte shaderRGBA[4]; // colors used by rgbgen entity shaders
float shaderTexCoord[2]; // texture coordinates used by tcMod entity modifiers
float shaderTime; // subtracted from refdef time to control effect start times
// extra sprite information
union {
struct
{
float rotation;
float radius;
byte vertRGBA[4][4];
} sprite;
struct
{
float width;
float width2;
float stscale;
} line;
struct // that whole put-the-opening-brace-on-the-same-line-as-the-beginning-of-the-definition coding style is fecal
// TiM: You're a fecal. I prefer that style :D
// TiM: (c)2008 You're a you're a fecal. ;P I've grown to like the other one now.... it's way easier to read XD
{
float width;
vec3_t control1;
vec3_t control2;
} bezier;
struct
{
float width;
float width2;
float stscale;
float height;
float bias;
qboolean wrap;
} cylinder;
struct
{
float width;
float deviation;
float stscale;
qboolean wrap;
qboolean taper;
} electricity;
} data;
} refEntity_t;
#define MAX_RENDER_STRINGS 8
#define MAX_RENDER_STRING_LENGTH 32
typedef struct {
int x, y, width, height;
float fov_x, fov_y;
vec3_t vieworg;
vec3_t viewaxis[3]; // transformation matrix
// time in milliseconds for shader effects and other time dependent rendering issues
int time;
int rdflags; // RDF_NOWORLDMODEL, etc
// 1 bits will prevent the associated area from rendering at all
byte areamask[MAX_MAP_AREA_BYTES];
// text messages for deform text shaders
// char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
} refdef_t;
typedef enum {
STEREO_CENTER,
STEREO_LEFT,
STEREO_RIGHT
} stereoFrame_t;
/*
** glconfig_t
**
** Contains variables specific to the OpenGL configuration
** being run right now. These are constant once the OpenGL
** subsystem is initialized.
*/
typedef enum {
TC_NONE,
TC_S3TC,
TC_S3TC_DXT
} textureCompression_t;
typedef enum {
GLDRV_ICD, // driver is integrated with window system
// WARNING: there are tests that check for
// > GLDRV_ICD for minidriverness, so this
// should always be the lowest value in this
// enum set
GLDRV_STANDALONE, // driver is a non-3Dfx standalone driver
GLDRV_VOODOO // driver is a 3Dfx standalone driver
} glDriverType_t;
typedef enum {
GLHW_GENERIC, // where everthing works the way it should
GLHW_3DFX_2D3D, // Voodoo Banshee or Voodoo3, relevant since if this is
// the hardware type then there can NOT exist a secondary
// display adapter
GLHW_RIVA128, // where you can't interpolate alpha
GLHW_RAGEPRO, // where you can't modulate alpha on alpha textures
GLHW_PERMEDIA2 // where you don't have src*dst
} glHardwareType_t;
typedef struct {
char renderer_string[MAX_STRING_CHARS];
char vendor_string[MAX_STRING_CHARS];
char version_string[MAX_STRING_CHARS];
char extensions_string[2*MAX_STRING_CHARS];
int maxTextureSize; // queried from GL
int maxActiveTextures; // multitexture ability
int colorBits, depthBits, stencilBits;
glDriverType_t driverType;
glHardwareType_t hardwareType;
qboolean deviceSupportsGamma;
textureCompression_t textureCompression;
qboolean textureEnvAddAvailable;
qboolean textureFilterAnisotropicAvailable;
int vidWidth, vidHeight;
// aspect is the screen's physical width / height, which may be different
// than scrWidth / scrHeight if the pixels are non-square
// normal screens should be 4/3, but wide aspect monitors may be 16/9
float windowAspect;
int displayFrequency;
// synonymous with "does rendering consume the entire screen?", therefore
// a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that
// used CDS.
qboolean isFullscreen;
qboolean stereoEnabled;
qboolean smpActive; // dual processor
} glconfig_t;
#if !defined _WIN32
#define _3DFX_DRIVER_NAME "libMesaVoodooGL.so"
#define OPENGL_DRIVER_NAME "libGL.so"
#else
#define _3DFX_DRIVER_NAME "3dfxvgl"
#define OPENGL_DRIVER_NAME "opengl32"
#endif // !defined _WIN32
#endif // __TR_TYPES_H