]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - dpsoftrast.h
don't call ODE dWorldQuickStep with 0 step time
[xonotic/darkplaces.git] / dpsoftrast.h
index ef775081e6548077b67e4c75c9bb10fdaa1226ce..9bd1d010b93e04fd2ee1ec236e2efaec433c1074 100644 (file)
@@ -65,8 +65,6 @@ void DPSOFTRAST_DepthFunc(int comparemode);
 void DPSOFTRAST_DepthRange(float range0, float range1);
 void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview);
 void DPSOFTRAST_CullFace(int mode);
-void DPSOFTRAST_AlphaTest(int enable);
-void DPSOFTRAST_AlphaFunc(int alphafunc, float alphavalue);
 void DPSOFTRAST_Color4f(float r, float g, float b, float a);
 void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels);
 void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height);
@@ -114,7 +112,7 @@ typedef enum gl20_texunit_e
        GL20TU_SHADOWMAP2D = 15,
        GL20TU_CUBEPROJECTION = 12,
        // rtlight prepass data (screenspace depth and normalmap)
-       GL20TU_SCREENDEPTH = 13,
+//     GL20TU_UNUSED1 = 13,
        GL20TU_SCREENNORMALMAP = 14,
        // lightmap prepass data (screenspace diffuse and specular from lights)
        GL20TU_SCREENDIFFUSE = 11,
@@ -153,6 +151,8 @@ typedef enum shadermode_e
        SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
        SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
        SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+       SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
+       SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
        SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
        SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
        SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
@@ -197,8 +197,8 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
        SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
        SHADERPERMUTATION_TRIPPY = 1<<30, ///< use trippy vertex shader effect
-       SHADERPERMUTATION_LIMIT = 1<<31, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_DEPTHRGB = 1<<31, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
+       SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -227,7 +227,6 @@ typedef enum DPSOFTRAST_UNIFORM_e
        DPSOFTRAST_UNIFORM_Texture_Reflection,
        DPSOFTRAST_UNIFORM_Texture_ShadowMap2D,
        DPSOFTRAST_UNIFORM_Texture_CubeProjection,
-       DPSOFTRAST_UNIFORM_Texture_ScreenDepth,
        DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap,
        DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse,
        DPSOFTRAST_UNIFORM_Texture_ScreenSpecular,
@@ -310,6 +309,8 @@ typedef enum DPSOFTRAST_UNIFORM_e
        DPSOFTRAST_UNIFORM_ShadowMapMatrixM4,
        DPSOFTRAST_UNIFORM_BloomColorSubtract,
        DPSOFTRAST_UNIFORM_NormalmapScrollBlend,
+       DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance,
+       DPSOFTRAST_UNIFORM_OffsetMapping_Bias,
        DPSOFTRAST_UNIFORM_TOTAL
 }
 DPSOFTRAST_UNIFORM;