X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=c015aeb2169df0fdffeea3df3de5c5ee7ae3d123;hp=981ae6f0626bc1ae3600c818403e461dac78404d;hb=0024f172c0c10136e5ae18914be014a5b422ffb8;hpb=7f93c4a0c143db64985895cca15f347bd95b0fcd diff --git a/gl_backend.h b/gl_backend.h index 981ae6f0..c015aeb2 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -10,7 +10,7 @@ extern matrix4x4_t gl_projectionmatrix; extern matrix4x4_t gl_modelviewprojectionmatrix; extern float gl_modelview16f[16]; extern float gl_modelviewprojection16f[16]; -extern qboolean gl_modelmatrixchanged; +extern qbool gl_modelmatrixchanged; #define POLYGONELEMENTS_MAXPOINTS 258 extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; @@ -20,32 +20,30 @@ 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); +qbool 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_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, 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); void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane); -void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane); +void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety); void R_SetViewport(const r_viewport_t *v); void R_GetViewport(r_viewport_t *v); void GL_Finish(void); void GL_BlendFunc(int blendfunc1, int blendfunc2); -void GL_BlendEquationSubtract(qboolean negated); +void GL_BlendEquationSubtract(qbool negated); 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 R_SetStencil(qbool 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_AlphaToCoverage(qboolean state); +void GL_AlphaToCoverage(qbool 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_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, const float *colorvalue, float depthvalue, int stencilvalue); @@ -57,6 +55,7 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo 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); +extern cvar_t gl_debug; extern cvar_t gl_paranoid; extern cvar_t gl_printcheckerror; @@ -72,22 +71,14 @@ 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 isuniformbuffer, qboolean isdynamic, qboolean isindex16); -void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset); +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qbool isindexbuffer, qbool isuniformbuffer, qbool isdynamic, qbool isindex16); +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset); void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); -void GL_Mesh_ListVBOs(qboolean printeach); +void GL_Mesh_ListVBOs(qbool printeach); void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset); - -r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices); -qboolean R_Mesh_PrepareVertices_Generic_Unlock(void); void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f); -void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset); - -r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices); -qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void); // if this returns false, you need to prepare the mesh again! void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f); -void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer, int bufferoffset); // sets up the requested vertex transform matrix void R_EntityMatrix(const matrix4x4_t *matrix); @@ -103,22 +94,18 @@ int R_Mesh_TexBound(unsigned int unitnum, int id); void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height); // bind a given texture to a given image unit void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex); -// sets the texcoord matrix for a texenv unit, can be NULL or blank (will use identity) -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 a blank texture state (unbinds all textures, texcoord pointers, and resets combine settings) void R_Mesh_ResetTextureState(void); // before a texture is freed, make sure there are no references to it void R_Mesh_ClearBindingsForTexture(int texnum); // renders a mesh -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); +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int 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, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean png, qboolean gammacorrect, qboolean keep_alpha); +qbool SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, int x, int y, int width, int height, qbool flipx, qbool flipy, qbool flipdiagonal, qbool jpeg, qbool png, qbool gammacorrect, qbool keep_alpha); // used by R_Envmap_f and internally in backend, clears the frame -void R_ClearScreen(qboolean fogcolor); +void R_ClearScreen(qbool fogcolor); #endif