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ioquake3 porting
This commit is contained in:
parent
2704b798e2
commit
ca3340b158
449 changed files with 104109 additions and 77701 deletions
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@ -26,219 +26,160 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define REF_API_VERSION 8
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typedef struct dtiki_s dtiki_t;
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typedef struct skelAnimFrame_s skelAnimFrame_t;
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//
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// these are the functions exported by the refresh module
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//
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typedef struct {
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// called before the library is unloaded
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// if the system is just reconfiguring, pass destroyWindow = qfalse,
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// which will keep the screen from flashing to the desktop.
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void (*Shutdown)(qboolean destroyWindow);
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// called before the library is unloaded
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// if the system is just reconfiguring, pass destroyWindow = qfalse,
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// which will keep the screen from flashing to the desktop.
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void (*Shutdown)( qboolean destroyWindow );
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// All data that will be used in a level should be
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// registered before rendering any frames to prevent disk hits,
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// but they can still be registered at a later time
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// if necessary.
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//
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// BeginRegistration makes any existing media pointers invalid
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// and returns the current gl configuration, including screen width
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// and height, which can be used by the client to intelligently
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// size display elements
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void (*BeginRegistration)(glconfig_t* glConfigOut);
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qhandle_t(*RegisterModel)(const char* name);
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qhandle_t(*SpawnEffectModel)(const char* name, vec3_t pos, vec3_t axis[3]);
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qhandle_t(*RegisterServerModel)(const char* name);
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void (*UnregisterServerModel)(qhandle_t model);
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qhandle_t(*RegisterShader)(const char* name);
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qhandle_t(*RegisterShaderNoMip)(const char* name);
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qhandle_t(*RefreshShaderNoMip)(const char* name);
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// All data that will be used in a level should be
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// registered before rendering any frames to prevent disk hits,
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// but they can still be registered at a later time
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// if necessary.
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//
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// BeginRegistration makes any existing media pointers invalid
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// and returns the current gl configuration, including screen width
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// and height, which can be used by the client to intelligently
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// size display elements
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void (*BeginRegistration)( glconfig_t *config );
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qhandle_t (*RegisterModel)( const char *name );
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qhandle_t (*RegisterSkin)( const char *name );
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qhandle_t (*RegisterShader)( const char *name );
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qhandle_t (*RegisterShaderNoMip)( const char *name );
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void (*LoadWorld)( const char *name );
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// EndRegistration will draw a tiny polygon with each texture, forcing
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// them to be loaded into card memory
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void (*EndRegistration)();
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void (*FreeModels)();
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// the vis data is a large enough block of data that we go to the trouble
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// of sharing it with the clipmodel subsystem
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void (*SetWorldVisData)( const byte *vis );
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// the vis data is a large enough block of data that we go to the trouble
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// of sharing it with the clipmodel subsystem
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void (*SetWorldVisData)(const byte* vis);
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// EndRegistration will draw a tiny polygon with each texture, forcing
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// them to be loaded into card memory
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void (*EndRegistration)( void );
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void (*LoadWorld)(const char* name);
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void (*PrintBSPFileSizes)();
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int (*MapVersion)();
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void (*ClearScene)( void );
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void (*AddRefEntityToScene)( const refEntity_t *re );
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void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
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int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*RenderScene)( const refdef_t *fd );
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void (*ClearScene)(void);
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void (*AddRefEntityToScene)(const refEntity_t* re, int parentEntityNumber);
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void (*AddRefSpriteToScene)(const refEntity_t* ent);
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qboolean(*AddPolyToScene)(qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
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void (*AddTerrainMarkToScene)(int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
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void (*AddLightToScene)(const vec3_t org, float intensity, float r, float g, float b, int type);
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void (*RenderScene)(const refdef_t* fd);
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void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
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void (*DrawStretchPic) ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
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refEntity_t* (*GetRenderEntity)(int entityNumber);
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void (*SavePerformanceCounters)();
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void (*SetColor)(const float* rgba); // NULL = 1,1,1,1
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void (*Set2DWindow)(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f);
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void (*DrawStretchPic) (float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader); // 0 = white
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// Draw images for cinematic rendering, pass as 32 bit rgba
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void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*DrawTilePic)(float x, float y, float w, float h, qhandle_t hShader);
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void (*DrawTilePicOffset)(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY);
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void (*DrawTrianglePic)(vec2_t* points, vec2_t* texCoords, qhandle_t hShader);
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void (*DrawBackground)(int cols, int rows, int bgr, uint8_t* data);
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void (*BeginFrame)( stereoFrame_t stereoFrame );
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// Draw images for cinematic rendering, pass as 32 bit rgba
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void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, int components, const byte* data);
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void (*DebugLine)(const vec3_t start, const vec3_t end, float r, float g, float b, float alpha);
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void (*DrawBox)(float x, float y, float w, float h);
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void (*AddBox)(float x, float y, float w, float h);
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void (*BeginFrame)(stereoFrame_t stereoFrame);
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void (*Scissor)(int x, int y, int width, int height);
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void (*DrawLineLoop)(const vec2_t* points, int count, int stippleFactor, int stippleMask);
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// if the pointers are not NULL, timing info will be returned
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void (*EndFrame)(int* frontEndMsec, int* backEndMsec);
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// if the pointers are not NULL, timing info will be returned
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void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
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int (*MarkFragments)(int numPoints, const vec3_t* points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t* fragmentBuffer, float fRadiusSquared);
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int (*MarkFragmentsForInlineModel)(clipHandle_t bmodel, const vec3_t angles, const vec3_t origin, int numPoints,
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const vec3_t* points, const vec3_t projection, int maxPoints, vec3_t pointBuffer,
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int maxFragments, markFragment_t* fragmentBuffer, float radiusSquared);
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int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
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void (*GetInlineModelBounds)(int index, vec3_t mins, vec3_t maxs);
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void (*GetLightingForDecal)(vec3_t light, vec3_t facing, vec3_t origin);
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void (*GetLightingForSmoke)(vec3_t light, vec3_t origin);
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int (*R_GatherLightSources)(const vec3_t pos, vec3_t* lightPos, vec3_t* lightIntensity, int maxLights);
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int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
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float frac, const char *tagName );
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void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
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void (*ModelBounds)(qhandle_t model, vec3_t mins, vec3_t maxs);
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float (*ModelRadius)(qhandle_t handle);
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#ifdef __USEA3D
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void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
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#endif
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void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
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void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
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qboolean (*GetEntityToken)( char *buffer, int size );
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qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
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dtiki_t* (*R_Model_GetHandle)(qhandle_t handle);
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void (*DrawString)(const fontheader_t* font, const char* text, float x, float y, int maxLen, qboolean virtualScreen);
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float (*GetFontHeight)(const fontheader_t* font);
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float (*GetFontStringWidth)(const fontheader_t* font, char* string);
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fontheader_t* (*LoadFont)(const char* name);
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void (*SwipeBegin)(float thisTime, float life, qhandle_t hShader);
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void (*SwipePoint)(vec3_t point1, vec3_t point2, float time);
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void (*SwipeEnd)();
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void (*SetRenderTime)(int t);
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float (*Noise)(float x, float y, float z, float t);
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qboolean(*SetMode)(int mode, const glconfig_t* glConfig);
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void (*SetFullscreen)(qboolean fullScreen);
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int (*GetShaderWidth)(qhandle_t hShader);
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int (*GetShaderHeight)(qhandle_t hShader);
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char* (*GetGraphicsInfo)();
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void (*ForceUpdatePose)(refEntity_t* model);
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orientation_t(*TIKI_Orientation)(refEntity_t* model, int tagNum);
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qboolean(*TIKI_IsOnGround)(refEntity_t* model, int tagNum, float threshold);
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void (*SetFrameNumber)(int frameNumber);
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void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
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} refexport_t;
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//
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// these are the functions imported by the refresh module
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//
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typedef struct {
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// print message on the local console
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void (QDECL* Printf)(int printLevel, const char* fmt, ...);
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// print message on the local console
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void (QDECL *Printf)( int printLevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
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// abort the game
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void (QDECL* Error)(int errorLevel, const char* fmt, ...);
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// abort the game
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void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((noreturn, format (printf, 2, 3)));
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// milliseconds should only be used for profiling, never
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// for anything game related. Get time from the refdef
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int (*Milliseconds)(void);
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// milliseconds should only be used for profiling, never
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// for anything game related. Get time from the refdef
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int (*Milliseconds)( void );
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char* (*LV_ConvertString)(char* string);
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void (*Hunk_Clear)();
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// stack based memory allocation for per-level things that
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// won't be freed
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// stack based memory allocation for per-level things that
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// won't be freed
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#ifdef HUNK_DEBUG
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void* (*Hunk_AllocDebug)(size_t size, const char* label, const char* file, int line);
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void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
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#else
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void* (*Hunk_Alloc)(size_t size);
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void *(*Hunk_Alloc)( int size, ha_pref pref );
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#endif
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void* (*Hunk_AllocateTempMemory)(size_t size);
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void (*Hunk_FreeTempMemory)(void* block);
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void *(*Hunk_AllocateTempMemory)( int size );
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void (*Hunk_FreeTempMemory)( void *block );
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// dynamic memory allocator for things that need to be freed
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void* (*Malloc)(size_t bytes);
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void (*Free)(void* buf);
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void (*Clear)();
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// dynamic memory allocator for things that need to be freed
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void *(*Malloc)( int bytes );
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void (*Free)( void *buf );
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cvar_t* (*Cvar_Get)(const char* name, const char* value, int flags);
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void (*Cvar_Set)(const char* name, const char* value);
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void (*Cvar_SetDefault)(cvar_t* var, const char* varValue);
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cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
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void (*Cvar_Set)( const char *name, const char *value );
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void (*Cvar_SetValue) (const char *name, float value);
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void (*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
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void (*Cvar_SetDescription)( cvar_t *cv, const char *description );
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void (*Cmd_AddCommand)(const char* name, void (*command) (void));
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void (*Cmd_RemoveCommand)(const char* name);
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int (*Cvar_VariableIntegerValue) (const char *var_name);
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int (*Cmd_Argc) (void);
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char* (*Cmd_Argv) (int i);
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void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
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void (*Cmd_RemoveCommand)( const char *name );
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void (*Cmd_ExecuteText) (cbufExec_t exec_when, const char* text);
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int (*Cmd_Argc) (void);
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char *(*Cmd_Argv) (int i);
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// visualization for debugging collision detection
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void (*CM_DrawDebugSurface)(void (*drawPoly)(int color, int numPoints, float* points));
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void (*Cmd_ExecuteText) (int exec_when, const char *text);
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// a -1 return means the file does not exist
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// NULL can be passed for buf to just determine existance
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int (*FS_OpenFile)(const char* qpath, fileHandle_t* file, qboolean uniqueFILE, qboolean quiet);
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size_t(*FS_Read)(void* buffer, size_t len, fileHandle_t fileHandle);
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void (*FS_CloseFile)(fileHandle_t fileHandle);
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int (*FS_Seek)(fileHandle_t fileHandle, long offset, fsOrigin_t origin);
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int (*FS_FileIsInPAK)(const char* name, int* pCheckSum);
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int (*FS_ReadFile)(const char* name, void** buf);
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int (*FS_ReadFileEx)(const char* qpath, void** buffer, qboolean quiet);
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void (*FS_FreeFile)(void* buf);
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char** (*FS_ListFiles)(const char* name, const char* extension, qboolean wantSubs, int* numFiles);
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void (*FS_FreeFileList)(char** filelist);
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int (*FS_WriteFile)(const char* qpath, const void* buffer, int size);
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qboolean(*FS_FileExists)(const char* file);
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byte *(*CM_ClusterPVS)(int cluster);
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void (*CM_BoxTrace)(trace_t* results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, int model, int brushMask, int cylinder);
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int (*CM_TerrainSquareType)(int terrainPatch, int i, int j);
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char* (*CM_EntityString)();
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const char* (*CM_MapTime)();
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int (*CG_PermanentMark)(const vec3_t origin, const vec3_t dir, float orientation, float sScale, float tScale, float red, float green, float blue, float alpha, qboolean doLighting, float sCenter, float tCenter, markFragment_t* markFragments, void* polyVerts);
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int (*CG_PermanentTreadMarkDecal)(treadMark_t* treadMark, qboolean startSegment, qboolean doLighting, markFragment_t* markFragments, void* polyVerts);
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int (*CG_PermanentUpdateTreadMark)(treadMark_t* treadMark, float alpha, float minSegment, float maxSegment, float maxOffset, float texScale);
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void (*CG_ProcessInitCommands)(dtiki_t* tiki, refEntity_t* ent);
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void (*CG_EndTiki)(dtiki_t* tiki);
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void (*SetPerformanceCounters)(int totalTris, int totalVerts, int totalTexels, int worldTris, int worldVerts, int characterLights);
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// visualization for debugging collision detection
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void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
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debugline_t** DebugLines;
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int* numDebugLines;
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debugstring_t** DebugStrings;
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int* numDebugStrings;
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// a -1 return means the file does not exist
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// NULL can be passed for buf to just determine existence
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int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
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long (*FS_ReadFile)( const char *name, void **buf );
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void (*FS_FreeFile)( void *buf );
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char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
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void (*FS_FreeFileList)( char **filelist );
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void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
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qboolean (*FS_FileExists)( const char *file );
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orientation_t(*TIKI_OrientationInternal)(dtiki_t* tiki, int entNum, int tagNum, float scale);
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qboolean(*TIKI_IsOnGroundInternal)(dtiki_t* tiki, int entNum, int tagNum, float thresHold);
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void (*TIKI_SetPoseInternal)(void* skeletor, const frameInfo_t* frameInfo, const int* boneTag, const vec4_t* boneQuat, float actionWeight);
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void* (*TIKI_Alloc)(size_t size);
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float (*GetRadiusInternal)(dtiki_t* tiki, int entNum, float scale);
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float (*GetCentroidRadiusInternal)(dtiki_t* tiki, int entNum, float scale, vec3_t centroid);
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void (*GetFrameInternal)(dtiki_t* tiki, int entNum, skelAnimFrame_t* newFrame);
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// cinematic stuff
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void (*CIN_UploadCinematic)(int handle);
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int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status (*CIN_RunCinematic) (int handle);
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// SDL/ioq3 stuff
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void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
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// input event handling
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void (*IN_Init)(void* windowData);
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void (*IN_Shutdown)(void);
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void (*IN_Restart)(void);
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// input event handling
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void (*IN_Init)( void *windowData );
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void (*IN_Shutdown)( void );
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void (*IN_Restart)( void );
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// system stuff
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void (*Sys_SetEnv)(const char* name, const char* value);
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void (*Sys_GLimpSafeInit)(void);
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void (*Sys_GLimpInit)(void);
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qboolean(*Sys_LowPhysicalMemory)(void);
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// math
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long (*ftol)(float f);
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// system stuff
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void (*Sys_SetEnv)( const char *name, const char *value );
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void (*Sys_GLimpSafeInit)( void );
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void (*Sys_GLimpInit)( void );
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qboolean (*Sys_LowPhysicalMemory)( void );
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} refimport_t;
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@ -20,9 +20,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#pragma once
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#include "../cgame/tr_types.h"
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#ifndef __TR_TYPES_H
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#define __TR_TYPES_H
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#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
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@ -33,3 +32,188 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// and this is reflected by the value of MAX_REFENTITIES (which therefore is not a power-of-2)
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#define MAX_REFENTITIES ((1<<REFENTITYNUM_BITS) - 1)
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#define REFENTITYNUM_WORLD ((1<<REFENTITYNUM_BITS) - 1)
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// renderfx flags
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#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items)
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#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
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#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob)
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#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching
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|
||||
#define RF_CROSSHAIR 0x0010 // This item is a cross hair and will draw over everything similar to
|
||||
// DEPTHHACK in stereo rendering mode, with the difference that the
|
||||
// projection matrix won't be hacked to reduce the stereo separation as
|
||||
// is done for the gun.
|
||||
|
||||
#define RF_NOSHADOW 0x0040 // don't add stencil shadows
|
||||
|
||||
#define RF_LIGHTING_ORIGIN 0x0080 // use refEntity->lightingOrigin instead of refEntity->origin
|
||||
// for lighting. This allows entities to sink into the floor
|
||||
// with their origin going solid, and allows all parts of a
|
||||
// player to get the same lighting
|
||||
|
||||
#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
|
||||
#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
|
||||
// animation without needing to know the frame count
|
||||
|
||||
// refdef flags
|
||||
#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen
|
||||
#define RDF_HYPERSPACE 0x0004 // teleportation effect
|
||||
|
||||
typedef struct {
|
||||
vec3_t xyz;
|
||||
float st[2];
|
||||
byte modulate[4];
|
||||
} polyVert_t;
|
||||
|
||||
typedef struct poly_s {
|
||||
qhandle_t hShader;
|
||||
int numVerts;
|
||||
polyVert_t *verts;
|
||||
} poly_t;
|
||||
|
||||
typedef enum {
|
||||
RT_MODEL,
|
||||
RT_POLY,
|
||||
RT_SPRITE,
|
||||
RT_BEAM,
|
||||
RT_RAIL_CORE,
|
||||
RT_RAIL_RINGS,
|
||||
RT_LIGHTNING,
|
||||
RT_PORTALSURFACE, // doesn't draw anything, just info for portals
|
||||
|
||||
RT_MAX_REF_ENTITY_TYPE
|
||||
} refEntityType_t;
|
||||
|
||||
typedef struct {
|
||||
refEntityType_t reType;
|
||||
int renderfx;
|
||||
|
||||
qhandle_t hModel; // opaque type outside refresh
|
||||
|
||||
// most recent data
|
||||
vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
|
||||
float shadowPlane; // projection shadows go here, stencils go slightly lower
|
||||
|
||||
vec3_t axis[3]; // rotation vectors
|
||||
qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale
|
||||
float origin[3]; // also used as MODEL_BEAM's "from"
|
||||
int frame; // also used as MODEL_BEAM's diameter
|
||||
|
||||
// previous data for frame interpolation
|
||||
float oldorigin[3]; // also used as MODEL_BEAM's "to"
|
||||
int oldframe;
|
||||
float backlerp; // 0.0 = current, 1.0 = old
|
||||
|
||||
// texturing
|
||||
int skinNum; // inline skin index
|
||||
qhandle_t customSkin; // NULL for default skin
|
||||
qhandle_t customShader; // use one image for the entire thing
|
||||
|
||||
// misc
|
||||
byte shaderRGBA[4]; // colors used by rgbgen entity shaders
|
||||
float shaderTexCoord[2]; // texture coordinates used by tcMod entity modifiers
|
||||
float shaderTime; // subtracted from refdef time to control effect start times
|
||||
|
||||
// extra sprite information
|
||||
float radius;
|
||||
float rotation;
|
||||
} refEntity_t;
|
||||
|
||||
|
||||
#define MAX_RENDER_STRINGS 8
|
||||
#define MAX_RENDER_STRING_LENGTH 32
|
||||
|
||||
typedef struct {
|
||||
int x, y, width, height;
|
||||
float fov_x, fov_y;
|
||||
vec3_t vieworg;
|
||||
vec3_t viewaxis[3]; // transformation matrix
|
||||
|
||||
// time in milliseconds for shader effects and other time dependent rendering issues
|
||||
int time;
|
||||
|
||||
int rdflags; // RDF_NOWORLDMODEL, etc
|
||||
|
||||
// 1 bits will prevent the associated area from rendering at all
|
||||
byte areamask[MAX_MAP_AREA_BYTES];
|
||||
|
||||
// text messages for deform text shaders
|
||||
char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
|
||||
} refdef_t;
|
||||
|
||||
|
||||
typedef enum {
|
||||
STEREO_CENTER,
|
||||
STEREO_LEFT,
|
||||
STEREO_RIGHT
|
||||
} stereoFrame_t;
|
||||
|
||||
|
||||
/*
|
||||
** glconfig_t
|
||||
**
|
||||
** Contains variables specific to the OpenGL configuration
|
||||
** being run right now. These are constant once the OpenGL
|
||||
** subsystem is initialized.
|
||||
*/
|
||||
typedef enum {
|
||||
TC_NONE,
|
||||
TC_S3TC, // this is for the GL_S3_s3tc extension.
|
||||
TC_S3TC_ARB // this is for the GL_EXT_texture_compression_s3tc extension.
|
||||
} textureCompression_t;
|
||||
|
||||
typedef enum {
|
||||
GLDRV_ICD, // driver is integrated with window system
|
||||
// WARNING: there are tests that check for
|
||||
// > GLDRV_ICD for minidriverness, so this
|
||||
// should always be the lowest value in this
|
||||
// enum set
|
||||
GLDRV_STANDALONE, // driver is a non-3Dfx standalone driver
|
||||
GLDRV_VOODOO // driver is a 3Dfx standalone driver
|
||||
} glDriverType_t;
|
||||
|
||||
typedef enum {
|
||||
GLHW_GENERIC, // where everything works the way it should
|
||||
GLHW_3DFX_2D3D, // Voodoo Banshee or Voodoo3, relevant since if this is
|
||||
// the hardware type then there can NOT exist a secondary
|
||||
// display adapter
|
||||
GLHW_RIVA128, // where you can't interpolate alpha
|
||||
GLHW_RAGEPRO, // where you can't modulate alpha on alpha textures
|
||||
GLHW_PERMEDIA2 // where you don't have src*dst
|
||||
} glHardwareType_t;
|
||||
|
||||
typedef struct {
|
||||
char renderer_string[MAX_STRING_CHARS];
|
||||
char vendor_string[MAX_STRING_CHARS];
|
||||
char version_string[MAX_STRING_CHARS];
|
||||
char extensions_string[BIG_INFO_STRING];
|
||||
|
||||
int maxTextureSize; // queried from GL
|
||||
int numTextureUnits; // multitexture ability
|
||||
|
||||
int colorBits, depthBits, stencilBits;
|
||||
|
||||
glDriverType_t driverType;
|
||||
glHardwareType_t hardwareType;
|
||||
|
||||
qboolean deviceSupportsGamma;
|
||||
textureCompression_t textureCompression;
|
||||
qboolean textureEnvAddAvailable;
|
||||
|
||||
int vidWidth, vidHeight;
|
||||
// aspect is the screen's physical width / height, which may be different
|
||||
// than scrWidth / scrHeight if the pixels are non-square
|
||||
// normal screens should be 4/3, but wide aspect monitors may be 16/9
|
||||
float windowAspect;
|
||||
|
||||
int displayFrequency;
|
||||
|
||||
// synonymous with "does rendering consume the entire screen?", therefore
|
||||
// a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that
|
||||
// used CDS.
|
||||
qboolean isFullscreen;
|
||||
qboolean stereoEnabled;
|
||||
qboolean smpActive; // UNUSED, present for compatibility
|
||||
} glconfig_t;
|
||||
|
||||
#endif // __TR_TYPES_H
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue