]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - dpsoftrast.h
Fix a prvm_int_t variable that was being passed directly to printf.
[xonotic/darkplaces.git] / dpsoftrast.h
index b724940f8d94d0f6ef39e86b15224ed6c9f14819..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 100644 (file)
@@ -1,321 +0,0 @@
-
-#ifndef DPSOFTRAST_H
-#define DPSOFTRAST_H
-
-#include <stdlib.h>
-
-#define DPSOFTRAST_MAXMIPMAPS 16
-#define DPSOFTRAST_TEXTURE_MAXSIZE (1<<(DPSOFTRAST_MAXMIPMAPS - 1))
-#define DPSOFTRAST_MAXTEXTUREUNITS 16
-#define DPSOFTRAST_MAXTEXCOORDARRAYS 8
-
-// type of pixels in texture (some of these are converted to BGRA8 on update)
-#define DPSOFTRAST_TEXTURE_FORMAT_BGRA8 0
-#define DPSOFTRAST_TEXTURE_FORMAT_DEPTH 1
-#define DPSOFTRAST_TEXTURE_FORMAT_RGBA8 2
-#define DPSOFTRAST_TEXTURE_FORMAT_ALPHA8 3
-#define DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK 3
-
-// modifier flags for texture (can not be changed after creation)
-#define DPSOFTRAST_TEXTURE_FLAG_MIPMAP 4
-#define DPSOFTRAST_TEXTURE_FLAG_CUBEMAP 8
-#define DPSOFTRAST_TEXTURE_FLAG_USEALPHA 16
-#define DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE 32
-
-typedef enum DPSOFTRAST_TEXTURE_FILTER_e
-{
-       DPSOFTRAST_TEXTURE_FILTER_NEAREST = 0,
-       DPSOFTRAST_TEXTURE_FILTER_LINEAR = 1,
-       DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE = 2,
-       DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE = 3,
-}
-DPSOFTRAST_TEXTURE_FILTER;
-
-int DPSOFTRAST_Init(int width, int height, int numthreads, int interlace, unsigned int *colorpixels, unsigned int *depthpixels);
-void DPSOFTRAST_Shutdown(void);
-void DPSOFTRAST_Flush(void);
-void DPSOFTRAST_Finish(void);
-
-int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth);
-void DPSOFTRAST_Texture_Free(int index);
-void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight);
-void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels);
-int DPSOFTRAST_Texture_GetWidth(int index, int mip);
-int DPSOFTRAST_Texture_GetHeight(int index, int mip);
-int DPSOFTRAST_Texture_GetDepth(int index, int mip);
-unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip);
-void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter);
-
-void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3);
-void DPSOFTRAST_Viewport(int x, int y, int width, int height);
-void DPSOFTRAST_ClearColor(float r, float g, float b, float a);
-void DPSOFTRAST_ClearDepth(float d);
-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_BlendFunc(int smodulate, int dmodulate);
-void DPSOFTRAST_BlendSubtract(int enable);
-void DPSOFTRAST_DepthMask(int enable);
-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);
-void DPSOFTRAST_SetTexture(int unitnum, int index);
-
-void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride);
-void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride);
-void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride);
-void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf);
-
-typedef enum gl20_texunit_e
-{
-       // postprocess shaders, and generic shaders:
-       GL20TU_FIRST = 0,
-       GL20TU_SECOND = 1,
-       GL20TU_GAMMARAMPS = 2,
-       // standard material properties
-       GL20TU_NORMAL = 0,
-       GL20TU_COLOR = 1,
-       GL20TU_GLOSS = 2,
-       GL20TU_GLOW = 3,
-       // material properties for a second material
-       GL20TU_SECONDARY_NORMAL = 4,
-       GL20TU_SECONDARY_COLOR = 5,
-       GL20TU_SECONDARY_GLOSS = 6,
-       GL20TU_SECONDARY_GLOW = 7,
-       // material properties for a colormapped material
-       // conflicts with secondary material
-       GL20TU_PANTS = 4,
-       GL20TU_SHIRT = 7,
-       // fog fade in the distance
-       GL20TU_FOGMASK = 8,
-       // compiled ambient lightmap and deluxemap
-       GL20TU_LIGHTMAP = 9,
-       GL20TU_DELUXEMAP = 10,
-       // refraction, used by water shaders
-       GL20TU_REFRACTION = 3,
-       // reflection, used by water shaders, also with normal material rendering
-       // conflicts with secondary material
-       GL20TU_REFLECTION = 7,
-       // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
-       // conflicts with lightmap/deluxemap
-       GL20TU_ATTENUATION = 9,
-       GL20TU_CUBE = 10,
-       GL20TU_SHADOWMAP2D = 15,
-       GL20TU_CUBEPROJECTION = 12,
-       // rtlight prepass data (screenspace depth and normalmap)
-       GL20TU_SCREENDEPTH = 13,
-       GL20TU_SCREENNORMALMAP = 14,
-       // lightmap prepass data (screenspace diffuse and specular from lights)
-       GL20TU_SCREENDIFFUSE = 11,
-       GL20TU_SCREENSPECULAR = 12,
-       // fake reflections
-       GL20TU_REFLECTMASK = 5,
-       GL20TU_REFLECTCUBE = 6,
-       GL20TU_FOGHEIGHTTEXTURE = 14
-}
-gl20_texunit;
-
-typedef enum gles2_attrib_e
-{
-       GLES2ATTRIB_POSITION = 0,
-       GLES2ATTRIB_COLOR = 1,
-       GLES2ATTRIB_TEXCOORD0 = 2,
-       GLES2ATTRIB_TEXCOORD1 = 3,
-       GLES2ATTRIB_TEXCOORD2 = 4,
-       GLES2ATTRIB_TEXCOORD3 = 5,
-       GLES2ATTRIB_TEXCOORD4 = 6,
-       GLES2ATTRIB_TEXCOORD5 = 7,
-       GLES2ATTRIB_TEXCOORD6 = 8,
-       GLES2ATTRIB_TEXCOORD7 = 9,
-}
-gles2_attrib;
-
-// this enum selects which of the glslshadermodeinfo entries should be used
-typedef enum shadermode_e
-{
-       SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
-       SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
-       SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
-       SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
-       SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
-       SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
-       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_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)
-       SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
-       SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
-       SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
-       SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
-       SHADERMODE_COUNT
-}
-shadermode_t;
-
-typedef enum shaderpermutation_e
-{
-       SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
-       SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
-       SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
-       SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
-       SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
-       SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
-       SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
-       SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
-       SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
-       SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
-       SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
-       SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
-       SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
-}
-shaderpermutation_t;
-
-typedef enum DPSOFTRAST_UNIFORM_e
-{
-       DPSOFTRAST_UNIFORM_Texture_First,
-       DPSOFTRAST_UNIFORM_Texture_Second,
-       DPSOFTRAST_UNIFORM_Texture_GammaRamps,
-       DPSOFTRAST_UNIFORM_Texture_Normal,
-       DPSOFTRAST_UNIFORM_Texture_Color,
-       DPSOFTRAST_UNIFORM_Texture_Gloss,
-       DPSOFTRAST_UNIFORM_Texture_Glow,
-       DPSOFTRAST_UNIFORM_Texture_SecondaryNormal,
-       DPSOFTRAST_UNIFORM_Texture_SecondaryColor,
-       DPSOFTRAST_UNIFORM_Texture_SecondaryGloss,
-       DPSOFTRAST_UNIFORM_Texture_SecondaryGlow,
-       DPSOFTRAST_UNIFORM_Texture_Pants,
-       DPSOFTRAST_UNIFORM_Texture_Shirt,
-       DPSOFTRAST_UNIFORM_Texture_FogHeightTexture,
-       DPSOFTRAST_UNIFORM_Texture_FogMask,
-       DPSOFTRAST_UNIFORM_Texture_Lightmap,
-       DPSOFTRAST_UNIFORM_Texture_Deluxemap,
-       DPSOFTRAST_UNIFORM_Texture_Attenuation,
-       DPSOFTRAST_UNIFORM_Texture_Cube,
-       DPSOFTRAST_UNIFORM_Texture_Refraction,
-       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,
-       DPSOFTRAST_UNIFORM_Texture_ReflectMask,
-       DPSOFTRAST_UNIFORM_Texture_ReflectCube,
-       DPSOFTRAST_UNIFORM_Alpha,
-       DPSOFTRAST_UNIFORM_BloomBlur_Parameters,
-       DPSOFTRAST_UNIFORM_ClientTime,
-       DPSOFTRAST_UNIFORM_Color_Ambient,
-       DPSOFTRAST_UNIFORM_Color_Diffuse,
-       DPSOFTRAST_UNIFORM_Color_Specular,
-       DPSOFTRAST_UNIFORM_Color_Glow,
-       DPSOFTRAST_UNIFORM_Color_Pants,
-       DPSOFTRAST_UNIFORM_Color_Shirt,
-       DPSOFTRAST_UNIFORM_DeferredColor_Ambient,
-       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse,
-       DPSOFTRAST_UNIFORM_DeferredColor_Specular,
-       DPSOFTRAST_UNIFORM_DeferredMod_Diffuse,
-       DPSOFTRAST_UNIFORM_DeferredMod_Specular,
-       DPSOFTRAST_UNIFORM_DistortScaleRefractReflect,
-       DPSOFTRAST_UNIFORM_EyePosition,
-       DPSOFTRAST_UNIFORM_FogColor,
-       DPSOFTRAST_UNIFORM_FogHeightFade,
-       DPSOFTRAST_UNIFORM_FogPlane,
-       DPSOFTRAST_UNIFORM_FogPlaneViewDist,
-       DPSOFTRAST_UNIFORM_FogRangeRecip,
-       DPSOFTRAST_UNIFORM_LightColor,
-       DPSOFTRAST_UNIFORM_LightDir,
-       DPSOFTRAST_UNIFORM_LightPosition,
-       DPSOFTRAST_UNIFORM_OffsetMapping_Scale,
-       DPSOFTRAST_UNIFORM_PixelSize,
-       DPSOFTRAST_UNIFORM_ReflectColor,
-       DPSOFTRAST_UNIFORM_ReflectFactor,
-       DPSOFTRAST_UNIFORM_ReflectOffset,
-       DPSOFTRAST_UNIFORM_RefractColor,
-       DPSOFTRAST_UNIFORM_Saturation,
-       DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect,
-       DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect,
-       DPSOFTRAST_UNIFORM_ScreenToDepth,
-       DPSOFTRAST_UNIFORM_ShadowMap_Parameters,
-       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale,
-       DPSOFTRAST_UNIFORM_SpecularPower,
-       DPSOFTRAST_UNIFORM_UserVec1,
-       DPSOFTRAST_UNIFORM_UserVec2,
-       DPSOFTRAST_UNIFORM_UserVec3,
-       DPSOFTRAST_UNIFORM_UserVec4,
-       DPSOFTRAST_UNIFORM_ViewTintColor,
-       DPSOFTRAST_UNIFORM_ViewToLightM1,
-       DPSOFTRAST_UNIFORM_ViewToLightM2,
-       DPSOFTRAST_UNIFORM_ViewToLightM3,
-       DPSOFTRAST_UNIFORM_ViewToLightM4,
-       DPSOFTRAST_UNIFORM_ModelToLightM1,
-       DPSOFTRAST_UNIFORM_ModelToLightM2,
-       DPSOFTRAST_UNIFORM_ModelToLightM3,
-       DPSOFTRAST_UNIFORM_ModelToLightM4,
-       DPSOFTRAST_UNIFORM_TexMatrixM1,
-       DPSOFTRAST_UNIFORM_TexMatrixM2,
-       DPSOFTRAST_UNIFORM_TexMatrixM3,
-       DPSOFTRAST_UNIFORM_TexMatrixM4,
-       DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1,
-       DPSOFTRAST_UNIFORM_BackgroundTexMatrixM2,
-       DPSOFTRAST_UNIFORM_BackgroundTexMatrixM3,
-       DPSOFTRAST_UNIFORM_BackgroundTexMatrixM4,
-       DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1,
-       DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM2,
-       DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM3,
-       DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM4,
-       DPSOFTRAST_UNIFORM_ModelViewMatrixM1,
-       DPSOFTRAST_UNIFORM_ModelViewMatrixM2,
-       DPSOFTRAST_UNIFORM_ModelViewMatrixM3,
-       DPSOFTRAST_UNIFORM_ModelViewMatrixM4,
-       DPSOFTRAST_UNIFORM_PixelToScreenTexCoord,
-       DPSOFTRAST_UNIFORM_ModelToReflectCubeM1,
-       DPSOFTRAST_UNIFORM_ModelToReflectCubeM2,
-       DPSOFTRAST_UNIFORM_ModelToReflectCubeM3,
-       DPSOFTRAST_UNIFORM_ModelToReflectCubeM4,
-       DPSOFTRAST_UNIFORM_ShadowMapMatrixM1,
-       DPSOFTRAST_UNIFORM_ShadowMapMatrixM2,
-       DPSOFTRAST_UNIFORM_ShadowMapMatrixM3,
-       DPSOFTRAST_UNIFORM_ShadowMapMatrixM4,
-       DPSOFTRAST_UNIFORM_BloomColorSubtract,
-       DPSOFTRAST_UNIFORM_NormalmapScrollBlend,
-       DPSOFTRAST_UNIFORM_TOTAL
-}
-DPSOFTRAST_UNIFORM;
-
-void DPSOFTRAST_SetShader(int mode, int permutation);
-#define DPSOFTRAST_Uniform1f(index, v0) DPSOFTRAST_Uniform4f(index, v0, 0, 0, 0)
-#define DPSOFTRAST_Uniform2f(index, v0, v1) DPSOFTRAST_Uniform4f(index, v0, v1, 0, 0)
-#define DPSOFTRAST_Uniform3f(index, v0, v1, v2) DPSOFTRAST_Uniform4f(index, v0, v1, v2, 0)
-void DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3);
-void DPSOFTRAST_Uniform4fv(DPSOFTRAST_UNIFORM index, const float *v);
-void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v);
-void DPSOFTRAST_Uniform1i(DPSOFTRAST_UNIFORM index, int i0);
-
-void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s);
-
-#endif // DPSOFTRAST_H