X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=render.h;h=c8d63be83b7c17b9ec5ab2203c3c50f649425835;hb=963f0d054944619dbfdf29a707bc63da4c3f13be;hp=a03e5feed0107486b74e1db35a67ba32afc6f883;hpb=fcca38006977b1073fa82907dd5db8fea339c5f4;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index a03e5fee..c8d63be8 100644 --- a/render.h +++ b/render.h @@ -23,55 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "svbsp.h" -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_UNUSED1 = 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; - typedef enum glsl_attrib_e { GLSLATTRIB_POSITION = 0, @@ -103,11 +54,11 @@ typedef enum shadermode_e 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_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing) 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) @@ -118,43 +69,39 @@ typedef enum shadermode_e } shadermode_t; -typedef enum shaderpermutation_e -{ - SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading - SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp) - SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only) - SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin - SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only) - SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis - SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis - SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only) - SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter - SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture - SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only) - SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects - SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only) - SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface - SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface - SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) - SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter - SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing - SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection - SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping - SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha - SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe) - SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling - SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light - SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component - SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect - SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers - SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex - SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) - SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona - SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array -} -shaderpermutation_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]; @@ -279,7 +226,7 @@ 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, 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, qboolean sRGB); +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); @@ -289,7 +236,6 @@ skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int texturef 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); @@ -345,8 +291,6 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool /// 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; @@ -361,7 +305,6 @@ 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; @@ -580,10 +523,11 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q 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); -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); +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 @@ -597,6 +541,7 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri #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); @@ -610,7 +555,7 @@ typedef enum rsurfacepass_e } 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(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); @@ -635,9 +580,9 @@ typedef struct r_rendertarget_s { // but potentially faster) rtexture_t *colortexture[4]; rtexture_t *depthtexture; - // a rendertarget will not be reused in the same frame (realtime == lastusetime), + // 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 (realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames + // 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; @@ -801,6 +746,6 @@ void Mod_RenderInit(void); void Font_Init(void); qboolean R_CompileShader_CheckStaticParms(void); -void R_GLSL_Restart_f(void); +void R_GLSL_Restart_f(cmd_state_t *cmd); #endif