2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 extern float ixtable[4096];
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern cvar_t r_sky_scissor;
37 extern cvar_t r_q3bsp_renderskydepth;
38 extern int skyrenderlater, skyrendermasked;
39 extern int skyscissor[4];
40 int R_SetSkyBox(const char *sky);
41 void R_SkyStartFrame(void);
43 void R_ResetSkyBox(void);
45 // SHOWLMP stuff (Nehahra)
46 void SHOWLMP_decodehide(void);
47 void SHOWLMP_decodeshow(void);
48 void SHOWLMP_drawall(void);
50 // render profiling stuff
51 extern int r_timereport_active;
54 extern cvar_t r_ambient;
55 extern cvar_t gl_flashblend;
58 extern cvar_t r_novis;
60 extern cvar_t r_trippy;
63 extern cvar_t r_lerpsprites;
64 extern cvar_t r_lerpmodels;
65 extern cvar_t r_lerplightstyles;
66 extern cvar_t r_waterscroll;
68 extern cvar_t developer_texturelogging;
70 // shadow volume bsp struct with automatically growing nodes buffer
71 extern svbsp_t r_svbsp;
73 typedef struct rmesh_s
75 // vertices of this mesh
83 float *texcoordlightmap2f;
85 // triangles of this mesh
95 // useful functions for rendering
96 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
97 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
98 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
99 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
101 #define TOP_RANGE 16 // soldier uniform colors
102 #define BOTTOM_RANGE 96
104 //=============================================================================
106 extern cvar_t r_nearclip;
108 // forces all rendering to draw triangle outlines
109 extern cvar_t r_showoverdraw;
110 extern cvar_t r_showtris;
111 extern cvar_t r_shownormals;
112 extern cvar_t r_showlighting;
113 extern cvar_t r_showshadowvolumes;
114 extern cvar_t r_showcollisionbrushes;
115 extern cvar_t r_showcollisionbrushes_polygonfactor;
116 extern cvar_t r_showcollisionbrushes_polygonoffset;
117 extern cvar_t r_showdisabledepthtest;
119 extern cvar_t r_drawentities;
120 extern cvar_t r_draw2d;
121 extern qboolean r_draw2d_force;
122 extern cvar_t r_drawviewmodel;
123 extern cvar_t r_drawworld;
124 extern cvar_t r_speeds;
125 extern cvar_t r_fullbright;
126 extern cvar_t r_wateralpha;
127 extern cvar_t r_dynamic;
129 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
130 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables and CL_UpdateEntityShading first
131 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
133 typedef enum r_refdef_scene_type_s {
137 } r_refdef_scene_type_t;
139 void R_SelectScene( r_refdef_scene_type_t scenetype );
140 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
142 void R_SkinFrame_PrepareForPurge(void);
143 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
144 void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe);
145 void R_SkinFrame_Purge(void);
146 // set last to NULL to start from the beginning
147 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
148 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
149 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
150 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
151 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
152 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
153 skinframe_t *R_SkinFrame_LoadMissing(void);
155 rtexture_t *R_GetCubemap(const char *basename);
157 void R_View_WorldVisibility(qboolean forcenovis);
158 void R_DrawDecals(void);
159 void R_DrawParticles(void);
160 void R_DrawExplosions(void);
162 #define gl_solid_format 3
163 #define gl_alpha_format 4
165 int R_CullBox(const vec3_t mins, const vec3_t maxs);
166 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
167 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
169 #include "r_modules.h"
171 #include "meshqueue.h"
173 /// free all R_FrameData memory
174 void R_FrameData_Reset(void);
175 /// prepare for a new frame, recycles old buffers if a resize occurred previously
176 void R_FrameData_NewFrame(void);
177 /// allocate some temporary memory for your purposes
178 void *R_FrameData_Alloc(size_t size);
179 /// allocate some temporary memory and copy this data into it
180 void *R_FrameData_Store(size_t size, void *data);
181 /// set a marker that allows you to discard the following temporary memory allocations
182 void R_FrameData_SetMark(void);
183 /// discard recent memory allocations (rewind to marker)
184 void R_FrameData_ReturnToMark(void);
186 /// enum of the various types of hardware buffer object used in rendering
187 /// note that the r_buffermegs[] array must be maintained to match this
188 typedef enum r_bufferdata_type_e
190 R_BUFFERDATA_VERTEX, /// vertex buffer
191 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
192 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
193 R_BUFFERDATA_UNIFORM, /// uniform buffer
194 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
198 /// free all dynamic vertex/index/uniform buffers
199 void R_BufferData_Reset(void);
200 /// begin a new frame (recycle old buffers)
201 void R_BufferData_NewFrame(void);
202 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
203 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
205 /// free all R_AnimCache memory
206 void R_AnimCache_Free(void);
207 /// clear the animcache pointers on all known render entities
208 void R_AnimCache_ClearCache(void);
209 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
210 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
211 /// generate animcache data for all entities marked visible
212 void R_AnimCache_CacheVisibleEntities(void);
214 #include "r_lerpanim.h"
216 extern cvar_t r_render;
217 extern cvar_t r_renderview;
218 extern cvar_t r_waterwarp;
220 extern cvar_t r_textureunits;
222 extern cvar_t r_glsl_offsetmapping;
223 extern cvar_t r_glsl_offsetmapping_reliefmapping;
224 extern cvar_t r_glsl_offsetmapping_scale;
225 extern cvar_t r_glsl_offsetmapping_lod;
226 extern cvar_t r_glsl_offsetmapping_lod_distance;
227 extern cvar_t r_glsl_deluxemapping;
229 extern cvar_t gl_polyblend;
230 extern cvar_t gl_dither;
232 extern cvar_t cl_deathfade;
234 extern cvar_t r_smoothnormals_areaweighting;
236 extern cvar_t r_test;
238 #include "gl_backend.h"
240 extern rtexture_t *r_texture_blanknormalmap;
241 extern rtexture_t *r_texture_white;
242 extern rtexture_t *r_texture_grey128;
243 extern rtexture_t *r_texture_black;
244 extern rtexture_t *r_texture_notexture;
245 extern rtexture_t *r_texture_whitecube;
246 extern rtexture_t *r_texture_normalizationcube;
247 extern rtexture_t *r_texture_fogattenuation;
248 extern rtexture_t *r_texture_fogheighttexture;
250 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
251 extern unsigned int r_numqueries;
252 extern unsigned int r_maxqueries;
254 void R_TimeReport(const char *name);
257 void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
259 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
260 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
262 extern mempool_t *r_main_mempool;
264 typedef struct rsurfacestate_s
266 // current model array pointers
267 // these may point to processing buffers if model is animated,
268 // otherwise they point to static data.
269 // these are not directly used for rendering, they are just another level
272 // these either point at array_model* buffers (if the model is animated)
273 // or the model->surfmesh.data_* buffers (if the model is not animated)
275 // these are only set when an entity render begins, they do not change on
276 // a per surface basis.
278 // this indicates the model* arrays are pointed at array_model* buffers
279 // (in other words, the model has been animated in software)
280 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
281 qboolean modelgeneratedvertex;
282 // skeletal animation can be done by entity (animcache) or per batch,
283 // batch may be non-skeletal even if entity is skeletal, indicating that
284 // the dynamicvertex code path had to apply skeletal manually for a case
285 // where gpu-skinning is not possible, for this reason batch has its own
287 int entityskeletalnumtransforms; // how many transforms are used for this mesh
288 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
289 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
290 int entityskeletaltransform3x4offset;
291 int entityskeletaltransform3x4size;
292 float *modelvertex3f;
293 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
294 int modelvertex3f_bufferoffset;
295 float *modelsvector3f;
296 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
297 int modelsvector3f_bufferoffset;
298 float *modeltvector3f;
299 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
300 int modeltvector3f_bufferoffset;
301 float *modelnormal3f;
302 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
303 int modelnormal3f_bufferoffset;
304 float *modellightmapcolor4f;
305 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
306 int modellightmapcolor4f_bufferoffset;
307 float *modeltexcoordtexture2f;
308 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
309 int modeltexcoordtexture2f_bufferoffset;
310 float *modeltexcoordlightmap2f;
311 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
312 int modeltexcoordlightmap2f_bufferoffset;
313 unsigned char *modelskeletalindex4ub;
314 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
315 int modelskeletalindex4ub_bufferoffset;
316 unsigned char *modelskeletalweight4ub;
317 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
318 int modelskeletalweight4ub_bufferoffset;
319 r_vertexmesh_t *modelvertexmesh;
320 const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
321 int modelvertexmesh_bufferoffset;
323 const r_meshbuffer_t *modelelement3i_indexbuffer;
324 int modelelement3i_bufferoffset;
325 unsigned short *modelelement3s;
326 const r_meshbuffer_t *modelelement3s_indexbuffer;
327 int modelelement3s_bufferoffset;
328 int *modellightmapoffsets;
329 int modelnumvertices;
330 int modelnumtriangles;
331 const msurface_t *modelsurfaces;
332 // current rendering array pointers
333 // these may point to any of several different buffers depending on how
334 // much processing was needed to prepare this model for rendering
335 // these usually equal the model* pointers, they only differ if
336 // deformvertexes is used in a q3 shader, and consequently these can
337 // change on a per-surface basis (according to rsurface.texture)
338 qboolean batchgeneratedvertex;
339 qboolean batchmultidraw;
340 int batchmultidrawnumsurfaces;
341 const msurface_t **batchmultidrawsurfacelist;
342 int batchfirstvertex;
343 int batchnumvertices;
344 int batchfirsttriangle;
345 int batchnumtriangles;
346 r_vertexmesh_t *batchvertexmesh;
347 const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
348 int batchvertexmesh_bufferoffset;
349 float *batchvertex3f;
350 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
351 int batchvertex3f_bufferoffset;
352 float *batchsvector3f;
353 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
354 int batchsvector3f_bufferoffset;
355 float *batchtvector3f;
356 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
357 int batchtvector3f_bufferoffset;
358 float *batchnormal3f;
359 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
360 int batchnormal3f_bufferoffset;
361 float *batchlightmapcolor4f;
362 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
363 int batchlightmapcolor4f_bufferoffset;
364 float *batchtexcoordtexture2f;
365 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
366 int batchtexcoordtexture2f_bufferoffset;
367 float *batchtexcoordlightmap2f;
368 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
369 int batchtexcoordlightmap2f_bufferoffset;
370 unsigned char *batchskeletalindex4ub;
371 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
372 int batchskeletalindex4ub_bufferoffset;
373 unsigned char *batchskeletalweight4ub;
374 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
375 int batchskeletalweight4ub_bufferoffset;
377 const r_meshbuffer_t *batchelement3i_indexbuffer;
378 int batchelement3i_bufferoffset;
379 unsigned short *batchelement3s;
380 const r_meshbuffer_t *batchelement3s_indexbuffer;
381 int batchelement3s_bufferoffset;
382 int batchskeletalnumtransforms;
383 float *batchskeletaltransform3x4;
384 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
385 int batchskeletaltransform3x4offset;
386 int batchskeletaltransform3x4size;
387 // rendering pass processing arrays in GL11 and GL13 paths
389 const r_meshbuffer_t *passcolor4f_vertexbuffer;
390 int passcolor4f_bufferoffset;
392 // some important fields from the entity
396 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
397 double shadertime; // r_refdef.scene.time - ent->shadertime
398 // transform matrices to render this entity and effects on this entity
400 matrix4x4_t inversematrix;
401 // scale factors for transforming lengths into/out of entity space
403 float inversematrixscale;
404 // animation blending state from entity
405 frameblend_t frameblend[MAX_FRAMEBLENDS];
406 skeleton_t *skeleton;
407 // view location in model space
408 vec3_t localvieworigin;
409 // polygon offset data for submodels
410 float basepolygonfactor;
411 float basepolygonoffset;
412 // current textures in batching code
414 rtexture_t *lightmaptexture;
415 rtexture_t *deluxemaptexture;
416 // whether lightmapping is active on this batch
417 // (otherwise vertex colored)
418 qboolean uselightmaptexture;
419 // fog plane in model space for direct application to vertices
421 float fogmasktabledistmultiplier;
424 float fogplaneviewdist;
427 // light currently being rendered
428 const rtlight_t *rtlight;
430 // this is the location of the light in entity space
431 vec3_t entitylightorigin;
432 // this transforms entity coordinates to light filter cubemap coordinates
433 // (also often used for other purposes)
434 matrix4x4_t entitytolight;
435 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
436 // of attenuation texturing in full 3D (Z result often ignored)
437 matrix4x4_t entitytoattenuationxyz;
438 // this transforms only the Z to S, and T is always 0.5
439 matrix4x4_t entitytoattenuationz;
441 // user wavefunc parameters (from csqc)
442 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
444 // pointer to an entity_render_t used only by R_GetCurrentTexture and
445 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
447 entity_render_t *entity;
451 extern rsurfacestate_t rsurface;
453 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
455 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
456 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents);
457 void RSurf_SetupDepthAndCulling(void);
459 void R_Mesh_ResizeArrays(int newvertices);
461 texture_t *R_GetCurrentTexture(texture_t *t);
462 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
463 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
464 void R_AddWaterPlanes(entity_render_t *ent);
465 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
466 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
468 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
469 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
470 #define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
471 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
472 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
473 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
474 #define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
475 #define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others
476 #define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
477 #define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
478 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
479 #define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
480 #define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
481 #define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader
482 #define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
483 #define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws
484 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
485 void RSurf_DrawBatch(void);
487 void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size);
489 typedef enum rsurfacepass_e
492 RSURFPASS_BACKGROUND,
494 RSURFPASS_DEFERREDGEOMETRY
498 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
499 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
500 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
501 void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
502 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
504 typedef struct r_waterstate_waterplane_s
506 rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
507 rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
508 rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
513 int materialflags; // combined flags of all water surfaces on this plane
514 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
519 r_waterstate_waterplane_t;
521 typedef struct r_waterstate_s
523 int waterwidth, waterheight;
524 int texturewidth, textureheight;
525 int camerawidth, cameraheight;
526 rtexture_t *depthtexture;
528 int maxwaterplanes; // same as MAX_WATERPLANES
530 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
532 float screenscale[2];
533 float screencenter[2];
537 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
542 typedef struct r_framebufferstate_s
544 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
545 int fbo; // non-zero if r_viewfbo is enabled and working
546 int screentexturewidth, screentextureheight; // dimensions of texture
548 rtexture_t *colortexture; // non-NULL if fbo is non-zero
549 rtexture_t *depthtexture; // non-NULL if fbo is non-zero
550 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
551 rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
552 int bloomfbo[2]; // fbos for rendering into bloomtexture[]
553 int bloomindex; // which bloomtexture[] contains the final image
555 int bloomwidth, bloomheight;
556 int bloomtexturewidth, bloomtextureheight;
558 // arrays for rendering the screen passes
559 float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
560 float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
561 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
563 r_viewport_t bloomviewport;
565 r_waterstate_t water;
567 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
568 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
570 r_framebufferstate_t;
572 extern r_framebufferstate_t r_fb;
574 extern cvar_t r_viewfbo;
576 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
577 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
578 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
579 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
580 extern const float r_screenvertex3f[12];
581 extern cvar_t r_shadows;
582 extern cvar_t r_shadows_darken;
583 extern cvar_t r_shadows_drawafterrtlighting;
584 extern cvar_t r_shadows_castfrombmodels;
585 extern cvar_t r_shadows_throwdistance;
586 extern cvar_t r_shadows_throwdirection;
587 extern cvar_t r_shadows_focus;
588 extern cvar_t r_shadows_shadowmapscale;
589 extern cvar_t r_shadows_shadowmapbias;
590 extern cvar_t r_transparent_alphatocoverage;
591 extern cvar_t r_transparent_sortsurfacesbynearest;
592 extern cvar_t r_transparent_useplanardistance;
593 extern cvar_t r_transparent_sortarraysize;
594 extern cvar_t r_transparent_sortmindist;
595 extern cvar_t r_transparent_sortmaxdist;
597 void R_Model_Sprite_Draw(entity_render_t *ent);
600 void R_UpdateFog(void);
601 qboolean CL_VM_UpdateView(double frametime);
602 void SCR_DrawConsole(void);
603 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
604 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
605 void R_Shadow_UpdateBounceGridTexture(void);
606 void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
607 void R_DrawPortals(void);
608 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
609 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
610 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
611 dp_font_t *FindFont(const char *title, qboolean allocate_new);
612 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
614 void Render_Init(void);
616 // these are called by Render_Init
617 void R_Textures_Init(void);
618 void GL_Draw_Init(void);
619 void GL_Main_Init(void);
620 void R_Shadow_Init(void);
621 void R_Sky_Init(void);
622 void GL_Surf_Init(void);
623 void R_Particles_Init(void);
624 void R_Explosion_Init(void);
625 void gl_backend_init(void);
626 void Sbar_Init(void);
627 void R_LightningBeams_Init(void);
628 void Mod_RenderInit(void);
629 void Font_Init(void);
631 qboolean R_CompileShader_CheckStaticParms(void);
632 void R_GLSL_Restart_f(void);