X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=bb9b2426a263294b82f4663177daa88a7b1ebb06;hp=3b70f9038f1f0046cde7e2dabfaec14a66ef6b5d;hb=HEAD;hpb=eac7237bf4c295d07b7e47384a5ba13d183924a3 diff --git a/render.h b/render.h index 3b70f903..a2234a04 100644 --- a/render.h +++ b/render.h @@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define RENDER_H #include "svbsp.h" +#include "r_stats.h" typedef enum glsl_attrib_e { @@ -45,7 +46,7 @@ typedef enum shaderlanguage_e } shaderlanguage_t; -// this enum selects which of the glslshadermodeinfo entries should be used +/// 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 @@ -69,39 +70,40 @@ typedef enum shadermode_e } 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 +#define SHADERPERMUTATION_DIFFUSE (1u<<0) ///< (lightsource) whether to use directional shading +#define SHADERPERMUTATION_VERTEXTEXTUREBLEND (1u<<1) ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp) +#define SHADERPERMUTATION_VIEWTINT (1u<<2) ///< view tint (postprocessing only), use vertex colors (generic only) +#define SHADERPERMUTATION_COLORMAPPING (1u<<3) ///< indicates this is a colormapped skin +#define SHADERPERMUTATION_SATURATION (1u<<4) ///< saturation (postprocessing only) +#define SHADERPERMUTATION_FOGINSIDE (1u<<5) ///< tint the color by fog color or black if using additive blend mode +#define SHADERPERMUTATION_FOGOUTSIDE (1u<<6) ///< tint the color by fog color or black if using additive blend mode +#define SHADERPERMUTATION_FOGHEIGHTTEXTURE (1u<<7) ///< fog color and density determined by texture mapped on vertical axis +#define SHADERPERMUTATION_FOGALPHAHACK (1u<<8) ///< fog color and density determined by texture mapped on vertical axis +#define SHADERPERMUTATION_GAMMARAMPS (1u<<9) ///< gamma (postprocessing only) +#define SHADERPERMUTATION_CUBEFILTER (1u<<10) ///< (lightsource) use cubemap light filter +#define SHADERPERMUTATION_GLOW (1u<<11) ///< (lightmap) blend in an additive glow texture +#define SHADERPERMUTATION_BLOOM (1u<<12) ///< bloom (postprocessing only) +#define SHADERPERMUTATION_SPECULAR (1u<<13) ///< (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_POSTPROCESSING (1u<<14) ///< user defined postprocessing (postprocessing only) +#define SHADERPERMUTATION_REFLECTION (1u<<15) ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface +#define SHADERPERMUTATION_OFFSETMAPPING (1u<<16) ///< adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1u<<17) ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) +#define SHADERPERMUTATION_SHADOWMAP2D (1u<<18) ///< (lightsource) use shadowmap texture as light filter +#define SHADERPERMUTATION_SHADOWMAPVSDCT (1u<<19) ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing +#define SHADERPERMUTATION_SHADOWMAPORTHO (1u<<20) ///< (lightsource) use orthographic shadowmap projection +#define SHADERPERMUTATION_DEFERREDLIGHTMAP (1u<<21) ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping +#define SHADERPERMUTATION_ALPHAKILL (1u<<22) ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha +#define SHADERPERMUTATION_REFLECTCUBE (1u<<23) ///< fake reflections using global cubemap (not HDRI light probe) +#define SHADERPERMUTATION_NORMALMAPSCROLLBLEND (1u<<24) ///< (water) counter-direction normalmaps scrolling +#define SHADERPERMUTATION_BOUNCEGRID (1u<<25) ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light +#define SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL (1u<<26) ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component +#define SHADERPERMUTATION_TRIPPY (1u<<27) ///< use trippy vertex shader effect +#define SHADERPERMUTATION_DEPTHRGB (1u<<28) ///< read/write depth values in RGB color coded format for older hardware without depth samplers +#define SHADERPERMUTATION_ALPHAGEN_VERTEX (1u<<29) ///< alphaGen vertex +#define SHADERPERMUTATION_SKELETAL (1u<<30) ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) +#define SHADERPERMUTATION_OCCLUDE (1u<<31) ///< use occlusion buffer for corona +#define SHADERPERMUTATION_COUNT 32u ///< size of shaderpermutationinfo array +// UBSan: unsigned literals because left shifting by 31 causes signed overflow, although it works as expected on x86. // 1.0f / N table extern float ixtable[4096]; @@ -204,13 +206,18 @@ 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); +float RSurf_FogPoint(const float *v); +float RSurf_FogVertex(const float *v); typedef enum r_refdef_scene_type_s { RST_CLIENT, @@ -230,9 +237,9 @@ 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) + 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; @@ -240,7 +247,7 @@ typedef struct r_viewport_s int height; int depth; r_viewport_type_t type; - float screentodepth[2]; // used by deferred renderer to calculate linear depth from device depth coordinates + float screentodepth[2]; ///< used by deferred renderer to calculate linear depth from device depth coordinates } r_viewport_t; @@ -265,17 +272,17 @@ typedef struct r_refdef_view_s int numfrustumplanes; mplane_t frustum[6]; qbool useclipplane; - qbool usecustompvs; // uses r_refdef.viewcache.pvsbits as-is rather than computing it + 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 + /// 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 + /// 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; @@ -286,19 +293,19 @@ typedef struct r_refdef_view_s 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 + 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) + /// which color components to allow (for anaglyph glasses) int colormask[4]; - // global RGB color multiplier for rendering + /// global RGB color multiplier for rendering float colorscale; - // whether to call R_ClearScreen before rendering stuff + /// whether to call R_ClearScreen before rendering stuff qbool clear; - // if true, don't clear or do any post process effects (bloom, etc) + /// 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) + /// 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 @@ -310,7 +317,7 @@ typedef struct r_refdef_view_s int cullface_front; int cullface_back; - // render quality (0 to 1) - affects r_drawparticles_drawdistance and others + /// render quality (0 to 1) - affects r_drawparticles_drawdistance and others float quality; } r_refdef_view_t; @@ -319,15 +326,13 @@ 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) + /// 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 @@ -335,7 +340,7 @@ typedef struct r_refdef_viewcache_s unsigned char *world_pvsbits; unsigned char *world_leafvisible; unsigned char *world_surfacevisible; - // if true, the view is currently in a leaf without pvs data + /// if true, the view is currently in a leaf without pvs data qbool world_novis; } r_refdef_viewcache_t; @@ -343,24 +348,24 @@ 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 + /// whether to call S_ExtraUpdate during render to reduce sound chop qbool extraupdate; - // (client gameworld) time for rendering time based effects + /// (client gameworld) time for rendering time based effects double time; - // the world + /// the world entity_render_t *worldentity; - // same as worldentity->model - dp_model_t *worldmodel; + /// same as worldentity->model + model_t *worldmodel; - // renderable entities (excluding world) + /// renderable entities (excluding world) entity_render_t **entities; int numentities; int maxentities; - // field of temporary entities that is reset each (client) frame + /// field of temporary entities that is reset each (client) frame entity_render_t *tempentities; int numtempentities; int maxtempentities; @@ -372,10 +377,10 @@ typedef struct r_refdef_scene_s { int numlights; // intensities for light styles right now, controls rtlights - float rtlightstylevalue[MAX_LIGHTSTYLES]; // float fraction of base light value + 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 + unsigned short lightstylevalue[MAX_LIGHTSTYLES]; ///< 8.8 fraction of base light value // adds brightness to the whole scene, separate from lightmapintensity // see CL_UpdateEntityShading @@ -495,8 +500,8 @@ void R_DrawExplosions(void); #define gl_solid_format 3 #define gl_alpha_format 4 -int R_CullBox(const vec3_t mins, const vec3_t maxs); -int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes); +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" @@ -548,8 +553,6 @@ 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; @@ -587,7 +590,7 @@ void R_TimeReport(const char *name); 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); +void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2); extern mempool_t *r_main_mempool; @@ -774,7 +777,7 @@ 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); +void RSurf_SetupDepthAndCulling(bool ui); extern int r_textureframe; ///< used only by R_GetCurrentTexture, incremented per view and per UI render texture_t *R_GetCurrentTexture(texture_t *t); @@ -811,7 +814,7 @@ 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); +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 { @@ -851,7 +854,7 @@ typedef struct r_waterstate_waterplane_s 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 + unsigned char *pvsbits; qbool pvsvalid; int camera_entity; vec3_t mins, maxs; @@ -970,12 +973,13 @@ void R_Model_Sprite_Draw(entity_render_t *ent); struct prvm_prog_s; void R_UpdateFog(void); qbool CL_VM_UpdateView(double frametime); +void CL_VM_DrawHud(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); +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);