#ifndef RENDER_H
#define RENDER_H
-// flag arrays used for visibility checking on world model
-// (all other entities have no per-surface/per-leaf visibility checks)
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-extern unsigned char r_pvsbits[(32768+7)>>3];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-extern unsigned char r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
-extern unsigned char r_worldsurfacevisible[262144];
-
-extern matrix4x4_t r_identitymatrix;
+#include "svbsp.h"
// 1.0f / N table
extern float ixtable[4096];
-// far clip distance for scene
-extern float r_farclip;
-
// fog stuff
extern void FOG_clear(void);
-extern float fog_density, fog_red, fog_green, fog_blue;
// sky stuff
extern cvar_t r_sky;
extern void SHOWLMP_decodehide(void);
extern void SHOWLMP_decodeshow(void);
extern void SHOWLMP_drawall(void);
-extern void SHOWLMP_clear(void);
// render profiling stuff
-extern char r_speeds_string[1024];
+extern int r_timereport_active;
// lighting stuff
extern cvar_t r_ambient;
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
+extern cvar_t r_lerplightstyles;
extern cvar_t r_waterscroll;
extern cvar_t developer_texturelogging;
+// shadow volume bsp struct with automatically growing nodes buffer
+extern svbsp_t r_svbsp;
+
typedef struct rmesh_s
{
// vertices of this mesh
//=============================================================================
-extern int r_framecount;
-extern mplane_t frustum[5];
-
-typedef struct renderstats_s
-{
- int entities;
- int entities_surfaces;
- int entities_triangles;
- int world_leafs;
- int world_portals;
- int particles;
- int meshes;
- int meshes_elements;
- int lights;
- int lights_clears;
- int lights_scissored;
- int lights_lighttriangles;
- int lights_shadowtriangles;
- int lights_dynamicshadowtriangles;
- int bloom;
- int bloom_copypixels;
- int bloom_drawpixels;
-}
-renderstats_t;
-
-extern renderstats_t renderstats;
-
-// brightness of world lightmaps and related lighting
-// (often reduced when world rtlights are enabled)
-extern float r_lightmapintensity;
-// whether to draw world lights realtime, dlights realtime, and their shadows
-extern qboolean r_rtworld;
-extern qboolean r_rtworldshadows;
-extern qboolean r_rtdlight;
-extern qboolean r_rtdlightshadows;
+extern cvar_t r_nearclip;
// forces all rendering to draw triangle outlines
extern cvar_t r_showtris;
-extern int r_showtrispass;
+extern cvar_t r_shownormals;
+extern cvar_t r_showlighting;
+extern cvar_t r_showshadowvolumes;
+extern cvar_t r_showcollisionbrushes;
+extern cvar_t r_showcollisionbrushes_polygonfactor;
+extern cvar_t r_showcollisionbrushes_polygonoffset;
+extern cvar_t r_showdisabledepthtest;
//
// view origin
//
-extern vec3_t r_vieworigin;
-extern vec3_t r_viewforward;
-extern vec3_t r_viewleft;
-extern vec3_t r_viewright;
-extern vec3_t r_viewup;
-extern int r_view_x;
-extern int r_view_y;
-extern int r_view_z;
-extern int r_view_width;
-extern int r_view_height;
-extern int r_view_depth;
-extern matrix4x4_t r_view_matrix;
-
-extern mleaf_t *r_viewleaf, *r_oldviewleaf;
-
-extern qboolean envmap;
-
extern cvar_t r_drawentities;
extern cvar_t r_drawviewmodel;
extern cvar_t r_speeds;
extern cvar_t r_fullbright;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
-extern cvar_t r_drawcollisionbrushes;
void R_Init(void);
-void R_UpdateWorld(void); // needs no r_refdef
-void R_RenderView(void); // must call R_UpdateWorld and set r_refdef first
-
-
-void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
-
-void R_WorldVisibility();
+void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
+void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
+
+typedef enum r_refdef_scene_type_s {
+ RST_CLIENT,
+ RST_MENU,
+ RST_COUNT
+} r_refdef_scene_type_t;
+
+void R_SelectScene( r_refdef_scene_type_t scenetype );
+r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
+
+void R_SkinFrame_PrepareForPurge(void);
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
+void R_SkinFrame_Purge(void);
+// set last to NULL to start from the beginning
+skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
+skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadMissing(void);
+
+void R_View_WorldVisibility(qboolean forcenovis);
+void R_DrawDecals(void);
void R_DrawParticles(void);
void R_DrawExplosions(void);
#define gl_alpha_format 4
int R_CullBox(const vec3_t mins, const vec3_t maxs);
-
-#define FOGTABLEWIDTH 1024
-extern vec3_t fogcolor;
-extern vec_t fogdensity;
-extern vec_t fogrange;
-extern vec_t fograngerecip;
-extern int fogtableindex;
-extern vec_t fogtabledistmultiplier;
-extern float fogtable[FOGTABLEWIDTH];
-extern qboolean fogenabled;
-#define VERTEXFOGTABLE(dist) (fogtableindex = (int)((dist) * fogtabledistmultiplier), fogtable[bound(0, fogtableindex, FOGTABLEWIDTH - 1)])
+int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
#include "r_modules.h"
extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
+extern cvar_t r_glsl;
+extern cvar_t r_glsl_offsetmapping;
+extern cvar_t r_glsl_offsetmapping_reliefmapping;
+extern cvar_t r_glsl_offsetmapping_scale;
+extern cvar_t r_glsl_deluxemapping;
+
extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
extern cvar_t r_smoothnormals_areaweighting;
-#include "gl_backend.h"
+extern cvar_t r_test;
-#include "r_light.h"
+#include "gl_backend.h"
extern rtexture_t *r_texture_blanknormalmap;
extern rtexture_t *r_texture_white;
+extern rtexture_t *r_texture_grey128;
extern rtexture_t *r_texture_black;
extern rtexture_t *r_texture_notexture;
extern rtexture_t *r_texture_whitecube;
extern rtexture_t *r_texture_normalizationcube;
extern rtexture_t *r_texture_fogattenuation;
-extern rtexture_t *r_texture_fogintensity;
+//extern rtexture_t *r_texture_fogintensity;
+
+#define R_MAX_OCCLUSION_QUERIES 4096
+extern unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
+extern unsigned int r_numqueries;
+extern unsigned int r_maxqueries;
void R_TimeReport(char *name);
-void R_TimeReport_Start(void);
-void R_TimeReport_End(void);
// r_stain
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);
-void R_DrawWorldCrosshair(void);
-void R_Draw2DCrosshair(void);
-
void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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);
-
-struct entity_render_s;
-struct texture_s;
-struct msurface_s;
-void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
-void R_UpdateAllTextureInfo(entity_render_t *ent);
-void R_QueueTextureSurfaceList(entity_render_t *ent, struct texture_s *texture, int texturenumsurfaces, const struct msurface_s **texturesurfacelist, const vec3_t modelorg);
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
+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);
+
+extern mempool_t *r_main_mempool;
+
+typedef struct rsurfacestate_s
+{
+ // processing buffers
+ int array_size;
+ float *array_modelvertex3f;
+ float *array_modelsvector3f;
+ float *array_modeltvector3f;
+ float *array_modelnormal3f;
+ float *array_deformedvertex3f;
+ float *array_deformedsvector3f;
+ float *array_deformedtvector3f;
+ float *array_deformednormal3f;
+ float *array_generatedtexcoordtexture2f;
+ float *array_color4f;
+ float *array_texcoord3f;
+
+ // current model array pointers
+ // these may point to processing buffers if model is animated,
+ // otherwise they point to static data.
+ // these are not directly used for rendering, they are just another level
+ // of processing
+ //
+ // these either point at array_model* buffers (if the model is animated)
+ // or the model->surfmesh.data_* buffers (if the model is not animated)
+ //
+ // these are only set when an entity render begins, they do not change on
+ // a per surface basis.
+ //
+ // this indicates the model* arrays are pointed at array_model* buffers
+ // (in other words, the model has been animated in software)
+ qboolean generatedvertex;
+ float *modelvertex3f;
+ int modelvertex3f_bufferobject;
+ size_t modelvertex3f_bufferoffset;
+ float *modelsvector3f;
+ int modelsvector3f_bufferobject;
+ size_t modelsvector3f_bufferoffset;
+ float *modeltvector3f;
+ int modeltvector3f_bufferobject;
+ size_t modeltvector3f_bufferoffset;
+ float *modelnormal3f;
+ int modelnormal3f_bufferobject;
+ size_t modelnormal3f_bufferoffset;
+ float *modellightmapcolor4f;
+ int modellightmapcolor4f_bufferobject;
+ size_t modellightmapcolor4f_bufferoffset;
+ float *modeltexcoordtexture2f;
+ int modeltexcoordtexture2f_bufferobject;
+ size_t modeltexcoordtexture2f_bufferoffset;
+ float *modeltexcoordlightmap2f;
+ int modeltexcoordlightmap2f_bufferobject;
+ size_t modeltexcoordlightmap2f_bufferoffset;
+ int *modelelement3i;
+ unsigned short *modelelement3s;
+ int modelelement3i_bufferobject;
+ int modelelement3s_bufferobject;
+ int *modellightmapoffsets;
+ int modelnum_vertices;
+ int modelnum_triangles;
+ msurface_t *modelsurfaces;
+ // current rendering array pointers
+ // these may point to any of several different buffers depending on how
+ // much processing was needed to prepare this model for rendering
+ // these usually equal the model* pointers, they only differ if
+ // deformvertexes is used in a q3 shader, and consequently these can
+ // change on a per-surface basis (according to rsurface.texture)
+ //
+ // the exception is the color array which is often generated based on
+ // colormod, alpha fading, and fogging, it may also come from q3bsp vertex
+ // lighting of certain surfaces
+ float *vertex3f;
+ int vertex3f_bufferobject;
+ size_t vertex3f_bufferoffset;
+ float *svector3f;
+ int svector3f_bufferobject;
+ size_t svector3f_bufferoffset;
+ float *tvector3f;
+ int tvector3f_bufferobject;
+ size_t tvector3f_bufferoffset;
+ float *normal3f;
+ int normal3f_bufferobject;
+ size_t normal3f_bufferoffset;
+ float *lightmapcolor4f;
+ int lightmapcolor4f_bufferobject;
+ size_t lightmapcolor4f_bufferoffset;
+ float *texcoordtexture2f;
+ int texcoordtexture2f_bufferobject;
+ size_t texcoordtexture2f_bufferoffset;
+ float *texcoordlightmap2f;
+ int texcoordlightmap2f_bufferobject;
+ size_t texcoordlightmap2f_bufferoffset;
+ // transform matrices to render this entity and effects on this entity
+ matrix4x4_t matrix;
+ matrix4x4_t inversematrix;
+ // animation blending state from entity
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ // directional model shading state from entity
+ vec3_t modellight_ambient;
+ vec3_t modellight_diffuse;
+ vec3_t modellight_lightdir;
+ // colormapping state from entity (these are black if colormapping is off)
+ vec3_t colormap_pantscolor;
+ vec3_t colormap_shirtcolor;
+ // view location in model space
+ vec3_t modelorg; // TODO: rename this
+ // polygon offset data for submodels
+ float basepolygonfactor;
+ float basepolygonoffset;
+ // current texture in batching code
+ texture_t *texture;
+ // whether lightmapping is active on this batch
+ // (otherwise vertex colored)
+ qboolean uselightmaptexture;
+
+ // rtlight rendering
+ // light currently being rendered
+ const rtlight_t *rtlight;
+ // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
+ vec3_t rtlight_cullmins;
+ vec3_t rtlight_cullmaxs;
+ // current light's culling planes
+ int rtlight_numfrustumplanes;
+ mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
+
+ // this is the location of the light in entity space
+ vec3_t entitylightorigin;
+ // this transforms entity coordinates to light filter cubemap coordinates
+ // (also often used for other purposes)
+ matrix4x4_t entitytolight;
+ // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (Z result often ignored)
+ matrix4x4_t entitytoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ matrix4x4_t entitytoattenuationz;
+
+ // pointer to an entity_render_t used only by R_GetCurrentTexture and
+ // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
+ // each frame (see r_frame also)
+ entity_render_t *entity;
+}
+rsurfacestate_t;
+
+extern rsurfacestate_t rsurface;
+
+void RSurf_ActiveWorldEntity(void);
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+void RSurf_SetupDepthAndCulling(void);
+
+void R_Mesh_ResizeArrays(int newvertices);
+
+texture_t *R_GetCurrentTexture(texture_t *t);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug);
+void R_AddWaterPlanes(entity_render_t *ent);
+
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
+
+typedef enum rsurfacepass_e
+{
+ RSURFPASS_BASE,
+ RSURFPASS_BACKGROUND,
+ RSURFPASS_RTLIGHT
+}
+rsurfacepass_t;
+
+typedef enum gl20_texunit_e
+{
+ // postprocess shaders, and generic shaders:
+ GL20TU_FIRST = 0,
+ GL20TU_SECOND = 1,
+ GL20TU_GAMMARAMPS = 2,
+ // standard material properties
+ GL20TU_NORMAL = 0,
+ GL20TU_COLOR = 1,
+ GL20TU_GLOSS = 2,
+ GL20TU_GLOW = 3,
+ // material properties for a second material
+ GL20TU_SECONDARY_NORMAL = 4,
+ GL20TU_SECONDARY_COLOR = 5,
+ GL20TU_SECONDARY_GLOSS = 6,
+ GL20TU_SECONDARY_GLOW = 7,
+ // material properties for a colormapped material
+ // conflicts with secondary material
+ GL20TU_PANTS = 4,
+ GL20TU_SHIRT = 5,
+ // fog fade in the distance
+ GL20TU_FOGMASK = 8,
+ // compiled ambient lightmap and deluxemap
+ GL20TU_LIGHTMAP = 9,
+ GL20TU_DELUXEMAP = 10,
+ // refraction, used by water shaders
+ GL20TU_REFRACTION = 3,
+ // reflection, used by water shaders, also with normal material rendering
+ // conflicts with secondary material
+ GL20TU_REFLECTION = 7,
+ // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
+ // conflicts with lightmap/deluxemap
+ GL20TU_ATTENUATION = 9,
+ GL20TU_CUBE = 10,
+}
+gl20_texunit;
+
+void R_SetupGenericShader(qboolean usetexture);
+void R_SetupGenericTwoTextureShader(int texturemode);
+void R_SetupDepthOrShadowShader(void);
+void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
+
+typedef struct r_waterstate_waterplane_s
+{
+ rtexture_t *texture_refraction;
+ rtexture_t *texture_reflection;
+ mplane_t plane;
+ int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
+ qboolean pvsvalid;
+}
+r_waterstate_waterplane_t;
+
+#define MAX_WATERPLANES 16
+
+typedef struct r_waterstate_s
+{
+ qboolean enabled;
+
+ qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+
+ int waterwidth, waterheight;
+ int texturewidth, textureheight;
+
+ int maxwaterplanes; // same as MAX_WATERPLANES
+ int numwaterplanes;
+ r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
+
+ float screenscale[2];
+ float screencenter[2];
+}
+r_waterstate_t;
+
+extern r_waterstate_t r_waterstate;
#endif