#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 qbyte r_pvsbits[(32768+7)>>3];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-extern qbyte r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
-extern qbyte 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;
// render profiling stuff
extern char r_speeds_string[1024];
+extern int r_timereport_active;
// lighting stuff
extern cvar_t r_ambient;
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 float r_view_fov_x;
-extern float r_view_fov_y;
-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_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
-void R_InitSky (qbyte *src, int bytesperpixel); // called at level load
+void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
-void R_WorldVisibility();
+void R_View_WorldVisibility();
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;
+extern cvar_t r_test;
+
#include "gl_backend.h"
#include "r_light.h"
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;
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);
+extern mempool_t *r_main_mempool;
+
+extern int rsurface_array_size;
+extern float *rsurface_array_modelvertex3f;
+extern float *rsurface_array_modelsvector3f;
+extern float *rsurface_array_modeltvector3f;
+extern float *rsurface_array_modelnormal3f;
+extern float *rsurface_array_deformedvertex3f;
+extern float *rsurface_array_deformedsvector3f;
+extern float *rsurface_array_deformedtvector3f;
+extern float *rsurface_array_deformednormal3f;
+extern float *rsurface_array_color4f;
+extern float *rsurface_array_texcoord3f;
+
+typedef enum rsurfmode_e
+{
+ RSURFMODE_NONE,
+ RSURFMODE_SHOWSURFACES,
+ RSURFMODE_SKY,
+ RSURFMODE_MULTIPASS,
+ RSURFMODE_GLSL
+}
+rsurfmode_t;
+
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern float *rsurface_lightmapcolor4f;
+extern vec3_t rsurface_modelorg;
+extern qboolean rsurface_generatedvertex;
+extern const entity_render_t *rsurface_entity;
+extern const model_t *rsurface_model;
+extern texture_t *rsurface_texture;
+extern qboolean rsurface_uselightmaptexture;
+extern rsurfmode_t rsurface_mode;
+
+void RSurf_ActiveWorldEntity(void);
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+void RSurf_CleanUp(void);
+
+void R_Mesh_ResizeArrays(int newvertices);
+
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_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
+void R_DrawWorldSurfaces(qboolean skysurfaces);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces);
+
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
+
+#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
+#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
+#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
+#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+
+#define SHADERPERMUTATION_COUNT (1<<11) // how many permutations are possible
+#define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 1) // mask of valid indexing bits for r_glsl_permutations[] array
+
+// these are additional flags used only by R_GLSL_CompilePermutation
+#define SHADERPERMUTATION_USES_VERTEXSHADER (1<<29)
+#define SHADERPERMUTATION_USES_GEOMETRYSHADER (1<<30)
+#define SHADERPERMUTATION_USES_FRAGMENTSHADER (1<<31)
+
+typedef struct r_glsl_permutation_s
+{
+ // indicates if we have tried compiling this permutation already
+ qboolean compiled;
+ // 0 if compilation failed
+ int program;
+ int loc_Texture_Normal;
+ int loc_Texture_Color;
+ int loc_Texture_Gloss;
+ int loc_Texture_Cube;
+ int loc_Texture_FogMask;
+ int loc_Texture_Pants;
+ int loc_Texture_Shirt;
+ int loc_Texture_Lightmap;
+ int loc_Texture_Deluxemap;
+ int loc_Texture_Glow;
+ int loc_FogColor;
+ int loc_LightPosition;
+ int loc_EyePosition;
+ int loc_LightColor;
+ int loc_Color_Pants;
+ int loc_Color_Shirt;
+ int loc_FogRangeRecip;
+ int loc_AmbientScale;
+ int loc_DiffuseScale;
+ int loc_SpecularScale;
+ int loc_SpecularPower;
+ int loc_GlowScale;
+ int loc_SceneBrightness;
+ int loc_OffsetMapping_Scale;
+ int loc_AmbientColor;
+ int loc_DiffuseColor;
+ int loc_SpecularColor;
+ int loc_LightDir;
+}
+r_glsl_permutation_t;
+
+// information about each possible shader permutation
+extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+// currently selected permutation
+extern r_glsl_permutation_t *r_glsl_permutation;
+
+void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
+void R_SwitchSurfaceShader(int permutation);
#endif