X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=render.h;h=c8d63be83b7c17b9ec5ab2203c3c50f649425835;hb=963f0d054944619dbfdf29a707bc63da4c3f13be;hp=b22cae4857dcd49d5c76b3a20b11cec5965a164b;hpb=df61ed83cc1ab2a3e2fcd220cf89dd0b9d4144af;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index b22cae48..c8d63be8 100644 --- a/render.h +++ b/render.h @@ -54,11 +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) @@ -69,43 +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]; @@ -240,7 +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); @@ -296,8 +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; @@ -312,7 +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; @@ -534,8 +526,8 @@ 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); -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_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 @@ -549,6 +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); @@ -587,9 +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; @@ -753,6 +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