#ifndef RENDER_H
#define RENDER_H
+#include "svbsp.h"
+
+typedef enum glsl_attrib_e
+{
+ GLSLATTRIB_POSITION = 0,
+ GLSLATTRIB_COLOR = 1,
+ GLSLATTRIB_TEXCOORD0 = 2,
+ GLSLATTRIB_TEXCOORD1 = 3,
+ GLSLATTRIB_TEXCOORD2 = 4,
+ GLSLATTRIB_TEXCOORD3 = 5,
+ GLSLATTRIB_TEXCOORD4 = 6,
+ GLSLATTRIB_TEXCOORD5 = 7,
+ GLSLATTRIB_TEXCOORD6 = 8,
+ GLSLATTRIB_TEXCOORD7 = 9,
+}
+glsl_attrib;
+
+typedef enum shaderlanguage_e
+{
+ SHADERLANGUAGE_GLSL,
+ SHADERLANGUAGE_COUNT
+}
+shaderlanguage_t;
+
+// this enum selects which of the glslshadermodeinfo entries should be used
+typedef enum shadermode_e
+{
+ SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
+ SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
+ SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
+ SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
+ SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
+ SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
+ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
+ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
+ SHADERMODE_LIGHTGRID, ///< (lightmap) use directional pixel shading from lightgrid data (q3bsp)
+ SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
+ SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
+ SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
+ SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
+ SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
+ SHADERMODE_COUNT
+}
+shadermode_t;
+
+typedef enum shaderpermutation_e
+{
+ SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
+ SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
+ SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
+ SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
+ SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
+ SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
+ SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
+ SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
+ SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
+ SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
+ SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
+ SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
+ SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
+ SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+ SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
+ SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+ SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
+ SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+ SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
+ SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+ SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
+ SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
+ SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
+ SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
+ SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
+ SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
+ SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
+ SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
+ SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
+ SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
+ SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
+}
+shaderpermutation_t;
+
// 1.0f / N table
extern float ixtable[4096];
// fog stuff
-extern void FOG_clear(void);
+void FOG_clear(void);
// sky stuff
extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
-extern int skyrendernow, skyrendermasked;
-extern int R_SetSkyBox(const char *sky);
-extern void R_SkyStartFrame(void);
-extern void R_Sky(void);
-extern void R_ResetSkyBox(void);
+extern cvar_t r_sky_scissor;
+extern cvar_t r_q3bsp_renderskydepth;
+extern int skyrenderlater, skyrendermasked;
+extern int skyscissor[4];
+int R_SetSkyBox(const char *sky);
+void R_SkyStartFrame(void);
+void R_Sky(void);
+void R_ResetSkyBox(void);
// SHOWLMP stuff (Nehahra)
-extern void SHOWLMP_decodehide(void);
-extern void SHOWLMP_decodeshow(void);
-extern void SHOWLMP_drawall(void);
-extern void SHOWLMP_clear(void);
+void SHOWLMP_decodehide(void);
+void SHOWLMP_decodeshow(void);
+void SHOWLMP_drawall(void);
// render profiling stuff
-extern char r_speeds_string[1024];
extern int r_timereport_active;
// lighting stuff
// vis stuff
extern cvar_t r_novis;
+extern cvar_t r_trippy;
+extern cvar_t r_fxaa;
+
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
int maxtriangles;
int numtriangles;
int *element3i;
- int *neighbor3i;
// snapping epsilon
float epsilon2;
}
// useful functions for rendering
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
void R_FillColors(float *out, int verts, float r, float g, float b, float a);
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
extern cvar_t r_nearclip;
// forces all rendering to draw triangle outlines
+extern cvar_t r_showoverdraw;
extern cvar_t r_showtris;
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 cvar_t r_drawentities;
+extern cvar_t r_draw2d;
+extern qboolean r_draw2d_force;
extern cvar_t r_drawviewmodel;
+extern cvar_t r_drawworld;
extern cvar_t r_speeds;
extern cvar_t r_fullbright;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
-void R_Init(void);
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 (unsigned char *src, int bytesperpixel); // called at level load
-
-void R_View_WorldVisibility();
+void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height); // must set r_refdef and call R_UpdateVariables and CL_UpdateEntityShading first
+void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
+
+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_PurgeSkinFrame(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, qboolean fallbacknotexture);
+skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB);
+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_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
+skinframe_t *R_SkinFrame_LoadMissing(void);
+skinframe_t *R_SkinFrame_LoadNoTexture(void);
+skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
+
+rtexture_t *R_GetCubemap(const char *basename);
+
+void R_View_WorldVisibility(qboolean forcenovis);
void R_DrawParticles(void);
void R_DrawExplosions(void);
#define gl_alpha_format 4
int R_CullBox(const vec3_t mins, const vec3_t maxs);
+int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
+qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
#include "r_modules.h"
#include "meshqueue.h"
+/// free all R_FrameData memory
+void R_FrameData_Reset(void);
+/// prepare for a new frame, recycles old buffers if a resize occurred previously
+void R_FrameData_NewFrame(void);
+/// allocate some temporary memory for your purposes
+void *R_FrameData_Alloc(size_t size);
+/// allocate some temporary memory and copy this data into it
+void *R_FrameData_Store(size_t size, void *data);
+/// set a marker that allows you to discard the following temporary memory allocations
+void R_FrameData_SetMark(void);
+/// discard recent memory allocations (rewind to marker)
+void R_FrameData_ReturnToMark(void);
+
+/// enum of the various types of hardware buffer object used in rendering
+/// note that the r_buffermegs[] array must be maintained to match this
+typedef enum r_bufferdata_type_e
+{
+ R_BUFFERDATA_VERTEX, /// vertex buffer
+ R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
+ R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
+ R_BUFFERDATA_UNIFORM, /// uniform buffer
+ R_BUFFERDATA_COUNT /// how many kinds of buffer we have
+}
+r_bufferdata_type_t;
+
+/// free all dynamic vertex/index/uniform buffers
+void R_BufferData_Reset(void);
+/// begin a new frame (recycle old buffers)
+void R_BufferData_NewFrame(void);
+/// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
+r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
+
+/// free all R_AnimCache memory
+void R_AnimCache_Free(void);
+/// clear the animcache pointers on all known render entities
+void R_AnimCache_ClearCache(void);
+/// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
+qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+/// generate animcache data for all entities marked visible
+void R_AnimCache_CacheVisibleEntities(void);
+
#include "r_lerpanim.h"
extern cvar_t r_render;
+extern cvar_t r_renderview;
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_offsetmapping_lod;
+extern cvar_t r_glsl_offsetmapping_lod_distance;
extern cvar_t r_glsl_deluxemapping;
extern cvar_t gl_polyblend;
-extern cvar_t gl_dither;
+
+extern cvar_t cl_deathfade;
extern cvar_t r_smoothnormals_areaweighting;
#include "gl_backend.h"
-#include "r_light.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_fogheighttexture;
+
+extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
+extern unsigned int r_numqueries;
+extern unsigned int r_maxqueries;
-void R_TimeReport(char *name);
+void R_TimeReport(const char *name);
// 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_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);
+void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
+void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
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
+typedef struct rsurfacestate_s
{
- RSURFMODE_NONE,
- RSURFMODE_SHOWSURFACES,
- RSURFMODE_SKY,
- RSURFMODE_MULTIPASS,
- RSURFMODE_GLSL
+ // 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 forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
+ qboolean modelgeneratedvertex;
+ // skeletal animation can be done by entity (animcache) or per batch,
+ // batch may be non-skeletal even if entity is skeletal, indicating that
+ // the dynamicvertex code path had to apply skeletal manually for a case
+ // where gpu-skinning is not possible, for this reason batch has its own
+ // variables
+ int entityskeletalnumtransforms; // how many transforms are used for this mesh
+ float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
+ const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
+ int entityskeletaltransform3x4offset;
+ int entityskeletaltransform3x4size;
+ float *modelvertex3f;
+ const r_meshbuffer_t *modelvertex3f_vertexbuffer;
+ int modelvertex3f_bufferoffset;
+ float *modelsvector3f;
+ const r_meshbuffer_t *modelsvector3f_vertexbuffer;
+ int modelsvector3f_bufferoffset;
+ float *modeltvector3f;
+ const r_meshbuffer_t *modeltvector3f_vertexbuffer;
+ int modeltvector3f_bufferoffset;
+ float *modelnormal3f;
+ const r_meshbuffer_t *modelnormal3f_vertexbuffer;
+ int modelnormal3f_bufferoffset;
+ float *modellightmapcolor4f;
+ const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
+ int modellightmapcolor4f_bufferoffset;
+ float *modeltexcoordtexture2f;
+ const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
+ int modeltexcoordtexture2f_bufferoffset;
+ float *modeltexcoordlightmap2f;
+ const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
+ int modeltexcoordlightmap2f_bufferoffset;
+ unsigned char *modelskeletalindex4ub;
+ const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
+ int modelskeletalindex4ub_bufferoffset;
+ unsigned char *modelskeletalweight4ub;
+ const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
+ int modelskeletalweight4ub_bufferoffset;
+ int *modelelement3i;
+ const r_meshbuffer_t *modelelement3i_indexbuffer;
+ int modelelement3i_bufferoffset;
+ unsigned short *modelelement3s;
+ const r_meshbuffer_t *modelelement3s_indexbuffer;
+ int modelelement3s_bufferoffset;
+ int *modellightmapoffsets;
+ int modelnumvertices;
+ int modelnumtriangles;
+ const 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)
+ qboolean batchgeneratedvertex;
+ qboolean batchmultidraw;
+ int batchmultidrawnumsurfaces;
+ const msurface_t **batchmultidrawsurfacelist;
+ int batchfirstvertex;
+ int batchnumvertices;
+ int batchfirsttriangle;
+ int batchnumtriangles;
+ float *batchvertex3f;
+ const r_meshbuffer_t *batchvertex3f_vertexbuffer;
+ int batchvertex3f_bufferoffset;
+ float *batchsvector3f;
+ const r_meshbuffer_t *batchsvector3f_vertexbuffer;
+ int batchsvector3f_bufferoffset;
+ float *batchtvector3f;
+ const r_meshbuffer_t *batchtvector3f_vertexbuffer;
+ int batchtvector3f_bufferoffset;
+ float *batchnormal3f;
+ const r_meshbuffer_t *batchnormal3f_vertexbuffer;
+ int batchnormal3f_bufferoffset;
+ float *batchlightmapcolor4f;
+ const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
+ int batchlightmapcolor4f_bufferoffset;
+ float *batchtexcoordtexture2f;
+ const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
+ int batchtexcoordtexture2f_bufferoffset;
+ float *batchtexcoordlightmap2f;
+ const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
+ int batchtexcoordlightmap2f_bufferoffset;
+ unsigned char *batchskeletalindex4ub;
+ const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
+ int batchskeletalindex4ub_bufferoffset;
+ unsigned char *batchskeletalweight4ub;
+ const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
+ int batchskeletalweight4ub_bufferoffset;
+ int *batchelement3i;
+ const r_meshbuffer_t *batchelement3i_indexbuffer;
+ int batchelement3i_bufferoffset;
+ unsigned short *batchelement3s;
+ const r_meshbuffer_t *batchelement3s_indexbuffer;
+ int batchelement3s_bufferoffset;
+ int batchskeletalnumtransforms;
+ float *batchskeletaltransform3x4;
+ const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
+ int batchskeletaltransform3x4offset;
+ int batchskeletaltransform3x4size;
+
+ // some important fields from the entity
+ int ent_skinnum;
+ int ent_qwskin;
+ int ent_flags;
+ int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
+ double shadertime; // r_refdef.scene.time - ent->shadertime
+ // transform matrices to render this entity and effects on this entity
+ matrix4x4_t matrix;
+ matrix4x4_t inversematrix;
+ // scale factors for transforming lengths into/out of entity space
+ float matrixscale;
+ float inversematrixscale;
+ // animation blending state from entity
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ skeleton_t *skeleton;
+ // view location in model space
+ vec3_t localvieworigin;
+ // polygon offset data for submodels
+ float basepolygonfactor;
+ float basepolygonoffset;
+ // current textures in batching code
+ texture_t *texture;
+ rtexture_t *lightmaptexture;
+ rtexture_t *deluxemaptexture;
+ // whether lightmapping is active on this batch
+ // (otherwise vertex colored)
+ qboolean uselightmaptexture;
+ // fog plane in model space for direct application to vertices
+ float fograngerecip;
+ float fogmasktabledistmultiplier;
+ float fogplane[4];
+ float fogheightfade;
+ float fogplaneviewdist;
+
+ // rtlight rendering
+ // light currently being rendered
+ const rtlight_t *rtlight;
+
+ // 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;
+
+ // user wavefunc parameters (from csqc)
+ float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
+
+ // pointer to an entity_render_t used only by R_GetCurrentTexture and
+ // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
+ // also)
+ entity_render_t *entity;
}
-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 rtexture_t *rsurface_lightmaptexture;
-extern rsurfmode_t rsurface_mode;
-
-void RSurf_ActiveEntity(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(int texturenumsurfaces, msurface_t **texturesurfacelist);
-void R_DrawSurfaces(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
+rsurfacestate_t;
+
+extern rsurfacestate_t rsurface;
+
+void R_HDR_UpdateIrisAdaptation(const vec3_t point);
+
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
+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);
+void RSurf_SetupDepthAndCulling(void);
+
+extern int r_textureframe; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
+texture_t *R_GetCurrentTexture(texture_t *t);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui);
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui);
+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, qboolean ui);
+
+#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
+#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
+#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
+#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
+#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
+#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
+#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
+#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
+#define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
+void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void RSurf_UploadBuffersForBatch(void);
+void RSurf_DrawBatch(void);
+
+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);
+
+typedef enum rsurfacepass_e
{
- // 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;
+ RSURFPASS_BASE,
+ RSURFPASS_BACKGROUND,
+ RSURFPASS_RTLIGHT,
+ RSURFPASS_DEFERREDGEOMETRY
}
-r_glsl_permutation_t;
+rsurfacepass_t;
+
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
+void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
+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);
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
+
+typedef struct r_rendertarget_s {
+ // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
+ float texcoord2f[8];
+ // textures are this size and type
+ int texturewidth;
+ int textureheight;
+ // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
+ textype_t colortextype[4];
+ // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
+ textype_t depthtextype;
+ // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
+ qboolean depthisrenderbuffer;
+ // framebuffer object referencing the textures
+ int fbo;
+ // there can be up to 4 color targets and 1 depth target, the depthtexture
+ // may be a real texture (readable) or just a renderbuffer (not readable,
+ // but potentially faster)
+ rtexture_t *colortexture[4];
+ rtexture_t *depthtexture;
+ // a rendertarget will not be reused in the same frame (realtime == lastusetime),
+ // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
+ // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
+ double lastusetime;
+} r_rendertarget_t;
+
+// called each frame after render to delete render targets that have not been used for a while
+void R_RenderTarget_FreeUnused(qboolean force);
+// returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
+r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3);
+
+typedef struct r_waterstate_waterplane_s
+{
+ r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
+ r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
+ r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
+ mplane_t plane;
+ int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
+ qboolean pvsvalid;
+ int camera_entity;
+ vec3_t mins, maxs;
+}
+r_waterstate_waterplane_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;
+typedef struct r_waterstate_s
+{
+ int waterwidth, waterheight;
+ int texturewidth, textureheight;
+ int camerawidth, cameraheight;
-void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
-void R_SwitchSurfaceShader(int permutation);
+ int maxwaterplanes; // same as MAX_WATERPLANES
+ int numwaterplanes;
+ r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
-#endif
+ float screenscale[2];
+ float screencenter[2];
+
+ qboolean enabled;
+ qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+ qboolean hideplayer;
+}
+r_waterstate_t;
+
+typedef struct r_framebufferstate_s
+{
+ textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
+ int screentexturewidth, screentextureheight; // dimensions of texture
+
+ // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
+ r_rendertarget_t *rt_screen;
+ r_rendertarget_t *rt_bloom;
+
+ rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
+ float ghosttexcoord2f[8]; // for r_motionblur
+
+ int bloomwidth, bloomheight;
+
+ // arrays for rendering the screen passes
+ float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
+
+ r_waterstate_t water;
+
+ qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
+ qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
+
+ // rendertargets (fbo and viewport), these can be reused across frames
+ memexpandablearray_t rendertargets;
+}
+r_framebufferstate_t;
+
+extern r_framebufferstate_t r_fb;
+
+extern cvar_t r_viewfbo;
+
+void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
+void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_DebugLine(vec3_t start, vec3_t end);
+extern const float r_screenvertex3f[12];
+extern cvar_t r_showspriteedges;
+extern cvar_t r_showparticleedges;
+extern cvar_t r_shadows;
+extern cvar_t r_shadows_darken;
+extern cvar_t r_shadows_drawafterrtlighting;
+extern cvar_t r_shadows_castfrombmodels;
+extern cvar_t r_shadows_throwdistance;
+extern cvar_t r_shadows_throwdirection;
+extern cvar_t r_shadows_focus;
+extern cvar_t r_shadows_shadowmapscale;
+extern cvar_t r_shadows_shadowmapbias;
+extern cvar_t r_transparent_alphatocoverage;
+extern cvar_t r_transparent_sortsurfacesbynearest;
+extern cvar_t r_transparent_useplanardistance;
+extern cvar_t r_transparent_sortarraysize;
+extern cvar_t r_transparent_sortmindist;
+extern cvar_t r_transparent_sortmaxdist;
+
+extern qboolean r_shadow_usingdeferredprepass;
+extern rtexture_t *r_shadow_attenuationgradienttexture;
+extern rtexture_t *r_shadow_attenuation2dtexture;
+extern rtexture_t *r_shadow_attenuation3dtexture;
+extern qboolean r_shadow_usingshadowmap2d;
+extern qboolean r_shadow_usingshadowmaportho;
+extern float r_shadow_modelshadowmap_texturescale[4];
+extern float r_shadow_modelshadowmap_parameters[4];
+extern float r_shadow_lightshadowmap_texturescale[4];
+extern float r_shadow_lightshadowmap_parameters[4];
+extern qboolean r_shadow_shadowmapvsdct;
+extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
+extern rtexture_t *r_shadow_shadowmapvsdcttexture;
+extern matrix4x4_t r_shadow_shadowmapmatrix;
+extern int r_shadow_prepass_width;
+extern int r_shadow_prepass_height;
+extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
+extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
+extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
+extern rtexture_t *r_shadow_prepasslightingspeculartexture;
+extern int r_shadow_viewfbo;
+extern rtexture_t *r_shadow_viewdepthtexture;
+extern rtexture_t *r_shadow_viewcolortexture;
+extern int r_shadow_viewx;
+extern int r_shadow_viewy;
+extern int r_shadow_viewwidth;
+extern int r_shadow_viewheight;
+
+void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+
+void R_Model_Sprite_Draw(entity_render_t *ent);
+
+struct prvm_prog_s;
+void R_UpdateFog(void);
+qboolean CL_VM_UpdateView(double frametime);
+void SCR_DrawConsole(void);
+void R_Shadow_EditLights_DrawSelectedLightProperties(void);
+void R_DecalSystem_Reset(decalsystem_t *decalsystem);
+void R_Shadow_UpdateBounceGridTexture(void);
+void R_DrawPortals(void);
+void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_Water_AddWaterPlane(msurface_t *surface, int entno);
+int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+dp_font_t *FindFont(const char *title, qboolean allocate_new);
+void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
+
+void Render_Init(void);
+
+// these are called by Render_Init
+void R_Textures_Init(void);
+void GL_Draw_Init(void);
+void GL_Main_Init(void);
+void R_Shadow_Init(void);
+void R_Sky_Init(void);
+void GL_Surf_Init(void);
+void R_Particles_Init(void);
+void R_Explosion_Init(void);
+void gl_backend_init(void);
+void Sbar_Init(void);
+void R_LightningBeams_Init(void);
+void Mod_RenderInit(void);
+void Font_Init(void);
+
+qboolean R_CompileShader_CheckStaticParms(void);
+void R_GLSL_Restart_f(cmd_state_t *cmd);
+
+#endif