X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=render.h;h=dcacb63933e2c4183a3521ac32b5d43fbe68ba54;hb=7689a4aa19ea33f53a5a0345c904e7081c6ac6ea;hp=df88749a259f6c2fe1b04ea25b6ddb96a9e7e53a;hpb=a6984b2a055eb337d57a8c4198fa9a9bb238cd8c;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index df88749a..dcacb639 100644 --- a/render.h +++ b/render.h @@ -23,6 +23,139 @@ 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, + 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_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_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; + +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; + // 1.0f / N table extern float ixtable[4096]; @@ -147,6 +280,7 @@ void R_SkinFrame_Purge(void); 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_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); @@ -386,10 +520,6 @@ typedef struct rsurfacestate_s 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; @@ -600,7 +730,10 @@ void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rt 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;