Xash3D FWGS engine.
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/*
gl_local.h - renderer local declarations
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef GL_LOCAL_H
#define GL_LOCAL_H
#include "port.h"
#include "xash3d_types.h"
#include "cvardef.h"
#include "const.h"
#include "com_model.h"
#include "gl_export.h"
#include "cl_entity.h"
#include "render_api.h"
#include "protocol.h"
#include "dlight.h"
#include "gl_frustum.h"
#include "ref_api.h"
#include "mathlib.h"
#include "ref_params.h"
#include "enginefeatures.h"
#include "com_strings.h"
#include "pm_movevars.h"
//#include "cvar.h"
#define offsetof(s,m) (size_t)&(((s *)0)->m)
#define ASSERT(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ )
#define Assert(x) if(!( x )) gEngfuncs.Host_Error( "assert failed at %s:%i\n", __FILE__, __LINE__ )
#include <stdio.h>
#define CVAR_DEFINE( cv, cvname, cvstr, cvflags, cvdesc ) cvar_t cv = { cvname, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc }
#define CVAR_DEFINE_AUTO( cv, cvstr, cvflags, cvdesc ) cvar_t cv = { #cv, cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, cvdesc }
#define CVAR_TO_BOOL( x ) ((x) && ((x)->value != 0.0f) ? true : false )
#define WORLD (gEngfuncs.GetWorld())
#define WORLDMODEL (gEngfuncs.pfnGetModelByIndex( 1 ))
#define MOVEVARS (gEngfuncs.pfnGetMoveVars())
// make mod_ref.h?
#define LM_SAMPLE_SIZE 16
extern byte *r_temppool;
#define BLOCK_SIZE tr.block_size // lightmap blocksize
#define BLOCK_SIZE_DEFAULT 128 // for keep backward compatibility
#define BLOCK_SIZE_MAX 1024
#define MAX_TEXTURES 4096
#define MAX_DETAIL_TEXTURES 256
#define MAX_LIGHTMAPS 256
#define SUBDIVIDE_SIZE 64
#define MAX_DECAL_SURFS 4096
#define MAX_DRAW_STACK 2 // normal view and menu view
#define SHADEDOT_QUANT 16 // precalculated dot products for quantized angles
#define SHADE_LAMBERT 1.495f
#define DEFAULT_ALPHATEST 0.0f
// refparams
#define RP_NONE 0
#define RP_ENVVIEW BIT( 0 ) // used for cubemapshot
#define RP_OLDVIEWLEAF BIT( 1 )
#define RP_CLIPPLANE BIT( 2 )
#define RP_NONVIEWERREF (RP_ENVVIEW)
#define R_ModelOpaque( rm ) ( rm == kRenderNormal )
#define R_StaticEntity( ent ) ( VectorIsNull( ent->origin ) && VectorIsNull( ent->angles ))
#define RP_LOCALCLIENT( e ) ((e) != NULL && (e)->index == gEngfuncs.GetPlayerIndex() && e->player )
#define RP_NORMALPASS() ( FBitSet( RI.params, RP_NONVIEWERREF ) == 0 )
#define CL_IsViewEntityLocalPlayer() ( gEngfuncs.GetViewEntIndex() == gEngfuncs.GetPlayerIndex() )
#define CULL_VISIBLE 0 // not culled
#define CULL_BACKSIDE 1 // backside of transparent wall
#define CULL_FRUSTUM 2 // culled by frustum
#define CULL_VISFRAME 3 // culled by PVS
#define CULL_OTHER 4 // culled by other reason
typedef struct gltexture_s
{
char name[256]; // game path, including extension (can be store image programs)
word srcWidth; // keep unscaled sizes
word srcHeight;
word width; // upload width\height
word height;
word depth; // texture depth or count of layers for 2D_ARRAY
byte numMips; // mipmap count
GLuint target; // glTarget
GLuint texnum; // gl texture binding
GLint format; // uploaded format
GLint encode; // using GLSL decoder
texFlags_t flags;
rgba_t fogParams; // some water textures
// contain info about underwater fog
rgbdata_t *original; // keep original image
// debug info
size_t size; // upload size for debug targets
// detail textures stuff
float xscale;
float yscale;
int servercount;
uint hashValue;
struct gltexture_s *nextHash;
} gl_texture_t;
typedef struct
{
int params; // rendering parameters
qboolean drawWorld; // ignore world for drawing PlayerModel
qboolean isSkyVisible; // sky is visible
qboolean onlyClientDraw; // disabled by client request
qboolean drawOrtho; // draw world as orthogonal projection
float fov_x, fov_y; // current view fov
cl_entity_t *currententity;
model_t *currentmodel;
cl_entity_t *currentbeam; // same as above but for beams
int viewport[4];
gl_frustum_t frustum;
mleaf_t *viewleaf;
mleaf_t *oldviewleaf;
vec3_t pvsorigin;
vec3_t vieworg; // locked vieworigin
vec3_t viewangles;
vec3_t vforward;
vec3_t vright;
vec3_t vup;
vec3_t cullorigin;
vec3_t cull_vforward;
vec3_t cull_vright;
vec3_t cull_vup;
float farClip;
qboolean fogCustom;
qboolean fogEnabled;
qboolean fogSkybox;
vec4_t fogColor;
float fogDensity;
float fogStart;
float fogEnd;
int cached_contents; // in water
int cached_waterlevel; // was in water
float skyMins[2][6];
float skyMaxs[2][6];
matrix4x4 objectMatrix; // currententity matrix
matrix4x4 worldviewMatrix; // modelview for world
matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix
matrix4x4 projectionMatrix;
matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix
byte visbytes[(MAX_MAP_LEAFS+7)/8];// actual PVS for current frame
float viewplanedist;
mplane_t clipPlane;
} ref_instance_t;
typedef struct
{
cl_entity_t *solid_entities[MAX_VISIBLE_PACKET]; // opaque moving or alpha brushes
cl_entity_t *trans_entities[MAX_VISIBLE_PACKET]; // translucent brushes
cl_entity_t *beam_entities[MAX_VISIBLE_PACKET];
uint num_solid_entities;
uint num_trans_entities;
uint num_beam_entities;
} draw_list_t;
typedef struct
{
int defaultTexture; // use for bad textures
int particleTexture;
int whiteTexture;
int grayTexture;
int blackTexture;
int solidskyTexture; // quake1 solid-sky layer
int alphaskyTexture; // quake1 alpha-sky layer
int lightmapTextures[MAX_LIGHTMAPS];
int dlightTexture; // custom dlight texture
int skyboxTextures[6]; // skybox sides
int cinTexture; // cinematic texture
int skytexturenum; // this not a gl_texturenum!
int skyboxbasenum; // start with 5800
// entity lists
draw_list_t draw_stack[MAX_DRAW_STACK];
int draw_stack_pos;
draw_list_t *draw_list;
msurface_t *draw_decals[MAX_DECAL_SURFS];
int num_draw_decals;
// OpenGL matrix states
qboolean modelviewIdentity;
int visframecount; // PVS frame
int dlightframecount; // dynamic light frame
int realframecount; // not including viewpasses
int framecount;
qboolean ignore_lightgamma;
qboolean fCustomRendering;
qboolean fResetVis;
qboolean fFlipViewModel;
// tree visualization stuff
int recursion_level;
int max_recursion;
byte visbytes[(MAX_MAP_LEAFS+7)/8]; // member custom PVS
int lightstylevalue[MAX_LIGHTSTYLES]; // value 0 - 65536
int block_size; // lightmap blocksize
double frametime; // special frametime for multipass rendering (will set to 0 on a nextview)
float blend; // global blend value
// cull info
vec3_t modelorg; // relative to viewpoint
qboolean fCustomSkybox;
} gl_globals_t;
typedef struct
{
uint c_world_polys;
uint c_studio_polys;
uint c_sprite_polys;
uint c_alias_polys;
uint c_world_leafs;
uint c_view_beams_count;
uint c_active_tents_count;
uint c_alias_models_drawn;
uint c_studio_models_drawn;
uint c_sprite_models_drawn;
uint c_particle_count;
uint c_client_ents; // entities that moved to client
double t_world_node;
double t_world_draw;
} ref_speeds_t;
extern ref_speeds_t r_stats;
extern ref_instance_t RI;
extern gl_globals_t tr;
extern float gldepthmin, gldepthmax;
#define r_numEntities (tr.draw_list->num_solid_entities + tr.draw_list->num_trans_entities)
#define r_numStatics (r_stats.c_client_ents)
//
// gl_backend.c
//
void GL_BackendStartFrame( void );
void GL_BackendEndFrame( void );
void GL_CleanUpTextureUnits( int last );
void GL_Bind( GLint tmu, GLenum texnum );
void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t );
void GL_SetTexCoordArrayMode( GLenum mode );
void GL_LoadTexMatrix( const matrix4x4 m );
void GL_LoadTexMatrixExt( const float *glmatrix );
void GL_LoadMatrix( const matrix4x4 source );
void GL_TexGen( GLenum coord, GLenum mode );
void GL_SelectTexture( GLint texture );
void GL_CleanupAllTextureUnits( void );
void GL_LoadIdentityTexMatrix( void );
void GL_DisableAllTexGens( void );
void GL_SetRenderMode( int mode );
void GL_TextureTarget( uint target );
void GL_Cull( GLenum cull );
void R_ShowTextures( void );
void R_ShowTree( void );
void SCR_TimeRefresh_f( void );
//
// gl_beams.c
//
void CL_DrawBeams( int fTrans, BEAM *active_beams );
qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly );
//
// gl_cull.c
//
int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax );
qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
qboolean R_CullSphere( const vec3_t centre, const float radius );
int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags );
//
// gl_decals.c
//
void DrawSurfaceDecals( msurface_t *fa, qboolean single, qboolean reverse );
float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount );
void DrawSingleDecal( decal_t *pDecal, msurface_t *fa );
void R_EntityRemoveDecals( model_t *mod );
void DrawDecalsBatch( void );
void R_ClearDecals( void );
//
// gl_draw.c
//
void R_Set2DMode( qboolean enable );
void R_DrawTileClear( int texnum, int x, int y, int w, int h );
void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data );
//
// gl_drawhulls.c
//
void R_DrawWorldHull( void );
void R_DrawModelHull( void );
//
// gl_image.c
//
void R_SetTextureParameters( void );
gl_texture_t *R_GetTexture( GLenum texnum );
#define GL_LoadTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, false )
#define GL_UpdateTextureInternal( name, pic, flags ) GL_LoadTextureFromBuffer( name, pic, flags, true )
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
int GL_LoadTextureArray( const char **names, int flags );
int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
byte *GL_ResampleTexture( const byte *source, int in_w, int in_h, int out_w, int out_h, qboolean isNormalMap );
int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags );
int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor );
void GL_UpdateTexSize( int texnum, int width, int height, int depth );
void GL_ApplyTextureParams( gl_texture_t *tex );
int GL_FindTexture( const char *name );
void GL_FreeTexture( GLenum texnum );
const char *GL_Target( GLenum target );
void R_InitDlightTexture( void );
void R_TextureList_f( void );
void R_InitImages( void );
void R_ShutdownImages( void );
//
// gl_refrag.c
//
void R_StoreEfrags( efrag_t **ppefrag, int framecount );
//
// gl_rlight.c
//
void CL_RunLightStyles( void );
void R_PushDlights( void );
void R_AnimateLight( void );
void R_GetLightSpot( vec3_t lightspot );
void R_MarkLights( dlight_t *light, int bit, mnode_t *node );
colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec );
int R_CountSurfaceDlights( msurface_t *surf );
colorVec R_LightPoint( const vec3_t p0 );
int R_CountDlights( void );
//
// gl_rmain.c
//
void R_ClearScene( void );
void R_LoadIdentity( void );
void R_RenderScene( void );
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size );
void R_SetupRefParams( const struct ref_viewpass_s *rvp );
void R_TranslateForEntity( cl_entity_t *e );
void R_RotateForEntity( cl_entity_t *e );
void R_SetupGL( qboolean set_gl_state );
void R_AllowFog( qboolean allowed );
void R_SetupFrustum( void );
void R_FindViewLeaf( void );
void R_PushScene( void );
void R_PopScene( void );
void R_DrawFog( void );
//
// gl_rmath.c
//
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] );
void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
void Matrix4x4_ConcatScale( matrix4x4 out, float x );
void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z );
void Matrix4x4_CreateScale( matrix4x4 out, float x );
void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
void Matrix4x4_CreateModelview( matrix4x4 out );
//
// gl_rmisc.c
//
void R_ClearStaticEntities( void );
//
// gl_rsurf.c
//
void R_MarkLeaves( void );
void R_DrawWorld( void );
void R_DrawWaterSurfaces( void );
void R_DrawBrushModel( cl_entity_t *e );
void GL_SubdivideSurface( msurface_t *fa );
void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
void DrawGLPoly( glpoly_t *p, float xScale, float yScale );
texture_t *R_TextureAnimation( msurface_t *s );
void GL_SetupFogColorForSurfaces( void );
void R_DrawAlphaTextureChains( void );
void GL_RebuildLightmaps( void );
void GL_InitRandomTable( void );
void GL_BuildLightmaps( void );
void GL_ResetFogColor( void );
void R_GenerateVBO();
void R_ClearVBO();
void R_AddDecalVBO( decal_t *pdecal, msurface_t *surf );
//
// gl_rpart.c
//
void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime );
void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize );
void CL_DrawTracers( double frametime, particle_t *cl_active_tracers );
//
// gl_sprite.c
//
void R_SpriteInit( void );
void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags );
mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw );
void R_DrawSpriteModel( cl_entity_t *e );
//
// gl_studio.c
//
void R_StudioInit( void );
void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded );
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
float CL_GetSequenceDuration( cl_entity_t *ent, int sequence );
struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e );
float CL_GetStudioEstimatedFrame( cl_entity_t *ent );
int R_GetEntityRenderMode( cl_entity_t *ent );
void R_DrawStudioModel( cl_entity_t *e );
player_info_t *pfnPlayerInfo( int index );
void R_GatherPlayerLight( void );
float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc );
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
void R_StudioResetPlayerModels( void );
void CL_InitStudioAPI( void );
void Mod_StudioLoadTextures( model_t *mod, void *data );
void Mod_StudioUnloadTextures( void *data );
//
// gl_alias.c
//
void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded );
void R_DrawAliasModel( cl_entity_t *e );
void R_AliasInit( void );
//
// gl_warp.c
//
typedef struct mip_s mip_t;
void R_InitSkyClouds( mip_t *mt, struct texture_s *tx, qboolean custom_palette );
void R_AddSkyBoxSurface( msurface_t *fa );
void R_ClearSkyBox( void );
void R_DrawSkyBox( void );
void R_DrawClouds( void );
void EmitWaterPolys( msurface_t *warp, qboolean reverse );
//
// gl_vgui.c
//
void VGUI_DrawInit( void );
void VGUI_DrawShutdown( void );
void VGUI_SetupDrawingText( int *pColor );
void VGUI_SetupDrawingRect( int *pColor );
void VGUI_SetupDrawingImage( int *pColor );
void VGUI_BindTexture( int id );
void VGUI_EnableTexture( qboolean enable );
void VGUI_CreateTexture( int id, int width, int height );
void VGUI_UploadTexture( int id, const char *buffer, int width, int height );
void VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight );
void VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr );
void VGUI_GetTextureSizes( int *width, int *height );
int VGUI_GenerateTexture( void );
//#include "vid_common.h"
//
// renderer exports
//
qboolean R_Init( void );
void R_Shutdown( void );
void GL_SetupAttributes( int safegl );
void GL_OnContextCreated( void );
void GL_InitExtensions( void );
void GL_ClearExtensions( void );
void VID_CheckChanges( void );
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
void GL_FreeImage( const char *name );
qboolean VID_ScreenShot( const char *filename, int shot_type );
qboolean VID_CubemapShot( const char *base, uint size, const float *vieworg, qboolean skyshot );
void R_BeginFrame( qboolean clearScene );
int R_RenderFrame( const struct ref_viewpass_s *vp );
void R_EndFrame( void );
void R_ClearScene( void );
void R_GetTextureParms( int *w, int *h, int texnum );
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int curFrame, const struct model_s *pSprite );
void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty );
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum );
qboolean R_SpeedsMessage( char *out, size_t size );
void R_SetupSky( const char *skyboxname );
qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
int R_WorldToScreen( const vec3_t point, vec3_t screen );
void R_ScreenToWorld( const vec3_t screen, vec3_t point );
qboolean R_AddEntity( struct cl_entity_s *pRefEntity, int entityType );
void Mod_LoadMapSprite( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded );
void Mod_UnloadSpriteModel( struct model_s *mod );
void Mod_UnloadStudioModel( struct model_s *mod );
void Mod_UnloadBrushModel( struct model_s *mod );
void Mod_UnloadAliasModel( struct model_s *mod );
void GL_SetRenderMode( int mode );
void R_RunViewmodelEvents( void );
void R_DrawViewModel( void );
int R_GetSpriteTexture( const struct model_s *m_pSpriteModel, int frame );
void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale );
void R_RemoveEfrags( struct cl_entity_s *ent );
void R_AddEfrags( struct cl_entity_s *ent );
void R_DecalRemoveAll( int texture );
int R_CreateDecalList( decallist_t *pList );
void R_ClearAllDecals( void );
byte *Mod_GetCurrentVis( void );
void Mod_SetOrthoBounds( const float *mins, const float *maxs );
void R_NewMap( void );
void CL_AddCustomBeam( cl_entity_t *pEnvBeam );
//
// gl_opengl.c
//
#define GL_CheckForErrors() GL_CheckForErrors_( __FILE__, __LINE__ )
void GL_CheckForErrors_( const char *filename, const int fileline );
const char *GL_ErrorString( int err );
qboolean GL_Support( int r_ext );
int GL_MaxTextureUnits( void );
void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext );
void GL_SetExtension( int r_ext, int enable );
//
// gl_triapi.c
//
void TriRenderMode( int mode );
void TriBegin( int mode );
void TriEnd( void );
void TriTexCoord2f( float u, float v );
void TriVertex3fv( const float *v );
void TriVertex3f( float x, float y, float z );
void _TriColor4f( float r, float g, float b, float a );
void TriColor4ub( byte r, byte g, byte b, byte a );
int TriWorldToScreen( float *world, float *screen );
int TriSpriteTexture( model_t *pSpriteModel, int frame );
void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn );
void TriGetMatrix( const int pname, float *matrix );
void TriFogParams( float flDensity, int iFogSkybox );
void TriCullFace( TRICULLSTYLE mode );
/*
=======================================================================
GL STATE MACHINE
=======================================================================
*/
enum
{
GL_OPENGL_110 = 0, // base
GL_WGL_EXTENSIONS,
GL_WGL_SWAPCONTROL,
GL_WGL_PROCADDRESS,
GL_ARB_MULTITEXTURE,
GL_TEXTURE_CUBEMAP_EXT,
GL_ANISOTROPY_EXT,
GL_TEXTURE_LOD_BIAS,
GL_TEXTURE_COMPRESSION_EXT,
GL_SHADER_GLSL100_EXT,
GL_TEXTURE_2D_RECT_EXT,
GL_TEXTURE_ARRAY_EXT,
GL_TEXTURE_3D_EXT,
GL_CLAMPTOEDGE_EXT,
GL_ARB_TEXTURE_NPOT_EXT,
GL_CLAMP_TEXBORDER_EXT,
GL_ARB_TEXTURE_FLOAT_EXT,
GL_ARB_DEPTH_FLOAT_EXT,
GL_ARB_SEAMLESS_CUBEMAP,
GL_EXT_GPU_SHADER4, // shaders only
GL_DEPTH_TEXTURE,
GL_DEBUG_OUTPUT,
GL_ARB_VERTEX_BUFFER_OBJECT_EXT,
GL_EXTCOUNT, // must be last
};
typedef enum
{
GLHW_GENERIC, // where everthing works the way it should
GLHW_RADEON, // where you don't have proper GLSL support
GLHW_NVIDIA, // Geforce 8/9 class DX10 hardware
GLHW_INTEL // Intel Mobile Graphics
} glHWType_t;
typedef struct
{
const char *renderer_string; // ptrs to OpenGL32.dll, use with caution
const char *vendor_string;
const char *version_string;
glHWType_t hardware_type;
// list of supported extensions
const char *extensions_string;
byte extension[GL_EXTCOUNT];
int max_texture_units;
int max_texture_coords;
int max_teximage_units;
GLint max_2d_texture_size;
GLint max_2d_rectangle_size;
GLint max_2d_texture_layers;
GLint max_3d_texture_size;
GLint max_cubemap_size;
GLfloat max_texture_anisotropy;
GLfloat max_texture_lod_bias;
GLint max_vertex_uniforms;
GLint max_vertex_attribs;
GLint max_multisamples;
int color_bits;
int alpha_bits;
int depth_bits;
int stencil_bits;
int msaasamples;
gl_context_type_t context;
gles_wrapper_t wrapper;
qboolean softwareGammaUpdate;
int prev_width;
int prev_height;
} glconfig_t;
typedef struct
{
int width, height;
int activeTMU;
GLint currentTextures[MAX_TEXTURE_UNITS];
GLuint currentTextureTargets[MAX_TEXTURE_UNITS];
GLboolean texIdentityMatrix[MAX_TEXTURE_UNITS];
GLint genSTEnabled[MAX_TEXTURE_UNITS]; // 0 - disabled, OR 1 - S, OR 2 - T, OR 4 - R
GLint texCoordArrayMode[MAX_TEXTURE_UNITS]; // 0 - disabled, 1 - enabled, 2 - cubemap
int faceCull;
qboolean stencilEnabled;
qboolean in2DMode;
} glstate_t;
typedef struct
{
void* context; // handle to GL rendering context
int safe;
int desktopBitsPixel;
int desktopWidth;
int desktopHeight;
qboolean initialized; // OpenGL subsystem started
qboolean extended; // extended context allows to GL_Debug
} glwstate_t;
extern glconfig_t glConfig;
extern glstate_t glState;
// move to engine
extern glwstate_t glw_state;
extern ref_api_t gEngfuncs;
extern ref_globals_t *gpGlobals;
//
// renderer cvars
//
extern cvar_t *gl_texture_anisotropy;
extern cvar_t *gl_extensions;
extern cvar_t *gl_check_errors;
extern cvar_t *gl_texture_lodbias;
extern cvar_t *gl_texture_nearest;
extern cvar_t *gl_lightmap_nearest;
extern cvar_t *gl_keeptjunctions;
extern cvar_t *gl_emboss_scale;
extern cvar_t *gl_round_down;
extern cvar_t *gl_detailscale;
extern cvar_t *gl_wireframe;
extern cvar_t *gl_polyoffset;
extern cvar_t *gl_finish;
extern cvar_t *gl_nosort;
extern cvar_t *gl_clear;
extern cvar_t *gl_test; // cvar to testify new effects
extern cvar_t *gl_msaa;
extern cvar_t *gl_stencilbits;
extern cvar_t *r_speeds;
extern cvar_t *r_fullbright;
extern cvar_t *r_norefresh;
extern cvar_t *r_showtree; // build graph of visible hull
extern cvar_t *r_lighting_extended;
extern cvar_t *r_lighting_modulate;
extern cvar_t *r_lighting_ambient;
extern cvar_t *r_studio_lambert;
extern cvar_t *r_detailtextures;
extern cvar_t *r_drawentities;
extern cvar_t *r_decals;
extern cvar_t *r_novis;
extern cvar_t *r_nocull;
extern cvar_t *r_lockpvs;
extern cvar_t *r_lockfrustum;
extern cvar_t *r_traceglow;
extern cvar_t *r_dynamic;
extern cvar_t *r_lightmap;
extern cvar_t *r_vbo;
extern cvar_t *r_vbo_dlightmode;
extern cvar_t *vid_brightness;
extern cvar_t *vid_gamma;
//
// engine shared convars
//
extern cvar_t *gl_showtextures;
extern cvar_t *tracerred;
extern cvar_t *tracergreen;
extern cvar_t *tracerblue;
extern cvar_t *traceralpha;
extern cvar_t *cl_lightstyle_lerping;
extern cvar_t *r_showhull;
//
// engine callbacks
//
#include "crtlib.h"
#define Mem_Malloc( pool, size ) gEngfuncs._Mem_Alloc( pool, size, false, __FILE__, __LINE__ )
#define Mem_Calloc( pool, size ) gEngfuncs._Mem_Alloc( pool, size, true, __FILE__, __LINE__ )
#define Mem_Realloc( pool, ptr, size ) gEngfuncs._Mem_Realloc( pool, ptr, size, true, __FILE__, __LINE__ )
#define Mem_Free( mem ) gEngfuncs._Mem_Free( mem, __FILE__, __LINE__ )
#define Mem_AllocPool( name ) gEngfuncs._Mem_AllocPool( name, __FILE__, __LINE__ )
#define Mem_FreePool( pool ) gEngfuncs._Mem_FreePool( pool, __FILE__, __LINE__ )
#define Mem_EmptyPool( pool ) gEngfuncs._Mem_EmptyPool( pool, __FILE__, __LINE__ )
#endif // GL_LOCAL_H