// vis stuff
extern cvar_t r_novis;
+extern cvar_t r_trippy;
+
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
extern cvar_t r_lerplightstyles;
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;
skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, 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);
#include "meshqueue.h"
-extern qboolean r_framedata_failed;
void R_FrameData_Reset(void);
void R_FrameData_NewFrame(void);
void *R_FrameData_Alloc(size_t size);
void *R_FrameData_Store(size_t size, void *data);
+void R_FrameData_SetMark(void);
+void R_FrameData_ReturnToMark(void);
void R_AnimCache_Free(void);
void R_AnimCache_ClearCache(void);
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 r_test;
-extern cvar_t r_texture_convertsRGB_2d;
-extern cvar_t r_texture_convertsRGB_skin;
-extern cvar_t r_texture_convertsRGB_cubemap;
-extern cvar_t r_texture_convertsRGB_skybox;
-extern cvar_t r_texture_convertsRGB_particles;
-
#include "gl_backend.h"
extern rtexture_t *r_texture_blanknormalmap;
typedef struct rsurfacestate_s
{
- // software processing buffers
- int array_size;
- unsigned char *array_base;
- r_vertexmesh_t *array_modelvertexmesh;
- r_vertexmesh_t *array_batchvertexmesh;
- r_vertexposition_t *array_modelvertexposition;
- r_vertexposition_t *array_batchvertexposition;
- float *array_modelvertex3f;
- float *array_modelsvector3f;
- float *array_modeltvector3f;
- float *array_modelnormal3f;
- float *array_batchvertex3f;
- float *array_batchsvector3f;
- float *array_batchtvector3f;
- float *array_batchnormal3f;
- float *array_batchlightmapcolor4f;
- float *array_batchtexcoordtexture2f;
- float *array_batchtexcoordlightmap2f;
- float *array_passcolor4f;
- int *array_batchelement3i;
- unsigned short *array_batchelement3s;
-
// current model array pointers
// these may point to processing buffers if model is animated,
// otherwise they point to static data.
// this indicates the model* arrays are pointed at array_model* buffers
// (in other words, the model has been animated in software)
qboolean modelgeneratedvertex;
- const float *modelvertex3f;
+ float *modelvertex3f;
const r_meshbuffer_t *modelvertex3f_vertexbuffer;
size_t modelvertex3f_bufferoffset;
- const float *modelsvector3f;
+ float *modelsvector3f;
const r_meshbuffer_t *modelsvector3f_vertexbuffer;
size_t modelsvector3f_bufferoffset;
- const float *modeltvector3f;
+ float *modeltvector3f;
const r_meshbuffer_t *modeltvector3f_vertexbuffer;
size_t modeltvector3f_bufferoffset;
- const float *modelnormal3f;
+ float *modelnormal3f;
const r_meshbuffer_t *modelnormal3f_vertexbuffer;
size_t modelnormal3f_bufferoffset;
- const float *modellightmapcolor4f;
+ float *modellightmapcolor4f;
const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
size_t modellightmapcolor4f_bufferoffset;
- const float *modeltexcoordtexture2f;
+ float *modeltexcoordtexture2f;
const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
size_t modeltexcoordtexture2f_bufferoffset;
- const float *modeltexcoordlightmap2f;
+ float *modeltexcoordlightmap2f;
const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
size_t modeltexcoordlightmap2f_bufferoffset;
- const r_vertexmesh_t *modelvertexmesh;
+ r_vertexmesh_t *modelvertexmesh;
const r_meshbuffer_t *modelvertexmeshbuffer;
- const r_vertexposition_t *modelvertexposition;
- const r_meshbuffer_t *modelvertexpositionbuffer;
- const int *modelelement3i;
+ const r_meshbuffer_t *modelvertex3fbuffer;
+ int *modelelement3i;
const r_meshbuffer_t *modelelement3i_indexbuffer;
size_t modelelement3i_bufferoffset;
- const unsigned short *modelelement3s;
+ unsigned short *modelelement3s;
const r_meshbuffer_t *modelelement3s_indexbuffer;
size_t modelelement3s_bufferoffset;
- const int *modellightmapoffsets;
+ int *modellightmapoffsets;
int modelnumvertices;
int modelnumtriangles;
const msurface_t *modelsurfaces;
int batchnumvertices;
int batchfirsttriangle;
int batchnumtriangles;
- const r_vertexmesh_t *batchvertexmesh;
+ r_vertexmesh_t *batchvertexmesh;
const r_meshbuffer_t *batchvertexmeshbuffer;
- const r_vertexposition_t *batchvertexposition;
- const r_meshbuffer_t *batchvertexpositionbuffer;
- const float *batchvertex3f;
+ const r_meshbuffer_t *batchvertex3fbuffer;
+ float *batchvertex3f;
const r_meshbuffer_t *batchvertex3f_vertexbuffer;
size_t batchvertex3f_bufferoffset;
- const float *batchsvector3f;
+ float *batchsvector3f;
const r_meshbuffer_t *batchsvector3f_vertexbuffer;
size_t batchsvector3f_bufferoffset;
- const float *batchtvector3f;
+ float *batchtvector3f;
const r_meshbuffer_t *batchtvector3f_vertexbuffer;
size_t batchtvector3f_bufferoffset;
- const float *batchnormal3f;
+ float *batchnormal3f;
const r_meshbuffer_t *batchnormal3f_vertexbuffer;
size_t batchnormal3f_bufferoffset;
- const float *batchlightmapcolor4f;
+ float *batchlightmapcolor4f;
const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
size_t batchlightmapcolor4f_bufferoffset;
- const float *batchtexcoordtexture2f;
+ float *batchtexcoordtexture2f;
const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
size_t batchtexcoordtexture2f_bufferoffset;
- const float *batchtexcoordlightmap2f;
+ float *batchtexcoordlightmap2f;
const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
size_t batchtexcoordlightmap2f_bufferoffset;
- const int *batchelement3i;
+ int *batchelement3i;
const r_meshbuffer_t *batchelement3i_indexbuffer;
size_t batchelement3i_bufferoffset;
- const unsigned short *batchelement3s;
+ unsigned short *batchelement3s;
const r_meshbuffer_t *batchelement3s_indexbuffer;
size_t batchelement3s_bufferoffset;
// rendering pass processing arrays in GL11 and GL13 paths
- const float *passcolor4f;
+ float *passcolor4f;
const r_meshbuffer_t *passcolor4f_vertexbuffer;
size_t passcolor4f_bufferoffset;
int ent_skinnum;
int ent_qwskin;
int ent_flags;
- float ent_shadertime;
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;
extern rsurfacestate_t rsurface;
+void R_HDR_UpdateIrisAdaptation(const vec3_t point);
+
void RSurf_ActiveWorldEntity(void);
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 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);
-#define BATCHNEED_VERTEXPOSITION (1<< 0) // set up rsurface.batchvertexposition
#define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
#define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
#define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
}
rsurfacepass_t;
-typedef enum gl20_texunit_e
-{
- // postprocess shaders, and generic shaders:
- GL20TU_FIRST = 0,
- GL20TU_SECOND = 1,
- GL20TU_GAMMARAMPS = 2,
- // standard material properties
- GL20TU_NORMAL = 0,
- GL20TU_COLOR = 1,
- GL20TU_GLOSS = 2,
- GL20TU_GLOW = 3,
- // material properties for a second material
- GL20TU_SECONDARY_NORMAL = 4,
- GL20TU_SECONDARY_COLOR = 5,
- GL20TU_SECONDARY_GLOSS = 6,
- GL20TU_SECONDARY_GLOW = 7,
- // material properties for a colormapped material
- // conflicts with secondary material
- GL20TU_PANTS = 4,
- GL20TU_SHIRT = 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_SCREENDEPTH = 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;
-
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
-void R_SetupShader_DepthOrShadow(void);
-void R_SetupShader_ShowDepth(void);
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane);
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy);
+void R_SetupShader_ShowDepth(qboolean notrippy);
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_waterstate_waterplane_s
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;