- vec3_t forward;
- vec3_t left;
- vec3_t right;
- vec3_t up;
- int numfrustumplanes;
- mplane_t frustum[6];
- qboolean useclipplane;
- qboolean 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;
- 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;
-
- // which color components to allow (for anaglyph glasses)
- int colormask[4];
-
- // global RGB color multiplier for rendering, this is required by HDR
- float colorscale;
-
- // whether to call R_ClearScreen before rendering stuff
- qboolean clear;
- // if true, don't clear or do any post process effects (bloom, etc)
- qboolean isoverlay;
-
- // whether to draw r_showtris and such, this is only true for the main
- // view render, all secondary renders (HDR, mirrors, portals, cameras,
- // distortion effects, etc) omit such debugging information
- qboolean 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
- qboolean 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
- qboolean extraupdate;
-
- // (client gameworld) time for rendering time based effects
- double time;
-
- // the world
- entity_render_t *worldentity;
-
- // same as worldentity->model
- dp_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;
-
- // 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
-
- float ambient;
-
- qboolean rtworld;
- qboolean rtworldshadows;
- qboolean rtdlight;
- qboolean 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;
- qboolean 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;
- qboolean fogenabled;
- qboolean 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
-
- qboolean draw2dstage;
-
- // true during envmap command capture
- qboolean envmap;
-
- // brightness of world lightmaps and related lighting
- // (often reduced when world rtlights are enabled)
- float lightmapintensity;
- // whether to draw world lights realtime, dlights realtime, and their shadows
- float polygonfactor;
- float polygonoffset;
- float shadowpolygonfactor;
- float shadowpolygonoffset;
-
- // rendering stats for r_speeds display
- // (these are incremented in many places)
- r_refdef_stats_t stats;