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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