2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 typedef enum glsl_attrib_e
29 GLSLATTRIB_POSITION = 0,
31 GLSLATTRIB_TEXCOORD0 = 2,
32 GLSLATTRIB_TEXCOORD1 = 3,
33 GLSLATTRIB_TEXCOORD2 = 4,
34 GLSLATTRIB_TEXCOORD3 = 5,
35 GLSLATTRIB_TEXCOORD4 = 6,
36 GLSLATTRIB_TEXCOORD5 = 7,
37 GLSLATTRIB_TEXCOORD6 = 8,
38 GLSLATTRIB_TEXCOORD7 = 9,
42 typedef enum shaderlanguage_e
49 /// this enum selects which of the glslshadermodeinfo entries should be used
50 typedef enum shadermode_e
52 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
53 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
54 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
55 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
56 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
57 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
58 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
59 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
60 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
61 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
62 SHADERMODE_LIGHTGRID, ///< (lightmap) use directional pixel shading from lightgrid data (q3bsp)
63 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
64 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
65 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
66 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
67 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
68 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
73 #define SHADERPERMUTATION_DIFFUSE (1u<<0) ///< (lightsource) whether to use directional shading
74 #define SHADERPERMUTATION_VERTEXTEXTUREBLEND (1u<<1) ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
75 #define SHADERPERMUTATION_VIEWTINT (1u<<2) ///< view tint (postprocessing only), use vertex colors (generic only)
76 #define SHADERPERMUTATION_COLORMAPPING (1u<<3) ///< indicates this is a colormapped skin
77 #define SHADERPERMUTATION_SATURATION (1u<<4) ///< saturation (postprocessing only)
78 #define SHADERPERMUTATION_FOGINSIDE (1u<<5) ///< tint the color by fog color or black if using additive blend mode
79 #define SHADERPERMUTATION_FOGOUTSIDE (1u<<6) ///< tint the color by fog color or black if using additive blend mode
80 #define SHADERPERMUTATION_FOGHEIGHTTEXTURE (1u<<7) ///< fog color and density determined by texture mapped on vertical axis
81 #define SHADERPERMUTATION_FOGALPHAHACK (1u<<8) ///< fog color and density determined by texture mapped on vertical axis
82 #define SHADERPERMUTATION_GAMMARAMPS (1u<<9) ///< gamma (postprocessing only)
83 #define SHADERPERMUTATION_CUBEFILTER (1u<<10) ///< (lightsource) use cubemap light filter
84 #define SHADERPERMUTATION_GLOW (1u<<11) ///< (lightmap) blend in an additive glow texture
85 #define SHADERPERMUTATION_BLOOM (1u<<12) ///< bloom (postprocessing only)
86 #define SHADERPERMUTATION_SPECULAR (1u<<13) ///< (lightsource or deluxemapping) render specular effects
87 #define SHADERPERMUTATION_POSTPROCESSING (1u<<14) ///< user defined postprocessing (postprocessing only)
88 #define SHADERPERMUTATION_REFLECTION (1u<<15) ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
89 #define SHADERPERMUTATION_OFFSETMAPPING (1u<<16) ///< adjust texcoords to roughly simulate a displacement mapped surface
90 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1u<<17) ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
91 #define SHADERPERMUTATION_SHADOWMAP2D (1u<<18) ///< (lightsource) use shadowmap texture as light filter
92 #define SHADERPERMUTATION_SHADOWMAPVSDCT (1u<<19) ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
93 #define SHADERPERMUTATION_SHADOWMAPORTHO (1u<<20) ///< (lightsource) use orthographic shadowmap projection
94 #define SHADERPERMUTATION_DEFERREDLIGHTMAP (1u<<21) ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
95 #define SHADERPERMUTATION_ALPHAKILL (1u<<22) ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
96 #define SHADERPERMUTATION_REFLECTCUBE (1u<<23) ///< fake reflections using global cubemap (not HDRI light probe)
97 #define SHADERPERMUTATION_NORMALMAPSCROLLBLEND (1u<<24) ///< (water) counter-direction normalmaps scrolling
98 #define SHADERPERMUTATION_BOUNCEGRID (1u<<25) ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
99 #define SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL (1u<<26) ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
100 #define SHADERPERMUTATION_TRIPPY (1u<<27) ///< use trippy vertex shader effect
101 #define SHADERPERMUTATION_DEPTHRGB (1u<<28) ///< read/write depth values in RGB color coded format for older hardware without depth samplers
102 #define SHADERPERMUTATION_ALPHAGEN_VERTEX (1u<<29) ///< alphaGen vertex
103 #define SHADERPERMUTATION_SKELETAL (1u<<30) ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
104 #define SHADERPERMUTATION_OCCLUDE (1u<<31) ///< use occlusion buffer for corona
105 #define SHADERPERMUTATION_COUNT 32u ///< size of shaderpermutationinfo array
106 // UBSan: unsigned literals because left shifting by 31 causes signed overflow, although it works as expected on x86.
109 extern float ixtable[4096];
112 void FOG_clear(void);
116 extern cvar_t r_skyscroll1;
117 extern cvar_t r_skyscroll2;
118 extern cvar_t r_sky_scissor;
119 extern cvar_t r_q3bsp_renderskydepth;
120 extern int skyrenderlater, skyrendermasked;
121 extern int skyscissor[4];
122 int R_SetSkyBox(const char *sky);
123 void R_SkyStartFrame(void);
125 void R_ResetSkyBox(void);
127 // SHOWLMP stuff (Nehahra)
128 void SHOWLMP_decodehide(void);
129 void SHOWLMP_decodeshow(void);
130 void SHOWLMP_drawall(void);
132 // render profiling stuff
133 extern int r_timereport_active;
136 extern cvar_t r_ambient;
137 extern cvar_t gl_flashblend;
140 extern cvar_t r_novis;
142 extern cvar_t r_trippy;
143 extern cvar_t r_fxaa;
145 extern cvar_t r_lerpsprites;
146 extern cvar_t r_lerpmodels;
147 extern cvar_t r_lerplightstyles;
148 extern cvar_t r_waterscroll;
150 extern cvar_t developer_texturelogging;
152 // shadow volume bsp struct with automatically growing nodes buffer
153 extern svbsp_t r_svbsp;
155 typedef struct rmesh_s
157 // vertices of this mesh
165 float *texcoordlightmap2f;
167 // triangles of this mesh
176 // useful functions for rendering
177 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
178 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
179 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
180 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
182 #define TOP_RANGE 16 // soldier uniform colors
183 #define BOTTOM_RANGE 96
185 //=============================================================================
187 extern cvar_t r_nearclip;
189 // forces all rendering to draw triangle outlines
190 extern cvar_t r_showoverdraw;
191 extern cvar_t r_showtris;
192 extern cvar_t r_shownormals;
193 extern cvar_t r_showlighting;
194 extern cvar_t r_showcollisionbrushes;
195 extern cvar_t r_showcollisionbrushes_polygonfactor;
196 extern cvar_t r_showcollisionbrushes_polygonoffset;
197 extern cvar_t r_showdisabledepthtest;
199 extern cvar_t r_drawentities;
200 extern cvar_t r_draw2d;
201 extern qbool r_draw2d_force;
202 extern cvar_t r_drawviewmodel;
203 extern cvar_t r_drawworld;
204 extern cvar_t r_speeds;
205 extern cvar_t r_fullbright;
206 extern cvar_t r_wateralpha;
207 extern cvar_t r_dynamic;
209 extern cvar_t r_q1bsp_lightmap_updates_enabled;
210 extern cvar_t r_q1bsp_lightmap_updates_combine;
211 extern cvar_t r_q1bsp_lightmap_updates_combine_full_texture;
212 extern cvar_t r_q1bsp_lightmap_updates_hidden_surfaces;
214 void R_NewExplosion(const vec3_t org);
215 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
216 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
217 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
219 float RSurf_FogPoint(const float *v);
220 float RSurf_FogVertex(const float *v);
222 typedef enum r_refdef_scene_type_s {
226 } r_refdef_scene_type_t;
228 typedef enum r_viewport_type_e
230 R_VIEWPORTTYPE_ORTHO,
231 R_VIEWPORTTYPE_PERSPECTIVE,
232 R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP,
233 R_VIEWPORTTYPE_PERSPECTIVECUBESIDE,
238 typedef struct r_viewport_s
240 matrix4x4_t cameramatrix; ///< from entity (transforms from camera entity to world)
241 matrix4x4_t viewmatrix; ///< actual matrix for rendering (transforms to viewspace)
242 matrix4x4_t projectmatrix; ///< actual projection matrix (transforms from viewspace to screen)
249 r_viewport_type_t type;
250 float screentodepth[2]; ///< used by deferred renderer to calculate linear depth from device depth coordinates
254 typedef struct r_refdef_view_s
256 // view information (changes multiple times per frame)
257 // if any of these variables change then r_refdef.viewcache must be regenerated
258 // by calling R_View_Update
259 // (which also updates viewport, scissor, colormask)
261 // it is safe and expected to copy this into a structure on the stack and
262 // call the renderer recursively, then restore from the stack afterward
263 // (as long as R_View_Update is called)
265 // eye position information
266 matrix4x4_t matrix, inverse_matrix;
272 int numfrustumplanes;
275 qbool usecustompvs; ///< uses r_refdef.viewcache.pvsbits as-is rather than computing it
277 float frustum_x, frustum_y;
278 vec3_t frustumcorner[4];
279 /// if turned off it renders an ortho view
281 /// allows visibility culling based on the view origin (e.g. pvs and R_CanSeeBox)
282 /// this is turned off by:
284 /// !r_refdef.view.useperspective
285 /// (sometimes) r_refdef.view.useclipplane
286 int usevieworiginculling;
287 float ortho_x, ortho_y;
289 // screen area to render in
296 r_viewport_t viewport; ///< note: if r_viewscale is used, the viewport.width and viewport.height may be less than width and height
298 /// which color components to allow (for anaglyph glasses)
301 /// global RGB color multiplier for rendering
304 /// whether to call R_ClearScreen before rendering stuff
306 /// if true, don't clear or do any post process effects (bloom, etc)
308 /// 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)
311 // whether to draw r_showtris and such, this is only true for the main
312 // view render, all secondary renders (mirrors, portals, cameras,
313 // distortion effects, etc) omit such debugging information
316 // these define which values to use in GL_CullFace calls to request frontface or backface culling
320 /// render quality (0 to 1) - affects r_drawparticles_drawdistance and others
325 typedef struct r_refdef_viewcache_s
327 // updated by gl_main_newmap()
329 int world_numclusters;
330 int world_numclusterbytes;
332 int world_numsurfaces;
334 // these properties are generated by R_View_Update()
336 /// which entities are currently visible for this viewpoint
337 /// (the used range is 0...r_refdef.scene.numentities)
338 unsigned char *entityvisible;
340 // flag arrays used for visibility checking on world model
341 // (all other entities have no per-surface/per-leaf visibility checks)
342 unsigned char *world_pvsbits;
343 unsigned char *world_leafvisible;
344 unsigned char *world_surfacevisible;
345 /// if true, the view is currently in a leaf without pvs data
348 r_refdef_viewcache_t;
350 // TODO: really think about which fields should go into scene and which one should stay in refdef [1/7/2008 Black]
351 // maybe also refactor some of the functions to support different setting sources (ie. fogenabled, etc.) for different scenes
352 typedef struct r_refdef_scene_s {
353 /// whether to call S_ExtraUpdate during render to reduce sound chop
356 /// (client gameworld) time for rendering time based effects
360 entity_render_t *worldentity;
362 /// same as worldentity->model
365 /// renderable entities (excluding world)
366 entity_render_t **entities;
370 /// field of temporary entities that is reset each (client) frame
371 entity_render_t *tempentities;
374 qbool expandtempentities;
376 // renderable dynamic lights
377 rtlight_t *lights[MAX_DLIGHTS];
378 rtlight_t templights[MAX_DLIGHTS];
381 // intensities for light styles right now, controls rtlights
382 float rtlightstylevalue[MAX_LIGHTSTYLES]; ///< float fraction of base light value
383 // 8.8bit fixed point intensities for light styles
384 // controls intensity lightmap layers
385 unsigned short lightstylevalue[MAX_LIGHTSTYLES]; ///< 8.8 fraction of base light value
387 // adds brightness to the whole scene, separate from lightmapintensity
388 // see CL_UpdateEntityShading
389 float ambientintensity;
390 // brightness of lightmap and modellight lighting on materials
391 // see CL_UpdateEntityShading
392 float lightmapintensity;
395 qbool rtworldshadows;
397 qbool rtdlightshadows;
400 typedef struct r_refdef_s
402 // these fields define the basic rendering information for the world
403 // but not the view, which could change multiple times in one rendered
404 // frame (for example when rendering textures for certain effects)
406 // these are set for water warping before
407 // frustum_x/frustum_y are calculated
408 float frustumscale_x, frustumscale_y;
410 // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc)
411 r_refdef_view_t view;
412 r_refdef_viewcache_t viewcache;
414 // minimum visible distance (pixels closer than this disappear)
416 // maximum visible distance (pixels further than this disappear in 16bpp modes,
417 // in 32bpp an infinite-farclip matrix is used instead)
420 // fullscreen color blend
423 r_refdef_scene_t scene;
426 float fogplaneviewdist;
427 qbool fogplaneviewabove;
432 float fogmasktabledistmultiplier;
433 #define FOGMASKTABLEWIDTH 1024
434 float fogmasktable[FOGMASKTABLEWIDTH];
435 float fogmasktable_start, fogmasktable_alpha, fogmasktable_range, fogmasktable_density;
446 qbool oldgl_fogenable;
448 // new flexible texture height fog (overrides normal fog)
449 char fog_height_texturename[64]; // note: must be 64 for the sscanf code
450 unsigned char *fog_height_table1d;
451 unsigned char *fog_height_table2d;
452 int fog_height_tablesize; // enable
453 float fog_height_tablescale;
454 float fog_height_texcoordscale;
455 char fogheighttexturename[64]; // detects changes to active fog height texture
457 int draw2dstage; // 0 = no, 1 = yes, other value = needs setting up again
459 // true during envmap command capture
462 // whether to draw world lights realtime, dlights realtime, and their shadows
466 // how long R_RenderView took on the previous frame
467 double lastdrawscreentime;
469 // rendering stats for r_speeds display
470 // (these are incremented in many places)
471 int stats[r_stat_count];
475 extern r_refdef_t r_refdef;
477 void R_SelectScene( r_refdef_scene_type_t scenetype );
478 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
480 void R_SkinFrame_PrepareForPurge(void);
481 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
482 void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe);
483 void R_SkinFrame_Purge(void);
484 // set last to NULL to start from the beginning
485 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
486 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add);
487 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture);
488 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture);
489 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);
490 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
491 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);
492 skinframe_t *R_SkinFrame_LoadMissing(void);
493 skinframe_t *R_SkinFrame_LoadNoTexture(void);
494 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB);
496 rtexture_t *R_GetCubemap(const char *basename);
498 void R_View_WorldVisibility(qbool forcenovis);
499 void R_DrawParticles(void);
500 void R_DrawExplosions(void);
502 #define gl_solid_format 3
503 #define gl_alpha_format 4
505 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs);
506 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
507 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);
509 #include "r_modules.h"
511 #include "meshqueue.h"
513 /// free all R_FrameData memory
514 void R_FrameData_Reset(void);
515 /// prepare for a new frame, recycles old buffers if a resize occurred previously
516 void R_FrameData_NewFrame(void);
517 /// allocate some temporary memory for your purposes
518 void *R_FrameData_Alloc(size_t size);
519 /// allocate some temporary memory and copy this data into it
520 void *R_FrameData_Store(size_t size, void *data);
521 /// set a marker that allows you to discard the following temporary memory allocations
522 void R_FrameData_SetMark(void);
523 /// discard recent memory allocations (rewind to marker)
524 void R_FrameData_ReturnToMark(void);
526 /// enum of the various types of hardware buffer object used in rendering
527 /// note that the r_buffermegs[] array must be maintained to match this
528 typedef enum r_bufferdata_type_e
530 R_BUFFERDATA_VERTEX, /// vertex buffer
531 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
532 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
533 R_BUFFERDATA_UNIFORM, /// uniform buffer
534 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
538 /// free all dynamic vertex/index/uniform buffers
539 void R_BufferData_Reset(void);
540 /// begin a new frame (recycle old buffers)
541 void R_BufferData_NewFrame(void);
542 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
543 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
545 /// free all R_AnimCache memory
546 void R_AnimCache_Free(void);
547 /// clear the animcache pointers on all known render entities
548 void R_AnimCache_ClearCache(void);
549 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
550 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents);
551 /// generate animcache data for all entities marked visible
552 void R_AnimCache_CacheVisibleEntities(void);
554 extern cvar_t r_render;
555 extern cvar_t r_renderview;
556 extern cvar_t r_waterwarp;
558 extern cvar_t r_glsl_offsetmapping;
559 extern cvar_t r_glsl_offsetmapping_reliefmapping;
560 extern cvar_t r_glsl_offsetmapping_scale;
561 extern cvar_t r_glsl_offsetmapping_lod;
562 extern cvar_t r_glsl_offsetmapping_lod_distance;
563 extern cvar_t r_glsl_deluxemapping;
565 extern cvar_t gl_polyblend;
567 extern cvar_t cl_deathfade;
569 extern cvar_t r_smoothnormals_areaweighting;
571 extern cvar_t r_test;
573 #include "gl_backend.h"
575 extern rtexture_t *r_texture_blanknormalmap;
576 extern rtexture_t *r_texture_white;
577 extern rtexture_t *r_texture_grey128;
578 extern rtexture_t *r_texture_black;
579 extern rtexture_t *r_texture_notexture;
580 extern rtexture_t *r_texture_whitecube;
581 extern rtexture_t *r_texture_normalizationcube;
582 extern rtexture_t *r_texture_fogattenuation;
583 extern rtexture_t *r_texture_fogheighttexture;
585 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
586 extern unsigned int r_numqueries;
587 extern unsigned int r_maxqueries;
589 void R_TimeReport(const char *name);
592 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);
594 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
595 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);
597 extern mempool_t *r_main_mempool;
599 typedef struct rsurfacestate_s
601 // current model array pointers
602 // these may point to processing buffers if model is animated,
603 // otherwise they point to static data.
604 // these are not directly used for rendering, they are just another level
607 // these either point at array_model* buffers (if the model is animated)
608 // or the model->surfmesh.data_* buffers (if the model is not animated)
610 // these are only set when an entity render begins, they do not change on
611 // a per surface basis.
613 // this indicates the model* arrays are pointed at array_model* buffers
614 // (in other words, the model has been animated in software)
615 qbool forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
616 qbool modelgeneratedvertex;
617 // skeletal animation can be done by entity (animcache) or per batch,
618 // batch may be non-skeletal even if entity is skeletal, indicating that
619 // the dynamicvertex code path had to apply skeletal manually for a case
620 // where gpu-skinning is not possible, for this reason batch has its own
622 int entityskeletalnumtransforms; // how many transforms are used for this mesh
623 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
624 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
625 int entityskeletaltransform3x4offset;
626 int entityskeletaltransform3x4size;
627 float *modelvertex3f;
628 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
629 int modelvertex3f_bufferoffset;
630 float *modelsvector3f;
631 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
632 int modelsvector3f_bufferoffset;
633 float *modeltvector3f;
634 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
635 int modeltvector3f_bufferoffset;
636 float *modelnormal3f;
637 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
638 int modelnormal3f_bufferoffset;
639 float *modellightmapcolor4f;
640 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
641 int modellightmapcolor4f_bufferoffset;
642 float *modeltexcoordtexture2f;
643 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
644 int modeltexcoordtexture2f_bufferoffset;
645 float *modeltexcoordlightmap2f;
646 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
647 int modeltexcoordlightmap2f_bufferoffset;
648 unsigned char *modelskeletalindex4ub;
649 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
650 int modelskeletalindex4ub_bufferoffset;
651 unsigned char *modelskeletalweight4ub;
652 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
653 int modelskeletalweight4ub_bufferoffset;
655 const r_meshbuffer_t *modelelement3i_indexbuffer;
656 int modelelement3i_bufferoffset;
657 unsigned short *modelelement3s;
658 const r_meshbuffer_t *modelelement3s_indexbuffer;
659 int modelelement3s_bufferoffset;
660 int *modellightmapoffsets;
661 int modelnumvertices;
662 int modelnumtriangles;
663 const msurface_t *modelsurfaces;
664 // current rendering array pointers
665 // these may point to any of several different buffers depending on how
666 // much processing was needed to prepare this model for rendering
667 // these usually equal the model* pointers, they only differ if
668 // deformvertexes is used in a q3 shader, and consequently these can
669 // change on a per-surface basis (according to rsurface.texture)
670 qbool batchgeneratedvertex;
671 qbool batchmultidraw;
672 int batchmultidrawnumsurfaces;
673 const msurface_t **batchmultidrawsurfacelist;
674 int batchfirstvertex;
675 int batchnumvertices;
676 int batchfirsttriangle;
677 int batchnumtriangles;
678 float *batchvertex3f;
679 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
680 int batchvertex3f_bufferoffset;
681 float *batchsvector3f;
682 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
683 int batchsvector3f_bufferoffset;
684 float *batchtvector3f;
685 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
686 int batchtvector3f_bufferoffset;
687 float *batchnormal3f;
688 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
689 int batchnormal3f_bufferoffset;
690 float *batchlightmapcolor4f;
691 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
692 int batchlightmapcolor4f_bufferoffset;
693 float *batchtexcoordtexture2f;
694 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
695 int batchtexcoordtexture2f_bufferoffset;
696 float *batchtexcoordlightmap2f;
697 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
698 int batchtexcoordlightmap2f_bufferoffset;
699 unsigned char *batchskeletalindex4ub;
700 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
701 int batchskeletalindex4ub_bufferoffset;
702 unsigned char *batchskeletalweight4ub;
703 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
704 int batchskeletalweight4ub_bufferoffset;
706 const r_meshbuffer_t *batchelement3i_indexbuffer;
707 int batchelement3i_bufferoffset;
708 unsigned short *batchelement3s;
709 const r_meshbuffer_t *batchelement3s_indexbuffer;
710 int batchelement3s_bufferoffset;
711 int batchskeletalnumtransforms;
712 float *batchskeletaltransform3x4;
713 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
714 int batchskeletaltransform3x4offset;
715 int batchskeletaltransform3x4size;
717 // some important fields from the entity
721 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
722 double shadertime; // r_refdef.scene.time - ent->shadertime
723 // transform matrices to render this entity and effects on this entity
725 matrix4x4_t inversematrix;
726 // scale factors for transforming lengths into/out of entity space
728 float inversematrixscale;
729 // animation blending state from entity
730 frameblend_t frameblend[MAX_FRAMEBLENDS];
731 skeleton_t *skeleton;
732 // view location in model space
733 vec3_t localvieworigin;
734 // polygon offset data for submodels
735 float basepolygonfactor;
736 float basepolygonoffset;
737 // current textures in batching code
739 rtexture_t *lightmaptexture;
740 rtexture_t *deluxemaptexture;
741 // whether lightmapping is active on this batch
742 // (otherwise vertex colored)
743 qbool uselightmaptexture;
744 // fog plane in model space for direct application to vertices
746 float fogmasktabledistmultiplier;
749 float fogplaneviewdist;
752 // light currently being rendered
753 const rtlight_t *rtlight;
755 // this is the location of the light in entity space
756 vec3_t entitylightorigin;
757 // this transforms entity coordinates to light filter cubemap coordinates
758 // (also often used for other purposes)
759 matrix4x4_t entitytolight;
760 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
761 // of attenuation texturing in full 3D (Z result often ignored)
762 matrix4x4_t entitytoattenuationxyz;
763 // this transforms only the Z to S, and T is always 0.5
764 matrix4x4_t entitytoattenuationz;
766 // user wavefunc parameters (from csqc)
767 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
769 // pointer to an entity_render_t used only by R_GetCurrentTexture and
770 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
772 entity_render_t *entity;
776 extern rsurfacestate_t rsurface;
778 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
780 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass);
781 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);
782 void RSurf_SetupDepthAndCulling(bool ui);
784 extern int r_textureframe; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
785 texture_t *R_GetCurrentTexture(texture_t *t);
786 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui);
787 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);
788 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);
790 #define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
791 #define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
792 #define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
793 #define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
794 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
795 #define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
796 #define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
797 #define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
798 #define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
799 #define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
800 #define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
801 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
802 void RSurf_UploadBuffersForBatch(void);
803 void RSurf_DrawBatch(void);
805 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);
807 typedef enum rsurfacepass_e
810 RSURFPASS_BACKGROUND,
812 RSURFPASS_DEFERREDGEOMETRY
816 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha);
817 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy);
818 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal);
819 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);
820 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
822 typedef struct r_rendertarget_s {
823 // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
825 // textures are this size and type
828 // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
829 textype_t colortextype[4];
830 // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
831 textype_t depthtextype;
832 // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
833 qbool depthisrenderbuffer;
834 // framebuffer object referencing the textures
836 // there can be up to 4 color targets and 1 depth target, the depthtexture
837 // may be a real texture (readable) or just a renderbuffer (not readable,
838 // but potentially faster)
839 rtexture_t *colortexture[4];
840 rtexture_t *depthtexture;
841 // a rendertarget will not be reused in the same frame (host.realtime == lastusetime),
842 // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
843 // 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
847 // called each frame after render to delete render targets that have not been used for a while
848 void R_RenderTarget_FreeUnused(qbool force);
849 // returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
850 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);
852 typedef struct r_waterstate_waterplane_s
854 r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
855 r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
856 r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
858 int materialflags; // combined flags of all water surfaces on this plane
859 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
864 r_waterstate_waterplane_t;
866 typedef struct r_waterstate_s
868 int waterwidth, waterheight;
869 int texturewidth, textureheight;
870 int camerawidth, cameraheight;
872 int maxwaterplanes; // same as MAX_WATERPLANES
874 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
876 float screenscale[2];
877 float screencenter[2];
881 qbool renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
886 typedef struct r_framebufferstate_s
888 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
889 int screentexturewidth, screentextureheight; // dimensions of texture
891 // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
892 r_rendertarget_t *rt_screen;
893 r_rendertarget_t *rt_bloom;
895 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
896 float ghosttexcoord2f[8]; // for r_motionblur
898 int bloomwidth, bloomheight;
900 // arrays for rendering the screen passes
901 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
903 r_waterstate_t water;
905 qbool ghosttexture_valid; // don't draw garbage on first frame with motionblur
906 qbool usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
908 // rendertargets (fbo and viewport), these can be reused across frames
909 memexpandablearray_t rendertargets;
911 r_framebufferstate_t;
913 extern r_framebufferstate_t r_fb;
915 extern cvar_t r_viewfbo;
917 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
918 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
919 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
920 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
921 void R_DebugLine(vec3_t start, vec3_t end);
922 extern const float r_screenvertex3f[12];
923 extern cvar_t r_showspriteedges;
924 extern cvar_t r_showparticleedges;
925 extern cvar_t r_shadows;
926 extern cvar_t r_shadows_darken;
927 extern cvar_t r_shadows_drawafterrtlighting;
928 extern cvar_t r_shadows_castfrombmodels;
929 extern cvar_t r_shadows_throwdistance;
930 extern cvar_t r_shadows_throwdirection;
931 extern cvar_t r_shadows_focus;
932 extern cvar_t r_shadows_shadowmapscale;
933 extern cvar_t r_shadows_shadowmapbias;
934 extern cvar_t r_transparent_alphatocoverage;
935 extern cvar_t r_transparent_sortsurfacesbynearest;
936 extern cvar_t r_transparent_useplanardistance;
937 extern cvar_t r_transparent_sortarraysize;
938 extern cvar_t r_transparent_sortmindist;
939 extern cvar_t r_transparent_sortmaxdist;
941 extern qbool r_shadow_usingdeferredprepass;
942 extern rtexture_t *r_shadow_attenuationgradienttexture;
943 extern rtexture_t *r_shadow_attenuation2dtexture;
944 extern rtexture_t *r_shadow_attenuation3dtexture;
945 extern qbool r_shadow_usingshadowmap2d;
946 extern qbool r_shadow_usingshadowmaportho;
947 extern float r_shadow_modelshadowmap_texturescale[4];
948 extern float r_shadow_modelshadowmap_parameters[4];
949 extern float r_shadow_lightshadowmap_texturescale[4];
950 extern float r_shadow_lightshadowmap_parameters[4];
951 extern qbool r_shadow_shadowmapvsdct;
952 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
953 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
954 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
955 extern matrix4x4_t r_shadow_shadowmapmatrix;
956 extern int r_shadow_prepass_width;
957 extern int r_shadow_prepass_height;
958 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
959 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
960 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
961 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
962 extern int r_shadow_viewfbo;
963 extern rtexture_t *r_shadow_viewdepthtexture;
964 extern rtexture_t *r_shadow_viewcolortexture;
965 extern int r_shadow_viewx;
966 extern int r_shadow_viewy;
967 extern int r_shadow_viewwidth;
968 extern int r_shadow_viewheight;
970 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
971 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
973 void R_Model_Sprite_Draw(entity_render_t *ent);
976 void R_UpdateFog(void);
977 qbool CL_VM_UpdateView(double frametime);
978 void SCR_DrawConsole(void);
979 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
980 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
981 void R_Shadow_UpdateBounceGridTexture(void);
982 void R_DrawPortals(void);
983 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface, int combine);
984 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
985 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
986 dp_font_t *FindFont(const char *title, qbool allocate_new);
987 void LoadFont(qbool override, const char *name, dp_font_t *fnt, float scale, float voffset);
989 void Render_Init(void);
991 // these are called by Render_Init
992 void R_Textures_Init(void);
993 void GL_Draw_Init(void);
994 void GL_Main_Init(void);
995 void R_Shadow_Init(void);
996 void R_Sky_Init(void);
997 void GL_Surf_Init(void);
998 void R_Particles_Init(void);
999 void R_Explosion_Init(void);
1000 void gl_backend_init(void);
1001 void Sbar_Init(void);
1002 void R_LightningBeams_Init(void);
1003 void Mod_RenderInit(void);
1004 void Font_Init(void);
1006 qbool R_CompileShader_CheckStaticParms(void);
1007 void R_GLSL_Restart_f(cmd_state_t *cmd);