#ifndef GL_BACKEND_H
#define GL_BACKEND_H
-#define MAX_TEXTUREUNITS 8
+// how many texture units to track state on (backendunits/backendimageunits/backendarrayunits are limited to this value)
+#define MAX_TEXTUREUNITS 64
-extern int c_meshtris, c_meshs;
+#define POLYGONELEMENTS_MAXPOINTS 258
+extern int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+#define QUADELEMENTS_MAXQUADS 128
+extern int quadelements[QUADELEMENTS_MAXQUADS*6];
-typedef struct
+void GL_SetupView_Orientation_Identity(void);
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix);
+void GL_SetupView_Mode_Perspective(double frustumx, double frustumy, double zNear, double zFar);
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double frustumx, double frustumy, double zNear);
+void GL_SetupView_Mode_Ortho(double x1, double y1, double x2, double y2, double zNear, double zFar);
+void GL_BlendFunc(int blendfunc1, int blendfunc2);
+void GL_DepthMask(int state);
+void GL_DepthTest(int state);
+void GL_CullFace(int state);
+void GL_AlphaTest(int state);
+void GL_ColorMask(int r, int g, int b, int a);
+void GL_Color(float cr, float cg, float cb, float ca);
+void GL_TransformToScreen(const vec4_t in, vec4_t out);
+void GL_LockArrays(int first, int count);
+void GL_ActiveTexture(unsigned int num);
+void GL_ClientActiveTexture(unsigned int num);
+void GL_Scissor(int x, int y, int width, int height);
+void GL_ScissorTest(int state);
+void GL_Clear(int mask);
+
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list);
+void GL_Backend_FreeProgram(unsigned int prog);
+
+extern cvar_t gl_lockarrays;
+extern cvar_t gl_mesh_copyarrays;
+extern cvar_t gl_paranoid;
+extern cvar_t gl_printcheckerror;
+
+//input to R_Mesh_TextureState
+typedef struct rmeshstate_s
{
- //input to R_Mesh_Draw_GetBuffer
- int depthwrite; // force depth writing enabled even if polygon is not opaque
- int depthdisable; // disable depth read/write entirely
- int blendfunc1;
- int blendfunc2;
- int wantoverbright;
+ // textures
+ int tex1d[MAX_TEXTUREUNITS];
int tex[MAX_TEXTUREUNITS];
+ int tex3d[MAX_TEXTUREUNITS];
+ int texcubemap[MAX_TEXTUREUNITS];
+ // texture combine settings
int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
- matrix4x4_t matrix; // model to world transform matrix
+ int texalphascale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
+ int texcombinergb[MAX_TEXTUREUNITS]; // works with or without combine for some operations
+ int texcombinealpha[MAX_TEXTUREUNITS]; // does nothing without combine
+ // matrices
+ matrix4x4_t texmatrix[MAX_TEXTUREUNITS];
+ // pointers
+ const float *pointer_texcoord[MAX_TEXTUREUNITS]; // 2D
+ const float *pointer_texcoord3f[MAX_TEXTUREUNITS]; // 3D
}
rmeshstate_t;
-// overbright rendering scale for the current state
-extern float mesh_colorscale;
-extern int *varray_element;
-extern float *varray_vertex;
-extern float *varray_color;
-extern float *varray_texcoord[MAX_TEXTUREUNITS];
-extern int mesh_maxverts;
-extern int mesh_maxtris;
-
// adds console variables and registers the render module (only call from GL_Init)
void gl_backend_init(void);
// starts mesh rendering for the frame
-void R_Mesh_Start(float farclip);
+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);
-
-// sets up the requested state
-void R_Mesh_State(const rmeshstate_t *m);
-
-// enlarges geometry buffers if they are too small
-#define R_Mesh_ResizeCheck(numverts, numtriangles) if ((numverts) > mesh_maxverts || (numtriangles) > mesh_maxtris) _R_Mesh_ResizeCheck(numverts, numtriangles);
-void _R_Mesh_ResizeCheck(int numverts, int numtriangles);
+// sets up the requested vertex transform matrix
+void R_Mesh_Matrix(const matrix4x4_t *matrix);
+// sets the vertex array pointer
+void R_Mesh_VertexPointer(const float *vertex3f);
+// sets the color array pointer (GL_Color only works when this is NULL)
+void R_Mesh_ColorPointer(const float *color4f);
+// sets the texcoord array pointer for an array unit
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord);
+// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap);
+// sets these are like TexBindAll with only one of the texture indices non-zero
+// (binds one texture type and unbinds all other types)
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum);
+void R_Mesh_TexBind(unsigned int unitnum, int texnum);
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum);
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum);
+// sets the texcoord matrix for a texenv unit
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix);
+// sets the combine state for a texenv unit
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale);
+// set up the requested texture state
+void R_Mesh_TextureState(const rmeshstate_t *m);
+// set up a blank texture state (faster/easier specialized version of R_Mesh_TextureState)
+void R_Mesh_ResetTextureState(void);
-// renders the mesh in the varray_* buffers
-void R_Mesh_Draw(int numverts, int numtriangles);
+// renders a mesh
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements);
+// renders a mesh as lines
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements);
-// saves a section of the rendered frame to a .tga file
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);
+// saves a section of the rendered frame to a .tga or .jpg file
+qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect);
// used by R_Envmap_f and internally in backend, clears the frame
void R_ClearScreen(void);
// invoke refresh of frame
-void SCR_UpdateScreen (void);
+void SCR_UpdateScreen(void);
+// invoke refresh of loading plaque (nothing else seen)
+void SCR_UpdateLoadingScreen(qboolean clear);
#endif