DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
gl_backend.h
Go to the documentation of this file.
1
2#ifndef GL_BACKEND_H
3#define GL_BACKEND_H
4
11extern float gl_modelview16f[16];
12extern float gl_modelviewprojection16f[16];
14
15#define POLYGONELEMENTS_MAXPOINTS 258
17extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
18#define QUADELEMENTS_MAXQUADS 128
20extern unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
21
22void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out);
23qbool R_ScissorForBBox(const float *mins, const float *maxs, int *scissor);
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);
27void 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);
28void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane);
29void 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);
30void R_SetViewport(const r_viewport_t *v);
32void GL_Finish(void);
33
34void GL_BlendFunc(int blendfunc1, int blendfunc2);
36void GL_DepthMask(int state);
37void GL_DepthTest(int state);
38void GL_DepthFunc(int state);
39void GL_DepthRange(float nearfrac, float farfrac);
40void R_SetStencil(qbool enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask);
41void GL_PolygonOffset(float planeoffset, float depthoffset);
42void GL_CullFace(int state);
43void GL_AlphaToCoverage(qbool state);
44void GL_ColorMask(int r, int g, int b, int a);
45void GL_Color(float cr, float cg, float cb, float ca);
46void GL_ActiveTexture(unsigned int num);
47void GL_Scissor(int x, int y, int width, int height);
48void GL_ScissorTest(int state);
49void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue);
50void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels);
52void GL_CaptureVideo_VideoFrame(int newframestepframenum);
54int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4);
56void R_Mesh_SetRenderTargets(int fbo);
57
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);
59void GL_Backend_FreeProgram(unsigned int prog);
60
61extern cvar_t gl_debug;
62extern cvar_t gl_paranoid;
64
65// adds console variables and registers the render module (only call from GL_Init)
66void gl_backend_init(void);
67
68// starts mesh rendering for the frame
69void R_Mesh_Start(void);
70
71// ends mesh rendering for the frame
72// (only valid after R_Mesh_Start)
73void R_Mesh_Finish(void);
74
75
76// vertex buffer and index buffer creation/updating/freeing
77r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qbool isindexbuffer, qbool isuniformbuffer, qbool isdynamic, qbool isindex16);
78void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset);
80void GL_Mesh_ListVBOs(qbool printeach);
81
82void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset);
83void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f);
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);
85
86// sets up the requested vertex transform matrix
87void R_EntityMatrix(const matrix4x4_t *matrix);
88// sets the vertex array pointer
89void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset);
90// sets the color array pointer (GL_Color only works when this is NULL)
91void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset);
92// sets the texcoord array pointer for an array unit, if GL_UNSIGNED_BYTE | 0x80000000 is specified it will be an unnormalized type (integer values)
93void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset);
94// returns current texture bound to this identifier
95int R_Mesh_TexBound(unsigned int unitnum, int id);
96// copies a section of the framebuffer to a 2D texture
97void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height);
98// bind a given texture to a given image unit
99void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex);
100// set up a blank texture state (unbinds all textures, texcoord pointers, and resets combine settings)
101void R_Mesh_ResetTextureState(void);
102// before a texture is freed, make sure there are no references to it
103void R_Mesh_ClearBindingsForTexture(int texnum);
104
105// renders a mesh
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);
107
108// saves a section of the rendered frame to a .tga or .jpg file
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);
110// used by R_Envmap_f and internally in backend, clears the frame
111void R_ClearScreen(qbool fogcolor);
112
113#endif
114
vector size
vector mins
vector maxs
unsigned short quadelement3s[QUADELEMENTS_MAXQUADS *6]
Definition gl_backend.c:243
void GL_CaptureVideo_BeginVideo(void)
void R_Mesh_Start(void)
void GL_ActiveTexture(unsigned int num)
void R_EntityMatrix(const matrix4x4_t *matrix)
Definition gl_rmain.c:4417
float gl_modelviewprojection16f[16]
Definition gl_backend.c:30
void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset)
matrix4x4_t gl_modelmatrix
Definition gl_backend.c:24
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]
Definition gl_backend.c:241
void R_ClearScreen(qbool fogcolor)
Definition cl_screen.c:1534
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)
Definition gl_backend.c:922
int R_Mesh_TexBound(unsigned int unitnum, int id)
void GL_Backend_FreeProgram(unsigned int prog)
matrix4x4_t gl_modelviewprojectionmatrix
Definition gl_backend.c:28
void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
void R_Mesh_Finish(void)
int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2) *3]
Definition gl_backend.c:240
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)
Definition gl_backend.c:677
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)
Definition gl_backend.c:843
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)
Definition gl_backend.c:869
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)
Definition gl_backend.c:383
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)
Definition gl_backend.c:635
void GL_Finish(void)
Definition gl_backend.c:399
cvar_t gl_printcheckerror
Definition gl_backend.c:9
void R_Mesh_SetRenderTargets(int fbo)
int quadelement3i[QUADELEMENTS_MAXQUADS *6]
Definition gl_backend.c:242
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)
Definition gl_backend.c:960
void GL_CaptureVideo_EndVideo(void)
void R_SetViewport(const r_viewport_t *v)
Definition gl_backend.c:897
matrix4x4_t gl_modelviewmatrix
Definition gl_backend.c:26
void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
cvar_t gl_debug
Definition gl_backend.c:7
void R_Mesh_ResetTextureState(void)
void GL_CaptureVideo_VideoFrame(int newframestepframenum)
matrix4x4_t gl_projectionmatrix
Definition gl_backend.c:27
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)
Definition gl_backend.c:430
#define QUADELEMENTS_MAXQUADS
Definition gl_backend.h:18
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)
Definition cl_screen.c:1443
#define POLYGONELEMENTS_MAXPOINTS
Definition gl_backend.h:15
void GL_AlphaToCoverage(qbool state)
void GL_Scissor(int x, int y, int width, int height)
float gl_modelview16f[16]
Definition gl_backend.c:29
void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
qbool gl_modelmatrixchanged
Definition gl_backend.c:31
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)
Definition gl_backend.c:587
void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset)
matrix4x4_t gl_viewmatrix
Definition gl_backend.c:25
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)
Definition gl_backend.c:719
cvar_t gl_paranoid
Definition gl_backend.c:8
r_viewport_t gl_viewport
Definition gl_backend.c:23
void R_Mesh_DestroyFramebufferObject(int fbo)
void GL_ScissorTest(int state)
void gl_backend_init(void)
Definition gl_backend.c:339
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 width
Definition glquake.h:622
GLenum GLsizei GLsizei height
Definition glquake.h:622
GLint GLenum GLsizei GLsizei GLint border
Definition glquake.h:647
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
Definition glquake.h:609
GLuint buffer
Definition glquake.h:630
const GLdouble * v
Definition glquake.h:762
GLint GLenum GLint GLint y
Definition glquake.h:651
GLenum GLvoid ** pointer
Definition glquake.h:714
GLint GLenum GLboolean GLsizei stride
Definition glquake.h:797
GLint GLenum GLint x
Definition glquake.h:651
GLsizeiptr const GLvoid * data
Definition glquake.h:639
GLenum zfail
Definition glquake.h:731
GLuint GLuint GLintptr offset
Definition glquake.h:632
const GLchar * name
Definition glquake.h:601
GLenum GLenum zpass
Definition glquake.h:731
bool qbool
Definition qtypes.h:9
vec_t vec4_t[4]
Definition qtypes.h:72
dp_FragColor r
dp_FragColor g
vec3 y2
vec3 x2
dp_FragColor b
vec3 x1
ret a
Definition cvar.h:66