-#define MAX_TEXTUREUNITS 4
+#define MAX_TEXTUREUNITS 8
-extern int c_meshtris;
+extern int c_meshtris, c_meshs, c_transtris, c_transmeshs;
typedef struct
{
int transparent;
int depthwrite; // force depth writing enabled even if polygon is not opaque
+ int depthdisable; // disable depth read/write entirely
int blendfunc1;
int blendfunc2;
int numtriangles;
int vertexstep;
float *color;
int colorstep;
- // if color is NULL, these are used for all vertices
- float cr, cg, cb, ca;
+ float cr, cg, cb, ca; // if color is NULL, these are used for all vertices
int tex[MAX_TEXTUREUNITS];
float *texcoords[MAX_TEXTUREUNITS];
int texcoordstep[MAX_TEXTUREUNITS];
}
rmeshinfo_t;
+typedef struct
+{
+ //input to R_Mesh_Draw_GetBuffer
+ int transparent;
+ int depthwrite; // force depth writing enabled even if polygon is not opaque
+ int depthdisable; // disable depth read/write entirely
+ int blendfunc1;
+ int blendfunc2;
+ int numtriangles;
+ int numverts;
+ int tex[MAX_TEXTUREUNITS];
+ float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
+
+ // output
+ int *index;
+ float *vertex;
+ float *color;
+ float colorscale;
+ float *texcoords[MAX_TEXTUREUNITS];
+}
+rmeshbufferinfo_t;
+
// adds console variables and registers the render module (only call from GL_Init)
void gl_backend_init(void);
-// sets up mesh renderer for the frame
-void R_Mesh_Clear(void);
-// renders queued meshs
+
+// starts mesh rendering for the frame
+void R_Mesh_Start(void);
+
+// ends mesh rendering for the frame
+// (only valid after R_Mesh_Start)
+void R_Mesh_Finish(void);
+
+// clears depth buffer, used for masked sky rendering
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
+void R_Mesh_ClearDepth(void);
+
+// renders current batch of meshs
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_Render(void);
+
// queues a mesh to be rendered (invokes Render if queue is full)
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_Draw(const rmeshinfo_t *m);
+
// renders the queued transparent meshs
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_AddTransparent(void);
+
// ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts);
-// ease-of-use frontend to R_Mesh_Draw for particles, no speed gain
-void R_Mesh_DrawParticle(vec3_t org, vec3_t right, vec3_t up, vec_t scale, int texnum, float cr, float cg, float cb, float ca, float s1, float t1, float s2, float t2, float fs1, float ft1, float fs2, float ft2);
\ No newline at end of file
+
+// same as normal, except for harsh format restrictions (vertex must be 4 float, color must be 4 float, texcoord must be 2 float, flat color not supported)
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
+void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m);
+
+// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
+// (this is used for very high speed rendering, no copying)
+// (only valid between R_Mesh_Start and R_Mesh_Finish)
+int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m);
+
+// saves a section of the rendered frame to a .tga file
+void SCR_ScreenShot(char *filename, int x, int y, int width, int height);
+// used by R_Envmap_f and internally in backend, clears the frame
+void R_ClearScreen(void);
+// invoke refresh of frame
+void SCR_UpdateScreen (void);