FTEQW
Documentation of the FTE engine source tree.
d3d8_backend.c File Reference

Typedefs

typedef vec3_t mat3_t[3]
 

Functions

 DECLARE_HANDLE (HMONITOR)
 
void D3D8_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float lodbias, float anis)
 
void D3D8BE_Reset (qboolean before)
 
void D3D8BE_Init (void)
 
void D3D8BE_Set2D (void)
 
void D3D8BE_Cull (unsigned int cullflags)
 
void D3D8BE_SelectMode (backendmode_t mode)
 
qboolean D3D8BE_SelectDLight (dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
 
void D3D8BE_SelectEntity (entity_t *ent)
 
void D3D8BE_GenBrushModelVBO (model_t *mod)
 
void D3D8BE_ClearVBO (vbo_t *vbo, qboolean dataonly)
 
void D3D8BE_UploadAllLightmaps (void)
 
qboolean D3D8BE_LightCullModel (vec3_t org, model_t *model)
 
batch_tD3D8BE_GetTempBatch (void)
 
void D3D8BE_SubmitBatch (batch_t *batch)
 
void D3D8BE_DrawMesh_List (shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
 
void D3D8BE_DrawMesh_Single (shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
 
void D3D8BE_SubmitMeshes (batch_t **worldbatches, batch_t **blist, int first, int stop)
 
void D3D8BE_BaseEntTextures (void)
 
void D3D8BE_RenderShadowBuffer (unsigned int numverts, IDirect3DVertexBuffer8 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer8 *ibuf)
 
void D3D8BE_DrawWorld (batch_t **worldbatches)
 
void D3D8BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
 
void D3D8BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
 
void D3D8BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
 
void D3D8BE_VBO_Destroy (vboarray_t *vearray, void *mem)
 
void D3D8BE_Scissor (srect_t *srect)
 

Variables

LPDIRECT3DDEVICE8 pD3DDev8
 
float d3d_trueprojection [16]
 
int be_maxpasses
 

Typedef Documentation

◆ mat3_t

typedef vec3_t mat3_t[3]

Function Documentation

◆ D3D8_UpdateFiltering()

void D3D8_UpdateFiltering ( image_t imagelist,
int  filtermip[3],
int  filterpic[3],
int  mipcap[2],
float  lodbias,
float  anis 
)

◆ D3D8BE_BaseEntTextures()

void D3D8BE_BaseEntTextures ( void  )

◆ D3D8BE_ClearVBO()

void D3D8BE_ClearVBO ( vbo_t vbo,
qboolean  dataonly 
)

◆ D3D8BE_Cull()

void D3D8BE_Cull ( unsigned int  cullflags)

◆ D3D8BE_DrawMesh_List()

void D3D8BE_DrawMesh_List ( shader_t shader,
int  nummeshes,
mesh_t **  meshlist,
vbo_t vbo,
texnums_t texnums,
unsigned int  beflags 
)

◆ D3D8BE_DrawMesh_Single()

void D3D8BE_DrawMesh_Single ( shader_t shader,
mesh_t meshchain,
vbo_t vbo,
unsigned int  beflags 
)

◆ D3D8BE_DrawWorld()

void D3D8BE_DrawWorld ( batch_t **  worldbatches)

◆ D3D8BE_GenBrushModelVBO()

void D3D8BE_GenBrushModelVBO ( model_t mod)

◆ D3D8BE_GetTempBatch()

batch_t * D3D8BE_GetTempBatch ( void  )

◆ D3D8BE_Init()

void D3D8BE_Init ( void  )

◆ D3D8BE_LightCullModel()

qboolean D3D8BE_LightCullModel ( vec3_t  org,
model_t model 
)

◆ D3D8BE_RenderShadowBuffer()

void D3D8BE_RenderShadowBuffer ( unsigned int  numverts,
IDirect3DVertexBuffer8 *  vbuf,
unsigned int  numindicies,
IDirect3DIndexBuffer8 *  ibuf 
)

◆ D3D8BE_Reset()

void D3D8BE_Reset ( qboolean  before)

◆ D3D8BE_Scissor()

void D3D8BE_Scissor ( srect_t srect)

◆ D3D8BE_SelectDLight()

qboolean D3D8BE_SelectDLight ( dlight_t dl,
vec3_t  colour,
vec3_t  axis[3],
unsigned int  lmode 
)

◆ D3D8BE_SelectEntity()

void D3D8BE_SelectEntity ( entity_t ent)

◆ D3D8BE_SelectMode()

void D3D8BE_SelectMode ( backendmode_t  mode)

◆ D3D8BE_Set2D()

void D3D8BE_Set2D ( void  )

◆ D3D8BE_SubmitBatch()

void D3D8BE_SubmitBatch ( batch_t batch)

◆ D3D8BE_SubmitMeshes()

void D3D8BE_SubmitMeshes ( batch_t **  worldbatches,
batch_t **  blist,
int  first,
int  stop 
)

◆ D3D8BE_UploadAllLightmaps()

void D3D8BE_UploadAllLightmaps ( void  )

◆ D3D8BE_VBO_Begin()

void D3D8BE_VBO_Begin ( vbobctx_t ctx,
size_t  maxsize 
)

◆ D3D8BE_VBO_Data()

void D3D8BE_VBO_Data ( vbobctx_t ctx,
void data,
size_t  size,
vboarray_t varray 
)

◆ D3D8BE_VBO_Destroy()

void D3D8BE_VBO_Destroy ( vboarray_t vearray,
void mem 
)

◆ D3D8BE_VBO_Finish()

void D3D8BE_VBO_Finish ( vbobctx_t ctx,
void edata,
size_t  esize,
vboarray_t earray,
void **  vbomem,
void **  ebomem 
)

◆ DECLARE_HANDLE()

DECLARE_HANDLE ( HMONITOR  )

Variable Documentation

◆ be_maxpasses

int be_maxpasses
extern

◆ d3d_trueprojection

float d3d_trueprojection[16]
extern

◆ pD3DDev8

LPDIRECT3DDEVICE8 pD3DDev8
extern