X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_backend.h;h=30c3c780838fa07f75657468091f537769bad229;hb=65c1200fa869c82dc83f04c5bb43d91742669c6a;hp=2e93c89da207c82c86c2d36f8aa59fb9f86dfceb;hpb=38185bc1aea210514d6970e3c36a25ad97615e5f;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.h b/gl_backend.h index 2e93c89d..30c3c780 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -20,6 +20,7 @@ extern int quadelement3i[QUADELEMENTS_MAXQUADS*6]; extern unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out); +qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor); void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float zNear, float zFar, const float *nearplane); void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, float zFar, const float *nearplane); void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, const float *nearplane); @@ -31,17 +32,26 @@ void R_GetViewport(r_viewport_t *v); void GL_BlendFunc(int blendfunc1, int blendfunc2); void GL_DepthMask(int state); void GL_DepthTest(int state); +void GL_DepthFunc(int state); void GL_DepthRange(float nearfrac, float farfrac); +void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask); +void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask); void GL_PolygonOffset(float planeoffset, float depthoffset); void GL_CullFace(int state); void GL_AlphaTest(int state); +void GL_AlphaFunc(int state, float value); void GL_ColorMask(int r, int g, int b, int a); void GL_Color(float cr, float cg, float cb, float ca); 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); +void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue); +void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels); +int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4); +void R_Mesh_DestroyFramebufferObject(int fbo); +void R_Mesh_ResetRenderTargets(void); +void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4); unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list); void GL_Backend_FreeProgram(unsigned int prog); @@ -61,15 +71,12 @@ void R_Mesh_Finish(void); // vertex buffer and index buffer creation/updating/freeing -r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic); +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16); void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size); void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); void GL_Mesh_ListVBOs(qboolean printeach); -r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices); -qboolean R_Mesh_PrepareVertices_Position_Unlock(void); // if this returns false, you need to prepare the mesh again! -void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f); -void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *buffer); +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer); r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices); qboolean R_Mesh_PrepareVertices_Generic_Unlock(void); @@ -106,7 +113,7 @@ void R_Mesh_ResetTextureState(void); void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset); // 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 png, qboolean gammacorrect); +qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean png, qboolean gammacorrect, qboolean keep_alpha); // used by R_Envmap_f and internally in backend, clears the frame void R_ClearScreen(qboolean fogcolor);