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];
30 extern void FOG_clear(void);
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern int skyrendernow, skyrendermasked;
37 extern int R_SetSkyBox(const char *sky);
38 extern void R_SkyStartFrame(void);
39 extern void R_Sky(void);
40 extern void R_ResetSkyBox(void);
42 // SHOWLMP stuff (Nehahra)
43 extern void SHOWLMP_decodehide(void);
44 extern void SHOWLMP_decodeshow(void);
45 extern void SHOWLMP_drawall(void);
47 // render profiling stuff
48 extern int r_timereport_active;
51 extern cvar_t r_ambient;
52 extern cvar_t gl_flashblend;
55 extern cvar_t r_novis;
57 extern cvar_t r_lerpsprites;
58 extern cvar_t r_lerpmodels;
59 extern cvar_t r_lerplightstyles;
60 extern cvar_t r_waterscroll;
62 extern cvar_t developer_texturelogging;
64 // shadow volume bsp struct with automatically growing nodes buffer
65 extern svbsp_t r_svbsp;
67 typedef struct rmesh_s
69 // vertices of this mesh
77 float *texcoordlightmap2f;
79 // triangles of this mesh
89 // useful functions for rendering
90 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
91 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
92 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
93 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
94 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
96 #define TOP_RANGE 16 // soldier uniform colors
97 #define BOTTOM_RANGE 96
99 //=============================================================================
101 extern cvar_t r_nearclip;
103 // forces all rendering to draw triangle outlines
104 extern cvar_t r_showtris;
105 extern cvar_t r_shownormals;
106 extern cvar_t r_showlighting;
107 extern cvar_t r_showshadowvolumes;
108 extern cvar_t r_showcollisionbrushes;
109 extern cvar_t r_showcollisionbrushes_polygonfactor;
110 extern cvar_t r_showcollisionbrushes_polygonoffset;
111 extern cvar_t r_showdisabledepthtest;
116 extern cvar_t r_drawentities;
117 extern cvar_t r_drawviewmodel;
118 extern cvar_t r_speeds;
119 extern cvar_t r_fullbright;
120 extern cvar_t r_wateralpha;
121 extern cvar_t r_dynamic;
124 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
125 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
128 void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
130 void R_SkinFrame_PrepareForPurge(void);
131 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
132 void R_SkinFrame_Purge(void);
133 // set last to NULL to start from the beginning
134 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
135 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
136 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
137 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
138 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
139 skinframe_t *R_SkinFrame_LoadMissing(void);
141 void R_View_WorldVisibility(qboolean forcenovis);
142 void R_DrawDecals(void);
143 void R_DrawParticles(void);
144 void R_DrawExplosions(void);
146 #define gl_solid_format 3
147 #define gl_alpha_format 4
149 int R_CullBox(const vec3_t mins, const vec3_t maxs);
150 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
152 #include "r_modules.h"
154 #include "meshqueue.h"
156 #include "r_lerpanim.h"
158 extern cvar_t r_render;
159 extern cvar_t r_waterwarp;
161 extern cvar_t r_textureunits;
162 extern cvar_t r_glsl;
163 extern cvar_t r_glsl_offsetmapping;
164 extern cvar_t r_glsl_offsetmapping_reliefmapping;
165 extern cvar_t r_glsl_offsetmapping_scale;
166 extern cvar_t r_glsl_deluxemapping;
168 extern cvar_t gl_polyblend;
169 extern cvar_t gl_dither;
171 extern cvar_t r_smoothnormals_areaweighting;
173 extern cvar_t r_test;
175 #include "gl_backend.h"
177 extern rtexture_t *r_texture_blanknormalmap;
178 extern rtexture_t *r_texture_white;
179 extern rtexture_t *r_texture_grey128;
180 extern rtexture_t *r_texture_black;
181 extern rtexture_t *r_texture_notexture;
182 extern rtexture_t *r_texture_whitecube;
183 extern rtexture_t *r_texture_normalizationcube;
184 extern rtexture_t *r_texture_fogattenuation;
185 //extern rtexture_t *r_texture_fogintensity;
187 void R_TimeReport(char *name);
190 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);
192 void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
193 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca);
195 extern mempool_t *r_main_mempool;
197 typedef enum rsurfmode_e
200 RSURFMODE_SHOWSURFACES,
207 typedef struct rsurfacestate_s
209 // processing buffers
211 float *array_modelvertex3f;
212 float *array_modelsvector3f;
213 float *array_modeltvector3f;
214 float *array_modelnormal3f;
215 float *array_deformedvertex3f;
216 float *array_deformedsvector3f;
217 float *array_deformedtvector3f;
218 float *array_deformednormal3f;
219 float *array_generatedtexcoordtexture2f;
220 float *array_color4f;
221 float *array_texcoord3f;
223 // current model array pointers
224 // these may point to processing buffers if model is animated,
225 // otherwise they point to static data.
226 // these are not directly used for rendering, they are just another level
229 // these either point at array_model* buffers (if the model is animated)
230 // or the model->surfmesh.data_* buffers (if the model is not animated)
232 // these are only set when an entity render begins, they do not change on
233 // a per surface basis.
235 // this indicates the model* arrays are pointed at array_model* buffers
236 // (in other words, the model has been animated in software)
237 qboolean generatedvertex;
238 float *modelvertex3f;
239 int modelvertex3f_bufferobject;
240 size_t modelvertex3f_bufferoffset;
241 float *modelsvector3f;
242 int modelsvector3f_bufferobject;
243 size_t modelsvector3f_bufferoffset;
244 float *modeltvector3f;
245 int modeltvector3f_bufferobject;
246 size_t modeltvector3f_bufferoffset;
247 float *modelnormal3f;
248 int modelnormal3f_bufferobject;
249 size_t modelnormal3f_bufferoffset;
250 float *modellightmapcolor4f;
251 int modellightmapcolor4f_bufferobject;
252 size_t modellightmapcolor4f_bufferoffset;
253 float *modeltexcoordtexture2f;
254 int modeltexcoordtexture2f_bufferobject;
255 size_t modeltexcoordtexture2f_bufferoffset;
256 float *modeltexcoordlightmap2f;
257 int modeltexcoordlightmap2f_bufferobject;
258 size_t modeltexcoordlightmap2f_bufferoffset;
260 int modelelement3i_bufferobject;
261 int *modellightmapoffsets;
262 int modelnum_vertices;
263 int modelnum_triangles;
264 msurface_t *modelsurfaces;
265 // current rendering array pointers
266 // these may point to any of several different buffers depending on how
267 // much processing was needed to prepare this model for rendering
268 // these usually equal the model* pointers, they only differ if
269 // deformvertexes is used in a q3 shader, and consequently these can
270 // change on a per-surface basis (according to rsurface.texture)
272 // the exception is the color array which is often generated based on
273 // colormod, alpha fading, and fogging, it may also come from q3bsp vertex
274 // lighting of certain surfaces
276 int vertex3f_bufferobject;
277 size_t vertex3f_bufferoffset;
279 int svector3f_bufferobject;
280 size_t svector3f_bufferoffset;
282 int tvector3f_bufferobject;
283 size_t tvector3f_bufferoffset;
285 int normal3f_bufferobject;
286 size_t normal3f_bufferoffset;
287 float *lightmapcolor4f;
288 int lightmapcolor4f_bufferobject;
289 size_t lightmapcolor4f_bufferoffset;
290 float *texcoordtexture2f;
291 int texcoordtexture2f_bufferobject;
292 size_t texcoordtexture2f_bufferoffset;
293 float *texcoordlightmap2f;
294 int texcoordlightmap2f_bufferobject;
295 size_t texcoordlightmap2f_bufferoffset;
296 // transform matrices to render this entity and effects on this entity
298 matrix4x4_t inversematrix;
299 // animation blending state from entity
300 frameblend_t frameblend[4];
301 // directional model shading state from entity
302 vec3_t modellight_ambient;
303 vec3_t modellight_diffuse;
304 vec3_t modellight_lightdir;
305 // colormapping state from entity (these are black if colormapping is off)
306 vec3_t colormap_pantscolor;
307 vec3_t colormap_shirtcolor;
308 // view location in model space
309 vec3_t modelorg; // TODO: rename this
310 // polygon offset data for submodels
311 float basepolygonfactor;
312 float basepolygonoffset;
313 // current texture in batching code
315 // whether lightmapping is active on this batch
316 // (otherwise vertex colored)
317 qboolean uselightmaptexture;
318 // one of the RSURFMODE_ values
322 // light currently being rendered
324 // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
325 vec3_t rtlight_cullmins;
326 vec3_t rtlight_cullmaxs;
327 // current light's culling planes
328 int rtlight_numfrustumplanes;
329 mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
331 // this is the location of the light in entity space
332 vec3_t entitylightorigin;
333 // this transforms entity coordinates to light filter cubemap coordinates
334 // (also often used for other purposes)
335 matrix4x4_t entitytolight;
336 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
337 // of attenuation texturing in full 3D (Z result often ignored)
338 matrix4x4_t entitytoattenuationxyz;
339 // this transforms only the Z to S, and T is always 0.5
340 matrix4x4_t entitytoattenuationz;
344 extern rsurfacestate_t rsurface;
346 void RSurf_ActiveWorldEntity(void);
347 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
348 void RSurf_CleanUp(void);
349 void RSurf_SetupDepthAndCulling(void);
351 void R_Mesh_ResizeArrays(int newvertices);
353 struct entity_render_s;
356 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
357 void R_UpdateAllTextureInfo(entity_render_t *ent);
358 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
359 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
360 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
362 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
363 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
365 typedef enum rsurfacepass_e
368 RSURFPASS_BACKGROUND,
373 typedef enum gl20_texunit_e
379 GL20TU_SECONDARY_NORMAL = 4,
380 GL20TU_SECONDARY_COLOR = 5,
381 GL20TU_SECONDARY_GLOSS = 6,
382 GL20TU_SECONDARY_GLOW = 7,
386 GL20TU_LIGHTMAP = 11,
387 GL20TU_DELUXEMAP = 12,
388 GL20TU_REFRACTION = 13,
389 GL20TU_REFLECTION = 14,
390 GL20TU_ATTENUATION = 3,
395 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass);