15#define POLYGONELEMENTS_MAXPOINTS 258
18#define QUADELEMENTS_MAXQUADS 128
24void R_Viewport_InitOrtho(
r_viewport_t *
v,
const matrix4x4_t *cameramatrix,
int x,
int y,
int width,
int height,
float x1,
float y1,
float x2,
float y2,
float zNear,
float zFar,
const float *nearplane);
25void R_Viewport_InitOrtho3D(
r_viewport_t *
v,
const matrix4x4_t *cameramatrix,
int x,
int y,
int width,
int height,
float frustumx,
float frustumy,
float nearclip,
float farclip,
const float *nearplane);
26void R_Viewport_InitPerspective(
r_viewport_t *
v,
const matrix4x4_t *cameramatrix,
int x,
int y,
int width,
int height,
float frustumx,
float frustumy,
float zNear,
float zFar,
const float *nearplane);
45void GL_Color(
float cr,
float cg,
float cb,
float ca);
49void GL_Clear(
int mask,
const float *colorvalue,
float depthvalue,
int stencilvalue);
58unsigned 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);
84void R_Mesh_PrepareVertices_Mesh_Arrays(
int numvertices,
const float *vertex3f,
const float *svector3f,
const float *tvector3f,
const float *normal3f,
const float *color4f,
const float *texcoordtexture2f,
const float *texcoordlightmap2f);
106void R_Mesh_Draw(
int firstvertex,
int numvertices,
int firsttriangle,
int numtriangles,
const int *element3i,
const r_meshbuffer_t *element3i_indexbuffer,
int element3i_bufferoffset,
const unsigned short *element3s,
const r_meshbuffer_t *element3s_indexbuffer,
int element3s_bufferoffset);
109qbool SCR_ScreenShot(
char *filename,
unsigned char *buffer1,
unsigned char *buffer2,
int x,
int y,
int width,
int height,
qbool flipx,
qbool flipy,
qbool flipdiagonal,
qbool jpeg,
qbool png,
qbool gammacorrect,
qbool keep_alpha);
unsigned short quadelement3s[QUADELEMENTS_MAXQUADS *6]
void GL_CaptureVideo_BeginVideo(void)
void GL_ActiveTexture(unsigned int num)
void R_EntityMatrix(const matrix4x4_t *matrix)
float gl_modelviewprojection16f[16]
void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset)
matrix4x4_t gl_modelmatrix
void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
void GL_BlendEquationSubtract(qbool negated)
void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
void GL_CullFace(int state)
void GL_ColorMask(int r, int g, int b, int a)
unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2) *3]
void R_ClearScreen(qbool fogcolor)
void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
void GL_DepthMask(int state)
void R_GetViewport(r_viewport_t *v)
int R_Mesh_TexBound(unsigned int unitnum, int id)
void GL_Backend_FreeProgram(unsigned int prog)
matrix4x4_t gl_modelviewprojectionmatrix
void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2) *3]
void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, float zFar, const float *nearplane)
void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
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_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
void R_SetStencil(qbool enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
void GL_DepthFunc(int state)
void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
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, int offsetx, int offsety)
void GL_Mesh_ListVBOs(qbool printeach)
void R_Mesh_ClearBindingsForTexture(int texnum)
void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
void GL_DepthTest(int state)
void GL_DepthRange(float nearfrac, float farfrac)
void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
cvar_t gl_printcheckerror
void R_Mesh_SetRenderTargets(int fbo)
int quadelement3i[QUADELEMENTS_MAXQUADS *6]
void GL_PolygonOffset(float planeoffset, float depthoffset)
r_meshbuffer_t * R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qbool isindexbuffer, qbool isuniformbuffer, qbool isdynamic, qbool isindex16)
int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
void GL_CaptureVideo_EndVideo(void)
void R_SetViewport(const r_viewport_t *v)
matrix4x4_t gl_modelviewmatrix
void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
void R_Mesh_ResetTextureState(void)
void GL_CaptureVideo_VideoFrame(int newframestepframenum)
matrix4x4_t gl_projectionmatrix
void GL_Color(float cr, float cg, float cb, float ca)
void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
void GL_BlendFunc(int blendfunc1, int blendfunc2)
qbool R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
#define QUADELEMENTS_MAXQUADS
qbool SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, int x, int y, int width, int height, qbool flipx, qbool flipy, qbool flipdiagonal, qbool jpeg, qbool png, qbool gammacorrect, qbool keep_alpha)
#define POLYGONELEMENTS_MAXPOINTS
void GL_AlphaToCoverage(qbool state)
void GL_Scissor(int x, int y, int width, int height)
float gl_modelview16f[16]
void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
qbool gl_modelmatrixchanged
void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float zNear, float zFar, const float *nearplane)
void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset)
matrix4x4_t gl_viewmatrix
void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, const float *nearplane)
void R_Mesh_DestroyFramebufferObject(int fbo)
void GL_ScissorTest(int state)
void gl_backend_init(void)
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)
GLenum GLsizei GLsizei height
GLint GLenum GLsizei GLsizei GLint border
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLenum GLint GLint y
GLint GLenum GLboolean GLsizei stride
GLsizeiptr const GLvoid * data
GLuint GLuint GLintptr offset