X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=dpsoftrast.h;h=3f267a2e669d191e69a69ae12b5f4ed3c2d1e05b;hb=8b0fbc64175362acf3ea872029a423012b76a4f8;hp=8ebb98d6a11a7a8318503a6718c6a8d1e5331c2a;hpb=3e38a6509b932ff0c1033f296737ba378bdc3214;p=xonotic%2Fdarkplaces.git diff --git a/dpsoftrast.h b/dpsoftrast.h index 8ebb98d6..3f267a2e 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -56,6 +56,7 @@ void DPSOFTRAST_ColorMask(int r, int g, int b, int a); void DPSOFTRAST_DepthTest(int enable); void DPSOFTRAST_ScissorTest(int enable); void DPSOFTRAST_Scissor(float x, float y, float width, float height); +void DPSOFTRAST_ClipPlane(float x, float y, float z, float w); void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate); void DPSOFTRAST_BlendSubtract(int enable); @@ -64,8 +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); @@ -195,8 +194,9 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling 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_LIMIT = 1<<30, ///< size of permutations array - SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array + 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_t;