X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=render.h;h=3f7f1b34a13f123b2ef06363355567a7b719022d;hb=85de624bfe17bff2af074ed97437765877903734;hp=dd0f04116a60d04d9153f66e1357925a41ac5638;hpb=bcb0a24c82db73c8b8203e1fd1f46ce1fb31e6a2;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index dd0f0411..3f7f1b34 100644 --- a/render.h +++ b/render.h @@ -21,6 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef RENDER_H #define RENDER_H +#include "svbsp.h" + // 1.0f / N table extern float ixtable[4096]; @@ -60,6 +62,9 @@ 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 @@ -123,6 +128,14 @@ 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_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); + void R_View_WorldVisibility(); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -131,6 +144,7 @@ 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); #include "r_modules.h" @@ -153,6 +167,8 @@ extern cvar_t gl_dither; extern cvar_t r_smoothnormals_areaweighting; +extern cvar_t r_test; + #include "gl_backend.h" #include "r_light.h" @@ -172,7 +188,7 @@ void R_TimeReport(char *name); 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_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; @@ -198,20 +214,43 @@ typedef enum rsurfmode_e } rsurfmode_t; +extern float *rsurface_modelvertex3f; +extern int rsurface_modelvertex3f_bufferobject; +extern size_t rsurface_modelvertex3f_bufferoffset; +extern float *rsurface_modelsvector3f; +extern int rsurface_modelsvector3f_bufferobject; +extern size_t rsurface_modelsvector3f_bufferoffset; +extern float *rsurface_modeltvector3f; +extern int rsurface_modeltvector3f_bufferobject; +extern size_t rsurface_modeltvector3f_bufferoffset; +extern float *rsurface_modelnormal3f; +extern int rsurface_modelnormal3f_bufferobject; +extern size_t rsurface_modelnormal3f_bufferoffset; extern float *rsurface_vertex3f; +extern int rsurface_vertex3f_bufferobject; +extern size_t rsurface_vertex3f_bufferoffset; extern float *rsurface_svector3f; +extern int rsurface_svector3f_bufferobject; +extern size_t rsurface_svector3f_bufferoffset; extern float *rsurface_tvector3f; +extern int rsurface_tvector3f_bufferobject; +extern size_t rsurface_tvector3f_bufferoffset; extern float *rsurface_normal3f; +extern int rsurface_normal3f_bufferobject; +extern size_t rsurface_normal3f_bufferoffset; extern float *rsurface_lightmapcolor4f; +extern int rsurface_lightmapcolor4f_bufferobject; +extern size_t rsurface_lightmapcolor4f_bufferoffset; 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 qboolean rsurface_uselightmaptexture; extern rsurfmode_t rsurface_mode; -void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents); +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); @@ -222,7 +261,8 @@ 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 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); @@ -234,11 +274,19 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel #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_DIFFUSE (1<<7) // (lightsource) whether to use directional shading +#define SHADERPERMUTATION_SPECULAR (1<<8) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_CUBEFILTER (1<<9) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_OFFSETMAPPING (1<<10) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<11) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) + +#define SHADERPERMUTATION_MAX (1<<12) // 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 { @@ -250,6 +298,7 @@ typedef struct r_glsl_permutation_s 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; @@ -267,6 +316,8 @@ typedef struct r_glsl_permutation_s 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; @@ -276,12 +327,12 @@ typedef struct r_glsl_permutation_s r_glsl_permutation_t; // information about each possible shader permutation -extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; +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(int permutation); -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting); +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