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gl_local.h
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/*
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_local.h -- private refresh defs
#ifndef __GL_LOCAL_H__
#define __GL_LOCAL_H__
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else // __APPLE__
#include <GL/gl.h>
#ifdef __GNUC__
#include <GL/glext.h>
#endif // __GNUC__
#ifdef FRAMEBUFFERS
#include "GL/glext.h"
#endif
#ifndef _WIN32
#include <GL/glx.h>
#endif // _WIN32
#endif // __APPLE__
#include "gl_texture.h"
#ifdef FRAMEBUFFERS
#include "gl_framebuffer.h"
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
void GL_BeginRendering (int *x, int *y, int *width, int *height);
void GL_EndRendering (void);
typedef struct {
float x, y, z;
float s, t;
float r, g, b;
} glvert_t;
extern glvert_t glv;
extern int glx, gly, glwidth, glheight;
#define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0)
// normalizing factor so player model works out to about
// 1 pixel per triangle
#define MAX_LBM_HEIGHT 480
#define SKYSHIFT 7
#define SKYSIZE (1 << SKYSHIFT)
#define SKYMASK (SKYSIZE - 1)
#define BACKFACE_EPSILON 0.01
void R_TimeRefresh_f (void);
texture_t *R_TextureAnimation (texture_t *base);
//====================================================
void QMB_InitParticles(void);
void QMB_ClearParticles(void);
void QMB_DrawParticles(void);
void QMB_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void QMB_ParticleTrail (vec3_t start, vec3_t end, vec3_t *, trail_type_t type);
void QMB_ParticleRailTrail (vec3_t start, vec3_t end, int color_num);
void QMB_BlobExplosion (vec3_t org);
void QMB_ParticleExplosion (vec3_t org);
void QMB_LavaSplash (vec3_t org);
void QMB_TeleportSplash (vec3_t org);
void QMB_DetpackExplosion (vec3_t org);
void QMB_InfernoFlame (vec3_t org);
void QMB_StaticBubble (entity_t *ent);
extern qbool qmb_initialized;
//====================================================
extern entity_t r_worldentity;
extern qbool r_cache_thrash; // compatability
extern vec3_t modelorg, r_entorigin;
extern entity_t *currententity;
extern int r_visframecount;
extern int r_framecount;
extern mplane_t frustum[4];
extern int c_brush_polys, c_alias_polys;
// view origin
extern vec3_t vup;
extern vec3_t vpn;
extern vec3_t vright;
extern vec3_t r_origin;
// screen size info
extern refdef_t r_refdef;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2; // for watervis hack
extern texture_t *r_notexture_mip;
extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
extern int particletexture;
extern int netgraphtexture;
extern int playertextures;
extern int playernmtextures[MAX_CLIENTS];
extern int playerfbtextures[MAX_CLIENTS];
#define MAX_SKYBOXTEXTURES 6
extern int skyboxtextures[MAX_SKYBOXTEXTURES];
extern int skytexturenum; // index in cl.loadmodel, not gl texture object
extern int underwatertexture, detailtexture;
extern int shelltexture;
// Tomaz - Fog Begin
extern cvar_t gl_fogenable;
extern cvar_t gl_fogstart;
extern cvar_t gl_fogend;
extern cvar_t gl_fogred;
extern cvar_t gl_fogblue;
extern cvar_t gl_foggreen;
extern cvar_t gl_fogsky;
// Tomaz - Fog End
extern cvar_t r_drawentities;
extern cvar_t r_drawworld;
extern cvar_t r_drawflame;
extern cvar_t r_speeds;
extern cvar_t r_fullbright;
extern cvar_t r_lightmap;
extern cvar_t r_shadows;
extern cvar_t r_mirroralpha;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
extern cvar_t r_novis;
extern cvar_t r_netgraph;
extern cvar_t r_netstats;
extern cvar_t r_fullbrightSkins;
extern cvar_t r_enemyskincolor;
extern cvar_t r_teamskincolor;
extern cvar_t r_skincolormode;
extern cvar_t r_fastsky;
extern cvar_t r_skycolor;
extern cvar_t r_farclip;
extern cvar_t r_nearclip;
extern cvar_t r_drawflat;
extern cvar_t r_wallcolor;
extern cvar_t r_floorcolor;
extern cvar_t r_bloom;
extern cvar_t r_bloom_alpha;
extern cvar_t r_bloom_diamond_size;
extern cvar_t r_bloom_intensity;
extern cvar_t r_bloom_darken;
extern cvar_t r_bloom_sample_size;
extern cvar_t r_bloom_fast_sample;
extern cvar_t r_skyname;
extern cvar_t gl_caustics;
extern cvar_t gl_detail;
extern cvar_t gl_waterfog;
extern cvar_t gl_waterfog_density;
extern cvar_t gl_subdivide_size;
extern cvar_t gl_clear;
extern cvar_t gl_cull;
extern cvar_t gl_smoothmodels;
extern cvar_t gl_affinemodels;
extern cvar_t gl_polyblend;
extern cvar_t gl_flashblend;
extern cvar_t gl_rl_globe;
extern cvar_t gl_nocolors;
extern cvar_t gl_finish;
extern cvar_t gl_fb_bmodels;
extern cvar_t gl_fb_models;
extern cvar_t gl_lightmode;
extern cvar_t gl_solidparticles;
extern cvar_t gl_squareparticles;
extern cvar_t gl_playermip;
extern cvar_t gl_part_explosions;
extern cvar_t gl_part_trails;
extern cvar_t gl_part_spikes;
extern cvar_t gl_part_gunshots;
extern cvar_t gl_part_blood;
extern cvar_t gl_part_telesplash;
extern cvar_t gl_part_blobs;
extern cvar_t gl_part_lavasplash;
extern cvar_t gl_part_inferno;
extern cvar_t gl_part_detpackexplosion_fire_color;
extern cvar_t gl_part_detpackexplosion_ray_color;
extern cvar_t gl_powerupshells;
extern cvar_t gl_powerupshells_style;
extern cvar_t gl_powerupshells_size;
extern cvar_t gl_gammacorrection;
extern cvar_t gl_modulate;
extern cvar_t gl_max_size, gl_scaleModelTextures, gl_scaleTurbTextures, gl_miptexLevel;
extern cvar_t gl_externalTextures_world, gl_externalTextures_bmodels;
extern int lightmode; // set to gl_lightmode on mapchange
extern float r_world_matrix[16];
extern const char *gl_vendor;
extern const char *gl_renderer;
extern const char *gl_version;
extern const char *gl_extensions;
#define ISUNDERWATER(x) ((x) == CONTENTS_WATER || (x) == CONTENTS_SLIME || (x) == CONTENTS_LAVA)
//#define TruePointContents(p) CM_HullPointContents(&cl.worldmodel->hulls[0], 0, p)
#define TruePointContents(p) CM_HullPointContents(&cl.clipmodels[1]->hulls[0], 0, p) // ?TONIK?
// gl_warp.c
void GL_SubdivideSurface (msurface_t *fa);
void GL_BuildSkySurfacePolys (msurface_t *fa);
void EmitBothSkyLayers (msurface_t *fa);
void EmitWaterPolys (msurface_t *fa);
void EmitSkyPolys (msurface_t *fa, qbool mtex);
void CalcCausticTexCoords(float *v, float *s, float *t);
void EmitCausticsPolys (void);
void R_DrawSkyChain (void);
void R_DrawSky (void);
void R_LoadSky_f(void);
void R_AddSkyBoxSurface (msurface_t *fa);
void R_InitSky (texture_t *mt); // called at level load
extern qbool r_skyboxloaded;
// gl_draw.c
void GL_Set2D (void);
// gl_rmain.c
qbool R_CullBox (vec3_t mins, vec3_t maxs);
qbool R_CullSphere (vec3_t centre, float radius);
void R_RotateForEntity (entity_t *e);
void R_PolyBlend (void);
void R_BrightenScreen (void);
void R_DrawEntitiesOnList (visentlist_t *vislist);
void GL_PolygonOffset (float factor, float units);
// gl_rlight.c
void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
void R_AnimateLight (void);
void R_RenderDlights (void);
int R_LightPoint (vec3_t p);
// gl_refrag.c
void R_StoreEfrags (efrag_t **ppefrag);
// gl_mesh.c
void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr);
// gl_rsurf.c
#define MAX_LIGHTMAPS 128
void EmitDetailPolys (void);
void R_DrawBrushModel (entity_t *e);
void R_DrawWorld (void);
void R_DrawWaterSurfaces (void);
void R_DrawAlphaChain (void);
void GL_BuildLightmaps (void);
qbool R_FullBrightAllowed(void);
void R_Check_R_FullBright(void);
// gl_ngraph.c
//void R_NetGraph (void); // HUD -> hexum
#define MAX_NET_GRAPHHEIGHT 256
void R_MQW_NetGraph(int outgoing_sequence, int incoming_sequence, int *packet_latency,
int lost, int minping, int avgping, int maxping, int devping,
int posx, int posy, int width, int height, int revx, int revy);
// gl_rmisc.c
void R_InitOtherTextures(void);
//vid_common_gl.c
//anisotropic filtering
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif
//multitexturing
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
#define GL_TEXTURE2_ARB 0x84C2
#define GL_TEXTURE3_ARB 0x84C3
#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
//texture compression
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
//sRGB gamma correction
#define GL_SRGB8 0x8C41
#define GL_SRGB8_ALPHA8 0x8C43
#define GL_FRAMEBUFFER_SRGB 0x8DB9
//combine extension
#define GL_COMBINE_EXT 0x8570
#define GL_COMBINE_RGB_EXT 0x8571
#define GL_RGB_SCALE_EXT 0x8573
typedef void (APIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
typedef void (APIENTRY *lpSelTexFUNC) (GLenum);
extern lpMTexFUNC qglMultiTexCoord2f;
extern lpSelTexFUNC qglActiveTexture;
extern float gldepthmin, gldepthmax;
extern byte color_white[4], color_black[4];
extern qbool gl_mtexable;
extern int gl_textureunits;
extern qbool gl_combine, gl_add_ext;
extern qbool gl_support_arb_texture_non_power_of_two;
qbool CheckExtension (const char *extension);
void Check_Gamma (unsigned char *pal);
void VID_SetPalette (unsigned char *palette);
void GL_Init (void);
#endif /* !__GL_LOCAL_H__ */