/* NAME: IRPrefix.h DESCRIPTION: Global prefix file for Quesa's interactive renderer. COPYRIGHT: Copyright (c) 1999-2004, Quesa Developers. All rights reserved. For the current release of Quesa, please see: Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: o Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. o Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. o Neither the name of Quesa nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ___________________________________________________________________________ */ #ifndef IRPREFIX_HDR #define IRPREFIX_HDR //============================================================================= // Include files //----------------------------------------------------------------------------- // Quesa #include "E3Prefix.h" #include "GLPrefix.h" #include "CQ3ObjectRef.h" #include //============================================================================= // Constants //----------------------------------------------------------------------------- // Triangle flags enum { kQ3TriFlagNone = 0, kQ3TriFlagCulled = (1 << 1), kQ3TriFlagVisible = (1 << 2), kQ3TriFlagTransparent = (1 << 3) }; typedef TQ3Uns32 TQ3TriFlags; // Flexible Vertex flags enum { kQ3FVertexFlagNone = 0, kQ3FVertexHaveNormal = (1 << 0), kQ3FVertexHaveUV = (1 << 1), kQ3FVertexHaveDiffuse = (1 << 2), kQ3FVertexHaveTransparency = (1 << 3) }; typedef TQ3Uns32 TQ3FVertexFlags; //============================================================================= // Types //----------------------------------------------------------------------------- // Flexible vertex typedef struct TQ3FVertex3D { TQ3FVertexFlags theFlags; TQ3Point3D thePoint; TQ3Vector3D theNormal; TQ3Param2D theUV; TQ3ColorRGB colourDiffuse; TQ3ColorRGB colourTransparency; } TQ3FVertex3D; // Transparent primitive data typedef struct TQ3TransparentPrim { // Vertices TQ3Uns32 numVerts; TQ3FVertex3D theVertices[3]; TQ3Point3D frustumSpaceVerts[3]; // State GLuint theTexture; TQ3Boolean textureIsTransparent; TQ3OrientationStyle orientationStyle; TQ3FillStyle fillStyle; TQ3BackfacingStyle backfacingStyle; TQ3ColorRGB specularColor; float specularControl; TQ3ObjectType illumination; TQ3Boolean needsSpecular; TQ3Matrix4x4 cameraToFrustum; TQ3Uns32 fogStyleIndex; } TQ3TransparentPrim; // GL texture filter typedef struct TQ3QualityFilter { GLuint magFilter; GLuint minFilter; } TQ3QualityFilter; // Cached texture data typedef struct TQ3CachedTexture { CQ3ObjectRef cachedTextureObject; TQ3Uns32 editIndexTexture; TQ3Uns32 editIndexStorage; GLuint glTextureName; } TQ3CachedTexture; // glBlendEquation type #if QUESA_OS_WIN32 typedef void (__stdcall * TQ3BlendEquationProcPtr) (GLenum blendType); #else typedef void (* TQ3BlendEquationProcPtr) (GLenum blendType); #endif // Interactive renderer data typedef struct TQ3InteractiveData { // GL state GLbitfield glClearFlags; void *glContext; TQ3Boolean glATICheckedFSAA; TQ3Boolean glATIAvailableFSAA; TQ3Boolean glClientStateNormal; TQ3Boolean glClientStateColor; TQ3Boolean glClientStateUV; TQ3Uns32 rendererEditIndex; TQ3Uns32 drawContextEditIndex; TQ3GLExtensions glExtensions; struct TQ3TextureCache* textureCache; TQ3BlendEquationProcPtr glBlendEqProc; // Light state TQ3Uns32 lightCount; GLfloat glAmbientLight[4]; // Camera state TQ3Boolean cameraIsOrtho; // Transparency buffer state TQ3SlabObject transBufferSlab; TQ3SlabObject transPtrSlab; std::vector fogStyles; TQ3Uns32 curFogStyleIndex; // Geometry scratch state TQ3SlabObject geomScratchSlab; // TriMesh state TQ3Uns32 triMeshSize; TQ3Uns8 *triMeshData; // TriBuffer state TQ3Boolean triBufferActive; TQ3FVertexFlags triBufferFlags; TQ3SlabObject triBufferSlab; // QD3D state TQ3FillStyle stateFill; TQ3AttributeSet stateHilight; TQ3InterpolationStyle stateInterpolation; TQ3BackfacingStyle stateBackfacing; TQ3OrientationStyle stateOrientation; TQ3Point3D stateLocalCameraPosition; TQ3Vector3D stateLocalCameraViewVector; TQ3Matrix4x4 stateMatrixLocalToCamera; TQ3Matrix4x4 stateMatrixCameraToFrustum; TQ3ColorRGB stateDefaultDiffuseColour; TQ3ColorRGB stateDefaultSpecularColour; TQ3ColorRGB stateDefaultTransparencyColour; GLfloat stateCurrentSpecularColour[4]; float stateCurrentSpecularControl; TQ3Boolean stateTextureActive; GLuint stateTextureObject; TQ3Boolean stateTextureIsTransparent; TQ3ColorRGB *stateGeomDiffuseColour; TQ3ColorRGB *stateGeomSpecularColour; TQ3ColorRGB *stateGeomTransparencyColour; float stateGeomSpecularControl; TQ3Switch stateGeomHilightState; TQ3ColorRGB *stateViewDiffuseColour; TQ3ColorRGB *stateViewSpecularColour; TQ3ColorRGB *stateViewTransparencyColour; float stateViewSpecularControl; TQ3Switch stateViewHilightState; TQ3ObjectType stateViewIllumination; } TQ3InteractiveData; #endif