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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _GRAPHICS_H
#define _GRAPHICS_H
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
#include "graphics/tmapper.h"
extern const float Default_min_draw_distance;
extern const float Default_max_draw_distance;
extern float Min_draw_distance;
extern float Max_draw_distance;
extern int Gr_inited;
// z-buffering stuff
extern int gr_zbuffering, gr_zbuffering_mode;
extern int gr_global_zbuffering;
enum shader_type {
SDR_TYPE_MODEL,
SDR_TYPE_EFFECT_PARTICLE,
SDR_TYPE_EFFECT_DISTORTION,
SDR_TYPE_POST_PROCESS_MAIN,
SDR_TYPE_POST_PROCESS_BLUR,
SDR_TYPE_POST_PROCESS_BRIGHTPASS,
SDR_TYPE_POST_PROCESS_FXAA,
SDR_TYPE_POST_PROCESS_FXAA_PREPASS,
SDR_TYPE_POST_PROCESS_LIGHTSHAFTS,
SDR_TYPE_DEFERRED_LIGHTING,
SDR_TYPE_DEFERRED_CLEAR,
SDR_TYPE_VIDEO_PROCESS,
NUM_SHADER_TYPES
};
// Shader flags
#define SDR_FLAG_MODEL_LIGHT (1<<0)
#define SDR_FLAG_MODEL_FOG (1<<1)
#define SDR_FLAG_MODEL_DIFFUSE_MAP (1<<2)
#define SDR_FLAG_MODEL_GLOW_MAP (1<<3)
#define SDR_FLAG_MODEL_SPEC_MAP (1<<4)
#define SDR_FLAG_MODEL_NORMAL_MAP (1<<5)
#define SDR_FLAG_MODEL_HEIGHT_MAP (1<<6)
#define SDR_FLAG_MODEL_ENV_MAP (1<<7)
#define SDR_FLAG_MODEL_ANIMATED (1<<8)
#define SDR_FLAG_MODEL_MISC_MAP (1<<9)
#define SDR_FLAG_MODEL_TEAMCOLOR (1<<10)
#define SDR_FLAG_MODEL_TRANSFORM (1<<11)
#define SDR_FLAG_MODEL_DEFERRED (1<<12)
#define SDR_FLAG_MODEL_SHADOW_MAP (1<<13)
#define SDR_FLAG_MODEL_GEOMETRY (1<<14)
#define SDR_FLAG_MODEL_SHADOWS (1<<15)
#define SDR_FLAG_MODEL_THRUSTER (1<<16)
#define SDR_FLAG_MODEL_CLIP (1<<17)
#define SDR_FLAG_PARTICLE_POINT_GEN (1<<0)
#define SDR_FLAG_BLUR_HORIZONTAL (1<<0)
#define SDR_FLAG_BLUR_VERTICAL (1<<1)
// stencil buffering stuff
extern int gr_stencil_mode;
// alpha test
extern int gr_alpha_test;
/**
* This is a structure used by the shader to keep track
* of the values you want to use in the shade primitive.
*/
typedef struct shader {
uint screen_sig; // current mode this is in
ubyte r,g,b,c; // factors and constant
ubyte lookup[256];
} shader;
#define AC_TYPE_NONE 0 // Not an alphacolor
#define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
#define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
// NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
// If you need to get the rgb values of a "color" struct call
// gr_get_colors after calling gr_set_colors_fast.
typedef struct color {
uint screen_sig;
int is_alphacolor;
int alphacolor;
int magic;
ubyte red;
ubyte green;
ubyte blue;
ubyte alpha;
ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
ubyte raw8;
} color;
// Used by the team coloring code
typedef struct team_color {
struct {
float r, g, b;
} base;
struct {
float r, g, b;
} stripe;
} team_color;
typedef struct tsb_t {
vec3d tangent;
float scaler;
} tsb_t;
/**
* This should be basicly just like it is in the VB
* a list of triangles and their associated normals
*/
class poly_list {
// helper function struct that let's us sort the indices.
// an instance is fed into std::sort and std::lower_bound.
// overloaded operator() is used for the comparison function.
struct finder {
poly_list* search_list;
bool compare_indices;
vertex* vert_to_find;
vec3d* norm_to_find;
finder(poly_list* _search_list): search_list(_search_list), compare_indices(true), vert_to_find(NULL), norm_to_find(NULL) {}
finder(poly_list* _search_list, vertex* _vert, vec3d* _norm): search_list(_search_list), compare_indices(false), vert_to_find(_vert), norm_to_find(_norm) {}
bool operator()(const uint a, const uint b);
};
public:
poly_list(): n_verts(0), vert(NULL), norm(NULL), tsb(NULL), submodels(NULL), sorted_indices(NULL), currently_allocated(0) {}
~poly_list();
poly_list& operator = (poly_list&);
void allocate(int size);
void make_index_buffer(SCP_vector<int> &vertex_list);
void calculate_tangent();
int n_verts;
vertex *vert;
vec3d *norm;
tsb_t *tsb;
int *submodels;
uint *sorted_indices;
int find_index(poly_list *plist, int idx);
int find_index_fast(poly_list *plist, int idx);
private:
int currently_allocated;
int find_first_vertex(int idx);
int find_first_vertex_fast(int idx);
void generate_sorted_index_list();
};
class colored_vector
{
public:
colored_vector()
: pad(1.0f)
{}
vec3d vec;
float pad; //needed so I can just memcpy it in d3d
ubyte color[4];
};
struct line_list {
int n_line;
vertex *vert;
};
class buffer_data
{
public:
int flags;
int texture; // this is the texture the vertex buffer will use
int n_verts;
size_t index_offset;
const uint *get_index() const
{
return index;
}
uint i_first, i_last;
void release()
{
if (index) {
delete [] index;
index = NULL;
}
}
void assign(int i, uint j)
{
const_cast<uint *>(index)[i] = j;
if (i_first > i_last)
i_first = i_last = j;
else if (i_first > j)
i_first = j;
else if (i_last < j)
i_last = j;
}
// Constructor
buffer_data() :
flags(0), texture(-1), n_verts(0), index_offset(0),
i_first(1), i_last(0), index(NULL)
{
}
buffer_data(int n_vrts) :
flags(0), texture(-1), n_verts(n_vrts), index_offset(0),
i_first(1), i_last(0), index(NULL)
{
if ( n_verts > 0 ) {
index = new(std::nothrow) uint[n_verts];
} else {
index = NULL;
}
}
// Copy-constructor
buffer_data(const buffer_data& other)
{
if ( other.index ) {
index = new(std::nothrow) uint[other.n_verts];
for (size_t i=0; i < (size_t) other.n_verts; i++)
{
index[i] = other.index[i];
}
} else {
index = NULL;
}
flags = other.flags;
texture = other.texture;
n_verts = other.n_verts;
i_first = other.i_first;
i_last = other.i_last;
index_offset = other.index_offset;
}
// Copy-assignment operator
buffer_data& operator=(const buffer_data& rhs)
{
if (this != &rhs)
{
if ( index ) {
delete [] index;
}
if ( rhs.index && rhs.n_verts > 0 ) {
index = new(std::nothrow) uint[rhs.n_verts];
for (size_t i=0; i < (size_t) rhs.n_verts; i++)
{
index[i] = rhs.index[i];
}
}
flags = rhs.flags;
texture = rhs.texture;
n_verts = rhs.n_verts;
i_first = rhs.i_first;
i_last = rhs.i_last;
index_offset = rhs.index_offset;
}
return *this;
}
// Destructor
~buffer_data()
{
release();
}
private:
uint *index;
};
class vertex_buffer
{
public:
int flags;
uint stride;
size_t vertex_offset;
poly_list *model_list;
SCP_vector<buffer_data> tex_buf;
vertex_buffer() :
flags(0), stride(0), vertex_offset(0), model_list(NULL)
{
}
~vertex_buffer()
{
clear();
}
void release()
{
if (model_list) {
delete model_list;
model_list = NULL;
}
for (SCP_vector<buffer_data>::iterator tbi = tex_buf.begin(); tbi != tex_buf.end(); ++tbi) {
tbi->release();
}
}
void clear()
{
release();
tex_buf.clear();
}
};
struct light;
#define GR_ALPHABLEND_NONE 0 // no blending
#define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
#define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
#define GR_BITBLT_MODE_RLE 1 // RLE would be faster
// fog modes
#define GR_FOGMODE_NONE 0 // set this to turn off fog
#define GR_FOGMODE_FOG 1 // linear fog
typedef struct screen {
uint signature; // changes when mode or palette or width or height changes
int max_w, max_h; // Width and height
int max_w_unscaled, max_h_unscaled;
int max_w_unscaled_zoomed, max_h_unscaled_zoomed;
int center_w, center_h; // Width and height of center monitor
int center_offset_x, center_offset_y;
int save_max_w, save_max_h; // Width and height
int save_max_w_unscaled, save_max_h_unscaled;
int save_max_w_unscaled_zoomed, save_max_h_unscaled_zoomed;
int save_center_w, save_center_h; // Width and height of center monitor
int save_center_offset_x, save_center_offset_y;
int res; // GR_640 or GR_1024
int mode; // What mode gr_init was called with.
float aspect, clip_aspect; // Aspect ratio, aspect of clip_width/clip_height
int rowsize; // What you need to add to go to next row (includes bytes_per_pixel)
int bits_per_pixel; // How many bits per pixel it is. (7,8,15,16,24,32)
int bytes_per_pixel; // How many bytes per pixel (1,2,3,4)
int offset_x, offset_y; // The offsets into the screen
int offset_x_unscaled, offset_y_unscaled; // Offsets into the screen, in unscaled dimensions
int clip_width, clip_height;
int clip_width_unscaled, clip_height_unscaled; // Height and width of clip aread, in unscaled dimensions
// center of clip area
float clip_center_x, clip_center_y;
float fog_near, fog_far;
// the clip_l,r,t,b are used internally. left and top are
// actually always 0, but it's nice to have the code work with
// arbitrary clipping regions.
int clip_left, clip_right, clip_top, clip_bottom;
// same as above except in unscaled dimensions
int clip_left_unscaled, clip_right_unscaled, clip_top_unscaled, clip_bottom_unscaled;
int current_alphablend_mode; // See GR_ALPHABLEND defines above
int current_bitblt_mode; // See GR_BITBLT_MODE defines above
int current_fog_mode; // See GR_FOGMODE_* defines above
int current_bitmap;
color current_color;
color current_fog_color; // current fog color
color current_clear_color; // current clear color
shader current_shader;
float current_alpha;
bool custom_size;
int rendering_to_texture; //wich texture we are rendering to, -1 if the back buffer
int rendering_to_face; //wich face of the texture we are rendering to, -1 if the back buffer
int envmap_render_target;
//switch onscreen, offscreen
void (*gf_flip)();
// Sets the current palette
void (*gf_set_palette)(const ubyte *new_pal, int restrict_alphacolor);
// Flash the screen
void (*gf_flash)( int r, int g, int b );
void (*gf_flash_alpha)(int r, int g, int b, int a);
// sets the clipping region
void (*gf_set_clip)(int x, int y, int w, int h, int resize_mode);
// resets the clipping region to entire screen
void (*gf_reset_clip)();
// clears entire clipping region to current color
void (*gf_clear)();
// void (*gf_bitmap)(int x, int y, int resize_mode);
void (*gf_bitmap_ex)(int x, int y, int w, int h, int sx, int sy, int resize_mode);
void (*gf_aabitmap)(int x, int y, int resize_mode, bool mirror);
void (*gf_aabitmap_ex)(int x, int y, int w, int h, int sx, int sy, int resize_mode, bool mirror);
void (*gf_string)(int x, int y, const char * text,int resize_mode);
// Draw a gradient line... x1,y1 is bright, x2,y2 is transparent.
void (*gf_gradient)(int x1, int y1, int x2, int y2, int resize_mode);
void (*gf_circle)(int x, int y, int r, int resize_mode);
void (*gf_unfilled_circle)(int x, int y, int r, int resize_mode);
void (*gf_arc)(int x, int y, float r, float angle_start, float angle_end, bool fill, int resize_mode);
void (*gf_curve)(int x, int y, int r, int direction, int resize_mode);
// Integer line. Used to draw a fast but pixely line.
void (*gf_line)(int x1, int y1, int x2, int y2, int resize_mode);
// Draws an antialiased line is the current color is an
// alphacolor, otherwise just draws a fast line. This
// gets called internally by g3_draw_line. This assumes
// the vertex's are already clipped, so call g3_draw_line
// not this if you have two 3d points.
void (*gf_aaline)(vertex *v1, vertex *v2);
void (*gf_pixel)( int x, int y, int resize_mode );
// Scales current bitmap between va and vb with clipping
void (*gf_scaler)(vertex *va, vertex *vb, bool bw_bitmap );
// Scales current bitmap between va and vb with clipping, draws an aabitmap
void (*gf_aascaler)(vertex *va, vertex *vb );
// Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
void (*gf_tmapper)(int nv, vertex *verts[], uint flags );
// Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
void (*gf_render)(int nv, vertex *verts, uint flags);
void (*gf_render_effect)(int nv, vertex *verts, float *radius_list, uint flags);
// dumps the current screen to a file
void (*gf_print_screen)(const char * filename);
// Call once before rendering anything.
void (*gf_start_frame)();
// Call after rendering is over.
void (*gf_stop_frame)();
// Retrieves the zbuffer mode.
int (*gf_zbuffer_get)();
// Sets mode. Returns previous mode.
int (*gf_zbuffer_set)(int mode);
// Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
void (*gf_zbuffer_clear)(int use_zbuffer);
// Set the stencil buffer mode. Returns previous mode
int (*gf_stencil_set)(int mode);
// Clears the stencil buffer.
void (*gf_stencil_clear)();
int (*gf_alpha_mask_set)(int mode, float alpha);
// Saves screen. Returns an id you pass to restore and free.
int (*gf_save_screen)();
// Resets clip region and copies entire saved screen to the screen.
void (*gf_restore_screen)(int id);
// Frees up a saved screen.
void (*gf_free_screen)(int id);
// Sets the gamma
void (*gf_set_gamma)(float gamma);
// Lock/unlock the screen
// Returns non-zero if sucessful (memory pointer)
uint (*gf_lock)();
void (*gf_unlock)();
// grab a region of the screen. assumes data is large enough
void (*gf_get_region)(int front, int w, int h, ubyte *data);
// set fog attributes
void (*gf_fog_set)(int fog_mode, int r, int g, int b, float fog_near, float fog_far);
// poly culling
int (*gf_set_cull)(int cull);
// color buffer writes
int (*gf_set_color_buffer)(int mode);
// cross fade
void (*gf_cross_fade)(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct, int resize_mode);
// set a texture into cache. for sectioned bitmaps, pass in sx and sy to set that particular section of the bitmap
int (*gf_tcache_set)(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int stage);
// preload a bitmap into texture memory
int (*gf_preload)(int bitmap_num, int is_aabitmap);
// set the color to be used when clearing the background
void (*gf_set_clear_color)(int r, int g, int b);
// Here be the bitmap functions
void (*gf_bm_free_data)(int n, bool release);
void (*gf_bm_create)(int n);
void (*gf_bm_init)(int n);
void (*gf_bm_page_in_start)();
bool (*gf_bm_data)(int n, bitmap* bm);
int (*gf_bm_make_render_target)(int n, int *width, int *height, ubyte *bpp, int *mm_lvl, int flags );
int (*gf_bm_set_render_target)(int n, int face);
void (*gf_translate_texture_matrix)(int unit, const vec3d *shift);
void (*gf_push_texture_matrix)(int unit);
void (*gf_pop_texture_matrix)(int unit);
void (*gf_set_texture_addressing)(int);
int (*gf_create_buffer)();
bool (*gf_pack_buffer)(const int buffer_id, vertex_buffer *vb);
bool (*gf_config_buffer)(const int buffer_id, vertex_buffer *vb, bool update_ibuffer_only);
void (*gf_destroy_buffer)(int);
void (*gf_set_buffer)(int);
void (*gf_render_buffer)(int, const vertex_buffer*, int, int);
void (*gf_update_buffer_object)(int handle, uint size, void* data);
void (*gf_update_transform_buffer)(void* data, uint size);
void (*gf_set_transform_buffer_offset)(int offset);
int (*gf_create_stream_buffer)();
void (*gf_render_stream_buffer)(int buffer_handle, int offset, int n_verts, int flags);
//the projection matrix; fov, aspect ratio, near, far
void (*gf_set_proj_matrix)(float, float, float, float);
void (*gf_end_proj_matrix)();
//the view matrix
void (*gf_set_view_matrix)(const vec3d*, const matrix*);
void (*gf_end_view_matrix)();
//object scaleing
void (*gf_push_scale_matrix)(const vec3d*);
void (*gf_pop_scale_matrix)();
//object position and orientation
void (*gf_start_instance_matrix)(const vec3d*, const matrix*);
void (*gf_start_angles_instance_matrix)(const vec3d*, const angles*);
void (*gf_end_instance_matrix)();
int (*gf_make_light)(light*, int, int );
void (*gf_modify_light)(light*, int, int );
void (*gf_destroy_light)(int);
void (*gf_set_light)(light*);
void (*gf_reset_lighting)();
void (*gf_set_ambient_light)(int,int,int);
// postprocessing effects
void (*gf_post_process_set_effect)(const char*, int);
void (*gf_post_process_set_defaults)();
void (*gf_post_process_begin)();
void (*gf_post_process_end)();
void (*gf_post_process_save_zbuffer)();
void (*gf_deferred_lighting_begin)();
void (*gf_deferred_lighting_end)();
void (*gf_deferred_lighting_finish)();
void (*gf_scene_texture_begin)();
void (*gf_scene_texture_end)();
void (*gf_copy_effect_texture)();
void (*gf_lighting)(bool,bool);
void (*gf_set_light_factor)(float);
void (*gf_center_alpha)(int);
void (*gf_set_thrust_scale)(float);
void (*gf_start_clip_plane)();
void (*gf_end_clip_plane)();
void (*gf_zbias)(int zbias);
void (*gf_set_fill_mode)(int);
void (*gf_set_texture_panning)(float u, float v, bool enable);
void (*gf_draw_line_list)(const colored_vector *lines, int num);
void (*gf_set_line_width)(float width);
void (*gf_line_htl)(const vec3d *start, const vec3d *end);
void (*gf_sphere_htl)(float rad);
int (*gf_maybe_create_shader)(shader_type type, unsigned int flags);
void (*gf_set_animated_effect)(int effect, float timer);
void (*gf_clear_states)();
void (*gf_set_team_color)(const team_color *colors);
void (*gf_update_texture)(int bitmap_handle, int bpp, const ubyte* data, int width, int height);
void (*gf_get_bitmap_from_texture)(void* data_out, int bitmap_num);
void (*gf_shadow_map_start)(const matrix4 *shadow_view_matrix, const matrix *light_matrix);
void (*gf_shadow_map_end)();
} screen;
// handy macro
#define GR_MAYBE_CLEAR_RES(bmap) do { int bmw = -1; int bmh = -1; if(bmap != -1){ bm_get_info( bmap, &bmw, &bmh, NULL, NULL, NULL); if((bmw != gr_screen.max_w) || (bmh != gr_screen.max_h)){gr_clear();} } else {gr_clear();} } while(0);
//Window's interface to set up graphics:
//--------------------------------------
// Call this at application startup
// # Software Re-added by Kazan --- THIS HAS TO STAY -- It is used by standalone!
#define GR_DEFAULT (-1) // set to use default settings
#define GR_STUB (100)
#define GR_OPENGL (104) // Use OpenGl hardware renderer
// resolution constants - always keep resolutions in ascending order and starting from 0
#define GR_NUM_RESOLUTIONS 2
#define GR_640 0 // 640 x 480
#define GR_1024 1 // 1024 x 768
#define GR_1024_THRESHOLD_WIDTH 1024
#define GR_1024_THRESHOLD_HEIGHT 600
extern const char *Resolution_prefixes[GR_NUM_RESOLUTIONS];
extern bool gr_init(int d_mode = GR_DEFAULT, int d_width = GR_DEFAULT, int d_height = GR_DEFAULT, int d_depth = GR_DEFAULT);
extern void gr_screen_resize(int width, int height);
extern int gr_get_resolution_class(int width, int height);
// Call this when your app ends.
extern void gr_close();
extern screen gr_screen;
#define GR_FILL_MODE_WIRE 1
#define GR_FILL_MODE_SOLID 2
#define GR_ZBUFF_NONE 0
#define GR_ZBUFF_WRITE (1<<0)
#define GR_ZBUFF_READ (1<<1)
#define GR_ZBUFF_FULL (GR_ZBUFF_WRITE|GR_ZBUFF_READ)
#define GR_STENCIL_NONE 0
#define GR_STENCIL_READ 1
#define GR_STENCIL_WRITE 2
#define GR_RESIZE_NONE 0
#define GR_RESIZE_FULL 1
#define GR_RESIZE_FULL_CENTER 2
#define GR_RESIZE_MENU 3
#define GR_RESIZE_MENU_ZOOMED 4
#define GR_RESIZE_MENU_NO_OFFSET 5
void gr_set_screen_scale(int x, int y, int zoom_x = -1, int zoom_y = -1, int max_x = gr_screen.max_w, int max_y = gr_screen.max_h, int center_x = gr_screen.center_w, int center_y = gr_screen.center_h, bool force_stretch = false);
void gr_reset_screen_scale();
bool gr_unsize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_resize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_unsize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_resize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
// Does formatted printing. This calls gr_string after formatting,
// so if you don't need to format the string, then call gr_string
// directly.
extern void _cdecl gr_printf( int x, int y, const char * format, ... );
// same as gr_printf but positions text correctly in menus
extern void _cdecl gr_printf_menu( int x, int y, const char * format, ... );
// same as gr_printf_menu but accounts for menu zooming
extern void _cdecl gr_printf_menu_zoomed( int x, int y, const char * format, ... );
// same as gr_printf but doesn't resize for non-standard resolutions
extern void _cdecl gr_printf_no_resize( int x, int y, const char * format, ... );
// Returns the size of the string in pixels in w and h
extern void gr_get_string_size( int *w, int *h, const char * text, int len = 9999 );
// Returns the height of the current font
extern int gr_get_font_height();
extern void gr_set_palette(const char *name, ubyte *palette, int restrict_to_128 = 0);
// These two functions use a Windows mono font. Only for use
// in the editor, please.
void gr_get_string_size_win(int *w, int *h, const char *text);
void gr_string_win(int x, int y, const char *s );
// set the mouse pointer to a specific bitmap, used for animating cursors
#define GR_CURSOR_LOCK 1
#define GR_CURSOR_UNLOCK 2
void gr_set_cursor_bitmap(int n, int lock = 0);
void gr_unset_cursor_bitmap(int n);
int gr_get_cursor_bitmap();
extern int Web_cursor_bitmap;
// Called by OS when application gets/looses focus
extern void gr_activate(int active);
#define GR_CALL(x) (*x)
// These macros make the function indirection look like the
// old Descent-style gr_xxx calls.
#define gr_print_screen GR_CALL(gr_screen.gf_print_screen)
//#define gr_flip GR_CALL(gr_screen.gf_flip)
void gr_flip();
//#define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
__inline void gr_set_clip(int x, int y, int w, int h, int resize_mode=GR_RESIZE_FULL)
{
(*gr_screen.gf_set_clip)(x,y,w,h,resize_mode);
}
#define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
void gr_set_bitmap(int bitmap_num, int alphablend = GR_ALPHABLEND_NONE, int bitbltmode = GR_BITBLT_MODE_NORMAL, float alpha = 1.0f);
#define gr_clear GR_CALL(gr_screen.gf_clear)
__inline void gr_aabitmap(int x, int y, int resize_mode = GR_RESIZE_FULL, bool mirror = false)
{
(*gr_screen.gf_aabitmap)(x,y,resize_mode,mirror);
}
__inline void gr_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, int resize_mode = GR_RESIZE_FULL, bool mirror = false)
{
(*gr_screen.gf_aabitmap_ex)(x,y,w,h,sx,sy,resize_mode,mirror);
}
__inline void gr_bitmap_ex(int x, int y, int w, int h, int sx, int sy, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_bitmap_ex)(x, y, w, h, sx, sy, resize_mode);
}
void gr_shield_icon(coord2d coords[6], const int resize_mode = GR_RESIZE_FULL);
void gr_rect(int x, int y, int w, int h, int resize_mode = GR_RESIZE_FULL);
void gr_shade(int x, int y, int w, int h, int resize_mode = GR_RESIZE_FULL);
__inline void gr_string(int x, int y, const char* string, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_string)(x,y,string,resize_mode);
}
__inline void gr_circle(int xc, int yc, int d, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_circle)(xc,yc,d,resize_mode);
}
__inline void gr_unfilled_circle(int xc, int yc, int d, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_unfilled_circle)(xc,yc,d,resize_mode);
}
__inline void gr_arc(int xc, int yc, float r, float angle_start, float angle_end, bool fill, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_arc)(xc,yc,r,angle_start,angle_end,fill,resize_mode);
}
#define gr_curve GR_CALL(gr_screen.gf_curve)
__inline void gr_line(int x1, int y1, int x2, int y2, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_line)(x1, y1, x2, y2, resize_mode);
}
#define gr_aaline GR_CALL(gr_screen.gf_aaline)
__inline void gr_pixel(int x, int y, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_pixel)(x, y, resize_mode);
}
#define gr_scaler GR_CALL(gr_screen.gf_scaler)
#define gr_aascaler GR_CALL(gr_screen.gf_aascaler)
#define gr_tmapper GR_CALL(gr_screen.gf_tmapper)
#define gr_render GR_CALL(gr_screen.gf_render)
#define gr_render_effect GR_CALL(gr_screen.gf_render_effect)
__inline void gr_gradient(int x1, int y1, int x2, int y2, int resize_mode = GR_RESIZE_FULL)
{
(*gr_screen.gf_gradient)(x1, y1, x2, y2, resize_mode);
}
#define gr_flash GR_CALL(gr_screen.gf_flash)
#define gr_flash_alpha GR_CALL(gr_screen.gf_flash_alpha)
#define gr_zbuffer_get GR_CALL(gr_screen.gf_zbuffer_get)
#define gr_zbuffer_set GR_CALL(gr_screen.gf_zbuffer_set)
#define gr_zbuffer_clear GR_CALL(gr_screen.gf_zbuffer_clear)
#define gr_stencil_set GR_CALL(gr_screen.gf_stencil_set)
#define gr_stencil_clear GR_CALL(gr_screen.gf_stencil_clear)
#define gr_alpha_mask_set GR_CALL(gr_screen.gf_alpha_mask_set)
#define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
#define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
#define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
#define gr_set_gamma GR_CALL(gr_screen.gf_set_gamma)
#define gr_get_region GR_CALL(gr_screen.gf_get_region)
__inline void gr_fog_set(int fog_mode, int r, int g, int b, float fog_near = -1.0f, float fog_far = -1.0f)
{
(*gr_screen.gf_fog_set)(fog_mode, r, g, b, fog_near, fog_far);
}
#define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
#define gr_set_color_buffer GR_CALL(gr_screen.gf_set_color_buffer)
#define gr_cross_fade GR_CALL(gr_screen.gf_cross_fade)
__inline int gr_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int stage = 0)
{
return (*gr_screen.gf_tcache_set)(bitmap_id, bitmap_type, u_scale, v_scale, stage);
}
#define gr_preload GR_CALL(gr_screen.gf_preload)
#define gr_set_clear_color GR_CALL(gr_screen.gf_set_clear_color)
#define gr_translate_texture_matrix GR_CALL(gr_screen.gf_translate_texture_matrix)
#define gr_push_texture_matrix GR_CALL(gr_screen.gf_push_texture_matrix)
#define gr_pop_texture_matrix GR_CALL(gr_screen.gf_pop_texture_matrix)
// Here be the bitmap functions
#define gr_bm_free_data GR_CALL(*gr_screen.gf_bm_free_data)
#define gr_bm_create GR_CALL(*gr_screen.gf_bm_create)
#define gr_bm_init GR_CALL(*gr_screen.gf_bm_init)
#define gr_bm_page_in_start GR_CALL(*gr_screen.gf_bm_page_in_start)
#define gr_bm_data GR_CALL(*gr_screen.gf_bm_data)
#define gr_bm_make_render_target GR_CALL(*gr_screen.gf_bm_make_render_target)
__inline int gr_bm_set_render_target(int n, int face = -1)
{
return (*gr_screen.gf_bm_set_render_target)(n, face);
}
#define gr_set_texture_addressing GR_CALL(*gr_screen.gf_set_texture_addressing)
#define gr_create_buffer GR_CALL(*gr_screen.gf_create_buffer)
#define gr_pack_buffer GR_CALL(*gr_screen.gf_pack_buffer)
#define gr_config_buffer GR_CALL(*gr_screen.gf_config_buffer)
#define gr_destroy_buffer GR_CALL(*gr_screen.gf_destroy_buffer)
__inline void gr_render_buffer(int start, const vertex_buffer *bufferp, int texi, int flags = TMAP_FLAG_TEXTURED)
{
(*gr_screen.gf_render_buffer)(start, bufferp, texi, flags);
}
#define gr_update_buffer_object GR_CALL(*gr_screen.gf_update_buffer_object)
#define gr_update_transform_buffer GR_CALL(*gr_screen.gf_update_transform_buffer)
#define gr_set_transform_buffer_offset GR_CALL(*gr_screen.gf_set_transform_buffer_offset)
#define gr_create_stream_buffer GR_CALL(*gr_screen.gf_create_stream_buffer)
#define gr_render_stream_buffer GR_CALL(*gr_screen.gf_render_stream_buffer)
#define gr_render_stream_buffer_start GR_CALL(*gr_screen.gf_render_stream_buffer_start)
#define gr_render_stream_buffer_end GR_CALL(*gr_screen.gf_render_stream_buffer_end)
#define gr_set_buffer GR_CALL(*gr_screen.gf_set_buffer)
#define gr_set_proj_matrix GR_CALL(*gr_screen.gf_set_proj_matrix)
#define gr_end_proj_matrix GR_CALL(*gr_screen.gf_end_proj_matrix)
#define gr_set_view_matrix GR_CALL(*gr_screen.gf_set_view_matrix)
#define gr_end_view_matrix GR_CALL(*gr_screen.gf_end_view_matrix)
#define gr_push_scale_matrix GR_CALL(*gr_screen.gf_push_scale_matrix)
#define gr_pop_scale_matrix GR_CALL(*gr_screen.gf_pop_scale_matrix)
#define gr_start_instance_matrix GR_CALL(*gr_screen.gf_start_instance_matrix)
#define gr_start_angles_instance_matrix GR_CALL(*gr_screen.gf_start_angles_instance_matrix)
#define gr_end_instance_matrix GR_CALL(*gr_screen.gf_end_instance_matrix)
#define gr_make_light GR_CALL(*gr_screen.gf_make_light)
#define gr_modify_light GR_CALL(*gr_screen.gf_modify_light)
#define gr_destroy_light GR_CALL(*gr_screen.gf_destroy_light)
#define gr_set_light GR_CALL(*gr_screen.gf_set_light)
#define gr_reset_lighting GR_CALL(*gr_screen.gf_reset_lighting)
#define gr_set_ambient_light GR_CALL(*gr_screen.gf_set_ambient_light)
#define gr_scene_texture_begin GR_CALL(*gr_screen.gf_scene_texture_begin)
#define gr_scene_texture_end GR_CALL(*gr_screen.gf_scene_texture_end)
#define gr_copy_effect_texture GR_CALL(*gr_screen.gf_copy_effect_texture)
#define gr_post_process_set_effect GR_CALL(*gr_screen.gf_post_process_set_effect)
#define gr_post_process_set_defaults GR_CALL(*gr_screen.gf_post_process_set_defaults)
#define gr_post_process_begin GR_CALL(*gr_screen.gf_post_process_begin)
#define gr_post_process_end GR_CALL(*gr_screen.gf_post_process_end)
#define gr_post_process_save_zbuffer GR_CALL(*gr_screen.gf_post_process_save_zbuffer)
#define gr_deferred_lighting_begin GR_CALL(*gr_screen.gf_deferred_lighting_begin)
#define gr_deferred_lighting_end GR_CALL(*gr_screen.gf_deferred_lighting_end)
#define gr_deferred_lighting_finish GR_CALL(*gr_screen.gf_deferred_lighting_finish)
#define gr_set_lighting GR_CALL(*gr_screen.gf_lighting)
#define gr_set_light_factor GR_CALL(*gr_screen.gf_set_light_factor)
#define gr_center_alpha GR_CALL(*gr_screen.gf_center_alpha)
#define gr_set_thrust_scale GR_CALL(*gr_screen.gf_set_thrust_scale)
#define gr_start_clip GR_CALL(*gr_screen.gf_start_clip_plane)
#define gr_end_clip GR_CALL(*gr_screen.gf_end_clip_plane)
#define gr_zbias GR_CALL(*gr_screen.gf_zbias)
#define gr_set_fill_mode GR_CALL(*gr_screen.gf_set_fill_mode)
#define gr_set_texture_panning GR_CALL(*gr_screen.gf_set_texture_panning)
#define gr_draw_line_list GR_CALL(*gr_screen.gf_draw_line_list)
#define gr_set_line_width GR_CALL(*gr_screen.gf_set_line_width)
#define gr_line_htl GR_CALL(*gr_screen.gf_line_htl)
#define gr_sphere_htl GR_CALL(*gr_screen.gf_sphere_htl)
#define gr_maybe_create_shader GR_CALL(*gr_screen.gf_maybe_create_shader)
#define gr_set_animated_effect GR_CALL(*gr_screen.gf_set_animated_effect)
#define gr_clear_states GR_CALL(*gr_screen.gf_clear_states)
#define gr_set_team_color GR_CALL(*gr_screen.gf_set_team_color)
#define gr_update_texture GR_CALL(*gr_screen.gf_update_texture)
#define gr_get_bitmap_from_texture GR_CALL(*gr_screen.gf_get_bitmap_from_texture)
#define gr_shadow_map_start GR_CALL(*gr_screen.gf_shadow_map_start)
#define gr_shadow_map_end GR_CALL(*gr_screen.gf_shadow_map_end)
// color functions
void gr_get_color( int *r, int *g, int b );
void gr_init_color(color *c, int r, int g, int b);
void gr_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type = AC_TYPE_HUD );
void gr_set_color( int r, int g, int b );
void gr_set_color_fast(color *dst);
// shader functions
void gr_create_shader(shader *shade, ubyte r, ubyte g, ubyte b, ubyte c);
void gr_set_shader(shader *shade);
uint gr_determine_model_shader_flags(
bool lighting,
bool fog,
bool textured,
bool in_shadow_map,
bool thruster_scale,
bool transform,
bool team_color_set,
int tmap_flags,
int spec_map,
int glow_map,
int normal_map,
int height_map,
int env_map,
int misc_map
);
// new bitmap functions
void gr_bitmap(int x, int y, int resize_mode = GR_RESIZE_FULL);
void gr_bitmap_uv(int _x, int _y, int _w, int _h, float _u0, float _v0, float _u1, float _v1, int resize_mode = GR_RESIZE_FULL);
void gr_bitmap_list(bitmap_2d_list* list, int n_bm, int resize_mode);
void gr_bitmap_list(bitmap_rect_list* list, int n_bm, int resize_mode);
// texture update functions
ubyte* gr_opengl_get_texture_update_pointer(int bitmap_handle);
void gr_opengl_update_texture(int bitmap_handle, int bpp, const ubyte* data, int width, int height);
// special function for drawing polylines. this function is specifically intended for
// polylines where each section is no more than 90 degrees away from a previous section.
// Moreover, it is _really_ intended for use with 45 degree angles.
void gr_pline_special(SCP_vector<vec3d> *pts, int thickness,int resize_mode=GR_RESIZE_FULL);
#define VB_FLAG_POSITION (1<<0)
#define VB_FLAG_RHW (1<<1) //incompatable with the next normal
#define VB_FLAG_NORMAL (1<<2)
#define VB_FLAG_DIFUSE (1<<3)
#define VB_FLAG_SPECULAR (1<<4)
#define VB_FLAG_UV1 (1<<5) //how many UV coords, only use one of these
#define VB_FLAG_UV2 (1<<6)
#define VB_FLAG_UV3 (1<<7)
#define VB_FLAG_UV4 (1<<8)
#define VB_FLAG_TANGENT (1<<9)
#define VB_FLAG_LARGE_INDEX (1<<10)
#define VB_FLAG_MODEL_ID (1<<11)
#define VB_FLAG_TRANS (1<<12)
struct vertex_format_data
{
enum vertex_format {
POSITION4,
POSITION3,
POSITION2,
SCREEN_POS,
COLOR3,
COLOR4,
TEX_COORD,
NORMAL,
TANGENT,
MODEL_ID,
RADIUS,
FVEC,
UVEC,
INTENSITY
};
vertex_format format_type;
uint stride;
void *data_src;
vertex_format_data(vertex_format i_format_type, uint i_stride, void *i_data_src) :
format_type(i_format_type), stride(i_stride), data_src(i_data_src) {}
};
class vertex_layout
{
SCP_vector<vertex_format_data> Vertex_components;
uint Vertex_mask;
public:
vertex_layout(): Vertex_mask(0) {}
uint get_num_vertex_components() { return Vertex_components.size(); }
vertex_format_data* get_vertex_component(uint index) { return &Vertex_components[index]; }
bool resident_vertex_format(vertex_format_data::vertex_format format_type) { return Vertex_mask & (1 << format_type) ? true : false; }
void add_vertex_component(vertex_format_data::vertex_format format_type, uint stride, void* src)
{
if ( resident_vertex_format(format_type) ) {
// we already have a vertex component of this format type
return;
}
Vertex_mask |= (1 << format_type);
Vertex_components.push_back(vertex_format_data(format_type, stride, src));
}
};
#endif
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