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 skyrenderlater, 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_draw2d;
118 extern qboolean r_draw2d_force;
119 extern cvar_t r_drawviewmodel;
120 extern cvar_t r_drawworld;
121 extern cvar_t r_speeds;
122 extern cvar_t r_fullbright;
123 extern cvar_t r_wateralpha;
124 extern cvar_t r_dynamic;
127 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
128 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
130 typedef enum r_refdef_scene_type_s {
134 } r_refdef_scene_type_t;
136 void R_SelectScene( r_refdef_scene_type_t scenetype );
137 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
139 void R_SkinFrame_PrepareForPurge(void);
140 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
141 void R_SkinFrame_Purge(void);
142 // set last to NULL to start from the beginning
143 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
144 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
145 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
146 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
147 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
148 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);
149 skinframe_t *R_SkinFrame_LoadMissing(void);
151 rtexture_t *R_GetCubemap(const char *basename);
153 void R_View_WorldVisibility(qboolean forcenovis);
154 void R_DrawDecals(void);
155 void R_DrawParticles(void);
156 void R_DrawExplosions(void);
158 #define gl_solid_format 3
159 #define gl_alpha_format 4
161 int R_CullBox(const vec3_t mins, const vec3_t maxs);
162 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
164 #include "r_modules.h"
166 #include "meshqueue.h"
168 extern qboolean r_framedata_failed;
169 void R_FrameData_Reset(void);
170 void R_FrameData_NewFrame(void);
171 void *R_FrameData_Alloc(size_t size);
172 void *R_FrameData_Store(size_t size, void *data);
174 void R_AnimCache_Free(void);
175 void R_AnimCache_ClearCache(void);
176 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
177 void R_AnimCache_CacheVisibleEntities(void);
179 #include "r_lerpanim.h"
181 extern cvar_t r_render;
182 extern cvar_t r_renderview;
183 extern cvar_t r_waterwarp;
185 extern cvar_t r_textureunits;
187 extern cvar_t r_glsl_offsetmapping;
188 extern cvar_t r_glsl_offsetmapping_reliefmapping;
189 extern cvar_t r_glsl_offsetmapping_scale;
190 extern cvar_t r_glsl_deluxemapping;
192 extern cvar_t gl_polyblend;
193 extern cvar_t gl_dither;
195 extern cvar_t cl_deathfade;
197 extern cvar_t r_smoothnormals_areaweighting;
199 extern cvar_t r_test;
201 extern cvar_t r_texture_convertsRGB_2d;
202 extern cvar_t r_texture_convertsRGB_skin;
203 extern cvar_t r_texture_convertsRGB_cubemap;
204 extern cvar_t r_texture_convertsRGB_skybox;
205 extern cvar_t r_texture_convertsRGB_particles;
207 #include "gl_backend.h"
209 extern rtexture_t *r_texture_blanknormalmap;
210 extern rtexture_t *r_texture_white;
211 extern rtexture_t *r_texture_grey128;
212 extern rtexture_t *r_texture_black;
213 extern rtexture_t *r_texture_notexture;
214 extern rtexture_t *r_texture_whitecube;
215 extern rtexture_t *r_texture_normalizationcube;
216 extern rtexture_t *r_texture_fogattenuation;
217 extern rtexture_t *r_texture_fogheighttexture;
219 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
220 extern unsigned int r_numqueries;
221 extern unsigned int r_maxqueries;
223 void R_TimeReport(char *name);
226 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);
228 void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
229 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2);
231 extern mempool_t *r_main_mempool;
233 typedef struct rsurfacestate_s
235 // processing buffers
237 float *array_modelvertex3f;
238 float *array_modelsvector3f;
239 float *array_modeltvector3f;
240 float *array_modelnormal3f;
241 float *array_deformedvertex3f;
242 float *array_deformedsvector3f;
243 float *array_deformedtvector3f;
244 float *array_deformednormal3f;
245 float *array_generatedtexcoordtexture2f;
246 float *array_color4f;
247 float *array_texcoord3f;
249 // current model array pointers
250 // these may point to processing buffers if model is animated,
251 // otherwise they point to static data.
252 // these are not directly used for rendering, they are just another level
255 // these either point at array_model* buffers (if the model is animated)
256 // or the model->surfmesh.data_* buffers (if the model is not animated)
258 // these are only set when an entity render begins, they do not change on
259 // a per surface basis.
261 // this indicates the model* arrays are pointed at array_model* buffers
262 // (in other words, the model has been animated in software)
263 qboolean generatedvertex;
264 const float *modelvertex3f;
265 int modelvertex3f_bufferobject;
266 size_t modelvertex3f_bufferoffset;
267 const float *modelsvector3f;
268 int modelsvector3f_bufferobject;
269 size_t modelsvector3f_bufferoffset;
270 const float *modeltvector3f;
271 int modeltvector3f_bufferobject;
272 size_t modeltvector3f_bufferoffset;
273 const float *modelnormal3f;
274 int modelnormal3f_bufferobject;
275 size_t modelnormal3f_bufferoffset;
276 const float *modellightmapcolor4f;
277 int modellightmapcolor4f_bufferobject;
278 size_t modellightmapcolor4f_bufferoffset;
279 const float *modeltexcoordtexture2f;
280 int modeltexcoordtexture2f_bufferobject;
281 size_t modeltexcoordtexture2f_bufferoffset;
282 const float *modeltexcoordlightmap2f;
283 int modeltexcoordlightmap2f_bufferobject;
284 size_t modeltexcoordlightmap2f_bufferoffset;
285 const int *modelelement3i;
286 const unsigned short *modelelement3s;
287 int modelelement3i_bufferobject;
288 int modelelement3s_bufferobject;
289 const int *modellightmapoffsets;
290 int modelnum_vertices;
291 int modelnum_triangles;
292 const msurface_t *modelsurfaces;
293 // current rendering array pointers
294 // these may point to any of several different buffers depending on how
295 // much processing was needed to prepare this model for rendering
296 // these usually equal the model* pointers, they only differ if
297 // deformvertexes is used in a q3 shader, and consequently these can
298 // change on a per-surface basis (according to rsurface.texture)
300 // the exception is the color array which is often generated based on
301 // colormod, alpha fading, and fogging, it may also come from q3bsp vertex
302 // lighting of certain surfaces
303 const float *vertex3f;
304 int vertex3f_bufferobject;
305 size_t vertex3f_bufferoffset;
306 const float *svector3f;
307 int svector3f_bufferobject;
308 size_t svector3f_bufferoffset;
309 const float *tvector3f;
310 int tvector3f_bufferobject;
311 size_t tvector3f_bufferoffset;
312 const float *normal3f;
313 int normal3f_bufferobject;
314 size_t normal3f_bufferoffset;
315 const float *lightmapcolor4f;
316 int lightmapcolor4f_bufferobject;
317 size_t lightmapcolor4f_bufferoffset;
318 const float *texcoordtexture2f;
319 int texcoordtexture2f_bufferobject;
320 size_t texcoordtexture2f_bufferoffset;
321 const float *texcoordlightmap2f;
322 int texcoordlightmap2f_bufferobject;
323 size_t texcoordlightmap2f_bufferoffset;
324 // some important fields from the entity
328 float ent_shadertime;
329 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
330 // transform matrices to render this entity and effects on this entity
332 matrix4x4_t inversematrix;
333 // scale factors for transforming lengths into/out of entity space
335 float inversematrixscale;
336 // animation blending state from entity
337 frameblend_t frameblend[MAX_FRAMEBLENDS];
338 skeleton_t *skeleton;
339 // directional model shading state from entity
340 vec3_t modellight_ambient;
341 vec3_t modellight_diffuse;
342 vec3_t modellight_lightdir;
343 // colormapping state from entity (these are black if colormapping is off)
344 vec3_t colormap_pantscolor;
345 vec3_t colormap_shirtcolor;
346 // special coloring of ambient/diffuse textures (gloss not affected)
347 // colormod[3] is the alpha of the entity
349 // special coloring of glow textures
351 // view location in model space
352 vec3_t localvieworigin;
353 // polygon offset data for submodels
354 float basepolygonfactor;
355 float basepolygonoffset;
356 // current texture in batching code
358 // whether lightmapping is active on this batch
359 // (otherwise vertex colored)
360 qboolean uselightmaptexture;
361 // fog plane in model space for direct application to vertices
363 float fogmasktabledistmultiplier;
366 float fogplaneviewdist;
369 // light currently being rendered
370 const rtlight_t *rtlight;
372 // this is the location of the light in entity space
373 vec3_t entitylightorigin;
374 // this transforms entity coordinates to light filter cubemap coordinates
375 // (also often used for other purposes)
376 matrix4x4_t entitytolight;
377 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
378 // of attenuation texturing in full 3D (Z result often ignored)
379 matrix4x4_t entitytoattenuationxyz;
380 // this transforms only the Z to S, and T is always 0.5
381 matrix4x4_t entitytoattenuationz;
383 // user wavefunc parameters (from csqc)
384 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
386 // pointer to an entity_render_t used only by R_GetCurrentTexture and
387 // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
388 // each frame (see r_frame also)
389 entity_render_t *entity;
393 extern rsurfacestate_t rsurface;
395 void RSurf_ActiveWorldEntity(void);
396 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
397 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);
398 void RSurf_SetupDepthAndCulling(void);
400 void R_Mesh_ResizeArrays(int newvertices);
402 texture_t *R_GetCurrentTexture(texture_t *t);
403 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
404 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
405 void R_AddWaterPlanes(entity_render_t *ent);
406 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
407 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);
409 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist);
410 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist);
412 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);
414 typedef enum rsurfacepass_e
417 RSURFPASS_BACKGROUND,
419 RSURFPASS_DEFERREDGEOMETRY,
423 typedef enum gl20_texunit_e
425 // postprocess shaders, and generic shaders:
428 GL20TU_GAMMARAMPS = 2,
429 // standard material properties
434 // material properties for a second material
435 GL20TU_SECONDARY_NORMAL = 4,
436 GL20TU_SECONDARY_COLOR = 5,
437 GL20TU_SECONDARY_GLOSS = 6,
438 GL20TU_SECONDARY_GLOW = 7,
439 // material properties for a colormapped material
440 // conflicts with secondary material
443 // fog fade in the distance
445 // compiled ambient lightmap and deluxemap
447 GL20TU_DELUXEMAP = 10,
448 // refraction, used by water shaders
449 GL20TU_REFRACTION = 3,
450 // reflection, used by water shaders, also with normal material rendering
451 // conflicts with secondary material
452 GL20TU_REFLECTION = 7,
453 // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
454 // conflicts with lightmap/deluxemap
455 GL20TU_ATTENUATION = 9,
457 GL20TU_SHADOWMAPRECT = 11,
458 GL20TU_SHADOWMAPCUBE = 11,
459 GL20TU_SHADOWMAP2D = 11,
460 GL20TU_CUBEPROJECTION = 12,
461 // orthographic-projection shadowmapping
462 GL20TU_SHADOWMAPORTHORECT = 15,
463 GL20TU_SHADOWMAPORTHO2D = 15,
464 // rtlight prepass data (screenspace depth and normalmap)
465 GL20TU_SCREENDEPTH = 13,
466 GL20TU_SCREENNORMALMAP = 14,
467 // lightmap prepass data (screenspace diffuse and specular from lights)
468 GL20TU_SCREENDIFFUSE = 11,
469 GL20TU_SCREENSPECULAR = 12,
471 GL20TU_REFLECTMASK = 5,
472 GL20TU_REFLECTCUBE = 6,
473 GL20TU_FOGHEIGHTTEXTURE = 14
477 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
478 void R_SetupShader_DepthOrShadow(void);
479 void R_SetupShader_ShowDepth(void);
480 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
481 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
483 typedef struct r_waterstate_waterplane_s
485 rtexture_t *texture_refraction;
486 rtexture_t *texture_reflection;
487 rtexture_t *texture_camera;
489 int materialflags; // combined flags of all water surfaces on this plane
490 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
494 r_waterstate_waterplane_t;
496 typedef struct r_waterstate_s
500 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
501 qboolean renderingrefraction;
503 int waterwidth, waterheight;
504 int texturewidth, textureheight;
505 int camerawidth, cameraheight;
507 int maxwaterplanes; // same as MAX_WATERPLANES
509 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
511 float screenscale[2];
512 float screencenter[2];
516 extern r_waterstate_t r_waterstate;