ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/cgame/tr_types.h/
/* =========================================================================== 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 Foobar; 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 1 // allways have some light (viewmodel, some items) #define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites) #define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob) #define RF_DEPTHHACK 8 // for view weapon Z crunching #define RF_NOSHADOW 64 // don't add stencil shadows #define RF_LIGHTING_ORIGIN 128 // 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 256 // use refEntity->shadowPlane #define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous // animation without needing to know the frame count // refdef flags #define RDF_NOWORLDMODEL 1 // used for player configuration screen #define RDF_HYPERSPACE 4 // 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 } 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 maxActiveTextures; // 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; // FIXME: VM should be OS agnostic .. in theory /* #ifdef Q3_VM #define _3DFX_DRIVER_NAME "Voodoo" #define OPENGL_DRIVER_NAME "Default" #elif defined(_WIN32) */ #ifdef Q3_VM #define _3DFX_DRIVER_NAME "3dfxvgl" #define OPENGL_DRIVER_NAME "opengl32" #else #define _3DFX_DRIVER_NAME "libMesaVoodooGL.so" // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524 #define OPENGL_DRIVER_NAME "libGL.so.1" #endif // !defined _WIN32 #endif // __TR_TYPES_H