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)
}
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];
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);
/// 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;
extern cvar_t r_glsl_deluxemapping;
extern cvar_t gl_polyblend;
-extern cvar_t gl_dither;
extern cvar_t cl_deathfade;
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
#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);
// 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;
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