This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
-// refresh.h -- public interface to refresh functions
+#ifndef RENDER_H
+#define RENDER_H
-#define MAXCLIPPLANES 11
+#include "svbsp.h"
-#define TOP_RANGE 16 // soldier uniform colors
-#define BOTTOM_RANGE 96
+// 1.0f / N table
+extern float ixtable[4096];
-//=============================================================================
+// fog stuff
+extern void FOG_clear(void);
-typedef struct efrag_s
-{
- struct mleaf_s *leaf;
- struct efrag_s *leafnext;
- struct entity_s *entity;
- struct efrag_s *entnext;
-} efrag_t;
+// 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);
+// SHOWLMP stuff (Nehahra)
+extern void SHOWLMP_decodehide(void);
+extern void SHOWLMP_decodeshow(void);
+extern void SHOWLMP_drawall(void);
+extern void SHOWLMP_clear(void);
-typedef struct entity_s
-{
- qboolean forcelink; // model changed
-
- int update_type;
-
- entity_state_t baseline; // to fill in defaults in updates
- entity_state_t deltabaseline; // LordHavoc: previous frame
-
- double msgtime; // time of last update
- vec3_t msg_origins[2]; // last two updates (0 is newest)
- vec3_t origin;
- vec3_t msg_angles[2]; // last two updates (0 is newest)
- vec3_t angles;
-
- // LordHavoc: added support for alpha transprency and other effects
- float alpha; // opacity (alpha) of the model
- float colormod[3]; // color tint for model
- float scale; // size the model is shown
- int draw_lastpose, draw_pose; // for interpolation
- float draw_lerpstart; // for interpolation
- struct model_s *draw_lastmodel; // for interpolation
- float trail_leftover;
- float glowsize; // how big the glow is
- byte glowcolor; // color of glow and particle trail (paletted)
- byte glowtrail; // leaves a trail of particles
- byte isviewmodel; // attached to view
-
- struct model_s *model; // NULL = no model
- struct efrag_s *efrag; // linked list of efrags
- int frame;
- float syncbase; // for client-side animations
- int colormap;
- int effects; // light, particals, etc
- int skinnum; // for Alias models
- int visframe; // last frame this entity was
- // found in an active leaf
-
- int dlightframe; // dynamic lighting
- int dlightbits[8];
-
-// FIXME: could turn these into a union
- int trivial_accept;
- struct mnode_s *topnode; // for bmodels, first world node
- // that splits bmodel, or NULL if
- // not split
-} entity_t;
-
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
-typedef struct
+// render profiling stuff
+extern char r_speeds_string[1024];
+extern int r_timereport_active;
+
+// lighting stuff
+extern cvar_t r_ambient;
+extern cvar_t gl_flashblend;
+
+// vis stuff
+extern cvar_t r_novis;
+
+extern cvar_t r_lerpsprites;
+extern cvar_t r_lerpmodels;
+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
{
- vrect_t vrect; // subwindow in video for refresh
- // FIXME: not need vrect next field here?
- vrect_t aliasvrect; // scaled Alias version
- int vrectright, vrectbottom; // right & bottom screen coords
- int aliasvrectright, aliasvrectbottom; // scaled Alias versions
- float vrectrightedge; // rightmost right edge we care about,
- // for use in edge list
- float fvrectx, fvrecty; // for floating-point compares
- float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
- int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
- int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
- float fvrectright_adj, fvrectbottom_adj;
- // right and bottom edges, for clamping
- float fvrectright; // rightmost edge, for Alias clamping
- float fvrectbottom; // bottommost edge, for Alias clamping
- float horizontalFieldOfView; // at Z = 1.0, this many X is visible
- // 2.0 = 90 degrees
- float xOrigin; // should probably allways be 0.5
- float yOrigin; // between be around 0.3 to 0.5
-
- vec3_t vieworg;
- vec3_t viewangles;
-
- float fov_x, fov_y;
-
- int ambientlight;
-} refdef_t;
+ // vertices of this mesh
+ int maxvertices;
+ int numvertices;
+ float *vertex3f;
+ float *svector3f;
+ float *tvector3f;
+ float *normal3f;
+ float *texcoord2f;
+ float *texcoordlightmap2f;
+ float *color4f;
+ // triangles of this mesh
+ int maxtriangles;
+ int numtriangles;
+ int *element3i;
+ int *neighbor3i;
+ // snapping epsilon
+ float epsilon2;
+}
+rmesh_t;
+
+// 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);
+
+#define TOP_RANGE 16 // soldier uniform colors
+#define BOTTOM_RANGE 96
+
+//=============================================================================
+
+extern cvar_t r_nearclip;
+// forces all rendering to draw triangle outlines
+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;
//
-// refresh
+// view origin
//
+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;
+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
-extern refdef_t r_refdef;
-extern vec3_t r_origin, vpn, vright, vup;
-extern struct texture_s *r_notexture_mip;
+void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
-extern void R_Init (void);
-extern void R_InitTextures (void);
-extern void R_InitEfrags (void);
-extern void R_RenderView (void); // must set r_refdef first
-extern void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
- // called whenever r_refdef or vid change
-// LordHavoc: changed this for sake of GLQuake
-extern void R_InitSky (byte *src, int bytesperpixel); // called at level load
-//extern void R_InitSky (struct texture_s *mt); // called at level load
+void R_SkinFrame_PrepareForPurge(void);
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
+void R_SkinFrame_Purge(void);
+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_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
+skinframe_t *R_SkinFrame_LoadMissing(void);
-extern void R_AddEfrags (entity_t *ent);
-extern void R_RemoveEfrags (entity_t *ent);
+void R_View_WorldVisibility();
+void R_DrawParticles(void);
+void R_DrawExplosions(void);
-extern void R_NewMap (void);
+#define gl_solid_format 3
+#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);
-extern void R_ParseParticleEffect (void);
-extern void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
-extern void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
-extern void R_RocketTrail2 (vec3_t start, vec3_t end, int type, entity_t *ent);
-extern void R_SparkShower (vec3_t org, vec3_t dir, int count);
-extern void R_BloodPuff (vec3_t org);
+#include "r_modules.h"
-extern void R_EntityParticles (entity_t *ent);
-extern void R_BlobExplosion (vec3_t org);
-extern void R_ParticleExplosion (vec3_t org, int smoke);
-extern void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
-extern void R_LavaSplash (vec3_t org);
-extern void R_TeleportSplash (vec3_t org);
+#include "meshqueue.h"
-extern void R_PushDlights (void);
-extern void R_DrawWorld (void);
-//extern void R_RenderDlights (void);
-extern void R_DrawParticles (void);
-extern void R_MoveParticles (void);
+#include "r_lerpanim.h"
+
+extern cvar_t r_render;
+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_blanknormalmap;
+extern rtexture_t *r_texture_white;
+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;
+
+void R_TimeReport(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, 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 enum rsurfmode_e
+{
+ RSURFMODE_NONE,
+ RSURFMODE_SHOWSURFACES,
+ RSURFMODE_SKY,
+ RSURFMODE_MULTIPASS,
+ RSURFMODE_GLSL
+}
+rsurfmode_t;
+
+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;
+ int modelelement3i_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[4];
+ // 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
+ // current texture in batching code
+ texture_t *texture;
+ // whether lightmapping is active on this batch
+ // (otherwise vertex colored)
+ qboolean uselightmaptexture;
+ // one of the RSURFMODE_ values
+ rsurfmode_t mode;
+ // type of vertex lighting being used on this batch
+ int lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
+
+ // rtlight rendering
+ // light currently being rendered
+ 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;
+}
+rsurfacestate_t;
+
+extern rsurfacestate_t rsurface;
+
+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(int texturenumsurfaces, msurface_t **texturesurfacelist);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
+
+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_DIFFUSE (1<<7) // (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_CONTRASTBOOST (1<<8) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+#define SHADERPERMUTATION_SPECULAR (1<<9) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_CUBEFILTER (1<<10) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<11) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<12) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+
+#define SHADERPERMUTATION_MAX (1<<13) // how many permutations are possible
+#define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 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_Attenuation;
+ 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; // or: Scenebrightness * ContrastBoost
+ int loc_OffsetMapping_Scale;
+ int loc_AmbientColor;
+ int loc_DiffuseColor;
+ int loc_SpecularColor;
+ int loc_LightDir;
+ int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+}
+r_glsl_permutation_t;
+
+// information about each possible shader permutation
+extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
+// 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, float ambientscale, float diffusescale, float specularscale);
+void R_SwitchSurfaceShader(int permutation);
+
+#endif
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-extern void R_LightPoint (vec3_t color, vec3_t p);