File: gl_backend.h

package info (click to toggle)
nexuiz 2.5.2-2
  • links: PTS, VCS
  • area: main
  • in suites: squeeze
  • size: 7,000 kB
  • ctags: 14,190
  • sloc: ansic: 120,037; pascal: 437; makefile: 252; objc: 245; sh: 28
file content (129 lines) | stat: -rw-r--r-- 6,769 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129

#ifndef GL_BACKEND_H
#define GL_BACKEND_H

// how many texture units to track state on (backendunits/backendimageunits/backendarrayunits are limited to this value)
#define MAX_TEXTUREUNITS 64

#define POLYGONELEMENTS_MAXPOINTS 258
extern unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
#define QUADELEMENTS_MAXQUADS 128
extern unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];

void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out);
void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double zNear, double zFar, const double *nearplane);
void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double zNear, double zFar, const double *nearplane);
void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double zNear, const double *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_SetViewport(const r_viewport_t *v);
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_DepthRange(float nearfrac, float farfrac);
void GL_PolygonOffset(float planeoffset, float depthoffset);
void GL_CullFace(int state);
void GL_AlphaTest(int 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_LockArrays(int first, int count);
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);

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_lockarrays;
extern cvar_t gl_mesh_copyarrays;
extern cvar_t gl_paranoid;
extern cvar_t gl_printcheckerror;

//input to R_Mesh_TextureState
typedef struct rmeshstate_s
{
	// textures
	int tex1d[MAX_TEXTUREUNITS];
	int tex[MAX_TEXTUREUNITS];
	int tex3d[MAX_TEXTUREUNITS];
	int texcubemap[MAX_TEXTUREUNITS];
	int texrectangle[MAX_TEXTUREUNITS];
	// texture combine settings
	int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
	int texalphascale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
	int texcombinergb[MAX_TEXTUREUNITS]; // works with or without combine for some operations
	int texcombinealpha[MAX_TEXTUREUNITS]; // does nothing without combine
	// matrices
	matrix4x4_t texmatrix[MAX_TEXTUREUNITS];
	// pointers
	const float *pointer_texcoord[MAX_TEXTUREUNITS]; // 2D
	const float *pointer_texcoord3f[MAX_TEXTUREUNITS]; // 3D
	int pointer_texcoord_bufferobject[MAX_TEXTUREUNITS]; // 2D and 3D
	size_t pointer_texcoord_bufferoffset[MAX_TEXTUREUNITS]; // 2D and 3D
}
rmeshstate_t;

// adds console variables and registers the render module (only call from GL_Init)
void gl_backend_init(void);

// starts mesh rendering for the frame
void R_Mesh_Start(void);

// ends mesh rendering for the frame
// (only valid after R_Mesh_Start)
void R_Mesh_Finish(void);

// allocates a static element array buffer object
// (storing triangle data in video memory)
int R_Mesh_CreateStaticEBO(void *data, size_t size);
// frees an element array buffer object
void R_Mesh_DestroyEBO(int bufferobject);
// allocates a static vertex/element array buffer object
// (storing vertex or element data in video memory)
// target is GL_ELEMENT_ARRAY_BUFFER_ARB (triangle elements)
// or GL_ARRAY_BUFFER_ARB (vertex data)
int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name);
// frees a vertex/element array buffer object
void R_Mesh_DestroyBufferObject(int bufferobject);
void GL_Mesh_ListVBOs(qboolean printeach);

// sets up the requested vertex transform matrix
void R_Mesh_Matrix(const matrix4x4_t *matrix);
// sets the vertex array pointer
void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset);
// sets the color array pointer (GL_Color only works when this is NULL)
void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset);
// sets the texcoord array pointer for an array unit
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset);
// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle);
// sets these are like TexBindAll with only one of the texture indices non-zero
// (binds one texture type and unbinds all other types)
void R_Mesh_TexBind1D(unsigned int unitnum, int texnum);
void R_Mesh_TexBind(unsigned int unitnum, int texnum);
void R_Mesh_TexBind3D(unsigned int unitnum, int texnum);
void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum);
void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum);
// sets the texcoord matrix for a texenv unit
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 the requested texture state
void R_Mesh_TextureState(const rmeshstate_t *m);
// set up a blank texture state (faster/easier specialized version of R_Mesh_TextureState)
void R_Mesh_ResetTextureState(void);

// renders a mesh
void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s);

// 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 gammacorrect);
// used by R_Envmap_f and internally in backend, clears the frame
void R_ClearScreen(qboolean fogcolor);

#endif