renderer -> renderergl1, rend2 -> renderergl2
This commit is contained in:
parent
bff574e04e
commit
f6fb9eb602
120 changed files with 1277 additions and 1294 deletions
129
code/renderercommon/iqm.h
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129
code/renderercommon/iqm.h
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/*
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===========================================================================
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __IQM_H__
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#define __IQM_H__
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#define IQM_MAGIC "INTERQUAKEMODEL"
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#define IQM_VERSION 2
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#define IQM_MAX_JOINTS 128
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typedef struct iqmheader
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{
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char magic[16];
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unsigned int version;
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unsigned int filesize;
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unsigned int flags;
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unsigned int num_text, ofs_text;
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unsigned int num_meshes, ofs_meshes;
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unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
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unsigned int num_triangles, ofs_triangles, ofs_adjacency;
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unsigned int num_joints, ofs_joints;
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unsigned int num_poses, ofs_poses;
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unsigned int num_anims, ofs_anims;
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unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
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unsigned int num_comment, ofs_comment;
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unsigned int num_extensions, ofs_extensions;
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} iqmHeader_t;
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typedef struct iqmmesh
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{
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unsigned int name;
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unsigned int material;
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unsigned int first_vertex, num_vertexes;
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unsigned int first_triangle, num_triangles;
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} iqmMesh_t;
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enum
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{
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IQM_POSITION = 0,
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IQM_TEXCOORD = 1,
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IQM_NORMAL = 2,
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IQM_TANGENT = 3,
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IQM_BLENDINDEXES = 4,
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IQM_BLENDWEIGHTS = 5,
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IQM_COLOR = 6,
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IQM_CUSTOM = 0x10
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};
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enum
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{
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IQM_BYTE = 0,
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IQM_UBYTE = 1,
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IQM_SHORT = 2,
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IQM_USHORT = 3,
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IQM_INT = 4,
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IQM_UINT = 5,
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IQM_HALF = 6,
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IQM_FLOAT = 7,
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IQM_DOUBLE = 8,
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};
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typedef struct iqmtriangle
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{
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unsigned int vertex[3];
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} iqmTriangle_t;
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typedef struct iqmjoint
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{
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unsigned int name;
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int parent;
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float translate[3], rotate[4], scale[3];
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} iqmJoint_t;
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typedef struct iqmpose
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{
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int parent;
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unsigned int mask;
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float channeloffset[10];
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float channelscale[10];
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} iqmPose_t;
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typedef struct iqmanim
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{
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unsigned int name;
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unsigned int first_frame, num_frames;
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float framerate;
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unsigned int flags;
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} iqmAnim_t;
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enum
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{
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IQM_LOOP = 1<<0
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};
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typedef struct iqmvertexarray
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{
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unsigned int type;
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unsigned int flags;
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unsigned int format;
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unsigned int size;
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unsigned int offset;
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} iqmVertexArray_t;
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typedef struct iqmbounds
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{
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float bbmin[3], bbmax[3];
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float xyradius, radius;
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} iqmBounds_t;
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#endif
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194
code/renderercommon/tr_public.h
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194
code/renderercommon/tr_public.h
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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|
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __TR_PUBLIC_H
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#define __TR_PUBLIC_H
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#include "tr_types.h"
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#define REF_API_VERSION 8
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//
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// these are the functions exported by the refresh module
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//
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typedef struct {
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// called before the library is unloaded
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// if the system is just reconfiguring, pass destroyWindow = qfalse,
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// which will keep the screen from flashing to the desktop.
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void (*Shutdown)( qboolean destroyWindow );
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// All data that will be used in a level should be
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// registered before rendering any frames to prevent disk hits,
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// but they can still be registered at a later time
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// if necessary.
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//
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// BeginRegistration makes any existing media pointers invalid
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// and returns the current gl configuration, including screen width
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// and height, which can be used by the client to intelligently
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// size display elements
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void (*BeginRegistration)( glconfig_t *config );
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qhandle_t (*RegisterModel)( const char *name );
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qhandle_t (*RegisterSkin)( const char *name );
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qhandle_t (*RegisterShader)( const char *name );
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qhandle_t (*RegisterShaderNoMip)( const char *name );
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void (*LoadWorld)( const char *name );
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// the vis data is a large enough block of data that we go to the trouble
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// of sharing it with the clipmodel subsystem
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void (*SetWorldVisData)( const byte *vis );
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// EndRegistration will draw a tiny polygon with each texture, forcing
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// them to be loaded into card memory
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void (*EndRegistration)( void );
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void (*ClearScene)( void );
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void (*AddRefEntityToScene)( const refEntity_t *re );
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void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
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int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*RenderScene)( const refdef_t *fd );
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void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
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void (*DrawStretchPic) ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
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// Draw images for cinematic rendering, pass as 32 bit rgba
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void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*BeginFrame)( stereoFrame_t stereoFrame );
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// if the pointers are not NULL, timing info will be returned
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void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
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int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
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int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
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float frac, const char *tagName );
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void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
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#ifdef __USEA3D
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void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
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#endif
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void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
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void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
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qboolean (*GetEntityToken)( char *buffer, int size );
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qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
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void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
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} refexport_t;
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//
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// these are the functions imported by the refresh module
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//
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typedef struct {
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// print message on the local console
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void (QDECL *Printf)( int printLevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
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// abort the game
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void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((noreturn, format (printf, 2, 3)));
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// milliseconds should only be used for profiling, never
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// for anything game related. Get time from the refdef
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int (*Milliseconds)( void );
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// stack based memory allocation for per-level things that
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// won't be freed
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#ifdef HUNK_DEBUG
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void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
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#else
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void *(*Hunk_Alloc)( int size, ha_pref pref );
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#endif
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void *(*Hunk_AllocateTempMemory)( int size );
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void (*Hunk_FreeTempMemory)( void *block );
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// dynamic memory allocator for things that need to be freed
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void *(*Malloc)( int bytes );
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void (*Free)( void *buf );
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cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
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void (*Cvar_Set)( const char *name, const char *value );
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void (*Cvar_SetValue) (const char *name, float value);
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void (*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
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int (*Cvar_VariableIntegerValue) (const char *var_name);
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void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
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void (*Cmd_RemoveCommand)( const char *name );
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int (*Cmd_Argc) (void);
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char *(*Cmd_Argv) (int i);
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void (*Cmd_ExecuteText) (int exec_when, const char *text);
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byte *(*CM_ClusterPVS)(int cluster);
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// visualization for debugging collision detection
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void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
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// a -1 return means the file does not exist
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// NULL can be passed for buf to just determine existance
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int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
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long (*FS_ReadFile)( const char *name, void **buf );
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void (*FS_FreeFile)( void *buf );
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char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
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void (*FS_FreeFileList)( char **filelist );
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void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
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qboolean (*FS_FileExists)( const char *file );
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// cinematic stuff
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void (*CIN_UploadCinematic)(int handle);
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int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status (*CIN_RunCinematic) (int handle);
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void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
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// input event handling
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void (*IN_Init)( void );
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void (*IN_Shutdown)( void );
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void (*IN_Restart)( void );
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// math
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long (*ftol)(float f);
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// system stuff
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void (*Sys_SetEnv)( const char *name, const char *value );
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void (*Sys_GLimpSafeInit)( void );
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void (*Sys_GLimpInit)( void );
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qboolean (*Sys_LowPhysicalMemory)( void );
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} refimport_t;
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// this is the only function actually exported at the linker level
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// If the module can't init to a valid rendering state, NULL will be
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// returned.
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#ifdef USE_RENDERER_DLOPEN
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typedef refexport_t* (QDECL *GetRefAPI_t) (int apiVersion, refimport_t * rimp);
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#else
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refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
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#endif
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#endif // __TR_PUBLIC_H
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218
code/renderercommon/tr_types.h
Normal file
218
code/renderercommon/tr_types.h
Normal file
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/*
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===========================================================================
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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
|
||||
===========================================================================
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||||
*/
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//
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#ifndef __TR_TYPES_H
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#define __TR_TYPES_H
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#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
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#define REFENTITYNUM_BITS 10 // can't be increased without changing drawsurf bit packing
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#define REFENTITYNUM_MASK ((1<<REFENTITYNUM_BITS) - 1)
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// the last N-bit number (2^REFENTITYNUM_BITS - 1) is reserved for the special world refentity,
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// and this is reflected by the value of MAX_REFENTITIES (which therefore is not a power-of-2)
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#define MAX_REFENTITIES ((1<<REFENTITYNUM_BITS) - 1)
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#define REFENTITYNUM_WORLD ((1<<REFENTITYNUM_BITS) - 1)
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// renderfx flags
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#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items)
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||||
#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
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#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob)
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#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching
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||||
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#define RF_CROSSHAIR 0x0010 // This item is a cross hair and will draw over everything similar to
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||||
// DEPTHHACK in stereo rendering mode, with the difference that the
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// projection matrix won't be hacked to reduce the stereo separation as
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||||
// is done for the gun.
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||||
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||||
#define RF_NOSHADOW 0x0040 // don't add stencil shadows
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||||
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||||
#define RF_LIGHTING_ORIGIN 0x0080 // use refEntity->lightingOrigin instead of refEntity->origin
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||||
// for lighting. This allows entities to sink into the floor
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||||
// with their origin going solid, and allows all parts of a
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||||
// player to get the same lighting
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||||
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||||
#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
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||||
#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
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||||
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||||
// refdef flags
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||||
#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen
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||||
#define RDF_HYPERSPACE 0x0004 // teleportation effect
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||||
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||||
typedef struct {
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||||
vec3_t xyz;
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||||
float st[2];
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||||
byte modulate[4];
|
||||
} polyVert_t;
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||||
|
||||
typedef struct poly_s {
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||||
qhandle_t hShader;
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||||
int numVerts;
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||||
polyVert_t *verts;
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||||
} poly_t;
|
||||
|
||||
typedef enum {
|
||||
RT_MODEL,
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||||
RT_POLY,
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||||
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
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||||
} refEntityType_t;
|
||||
|
||||
typedef struct {
|
||||
refEntityType_t reType;
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||||
int renderfx;
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||||
|
||||
qhandle_t hModel; // opaque type outside refresh
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||||
|
||||
// most recent data
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||||
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; // UNUSED, present for compatibility
|
||||
} glconfig_t;
|
||||
|
||||
#endif // __TR_TYPES_H
|
Loading…
Add table
Add a link
Reference in a new issue