X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=render.h;h=60fc6afe5b6e7c7e3ce53e0f960bc33ae6a7d38d;hb=0f8c97a4d32ef68aebbed2598e8498c4400798c7;hp=76c2e3f7a68c323fc304d6f8a4993bd5afc94bb9;hpb=72febe336719285ecd4f855454d1e90f7aa99834;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index 76c2e3f7..60fc6afe 100644 --- a/render.h +++ b/render.h @@ -27,22 +27,22 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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 skyrenderlater, skyrendermasked; -extern int R_SetSkyBox(const char *sky); -extern void R_SkyStartFrame(void); -extern void R_Sky(void); -extern void R_ResetSkyBox(void); +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); +void SHOWLMP_decodehide(void); +void SHOWLMP_decodeshow(void); +void SHOWLMP_drawall(void); // render profiling stuff extern int r_timereport_active; @@ -54,6 +54,8 @@ extern cvar_t gl_flashblend; // 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; @@ -111,9 +113,6 @@ 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; @@ -127,6 +126,7 @@ 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_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix} typedef enum r_refdef_scene_type_s { RST_CLIENT, @@ -189,6 +189,8 @@ extern cvar_t r_textureunits; 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; @@ -327,8 +329,8 @@ typedef struct rsurfacestate_s 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; @@ -439,17 +441,21 @@ typedef enum rsurfacepass_e } rsurfacepass_t; -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, qboolean suppresstexalpha); +void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy); +void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb); +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 { - rtexture_t *texture_refraction; - rtexture_t *texture_reflection; - rtexture_t *texture_camera; + rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION + rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION + rtexture_t *texture_camera; // MATERIALFLAG_CAMERA + int fbo_refraction; + int fbo_reflection; + int fbo_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 @@ -461,14 +467,10 @@ r_waterstate_waterplane_t; typedef struct r_waterstate_s { - qboolean enabled; - - qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces - qboolean renderingrefraction; - int waterwidth, waterheight; int texturewidth, textureheight; int camerawidth, cameraheight; + rtexture_t *depthtexture; int maxwaterplanes; // same as MAX_WATERPLANES int numwaterplanes; @@ -476,10 +478,107 @@ typedef struct r_waterstate_s 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; -extern r_waterstate_t r_waterstate; +typedef struct r_framebufferstate_s +{ + textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar) + int fbo; // non-zero if r_viewfbo is enabled and working + int screentexturewidth, screentextureheight; // dimensions of texture -#endif + rtexture_t *colortexture; // non-NULL if fbo is non-zero + rtexture_t *depthtexture; // non-NULL if fbo is non-zero + rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!) + rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing + int bloomfbo[2]; // fbos for rendering into bloomtexture[] + int bloomindex; // which bloomtexture[] contains the final image + + int bloomwidth, bloomheight; + int bloomtexturewidth, bloomtextureheight; + + // arrays for rendering the screen passes + float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture + float bloomtexcoord2f[8]; // texcoords for bloomtexture[] + float offsettexcoord2f[8]; // temporary use while updating bloomtexture[] + + r_viewport_t bloomviewport; + 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) +} +r_framebufferstate_t; + +extern r_framebufferstate_t r_fb; + +extern cvar_t r_viewfbo; + +void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal +void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +extern const float r_screenvertex3f[12]; +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_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; + +void R_Model_Sprite_Draw(entity_render_t *ent); + +struct prvm_prog_s; +void R_UpdateFog(void); +qboolean CL_VM_UpdateView(void); +void SCR_DrawConsole(void); +void R_Shadow_EditLights_DrawSelectedLightProperties(void); +void R_DecalSystem_Reset(decalsystem_t *decalsystem); +void R_Shadow_UpdateBounceGridTexture(void); +void R_DrawLightningBeams(void); +void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog); +void R_DrawPortals(void); +void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +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(void); + +#endif