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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
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 __TR_TYPES_H
#define __TR_TYPES_H
#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
// 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;
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 smpActive; // dual processor
} glconfig_t;
#endif // __TR_TYPES_H
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