X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=render.h;h=b91bde74c16f009d266cb8196c55087456916a49;hb=840260bd8692f87bef256f1babe4f096ac965b5d;hp=339333ae0864306390786839ff59e797c883de54;hpb=b249b64acbbfaec2526203fb44fc1f6cb47b42fa;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index 339333ae..b91bde74 100644 --- a/render.h +++ b/render.h @@ -21,159 +21,627 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef RENDER_H #define RENDER_H -extern qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; - -extern matrix4x4_t r_identitymatrix; +#include "svbsp.h" // 1.0f / N table extern float ixtable[4096]; -// far clip distance for scene -extern float r_farclip; - // fog stuff -extern void FOG_clear(void); -extern float fog_density, fog_red, fog_green, fog_blue; +void FOG_clear(void); // sky stuff extern cvar_t r_sky; -extern int skyrendernow, skyrendermasked; -extern int R_SetSkyBox(const char *sky); -extern void R_SkyStartFrame(void); -extern void R_Sky(void); -extern void R_ResetQuakeSky(void); -extern void R_ResetSkyBox(void); +extern cvar_t r_skyscroll1; +extern cvar_t r_skyscroll2; +extern int skyrenderlater, skyrendermasked; +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); -extern void SHOWLMP_clear(void); +void SHOWLMP_decodehide(void); +void SHOWLMP_decodeshow(void); +void SHOWLMP_drawall(void); // render profiling stuff -extern qboolean intimerefresh; -extern char r_speeds_string[1024]; +extern int r_timereport_active; // lighting stuff extern cvar_t r_ambient; - -// model rendering stuff -extern float *aliasvert; -extern float *aliasvertnorm; -extern float *aliasvertcolor; +extern cvar_t gl_flashblend; // vis stuff extern cvar_t r_novis; -// detail texture stuff -extern cvar_t r_detailtextures; +extern cvar_t r_trippy; +extern cvar_t r_fxaa; extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; +extern cvar_t r_lerplightstyles; extern cvar_t r_waterscroll; -extern cvar_t r_watershader; + +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 + 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 int r_framecount; -extern mplane_t frustum[4]; -extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; +extern cvar_t r_nearclip; // forces all rendering to draw triangle outlines +extern cvar_t r_showoverdraw; extern cvar_t r_showtris; -extern int r_showtrispass; - -// -// view origin -// -extern vec3_t r_vieworigin; -extern vec3_t r_viewforward; -extern vec3_t r_viewleft; -extern vec3_t r_viewright; -extern vec3_t r_viewup; -extern int r_view_x; -extern int r_view_y; -extern int r_view_width; -extern int r_view_height; -extern float r_view_fov_x; -extern float r_view_fov_y; -extern matrix4x4_t r_view_matrix; - -extern mleaf_t *r_viewleaf, *r_oldviewleaf; -extern unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value - -extern qboolean envmap; +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; extern cvar_t r_drawentities; +extern cvar_t r_draw2d; +extern qboolean r_draw2d_force; extern cvar_t r_drawviewmodel; +extern cvar_t r_drawworld; extern cvar_t r_speeds; extern cvar_t r_fullbright; extern cvar_t r_wateralpha; extern cvar_t r_dynamic; -extern cvar_t r_drawcollisionbrushes; void R_Init(void); -void R_UpdateWorld(void); // needs no r_refdef -void R_RenderView(void); // must call R_UpdateWorld and set r_refdef first - - -void R_InitSky (qbyte *src, int bytesperpixel); // called at level load - -void R_WorldVisibility(entity_render_t *ent); -void R_DrawWorld(entity_render_t *ent); +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, + RST_MENU, + RST_COUNT +} r_refdef_scene_type_t; + +void R_SelectScene( r_refdef_scene_type_t scenetype ); +r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ); + +void R_SkinFrame_PrepareForPurge(void); +void R_SkinFrame_MarkUsed(skinframe_t *skinframe); +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); +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); + +rtexture_t *R_GetCubemap(const char *basename); + +void R_View_WorldVisibility(qboolean forcenovis); +void R_DrawDecals(void); void R_DrawParticles(void); void R_DrawExplosions(void); #define gl_solid_format 3 #define gl_alpha_format 4 -//#define PARANOID 1 - int R_CullBox(const vec3_t mins, const vec3_t maxs); -#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs)))) - -extern qboolean fogenabled; -extern vec3_t fogcolor; -extern vec_t fogdensity; -#define calcfog(v) (exp(-(fogdensity*fogdensity*(((v)[0] - r_vieworigin[0])*((v)[0] - r_vieworigin[0])+((v)[1] - r_vieworigin[1])*((v)[1] - r_vieworigin[1])+((v)[2] - r_vieworigin[2])*((v)[2] - r_vieworigin[2]))))) -#define calcfogbyte(v) ((qbyte) (bound(0, ((int) ((float) (calcfog((v)) * 255.0f))), 255))) +int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes); #include "r_modules.h" #include "meshqueue.h" +/// free all R_FrameData memory +void R_FrameData_Reset(void); +/// prepare for a new frame, recycles old buffers if a resize occurred previously +void R_FrameData_NewFrame(void); +/// allocate some temporary memory for your purposes +void *R_FrameData_Alloc(size_t size); +/// allocate some temporary memory and copy this data into it +void *R_FrameData_Store(size_t size, void *data); +/// set a marker that allows you to discard the following temporary memory allocations +void R_FrameData_SetMark(void); +/// discard recent memory allocations (rewind to marker) +void R_FrameData_ReturnToMark(void); + +/// enum of the various types of hardware buffer object used in rendering +/// note that the r_buffermegs[] array must be maintained to match this +typedef enum r_bufferdata_type_e +{ + R_BUFFERDATA_VERTEX, /// vertex buffer + R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares) + R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares) + R_BUFFERDATA_UNIFORM, /// uniform buffer + R_BUFFERDATA_COUNT /// how many kinds of buffer we have +} +r_bufferdata_type_t; + +/// free all dynamic vertex/index/uniform buffers +void R_BufferData_Reset(void); +/// begin a new frame (recycle old buffers) +void R_BufferData_NewFrame(void); +/// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful +r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset); + +/// free all R_AnimCache memory +void R_AnimCache_Free(void); +/// 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); +/// 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_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; extern cvar_t gl_dither; +extern cvar_t cl_deathfade; + +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_grey128; +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_fogheighttexture; + +extern unsigned int r_queries[MAX_OCCLUSION_QUERIES]; +extern unsigned int r_numqueries; +extern unsigned int r_maxqueries; -void R_TimeReport(char *name); -void R_TimeReport_Start(void); -void R_TimeReport_End(void); +void R_TimeReport(const 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_DrawWorldCrosshair(void); -void R_Draw2DCrosshair(void); - -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, 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_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); + +extern mempool_t *r_main_mempool; + +typedef struct rsurfacestate_s +{ + // 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 forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha) + qboolean 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 + // where gpu-skinning is not possible, for this reason batch has its own + // variables + int entityskeletalnumtransforms; // how many transforms are used for this mesh + float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh + const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer + int entityskeletaltransform3x4offset; + int entityskeletaltransform3x4size; + float *modelvertex3f; + const r_meshbuffer_t *modelvertex3f_vertexbuffer; + int modelvertex3f_bufferoffset; + float *modelsvector3f; + const r_meshbuffer_t *modelsvector3f_vertexbuffer; + int modelsvector3f_bufferoffset; + float *modeltvector3f; + const r_meshbuffer_t *modeltvector3f_vertexbuffer; + int modeltvector3f_bufferoffset; + float *modelnormal3f; + const r_meshbuffer_t *modelnormal3f_vertexbuffer; + int modelnormal3f_bufferoffset; + float *modellightmapcolor4f; + const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer; + int modellightmapcolor4f_bufferoffset; + float *modeltexcoordtexture2f; + const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer; + int modeltexcoordtexture2f_bufferoffset; + float *modeltexcoordlightmap2f; + const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer; + int modeltexcoordlightmap2f_bufferoffset; + unsigned char *modelskeletalindex4ub; + const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer; + int modelskeletalindex4ub_bufferoffset; + unsigned char *modelskeletalweight4ub; + const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer; + int modelskeletalweight4ub_bufferoffset; + r_vertexmesh_t *modelvertexmesh; + const r_meshbuffer_t *modelvertexmesh_vertexbuffer; + int modelvertexmesh_bufferoffset; + int *modelelement3i; + const r_meshbuffer_t *modelelement3i_indexbuffer; + int modelelement3i_bufferoffset; + unsigned short *modelelement3s; + const r_meshbuffer_t *modelelement3s_indexbuffer; + int modelelement3s_bufferoffset; + int *modellightmapoffsets; + int modelnumvertices; + int modelnumtriangles; + const 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) + qboolean batchgeneratedvertex; + qboolean batchmultidraw; + int batchmultidrawnumsurfaces; + const msurface_t **batchmultidrawsurfacelist; + int batchfirstvertex; + int batchnumvertices; + int batchfirsttriangle; + int batchnumtriangles; + r_vertexmesh_t *batchvertexmesh; + const r_meshbuffer_t *batchvertexmesh_vertexbuffer; + int batchvertexmesh_bufferoffset; + float *batchvertex3f; + const r_meshbuffer_t *batchvertex3f_vertexbuffer; + int batchvertex3f_bufferoffset; + float *batchsvector3f; + const r_meshbuffer_t *batchsvector3f_vertexbuffer; + int batchsvector3f_bufferoffset; + float *batchtvector3f; + const r_meshbuffer_t *batchtvector3f_vertexbuffer; + int batchtvector3f_bufferoffset; + float *batchnormal3f; + const r_meshbuffer_t *batchnormal3f_vertexbuffer; + int batchnormal3f_bufferoffset; + float *batchlightmapcolor4f; + const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer; + int batchlightmapcolor4f_bufferoffset; + float *batchtexcoordtexture2f; + const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer; + int batchtexcoordtexture2f_bufferoffset; + float *batchtexcoordlightmap2f; + const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer; + int batchtexcoordlightmap2f_bufferoffset; + unsigned char *batchskeletalindex4ub; + const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer; + int batchskeletalindex4ub_bufferoffset; + unsigned char *batchskeletalweight4ub; + const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer; + int batchskeletalweight4ub_bufferoffset; + int *batchelement3i; + const r_meshbuffer_t *batchelement3i_indexbuffer; + int batchelement3i_bufferoffset; + unsigned short *batchelement3s; + const r_meshbuffer_t *batchelement3s_indexbuffer; + int batchelement3s_bufferoffset; + int batchskeletalnumtransforms; + float *batchskeletaltransform3x4; + const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer + int batchskeletaltransform3x4offset; + int batchskeletaltransform3x4size; + // rendering pass processing arrays in GL11 and GL13 paths + float *passcolor4f; + const r_meshbuffer_t *passcolor4f_vertexbuffer; + int passcolor4f_bufferoffset; + + // some important fields from the entity + int ent_skinnum; + int ent_qwskin; + int ent_flags; + 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; + // scale factors for transforming lengths into/out of entity space + float matrixscale; + float inversematrixscale; + // animation blending state from entity + frameblend_t frameblend[MAX_FRAMEBLENDS]; + skeleton_t *skeleton; + // 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; + // special coloring of ambient/diffuse textures (gloss not affected) + // colormod[3] is the alpha of the entity + float colormod[4]; + // special coloring of glow textures + float glowmod[3]; + // view location in model space + vec3_t localvieworigin; + // polygon offset data for submodels + float basepolygonfactor; + float basepolygonoffset; + // current textures in batching code + texture_t *texture; + rtexture_t *lightmaptexture; + rtexture_t *deluxemaptexture; + // whether lightmapping is active on this batch + // (otherwise vertex colored) + qboolean uselightmaptexture; + // fog plane in model space for direct application to vertices + float fograngerecip; + float fogmasktabledistmultiplier; + float fogplane[4]; + float fogheightfade; + float fogplaneviewdist; + + // rtlight rendering + // light currently being rendered + const rtlight_t *rtlight; + + // 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; + + // user wavefunc parameters (from csqc) + float userwavefunc_param[Q3WAVEFUNC_USER_COUNT]; + + // pointer to an entity_render_t used only by R_GetCurrentTexture and + // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within + // each frame (see r_frame also) + entity_render_t *entity; +} +rsurfacestate_t; + +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 RSurf_SetupDepthAndCulling(void); + +void R_Mesh_ResizeArrays(int newvertices); + +texture_t *R_GetCurrentTexture(texture_t *t); +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); +void R_AddWaterPlanes(entity_render_t *ent); +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_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 +#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader +#define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others +#define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader +#define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps +#define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws +void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist); +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); + +typedef enum rsurfacepass_e +{ + RSURFPASS_BASE, + RSURFPASS_BACKGROUND, + RSURFPASS_RTLIGHT, + RSURFPASS_DEFERREDGEOMETRY +} +rsurfacepass_t; + +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, qboolean skeletal); +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; // 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 + qboolean pvsvalid; + int camera_entity; + vec3_t mins, maxs; +} +r_waterstate_waterplane_t; + +typedef struct r_waterstate_s +{ + int waterwidth, waterheight; + int texturewidth, textureheight; + int camerawidth, cameraheight; + rtexture_t *depthtexture; + + int maxwaterplanes; // same as MAX_WATERPLANES + int numwaterplanes; + r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; + + 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; + +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 + + 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_shadows_shadowmapbias; +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(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_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 -