/* 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 // disable data conversion warnings #pragma warning(disable : 4244) // MIPS #pragma warning(disable : 4136) // X86 #pragma warning(disable : 4051) // ALPHA #ifdef _WIN32 #include #endif #include #include "gl_texture.h" #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_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 qboolean qmb_initialized; //==================================================== extern entity_t r_worldentity; extern qboolean 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 playerfbtextures[MAX_CLIENTS]; extern int skyboxtextures; extern int skytexturenum; // index in cl.loadmodel, not gl texture object extern int underwatertexture, detailtexture; 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_fullbrightSkins; extern cvar_t r_fastsky; extern cvar_t r_skycolor; extern cvar_t r_farclip; extern cvar_t r_skyname; extern cvar_t gl_caustics; extern cvar_t gl_detail; 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_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_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_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; // gl_warp.c void GL_SubdivideSurface (msurface_t *fa); void EmitBothSkyLayers (msurface_t *fa); void EmitWaterPolys (msurface_t *fa); void EmitSkyPolys (msurface_t *fa, qboolean mtex); void CalcCausticTexCoords(float *v, float *s, float *t); void EmitCausticsPolys (void); void R_DrawSkyChain (void); void R_LoadSky_f(void); void R_AddSkyBoxSurface (msurface_t *fa); void R_ClearSkyBox (void); void R_DrawSkyBox (void); extern qboolean r_skyboxloaded; // gl_draw.c void GL_Set2D (void); // gl_rmain.c qboolean R_CullBox (vec3_t mins, vec3_t maxs); qboolean 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); // 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 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); // gl_ngraph.c void R_NetGraph (void); // gl_rmisc.c void R_InitOtherTextures(void); //vid_common_gl.c //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 //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 qboolean gl_mtexable; extern int gl_textureunits; extern qboolean gl_combine, gl_add_ext; extern qboolean gl_allow_ztrick; qboolean CheckExtension (const char *extension); void Check_Gamma (unsigned char *pal); void VID_SetPalette (unsigned char *palette); void GL_Init (void);