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ref: 58bf0e9f39e85fbd3238458bf18403c41275ab7b
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//**************************************************************************
//**
//** ogl_def.h
//**
//** $Revision: 499 $
//** $Date: 2009-06-02 20:50:47 +0300 (Tue, 02 Jun 2009) $
//**
//**************************************************************************

#ifndef __H2OPENGL__
#define __H2OPENGL__

#include "r_local.h"
#include <GL/gl.h>

/* whether to printf devel debug messages */
#define OPENGL_DEBUGGING		0

#if (OPENGL_DEBUGGING)
#define OGL_DEBUG			printf
#else	/* no debug msg : */
#if defined (__GNUC__) && !(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L)
#define OGL_DEBUG(fmt, args...)		do {} while (0)
#else
#define OGL_DEBUG(fmt, ...)		do {} while (0)
#endif
#endif


enum { VX, VY };	/* Vertex indices. */

typedef struct	/* For dynamic lighting. */
{
	int		use;
	mobj_t		*thing;
	float		top, height;
} lumobj_t;

/* ScreenBits is currently unused. */
extern int screenWidth, screenHeight, screenBits;

void I_InitGraphics(void);
void I_ShutdownGraphics(void);

void OGL_InitRenderer(void);
void OGL_InitData(void);
void OGL_ResetData(void);

void OGL_SwitchTo3DState(void);
void OGL_Restore2DState(int step);	/* Step 1: matrices, 2: attributes. */
void OGL_UseWhiteFog(int yes);

float PointDist2D(float c[2]);

void R_RenderSprite(vissprite_t *spr);

/* 2D drawing routines. */
void OGL_DrawPatch_CS(int x, int y, int lumpnum);
void OGL_DrawPatch(int x, int y, int lumpnum);
void OGL_DrawFuzzPatch(int x, int y, int lumpnum);
void OGL_DrawAltFuzzPatch(int x, int y, int lumpnum);
void OGL_DrawShadowedPatch(int x, int y, int lumpnum);
void OGL_DrawRawScreen(int lump);	/* Raw screens are 320 x 200. */
void OGL_DrawRawScreenOfs(int lump, float offx, float offy);
void OGL_DrawLine(float x1, float y1, float x2, float y2, float r, float g, float b, float a);
void OGL_DrawRect(float x, float y, float w, float h, float r, float g, float b, float a);
void OGL_DrawRectTiled(int x, int y, int w, int h, int tw, int th);
void OGL_DrawCutRectTiled(int x, int y, int w, int h, int tw, int th, int cx, int cy, int cw, int ch);
void OGL_SetColor(int palidx);
void OGL_SetColorAndAlpha(float r, float g, float b, float a);
void OGL_DrawPSprite(int x, int y, float scale, int flip, int lump);

/* Filters. */
void OGL_SetFilter(int filter);
int OGL_DrawFilter(void);

void OGL_ShadeRect(int x, int y, int w, int h, float darkening);

/* ogl_tex.c */
typedef struct
{
	unsigned short	w, h;
	short		offx, offy;
	unsigned short	w2;		/* For split textures, width of the other part. */
} texsize_t;

extern texsize_t *lumptexsizes;		/* Sizes for all the lumps. */
extern unsigned short *spriteheights;

extern float		texw, texh;
extern int		texmask;
extern unsigned int	curtex;
extern int		pallump;

int FindNextPower2(int num);
float NextPower2Ratio(int num);
void OGL_TexInit(void);
void OGL_TexReset(void);
void OGL_ResetLumpTexData(void);
void OGL_SetPaletteLump(const char *palname);
void PalToRGB(byte *palidx, byte *rgb);
void PalIdxToRGB(byte *pal, int idx, byte *rgb);
unsigned int OGL_BindTexFlat(int lump);
void OGL_SetFlat(int idx);
void OGL_BindTexture(GLuint texname);

/* Returns the OpenGL texture name. */
GLuint OGL_PrepareTexture(int idx);
GLuint OGL_PrepareFlat(int idx);	/* Returns the OpenGL name of the texture. */
GLuint OGL_PrepareLightTexture(void);	/* The dynamic light map. */

void OGL_SetTexture(int idx);
unsigned int OGL_PrepareSky(int idx, boolean zeroMask);

void OGL_SetSprite(int pnum);
unsigned int OGL_PrepareSprite(int pnum);
void OGL_NewSplitTex(int lump, GLuint part2name);
GLuint OGL_GetOtherPart(int lump);

/* Part is either 1 or 2. Part 0 means only the left side is loaded.
 * No splittex is created in that case. Once a raw image is loaded
 * as part 0 it must be deleted before the other part is loaded at the
 * next loading.
 */
void OGL_SetRawImage(int lump, int part);
void OGL_SetPatch(int lump);	/* No mipmaps are generated. */
void OGL_SetNoTexture(void);

int OGL_GetLumpTexWidth(int lump);
int OGL_GetLumpTexHeight(int lump);
int OGL_ValidTexHeight2(int width, int height);

void OGL_UpdateTexParams(int mipmode);
void OGL_UpdateRawScreenParams(int smoothing);


/* ogl_scr.c */
typedef struct _TargaHeader
{
	unsigned char	id_length, colormap_type, image_type;
	unsigned short	colormap_index, colormap_length;
	unsigned char	colormap_size;
	unsigned short	x_origin, y_origin, width, height;
	unsigned char	pixel_size, attributes;
} TargaHeader;

void OGL_GrabScreen(void);


#include "m_bams.h"

/* ogl_clip.c */
typedef struct clipnode_s
{
	int			used;		/* 1 if the node is in use. */
	struct clipnode_s	*prev, *next;	/* Previous and and nodes.  */
	binangle		start, end;	/* The start and end angles (start < end). */
} clipnode_t;

extern clipnode_t *clipnodes;	/* The list of clipnodes. */
extern clipnode_t *cliphead;	/* The head node. */

void C_Init(void);
void C_Ranger(void);
void C_ClearRanges(void);
void C_SafeAddRange(binangle startAngle, binangle endAngle);

/* Add a segment relative to the current viewpoint. */
void C_AddViewRelSeg(float x1, float y1, float x2, float y2);

/* Check a segment relative to the current viewpoint. */
int C_CheckViewRelSeg(float x1, float y1, float x2, float y2);

/* Returns 1 if the specified angle is visible. */
int C_IsAngleVisible(binangle bang);

clipnode_t *C_AngleClippedBy(binangle bang);

/* Returns 1 if the subsector might be visible. */
int C_CheckSubsector(subsector_t *ssec);


/* ogl_sky.c */

/* Sky hemispheres. */
#define SKYHEMI_UPPER		0x1
#define SKYHEMI_LOWER		0x2
#define SKYHEMI_JUST_CAP	0x4	/* Just draw the top or bottom cap. */

typedef struct
{
	float	rgb[3];		/* The RGB values. */
	short	set, use;	/* Is this set? Should be used? */
} fadeout_t;

void R_RenderSkyHemispheres(int hemis);

#endif	/* __H2OPENGL__ */