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authorTim Angus <tim@ngus.net>2013-02-15 23:46:37 +0000
committerTim Angus <tim@ngus.net>2013-02-16 21:55:58 +0000
commit1fba10104e76e937eeac60bc207a74012ab936dc (patch)
tree7bcb5507cd1aa13e6f07b74c008e9391abbf26ae /src/renderercommon
parentc1ad10c57be23f89f658a13729e4349b400a8734 (diff)
renderer -> renderergl1, rend2 -> renderergl2
Diffstat (limited to 'src/renderercommon')
-rw-r--r--src/renderercommon/iqm.h129
-rw-r--r--src/renderercommon/tr_public.h196
-rw-r--r--src/renderercommon/tr_types.h221
3 files changed, 546 insertions, 0 deletions
diff --git a/src/renderercommon/iqm.h b/src/renderercommon/iqm.h
new file mode 100644
index 00000000..ab2247ac
--- /dev/null
+++ b/src/renderercommon/iqm.h
@@ -0,0 +1,129 @@
+/*
+===========================================================================
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#ifndef __IQM_H__
+#define __IQM_H__
+
+#define IQM_MAGIC "INTERQUAKEMODEL"
+#define IQM_VERSION 2
+
+#define IQM_MAX_JOINTS 128
+
+typedef struct iqmheader
+{
+ char magic[16];
+ unsigned int version;
+ unsigned int filesize;
+ unsigned int flags;
+ unsigned int num_text, ofs_text;
+ unsigned int num_meshes, ofs_meshes;
+ unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
+ unsigned int num_triangles, ofs_triangles, ofs_adjacency;
+ unsigned int num_joints, ofs_joints;
+ unsigned int num_poses, ofs_poses;
+ unsigned int num_anims, ofs_anims;
+ unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
+ unsigned int num_comment, ofs_comment;
+ unsigned int num_extensions, ofs_extensions;
+} iqmHeader_t;
+
+typedef struct iqmmesh
+{
+ unsigned int name;
+ unsigned int material;
+ unsigned int first_vertex, num_vertexes;
+ unsigned int first_triangle, num_triangles;
+} iqmMesh_t;
+
+enum
+{
+ IQM_POSITION = 0,
+ IQM_TEXCOORD = 1,
+ IQM_NORMAL = 2,
+ IQM_TANGENT = 3,
+ IQM_BLENDINDEXES = 4,
+ IQM_BLENDWEIGHTS = 5,
+ IQM_COLOR = 6,
+ IQM_CUSTOM = 0x10
+};
+
+enum
+{
+ IQM_BYTE = 0,
+ IQM_UBYTE = 1,
+ IQM_SHORT = 2,
+ IQM_USHORT = 3,
+ IQM_INT = 4,
+ IQM_UINT = 5,
+ IQM_HALF = 6,
+ IQM_FLOAT = 7,
+ IQM_DOUBLE = 8,
+};
+
+typedef struct iqmtriangle
+{
+ unsigned int vertex[3];
+} iqmTriangle_t;
+
+typedef struct iqmjoint
+{
+ unsigned int name;
+ int parent;
+ float translate[3], rotate[4], scale[3];
+} iqmJoint_t;
+
+typedef struct iqmpose
+{
+ int parent;
+ unsigned int mask;
+ float channeloffset[10];
+ float channelscale[10];
+} iqmPose_t;
+
+typedef struct iqmanim
+{
+ unsigned int name;
+ unsigned int first_frame, num_frames;
+ float framerate;
+ unsigned int flags;
+} iqmAnim_t;
+
+enum
+{
+ IQM_LOOP = 1<<0
+};
+
+typedef struct iqmvertexarray
+{
+ unsigned int type;
+ unsigned int flags;
+ unsigned int format;
+ unsigned int size;
+ unsigned int offset;
+} iqmVertexArray_t;
+
+typedef struct iqmbounds
+{
+ float bbmin[3], bbmax[3];
+ float xyradius, radius;
+} iqmBounds_t;
+
+#endif
+
diff --git a/src/renderercommon/tr_public.h b/src/renderercommon/tr_public.h
new file mode 100644
index 00000000..f9ededdf
--- /dev/null
+++ b/src/renderercommon/tr_public.h
@@ -0,0 +1,196 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#ifndef __TR_PUBLIC_H
+#define __TR_PUBLIC_H
+
+#include "tr_types.h"
+
+#define REF_API_VERSION 8
+
+//
+// these are the functions exported by the refresh module
+//
+typedef struct {
+ // called before the library is unloaded
+ // if the system is just reconfiguring, pass destroyWindow = qfalse,
+ // which will keep the screen from flashing to the desktop.
+ void (*Shutdown)( qboolean destroyWindow );
+
+ // All data that will be used in a level should be
+ // registered before rendering any frames to prevent disk hits,
+ // but they can still be registered at a later time
+ // if necessary.
+ //
+ // BeginRegistration makes any existing media pointers invalid
+ // and returns the current gl configuration, including screen width
+ // and height, which can be used by the client to intelligently
+ // size display elements
+ void (*BeginRegistration)( glconfig_t *config );
+ qhandle_t (*RegisterModel)( const char *name );
+ qhandle_t (*RegisterSkin)( const char *name );
+ qhandle_t (*RegisterShader)( const char *name );
+ qhandle_t (*RegisterShaderNoMip)( const char *name );
+ void (*LoadWorld)( const char *name );
+
+ // the vis data is a large enough block of data that we go to the trouble
+ // of sharing it with the clipmodel subsystem
+ void (*SetWorldVisData)( const byte *vis );
+
+ // EndRegistration will draw a tiny polygon with each texture, forcing
+ // them to be loaded into card memory
+ void (*EndRegistration)( void );
+
+ // a scene is built up by calls to R_ClearScene and the various R_Add functions.
+ // Nothing is drawn until R_RenderScene is called.
+ void (*ClearScene)( void );
+ void (*AddRefEntityToScene)( const refEntity_t *re );
+ void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
+ int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
+ void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
+ void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
+ void (*RenderScene)( const refdef_t *fd );
+
+ void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
+ void (*SetClipRegion)( const float *region );
+ void (*DrawStretchPic) ( float x, float y, float w, float h,
+ float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
+
+ // Draw images for cinematic rendering, pass as 32 bit rgba
+ void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+ void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+
+ void (*BeginFrame)( stereoFrame_t stereoFrame );
+
+ // if the pointers are not NULL, timing info will be returned
+ void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
+
+
+ int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
+ int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
+
+ int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
+ float frac, const char *tagName );
+ void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
+
+#ifdef __USEA3D
+ void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
+#endif
+ void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
+ void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
+ qboolean (*GetEntityToken)( char *buffer, int size );
+ qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
+
+ void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
+} refexport_t;
+
+//
+// these are the functions imported by the refresh module
+//
+typedef struct {
+ // print message on the local console
+ void (QDECL *Printf)( int printLevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
+
+ // abort the game
+ void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
+
+ // milliseconds should only be used for profiling, never
+ // for anything game related. Get time from the refdef
+ int (*Milliseconds)( void );
+
+ // stack based memory allocation for per-level things that
+ // won't be freed
+#ifdef HUNK_DEBUG
+ void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
+#else
+ void *(*Hunk_Alloc)( int size, ha_pref pref );
+#endif
+ void *(*Hunk_AllocateTempMemory)( int size );
+ void (*Hunk_FreeTempMemory)( void *block );
+
+ // dynamic memory allocator for things that need to be freed
+ void *(*Malloc)( int bytes );
+ void (*Free)( void *buf );
+
+ cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
+ void (*Cvar_Set)( const char *name, const char *value );
+ void (*Cvar_SetValue) (const char *name, float value);
+ void (*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
+
+ int (*Cvar_VariableIntegerValue) (const char *var_name);
+
+ void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
+ void (*Cmd_RemoveCommand)( const char *name );
+
+ int (*Cmd_Argc) (void);
+ char *(*Cmd_Argv) (int i);
+
+ void (*Cmd_ExecuteText) (int exec_when, const char *text);
+
+ byte *(*CM_ClusterPVS)(int cluster);
+
+ // visualization for debugging collision detection
+ void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
+
+ // a -1 return means the file does not exist
+ // NULL can be passed for buf to just determine existance
+ int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
+ long (*FS_ReadFile)( const char *name, void **buf );
+ void (*FS_FreeFile)( void *buf );
+ char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
+ void (*FS_FreeFileList)( char **filelist );
+ void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
+ qboolean (*FS_FileExists)( const char *file );
+
+ // cinematic stuff
+ void (*CIN_UploadCinematic)(int handle);
+ int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
+ e_status (*CIN_RunCinematic) (int handle);
+
+ void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
+
+ // input event handling
+ void (*IN_Init)( void );
+ void (*IN_Shutdown)( void );
+ void (*IN_Restart)( void );
+
+ // math
+ long (*ftol)(float f);
+
+ // system stuff
+ void (*Sys_SetEnv)( const char *name, const char *value );
+ void (*Sys_GLimpSafeInit)( void );
+ void (*Sys_GLimpInit)( void );
+ qboolean (*Sys_LowPhysicalMemory)( void );
+} refimport_t;
+
+
+// this is the only function actually exported at the linker level
+// If the module can't init to a valid rendering state, NULL will be
+// returned.
+#ifdef USE_RENDERER_DLOPEN
+typedef refexport_t* (QDECL *GetRefAPI_t) (int apiVersion, refimport_t * rimp);
+#else
+refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
+#endif
+
+#endif // __TR_PUBLIC_H
diff --git a/src/renderercommon/tr_types.h b/src/renderercommon/tr_types.h
new file mode 100644
index 00000000..0e15c9e8
--- /dev/null
+++ b/src/renderercommon/tr_types.h
@@ -0,0 +1,221 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+#ifndef __TR_TYPES_H
+#define __TR_TYPES_H
+
+
+#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
+
+#define REFENTITYNUM_BITS 10 // can't be increased without changing drawsurf bit packing
+#define REFENTITYNUM_MASK ((1<<REFENTITYNUM_BITS) - 1)
+// the last N-bit number (2^REFENTITYNUM_BITS - 1) is reserved for the special world refentity,
+// and this is reflected by the value of MAX_REFENTITIES (which therefore is not a power-of-2)
+#define MAX_REFENTITIES ((1<<REFENTITYNUM_BITS) - 1)
+#define REFENTITYNUM_WORLD ((1<<REFENTITYNUM_BITS) - 1)
+
+// renderfx flags
+#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items)
+#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
+#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob)
+#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching
+
+#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
+
+// 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 everthing 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;
+ float displayAspect;
+
+ 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 textureFilterAnisotropic;
+ int maxAnisotropy;
+} glconfig_t;
+
+#endif // __TR_TYPES_H