#define RENDER_H
#include "svbsp.h"
-
-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 = 7,
- // 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,
- GL20TU_SHADOWMAP2D = 15,
- GL20TU_CUBEPROJECTION = 12,
- // rtlight prepass data (screenspace depth and normalmap)
-// GL20TU_UNUSED1 = 13,
- GL20TU_SCREENNORMALMAP = 14,
- // lightmap prepass data (screenspace diffuse and specular from lights)
- GL20TU_SCREENDIFFUSE = 11,
- GL20TU_SCREENSPECULAR = 12,
- // fake reflections
- GL20TU_REFLECTMASK = 5,
- GL20TU_REFLECTCUBE = 6,
- GL20TU_FOGHEIGHTTEXTURE = 14
-}
-gl20_texunit;
+#include "r_stats.h"
typedef enum glsl_attrib_e
{
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_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
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_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;
+#define SHADERPERMUTATION_DIFFUSE (1<<0) ///< (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_VERTEXTEXTUREBLEND (1<<1) ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
+#define SHADERPERMUTATION_VIEWTINT (1<<2) ///< view tint (postprocessing only), use vertex colors (generic only)
+#define SHADERPERMUTATION_COLORMAPPING (1<<3) ///< indicates this is a colormapped skin
+#define SHADERPERMUTATION_SATURATION (1<<4) ///< saturation (postprocessing only)
+#define SHADERPERMUTATION_FOGINSIDE (1<<5) ///< tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_FOGOUTSIDE (1<<6) ///< tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_FOGHEIGHTTEXTURE (1<<7) ///< fog color and density determined by texture mapped on vertical axis
+#define SHADERPERMUTATION_FOGALPHAHACK (1<<8) ///< fog color and density determined by texture mapped on vertical axis
+#define SHADERPERMUTATION_GAMMARAMPS (1<<9) ///< gamma (postprocessing only)
+#define SHADERPERMUTATION_CUBEFILTER (1<<10) ///< (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_GLOW (1<<11) ///< (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_BLOOM (1<<12) ///< bloom (postprocessing only)
+#define SHADERPERMUTATION_SPECULAR (1<<13) ///< (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_POSTPROCESSING (1<<14) ///< user defined postprocessing (postprocessing only)
+#define SHADERPERMUTATION_REFLECTION (1<<15) ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<16) ///< adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<17) ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+#define SHADERPERMUTATION_SHADOWMAP2D (1<<18) ///< (lightsource) use shadowmap texture as light filter
+#define SHADERPERMUTATION_SHADOWMAPVSDCT (1<<19) ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+#define SHADERPERMUTATION_SHADOWMAPORTHO (1<<20) ///< (lightsource) use orthographic shadowmap projection
+#define SHADERPERMUTATION_DEFERREDLIGHTMAP (1<<21) ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+#define SHADERPERMUTATION_ALPHAKILL (1<<22) ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
+#define SHADERPERMUTATION_REFLECTCUBE (1<<23) ///< fake reflections using global cubemap (not HDRI light probe)
+#define SHADERPERMUTATION_NORMALMAPSCROLLBLEND (1<<24) ///< (water) counter-direction normalmaps scrolling
+#define SHADERPERMUTATION_BOUNCEGRID (1<<25) ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
+#define SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL (1<<26) ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
+#define SHADERPERMUTATION_TRIPPY (1<<27) ///< use trippy vertex shader effect
+#define SHADERPERMUTATION_DEPTHRGB (1<<28) ///< read/write depth values in RGB color coded format for older hardware without depth samplers
+#define SHADERPERMUTATION_ALPHAGEN_VERTEX (1<<29) ///< alphaGen vertex
+#define SHADERPERMUTATION_SKELETAL (1<<30) ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
+#define SHADERPERMUTATION_OCCLUDE (1<<31) ///< use occlusion buffer for corona
+#define SHADERPERMUTATION_COUNT 32 ///< size of shaderpermutationinfo array
// 1.0f / N table
extern float ixtable[4096];
extern cvar_t r_drawentities;
extern cvar_t r_draw2d;
-extern qboolean r_draw2d_force;
+extern qbool r_draw2d_force;
extern cvar_t r_drawviewmodel;
extern cvar_t r_drawworld;
extern cvar_t r_speeds;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
+extern cvar_t r_q1bsp_lightmap_updates_enabled;
+extern cvar_t r_q1bsp_lightmap_updates_combine;
+extern cvar_t r_q1bsp_lightmap_updates_combine_full_texture;
+extern cvar_t r_q1bsp_lightmap_updates_hidden_surfaces;
+
+void R_NewExplosion(const vec3_t org);
void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
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}
+float RSurf_FogPoint(const float *v);
+float RSurf_FogVertex(const float *v);
+
typedef enum r_refdef_scene_type_s {
RST_CLIENT,
RST_MENU,
RST_COUNT
} r_refdef_scene_type_t;
+typedef enum r_viewport_type_e
+{
+ R_VIEWPORTTYPE_ORTHO,
+ R_VIEWPORTTYPE_PERSPECTIVE,
+ R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP,
+ R_VIEWPORTTYPE_PERSPECTIVECUBESIDE,
+ R_VIEWPORTTYPE_TOTAL
+}
+r_viewport_type_t;
+
+typedef struct r_viewport_s
+{
+ matrix4x4_t cameramatrix; // from entity (transforms from camera entity to world)
+ matrix4x4_t viewmatrix; // actual matrix for rendering (transforms to viewspace)
+ matrix4x4_t projectmatrix; // actual projection matrix (transforms from viewspace to screen)
+ int x;
+ int y;
+ int z;
+ int width;
+ int height;
+ int depth;
+ r_viewport_type_t type;
+ float screentodepth[2]; // used by deferred renderer to calculate linear depth from device depth coordinates
+}
+r_viewport_t;
+
+typedef struct r_refdef_view_s
+{
+ // view information (changes multiple times per frame)
+ // if any of these variables change then r_refdef.viewcache must be regenerated
+ // by calling R_View_Update
+ // (which also updates viewport, scissor, colormask)
+
+ // it is safe and expected to copy this into a structure on the stack and
+ // call the renderer recursively, then restore from the stack afterward
+ // (as long as R_View_Update is called)
+
+ // eye position information
+ matrix4x4_t matrix, inverse_matrix;
+ vec3_t origin;
+ vec3_t forward;
+ vec3_t left;
+ vec3_t right;
+ vec3_t up;
+ int numfrustumplanes;
+ mplane_t frustum[6];
+ qbool useclipplane;
+ qbool usecustompvs; // uses r_refdef.viewcache.pvsbits as-is rather than computing it
+ mplane_t clipplane;
+ float frustum_x, frustum_y;
+ vec3_t frustumcorner[4];
+ // if turned off it renders an ortho view
+ int useperspective;
+ // allows visibility culling based on the view origin (e.g. pvs and R_CanSeeBox)
+ // this is turned off by:
+ // r_trippy
+ // !r_refdef.view.useperspective
+ // (sometimes) r_refdef.view.useclipplane
+ int usevieworiginculling;
+ float ortho_x, ortho_y;
+
+ // screen area to render in
+ int x;
+ int y;
+ int z;
+ int width;
+ int height;
+ int depth;
+ r_viewport_t viewport; // note: if r_viewscale is used, the viewport.width and viewport.height may be less than width and height
+
+ // which color components to allow (for anaglyph glasses)
+ int colormask[4];
+
+ // global RGB color multiplier for rendering
+ float colorscale;
+
+ // whether to call R_ClearScreen before rendering stuff
+ qbool clear;
+ // if true, don't clear or do any post process effects (bloom, etc)
+ qbool isoverlay;
+ // if true, this is the MAIN view (which is, after CSQC, copied into the scene for use e.g. by r_speeds 1, showtex, prydon cursor)
+ qbool ismain;
+
+ // whether to draw r_showtris and such, this is only true for the main
+ // view render, all secondary renders (mirrors, portals, cameras,
+ // distortion effects, etc) omit such debugging information
+ qbool showdebug;
+
+ // these define which values to use in GL_CullFace calls to request frontface or backface culling
+ int cullface_front;
+ int cullface_back;
+
+ // render quality (0 to 1) - affects r_drawparticles_drawdistance and others
+ float quality;
+}
+r_refdef_view_t;
+
+typedef struct r_refdef_viewcache_s
+{
+ // updated by gl_main_newmap()
+ int maxentities;
+ int world_numclusters;
+ int world_numclusterbytes;
+ int world_numleafs;
+ int world_numsurfaces;
+
+ // these properties are generated by R_View_Update()
+
+ // which entities are currently visible for this viewpoint
+ // (the used range is 0...r_refdef.scene.numentities)
+ unsigned char *entityvisible;
+
+ // flag arrays used for visibility checking on world model
+ // (all other entities have no per-surface/per-leaf visibility checks)
+ unsigned char *world_pvsbits;
+ unsigned char *world_leafvisible;
+ unsigned char *world_surfacevisible;
+ // if true, the view is currently in a leaf without pvs data
+ qbool world_novis;
+}
+r_refdef_viewcache_t;
+
+// TODO: really think about which fields should go into scene and which one should stay in refdef [1/7/2008 Black]
+// maybe also refactor some of the functions to support different setting sources (ie. fogenabled, etc.) for different scenes
+typedef struct r_refdef_scene_s {
+ // whether to call S_ExtraUpdate during render to reduce sound chop
+ qbool extraupdate;
+
+ // (client gameworld) time for rendering time based effects
+ double time;
+
+ // the world
+ entity_render_t *worldentity;
+
+ // same as worldentity->model
+ model_t *worldmodel;
+
+ // renderable entities (excluding world)
+ entity_render_t **entities;
+ int numentities;
+ int maxentities;
+
+ // field of temporary entities that is reset each (client) frame
+ entity_render_t *tempentities;
+ int numtempentities;
+ int maxtempentities;
+ qbool expandtempentities;
+
+ // renderable dynamic lights
+ rtlight_t *lights[MAX_DLIGHTS];
+ rtlight_t templights[MAX_DLIGHTS];
+ int numlights;
+
+ // intensities for light styles right now, controls rtlights
+ float rtlightstylevalue[MAX_LIGHTSTYLES]; // float fraction of base light value
+ // 8.8bit fixed point intensities for light styles
+ // controls intensity lightmap layers
+ unsigned short lightstylevalue[MAX_LIGHTSTYLES]; // 8.8 fraction of base light value
+
+ // adds brightness to the whole scene, separate from lightmapintensity
+ // see CL_UpdateEntityShading
+ float ambientintensity;
+ // brightness of lightmap and modellight lighting on materials
+ // see CL_UpdateEntityShading
+ float lightmapintensity;
+
+ qbool rtworld;
+ qbool rtworldshadows;
+ qbool rtdlight;
+ qbool rtdlightshadows;
+} r_refdef_scene_t;
+
+typedef struct r_refdef_s
+{
+ // these fields define the basic rendering information for the world
+ // but not the view, which could change multiple times in one rendered
+ // frame (for example when rendering textures for certain effects)
+
+ // these are set for water warping before
+ // frustum_x/frustum_y are calculated
+ float frustumscale_x, frustumscale_y;
+
+ // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc)
+ r_refdef_view_t view;
+ r_refdef_viewcache_t viewcache;
+
+ // minimum visible distance (pixels closer than this disappear)
+ double nearclip;
+ // maximum visible distance (pixels further than this disappear in 16bpp modes,
+ // in 32bpp an infinite-farclip matrix is used instead)
+ double farclip;
+
+ // fullscreen color blend
+ float viewblend[4];
+
+ r_refdef_scene_t scene;
+
+ float fogplane[4];
+ float fogplaneviewdist;
+ qbool fogplaneviewabove;
+ float fogheightfade;
+ float fogcolor[3];
+ float fogrange;
+ float fograngerecip;
+ float fogmasktabledistmultiplier;
+#define FOGMASKTABLEWIDTH 1024
+ float fogmasktable[FOGMASKTABLEWIDTH];
+ float fogmasktable_start, fogmasktable_alpha, fogmasktable_range, fogmasktable_density;
+ float fog_density;
+ float fog_red;
+ float fog_green;
+ float fog_blue;
+ float fog_alpha;
+ float fog_start;
+ float fog_end;
+ float fog_height;
+ float fog_fadedepth;
+ qbool fogenabled;
+ qbool oldgl_fogenable;
+
+ // new flexible texture height fog (overrides normal fog)
+ char fog_height_texturename[64]; // note: must be 64 for the sscanf code
+ unsigned char *fog_height_table1d;
+ unsigned char *fog_height_table2d;
+ int fog_height_tablesize; // enable
+ float fog_height_tablescale;
+ float fog_height_texcoordscale;
+ char fogheighttexturename[64]; // detects changes to active fog height texture
+
+ int draw2dstage; // 0 = no, 1 = yes, other value = needs setting up again
+
+ // true during envmap command capture
+ qbool envmap;
+
+ // whether to draw world lights realtime, dlights realtime, and their shadows
+ float polygonfactor;
+ float polygonoffset;
+
+ // how long R_RenderView took on the previous frame
+ double lastdrawscreentime;
+
+ // rendering stats for r_speeds display
+ // (these are incremented in many places)
+ int stats[r_stat_count];
+}
+r_refdef_t;
+
+extern r_refdef_t r_refdef;
+
void R_SelectScene( r_refdef_scene_type_t scenetype );
r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
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, qboolean sRGB);
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add);
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture);
+skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool 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, qbool 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);
+skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB);
rtexture_t *R_GetCubemap(const char *basename);
-void R_View_WorldVisibility(qboolean forcenovis);
-void R_DrawDecals(void);
+void R_View_WorldVisibility(qbool forcenovis);
void R_DrawParticles(void);
void R_DrawExplosions(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);
-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);
+qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs);
+qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
+qbool 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"
/// 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);
+qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool 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_glsl_deluxemapping;
extern cvar_t gl_polyblend;
-extern cvar_t gl_dither;
extern cvar_t cl_deathfade;
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 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);
+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);
extern mempool_t *r_main_mempool;
//
// 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;
+ qbool forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
+ qbool 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
// 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;
+ qbool batchgeneratedvertex;
+ qbool batchmultidraw;
int batchmultidrawnumsurfaces;
const msurface_t **batchmultidrawsurfacelist;
int batchfirstvertex;
rtexture_t *deluxemaptexture;
// whether lightmapping is active on this batch
// (otherwise vertex colored)
- qboolean uselightmaptexture;
+ qbool uselightmaptexture;
// fog plane in model space for direct application to vertices
float fograngerecip;
float fogmasktabledistmultiplier;
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_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool 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, qbool wantnormals, qbool 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);
-void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
-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);
+void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui);
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui);
+void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui);
#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
#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);
}
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_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha);
+void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy);
+void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool 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, qbool notrippy, qbool ui);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_rendertarget_s {
// 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;
+ qbool depthisrenderbuffer;
// framebuffer object referencing the textures
int fbo;
// there can be up to 4 color targets and 1 depth target, the depthtexture
// but potentially faster)
rtexture_t *colortexture[4];
rtexture_t *depthtexture;
- // a rendertarget will not be reused in the same frame (realtime == lastusetime),
+ // a rendertarget will not be reused in the same frame (host.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
+ // 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 (host.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);
+void R_RenderTarget_FreeUnused(qbool 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);
+r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3);
typedef struct r_waterstate_waterplane_s
{
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;
+ qbool pvsvalid;
int camera_entity;
vec3_t mins, maxs;
}
float screenscale[2];
float screencenter[2];
- qboolean enabled;
+ qbool enabled;
- qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
- qboolean hideplayer;
+ qbool renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+ qbool hideplayer;
}
r_waterstate_t;
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)
+ qbool ghosttexture_valid; // don't draw garbage on first frame with motionblur
+ qbool 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;
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_SetupView(qbool 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_transparent_sortmindist;
extern cvar_t r_transparent_sortmaxdist;
-extern qboolean r_shadow_usingdeferredprepass;
+extern qbool 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 qbool r_shadow_usingshadowmap2d;
+extern qbool 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 qbool r_shadow_shadowmapvsdct;
extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
extern rtexture_t *r_shadow_shadowmapvsdcttexture;
struct prvm_prog_s;
void R_UpdateFog(void);
-qboolean CL_VM_UpdateView(double frametime);
+qbool 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_BuildLightMap(const entity_render_t *ent, msurface_t *surface, int combine);
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);
+dp_font_t *FindFont(const char *title, qbool allocate_new);
+void LoadFont(qbool override, const char *name, dp_font_t *fnt, float scale, float voffset);
void Render_Init(void);
void Mod_RenderInit(void);
void Font_Init(void);
-qboolean R_CompileShader_CheckStaticParms(void);
-void R_GLSL_Restart_f(void);
+qbool R_CompileShader_CheckStaticParms(void);
+void R_GLSL_Restart_f(cmd_state_t *cmd);
#endif