X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=render.h;h=c8d63be83b7c17b9ec5ab2203c3c50f649425835;hb=3fb59eda688a97e6ddd819e67ca0b37a2095b61c;hp=d60e8e407ff9455ed41f904b113cf6c93a3bdfdf;hpb=e2f3aafe7b60f54c50f29d0358132034cfb21e07;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index d60e8e40..c8d63be8 100644 --- a/render.h +++ b/render.h @@ -23,26 +23,109 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "svbsp.h" +typedef enum glsl_attrib_e +{ + GLSLATTRIB_POSITION = 0, + GLSLATTRIB_COLOR = 1, + GLSLATTRIB_TEXCOORD0 = 2, + GLSLATTRIB_TEXCOORD1 = 3, + GLSLATTRIB_TEXCOORD2 = 4, + GLSLATTRIB_TEXCOORD3 = 5, + GLSLATTRIB_TEXCOORD4 = 6, + GLSLATTRIB_TEXCOORD5 = 7, + GLSLATTRIB_TEXCOORD6 = 8, + GLSLATTRIB_TEXCOORD7 = 9, +} +glsl_attrib; + +typedef enum shaderlanguage_e +{ + SHADERLANGUAGE_GLSL, + SHADERLANGUAGE_COUNT +} +shaderlanguage_t; + +// this enum selects which of the glslshadermodeinfo entries should be used +typedef enum shadermode_e +{ + SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture + SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess) + SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only + 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_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_WATER, ///< refract background and reflection (the material is rendered normally after this pass) + SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers + SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers + SHADERMODE_COUNT +} +shadermode_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]; // 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 skyrendernow, skyrendermasked; -extern int R_SetSkyBox(const char *sky); -extern void R_SkyStartFrame(void); -extern void R_Sky(void); -extern void R_ResetSkyBox(void); +extern cvar_t r_sky_scissor; +extern cvar_t r_q3bsp_renderskydepth; +extern int skyrenderlater, skyrendermasked; +extern int skyscissor[4]; +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 +137,9 @@ extern cvar_t gl_flashblend; // vis stuff extern cvar_t r_novis; +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; @@ -80,7 +166,6 @@ typedef struct rmesh_s int maxtriangles; int numtriangles; int *element3i; - int *neighbor3i; // snapping epsilon float epsilon2; } @@ -89,7 +174,6 @@ 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); @@ -101,45 +185,57 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane 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; -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; -// -// view origin -// 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; -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(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} +typedef enum r_refdef_scene_type_s { + RST_CLIENT, + RST_MENU, + RST_COUNT +} r_refdef_scene_type_t; -void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load +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_PurgeSkinFrame(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); +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, int comparewidth, int compareheight, int comparecrc, 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); +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); + +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); @@ -148,25 +244,69 @@ void R_DrawExplosions(void); 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); #include "r_modules.h" #include "meshqueue.h" -#include "r_lerpanim.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); 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; + 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; @@ -182,44 +322,24 @@ 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_fogintensity; +extern rtexture_t *r_texture_fogheighttexture; -void R_TimeReport(char *name); +extern unsigned int r_queries[MAX_OCCLUSION_QUERIES]; +extern unsigned int r_numqueries; +extern unsigned int r_maxqueries; + +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_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, 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); +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 enum rsurfmode_e -{ - RSURFMODE_NONE, - RSURFMODE_SHOWSURFACES, - RSURFMODE_SKY, - RSURFMODE_MULTIPASS, - RSURFMODE_GLSL -} -rsurfmode_t; - typedef struct rsurfacestate_s { - // processing buffers - int array_size; - float *array_modelvertex3f; - float *array_modelsvector3f; - float *array_modeltvector3f; - float *array_modelnormal3f; - float *array_deformedvertex3f; - float *array_deformedsvector3f; - float *array_deformedtvector3f; - float *array_deformednormal3f; - float *array_generatedtexcoordtexture2f; - float *array_color4f; - float *array_texcoord3f; - // current model array pointers // these may point to processing buffers if model is animated, // otherwise they point to static data. @@ -234,96 +354,145 @@ typedef struct rsurfacestate_s // // this indicates the model* arrays are pointed at array_model* buffers // (in other words, the model has been animated in software) - qboolean generatedvertex; - float *modelvertex3f; - int modelvertex3f_bufferobject; - size_t modelvertex3f_bufferoffset; - float *modelsvector3f; - int modelsvector3f_bufferobject; - size_t modelsvector3f_bufferoffset; - float *modeltvector3f; - int modeltvector3f_bufferobject; - size_t modeltvector3f_bufferoffset; - float *modelnormal3f; - int modelnormal3f_bufferobject; - size_t modelnormal3f_bufferoffset; - float *modellightmapcolor4f; - int modellightmapcolor4f_bufferobject; - size_t modellightmapcolor4f_bufferoffset; - float *modeltexcoordtexture2f; - int modeltexcoordtexture2f_bufferobject; - size_t modeltexcoordtexture2f_bufferoffset; - float *modeltexcoordlightmap2f; - int modeltexcoordlightmap2f_bufferobject; - size_t modeltexcoordlightmap2f_bufferoffset; - int *modelelement3i; - int modelelement3i_bufferobject; - int *modellightmapoffsets; - int modelnum_vertices; - int modelnum_triangles; - msurface_t *modelsurfaces; + 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; + 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) - // - // the exception is the color array which is often generated based on - // colormod, alpha fading, and fogging, it may also come from q3bsp vertex - // lighting of certain surfaces - float *vertex3f; - int vertex3f_bufferobject; - size_t vertex3f_bufferoffset; - float *svector3f; - int svector3f_bufferobject; - size_t svector3f_bufferoffset; - float *tvector3f; - int tvector3f_bufferobject; - size_t tvector3f_bufferoffset; - float *normal3f; - int normal3f_bufferobject; - size_t normal3f_bufferoffset; - float *lightmapcolor4f; - int lightmapcolor4f_bufferobject; - size_t lightmapcolor4f_bufferoffset; - float *texcoordtexture2f; - int texcoordtexture2f_bufferobject; - size_t texcoordtexture2f_bufferoffset; - float *texcoordlightmap2f; - int texcoordlightmap2f_bufferobject; - size_t texcoordlightmap2f_bufferoffset; + qboolean batchgeneratedvertex; + qboolean batchmultidraw; + int batchmultidrawnumsurfaces; + const msurface_t **batchmultidrawsurfacelist; + int batchfirstvertex; + int batchnumvertices; + int batchfirsttriangle; + int batchnumtriangles; + 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; + + // 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[4]; - // 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; + frameblend_t frameblend[MAX_FRAMEBLENDS]; + skeleton_t *skeleton; // view location in model space - vec3_t modelorg; // TODO: rename this - // current texture in batching code + 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; - // one of the RSURFMODE_ values - rsurfmode_t mode; + // 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 - rtlight_t *rtlight; - // current light's cull box (copied out of an rtlight or calculated by GetLightInfo) - vec3_t rtlight_cullmins; - vec3_t rtlight_cullmaxs; - // current light's culling planes - int rtlight_numfrustumplanes; - mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes + const rtlight_t *rtlight; // this is the location of the light in entity space vec3_t entitylightorigin; @@ -335,38 +504,248 @@ typedef struct rsurfacestate_s 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_ActiveModelEntity as a unique id within each frame (see r_frame + // also) + entity_render_t *entity; } rsurfacestate_t; extern rsurfacestate_t rsurface; -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); - -struct entity_render_s; -struct texture_s; -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_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug); -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug); - -void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); -void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist); +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_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, qboolean ui); +void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui); +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, qboolean ui); + +#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f +#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f +#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f +#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f +#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f +#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f +#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f +#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader +#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps +#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); typedef enum rsurfacepass_e { RSURFPASS_BASE, RSURFPASS_BACKGROUND, - RSURFPASS_RTLIGHT + RSURFPASS_RTLIGHT, + RSURFPASS_DEFERREDGEOMETRY } rsurfacepass_t; -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass); +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_DeferredLight(const rtlight_t *rtlight); + +typedef struct r_rendertarget_s { + // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1) + float texcoord2f[8]; + // textures are this size and type + int texturewidth; + int textureheight; + // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F + textype_t colortextype[4]; + // 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; + // framebuffer object referencing the textures + int fbo; + // there can be up to 4 color targets and 1 depth target, the depthtexture + // may be a real texture (readable) or just a renderbuffer (not readable, + // but potentially faster) + rtexture_t *colortexture[4]; + rtexture_t *depthtexture; + // 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 (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); +// 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); + +typedef struct r_waterstate_waterplane_s +{ + r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION + r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION + r_rendertarget_t *rt_camera; // MATERIALFLAG_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; -#endif +typedef struct r_waterstate_s +{ + int waterwidth, waterheight; + int texturewidth, textureheight; + int camerawidth, cameraheight; + + 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 screentexturewidth, screentextureheight; // dimensions of texture + + // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame + r_rendertarget_t *rt_screen; + r_rendertarget_t *rt_bloom; + + rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!) + float ghosttexcoord2f[8]; // for r_motionblur + + int bloomwidth, bloomheight; + + // arrays for rendering the screen passes + float offsettexcoord2f[8]; // temporary use while updating bloomtexture[] + + 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) + + // rendertargets (fbo and viewport), these can be reused across frames + memexpandablearray_t rendertargets; +} +r_framebufferstate_t; + +extern r_framebufferstate_t r_fb; + +extern cvar_t r_viewfbo; + +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_DebugLine(vec3_t start, vec3_t end); +extern const float r_screenvertex3f[12]; +extern cvar_t r_showspriteedges; +extern cvar_t r_showparticleedges; +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; + +extern qboolean 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 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 rtexture_t *r_shadow_shadowmap2ddepthbuffer; +extern rtexture_t *r_shadow_shadowmap2ddepthtexture; +extern rtexture_t *r_shadow_shadowmapvsdcttexture; +extern matrix4x4_t r_shadow_shadowmapmatrix; +extern int r_shadow_prepass_width; +extern int r_shadow_prepass_height; +extern rtexture_t *r_shadow_prepassgeometrydepthbuffer; +extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; +extern rtexture_t *r_shadow_prepasslightingdiffusetexture; +extern rtexture_t *r_shadow_prepasslightingspeculartexture; +extern int r_shadow_viewfbo; +extern rtexture_t *r_shadow_viewdepthtexture; +extern rtexture_t *r_shadow_viewcolortexture; +extern int r_shadow_viewx; +extern int r_shadow_viewy; +extern int r_shadow_viewwidth; +extern int r_shadow_viewheight; + +void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight); +void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight); + +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_DrawPortals(void); +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(cmd_state_t *cmd); + +#endif