/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef RENDER_H #define RENDER_H #include "svbsp.h" #include "r_stats.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 void FOG_clear(void); // sky stuff extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; 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) void SHOWLMP_decodehide(void); void SHOWLMP_decodeshow(void); void SHOWLMP_drawall(void); // render profiling stuff extern int r_timereport_active; // lighting stuff extern cvar_t r_ambient; 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; extern cvar_t r_waterscroll; 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; // 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); 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 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_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 qbool 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_q1bsp_lightmap_updates_enabled; extern cvar_t r_q1bsp_lightmap_updates_combine; extern cvar_t r_q1bsp_lightmap_updates_combine_full_texture; extern cvar_t r_q1bsp_lightmap_updates_hidden_surfaces; void R_NewExplosion(const vec3_t org); void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView 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} float RSurf_FogVertex(const vec3_t p); float RSurf_FogPoint(const vec3_t p); typedef enum r_refdef_scene_type_s { RST_CLIENT, RST_MENU, RST_COUNT } r_refdef_scene_type_t; typedef enum r_viewport_type_e { R_VIEWPORTTYPE_ORTHO, R_VIEWPORTTYPE_PERSPECTIVE, R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP, R_VIEWPORTTYPE_PERSPECTIVECUBESIDE, R_VIEWPORTTYPE_TOTAL } r_viewport_type_t; typedef struct r_viewport_s { matrix4x4_t cameramatrix; // from entity (transforms from camera entity to world) matrix4x4_t viewmatrix; // actual matrix for rendering (transforms to viewspace) matrix4x4_t projectmatrix; // actual projection matrix (transforms from viewspace to screen) int x; int y; int z; int width; int height; int depth; r_viewport_type_t type; float screentodepth[2]; // used by deferred renderer to calculate linear depth from device depth coordinates } r_viewport_t; typedef struct r_refdef_view_s { // view information (changes multiple times per frame) // if any of these variables change then r_refdef.viewcache must be regenerated // by calling R_View_Update // (which also updates viewport, scissor, colormask) // it is safe and expected to copy this into a structure on the stack and // call the renderer recursively, then restore from the stack afterward // (as long as R_View_Update is called) // eye position information matrix4x4_t matrix, inverse_matrix; vec3_t origin; vec3_t forward; vec3_t left; vec3_t right; vec3_t up; int numfrustumplanes; mplane_t frustum[6]; qbool useclipplane; qbool usecustompvs; // uses r_refdef.viewcache.pvsbits as-is rather than computing it mplane_t clipplane; float frustum_x, frustum_y; vec3_t frustumcorner[4]; // if turned off it renders an ortho view int useperspective; // allows visibility culling based on the view origin (e.g. pvs and R_CanSeeBox) // this is turned off by: // r_trippy // !r_refdef.view.useperspective // (sometimes) r_refdef.view.useclipplane int usevieworiginculling; float ortho_x, ortho_y; // screen area to render in int x; int y; int z; int width; int height; int depth; r_viewport_t viewport; // note: if r_viewscale is used, the viewport.width and viewport.height may be less than width and height // which color components to allow (for anaglyph glasses) int colormask[4]; // global RGB color multiplier for rendering float colorscale; // whether to call R_ClearScreen before rendering stuff qbool clear; // if true, don't clear or do any post process effects (bloom, etc) qbool isoverlay; // if true, this is the MAIN view (which is, after CSQC, copied into the scene for use e.g. by r_speeds 1, showtex, prydon cursor) qbool ismain; // whether to draw r_showtris and such, this is only true for the main // view render, all secondary renders (mirrors, portals, cameras, // distortion effects, etc) omit such debugging information qbool showdebug; // these define which values to use in GL_CullFace calls to request frontface or backface culling int cullface_front; int cullface_back; // render quality (0 to 1) - affects r_drawparticles_drawdistance and others float quality; } r_refdef_view_t; typedef struct r_refdef_viewcache_s { // updated by gl_main_newmap() int maxentities; int world_numclusters; int world_numclusterbytes; int world_numleafs; int world_numsurfaces; // these properties are generated by R_View_Update() // which entities are currently visible for this viewpoint // (the used range is 0...r_refdef.scene.numentities) unsigned char *entityvisible; // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) unsigned char *world_pvsbits; unsigned char *world_leafvisible; unsigned char *world_surfacevisible; // if true, the view is currently in a leaf without pvs data qbool world_novis; } r_refdef_viewcache_t; // TODO: really think about which fields should go into scene and which one should stay in refdef [1/7/2008 Black] // maybe also refactor some of the functions to support different setting sources (ie. fogenabled, etc.) for different scenes typedef struct r_refdef_scene_s { // whether to call S_ExtraUpdate during render to reduce sound chop qbool extraupdate; // (client gameworld) time for rendering time based effects double time; // the world entity_render_t *worldentity; // same as worldentity->model model_t *worldmodel; // renderable entities (excluding world) entity_render_t **entities; int numentities; int maxentities; // field of temporary entities that is reset each (client) frame entity_render_t *tempentities; int numtempentities; int maxtempentities; qbool expandtempentities; // renderable dynamic lights rtlight_t *lights[MAX_DLIGHTS]; rtlight_t templights[MAX_DLIGHTS]; int numlights; // intensities for light styles right now, controls rtlights float rtlightstylevalue[MAX_LIGHTSTYLES]; // float fraction of base light value // 8.8bit fixed point intensities for light styles // controls intensity lightmap layers unsigned short lightstylevalue[MAX_LIGHTSTYLES]; // 8.8 fraction of base light value // adds brightness to the whole scene, separate from lightmapintensity // see CL_UpdateEntityShading float ambientintensity; // brightness of lightmap and modellight lighting on materials // see CL_UpdateEntityShading float lightmapintensity; qbool rtworld; qbool rtworldshadows; qbool rtdlight; qbool rtdlightshadows; } r_refdef_scene_t; typedef struct r_refdef_s { // these fields define the basic rendering information for the world // but not the view, which could change multiple times in one rendered // frame (for example when rendering textures for certain effects) // these are set for water warping before // frustum_x/frustum_y are calculated float frustumscale_x, frustumscale_y; // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc) r_refdef_view_t view; r_refdef_viewcache_t viewcache; // minimum visible distance (pixels closer than this disappear) double nearclip; // maximum visible distance (pixels further than this disappear in 16bpp modes, // in 32bpp an infinite-farclip matrix is used instead) double farclip; // fullscreen color blend float viewblend[4]; r_refdef_scene_t scene; float fogplane[4]; float fogplaneviewdist; qbool fogplaneviewabove; float fogheightfade; float fogcolor[3]; float fogrange; float fograngerecip; float fogmasktabledistmultiplier; #define FOGMASKTABLEWIDTH 1024 float fogmasktable[FOGMASKTABLEWIDTH]; float fogmasktable_start, fogmasktable_alpha, fogmasktable_range, fogmasktable_density; float fog_density; float fog_red; float fog_green; float fog_blue; float fog_alpha; float fog_start; float fog_end; float fog_height; float fog_fadedepth; qbool fogenabled; qbool oldgl_fogenable; // new flexible texture height fog (overrides normal fog) char fog_height_texturename[64]; // note: must be 64 for the sscanf code unsigned char *fog_height_table1d; unsigned char *fog_height_table2d; int fog_height_tablesize; // enable float fog_height_tablescale; float fog_height_texcoordscale; char fogheighttexturename[64]; // detects changes to active fog height texture int draw2dstage; // 0 = no, 1 = yes, other value = needs setting up again // true during envmap command capture qbool envmap; // whether to draw world lights realtime, dlights realtime, and their shadows float polygonfactor; float polygonoffset; // how long R_RenderView took on the previous frame double lastdrawscreentime; // rendering stats for r_speeds display // (these are incremented in many places) int stats[r_stat_count]; } r_refdef_t; extern r_refdef_t r_refdef; 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, qbool add); skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture); skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool 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, qbool 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, qbool sRGB); rtexture_t *R_GetCubemap(const char *basename); void R_View_WorldVisibility(qbool forcenovis); void R_DrawParticles(void); void R_DrawExplosions(void); #define gl_solid_format 3 #define gl_alpha_format 4 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs); qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes); qbool 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" /// 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) qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool 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_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 cl_deathfade; extern cvar_t r_smoothnormals_areaweighting; extern cvar_t r_test; #include "gl_backend.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(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 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) qbool forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha) qbool 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) qbool batchgeneratedvertex; qbool 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[MAX_FRAMEBLENDS]; skeleton_t *skeleton; // 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) qbool 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_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_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool 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, qbool wantnormals, qbool 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, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui); void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui); void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool 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_DEFERREDGEOMETRY } rsurfacepass_t; void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha); void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy); void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool 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, qbool notrippy, qbool ui); 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) qbool 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(qbool 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, qbool 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 qbool 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; int maxwaterplanes; // same as MAX_WATERPLANES int numwaterplanes; r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; float screenscale[2]; float screencenter[2]; qbool enabled; qbool renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces qbool 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; qbool ghosttexture_valid; // don't draw garbage on first frame with motionblur qbool 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(qbool 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 qbool r_shadow_usingdeferredprepass; extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; extern qbool r_shadow_usingshadowmap2d; extern qbool 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 qbool 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); qbool 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, int combine); 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, qbool allocate_new); void LoadFont(qbool 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); qbool R_CompileShader_CheckStaticParms(void); void R_GLSL_Restart_f(cmd_state_t *cmd); #endif