/* 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. */ // glquake.h // disable data conversion warnings #ifdef _WIN32 #pragma warning (disable : 4244) // MIPS #pragma warning (disable : 4136) // X86 #pragma warning (disable : 4051) // ALPHA #include #endif #include #ifndef APIENTRY #define APIENTRY #endif void GL_BeginRendering (int *x, int *y, int *width, int *height); void GL_EndRendering (void); extern int texture_extension_number; extern float gldepthmin, gldepthmax; extern byte color_white[4], color_black[4]; #define TEX_COMPLAIN 1 #define TEX_MIPMAP 2 #define TEX_ALPHA 4 #define TEX_LUMA 8 #define TEX_FULLBRIGHT 16 #define TEX_BRIGHTEN 32 #define MAX_GLTEXTURES 1024 void GL_SelectTexture (GLenum target); void GL_DisableMultitexture (void); void GL_EnableMultitexture (void); void GL_EnableTMU (GLenum target); void GL_DisableTMU (GLenum target); void GL_Upload32 (unsigned *data, int width, int height, int mode); void GL_Upload8 (byte *data, int width, int height, int mode); int GL_LoadTexture (char *identifier, int width, int height, byte *data, int mode, int bytesperpixel); byte *GL_LoadImagePixels (char* filename, int matchwidth, int matchheight, int mode); int GL_LoadTextureImage (char *filename, char *identifier, int matchwidth, int matchheight, int mode); mpic_t *GL_LoadPicImage (char *filename, char *id, int matchwidth, int matchheight, int mode); int GL_LoadCharsetImage (char *filename, char *identifier); 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; // normalizing factor so player model works out to about 1 pixel per triangle #define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0) #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); void R_ReadPointFile_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_RocketTrail (vec3_t start, vec3_t end, vec3_t *trail_origin, 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_StaticBubble (entity_t *ent); void QMB_ColorMappedExplosion (vec3_t org, int colorStart, int colorLength); void QMB_TorchFlame (vec3_t org, float size, float time); void QMB_Q3TorchFlame (vec3_t org, float size); void QMB_MissileFire (vec3_t org); void QMB_ShamblerCharge (vec3_t org); void QMB_LightningBeam (vec3_t start, vec3_t end); void QMB_GenSparks (vec3_t org, byte col[3], float count, float size, float life); extern qboolean qmb_initialized; void CheckParticles (void); //==================================================== 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; // ??? what difs? extern int r_framecount; extern mplane_t frustum[4]; extern int c_brush_polys, c_alias_polys, c_md3_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 currenttexture; extern int particletexture; extern int playertextures; extern int skyboxtextures; extern int underwatertexture, detailtexture; extern int quadmaptexture, damagetexture; extern int gl_max_size_default; extern cvar_t r_drawentities; extern cvar_t r_drawworld; extern cvar_t r_drawviewmodel; extern cvar_t r_viewmodelsize; extern cvar_t r_speeds; extern cvar_t r_waterwarp; extern cvar_t r_fullbright; extern cvar_t r_lightmap; extern cvar_t r_shadows; extern cvar_t r_wateralpha; extern cvar_t r_dynamic; extern cvar_t r_novis; extern cvar_t r_fullbrightskins; extern cvar_t r_fastsky; extern cvar_t r_skycolor; extern cvar_t r_drawflame; extern cvar_t r_skybox; extern cvar_t r_farclip; extern cvar_t gl_clear; extern cvar_t gl_cull; extern cvar_t gl_poly; extern cvar_t gl_ztrick; 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_loadlitfiles; extern cvar_t gl_doubleeyes; extern cvar_t gl_interdist; extern cvar_t gl_waterfog; extern cvar_t gl_waterfog_density; extern cvar_t gl_detail; extern cvar_t gl_caustics; extern cvar_t gl_fb_bmodels; extern cvar_t gl_fb_models; extern cvar_t gl_solidparticles; extern cvar_t gl_vertexlights; extern cvar_t gl_loadq3models; extern cvar_t gl_lerptextures; 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_flames; extern cvar_t gl_part_lightning; extern cvar_t gl_part_damagesplash; extern cvar_t gl_bounceparticles; extern cvar_t gl_externaltextures_world; extern cvar_t gl_externaltextures_bmodels; extern int lightmode; extern int gl_lightmap_format; extern int gl_solid_format; extern int gl_alpha_format; extern cvar_t gl_max_size; extern cvar_t gl_playermip; extern cvar_t gl_picmip; extern int mirrortexturenum; // quake texturenum, not gltexturenum extern qboolean mirror; extern mplane_t *mirror_plane; 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; void GL_Bind (int texnum); // Multitexture #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 typedef void (APIENTRY *lpMTexFUNC)(GLenum, GLfloat, GLfloat); typedef void (APIENTRY *lpSelTexFUNC)(GLenum); extern lpMTexFUNC qglMultiTexCoord2f; extern lpSelTexFUNC qglActiveTexture; extern qboolean gl_mtexable; extern int gl_textureunits; void GL_DisableMultitexture (void); void GL_EnableMultitexture (void); // vid_common_gl.c void Check_Gamma (unsigned char *pal); void GL_Init (void); qboolean CheckExtension (const char *extension); extern qboolean gl_add_ext; extern qboolean gl_allow_ztrick; // gl_warp.c void GL_SubdivideSurface (msurface_t *fa); void EmitWaterPolys (msurface_t *fa); void EmitSkyPolys (msurface_t *fa, qboolean mtex); void EmitCausticsPolys (void); void R_DrawSkyChain (void); void R_AddSkyBoxSurface (msurface_t *fa); void R_ClearSkyBox (void); void R_DrawSkyBox (void); extern qboolean r_skyboxloaded; int R_SetSky (char *skyname); // 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_PolyBlend (void); void R_BrightenScreen (void); void R_Q3DamageDraw (void); #define NUMVERTEXNORMALS 162 extern float r_avertexnormals[NUMVERTEXNORMALS][3]; // 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); float R_GetVertexLightValue (byte ppitch, byte pyaw, float apitch, float ayaw); float R_LerpVertexLight (byte ppitch1, byte pyaw1, byte ppitch2, byte pyaw2, float ilerp, float apitch, float ayaw); void R_InitVertexLights (void); extern float bubblecolor[NUM_DLIGHTTYPES][4]; extern vec3_t lightspot, lightcolor; extern float vlight_pitch, vlight_yaw; extern byte anorm_pitch[NUMVERTEXNORMALS], anorm_yaw[NUMVERTEXNORMALS]; // 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 GL_BuildLightmaps (void); // gl_rmisc void R_InitOtherTextures (void);