#include "svbsp.h"
-typedef enum gl20_texunit_e
-{
- // postprocess shaders, and generic shaders:
- GL20TU_FIRST = 0,
- GL20TU_SECOND = 1,
- GL20TU_GAMMARAMPS = 2,
- // standard material properties
- GL20TU_NORMAL = 0,
- GL20TU_COLOR = 1,
- GL20TU_GLOSS = 2,
- GL20TU_GLOW = 3,
- // material properties for a second material
- GL20TU_SECONDARY_NORMAL = 4,
- GL20TU_SECONDARY_COLOR = 5,
- GL20TU_SECONDARY_GLOSS = 6,
- GL20TU_SECONDARY_GLOW = 7,
- // material properties for a colormapped material
- // conflicts with secondary material
- GL20TU_PANTS = 4,
- GL20TU_SHIRT = 7,
- // fog fade in the distance
- GL20TU_FOGMASK = 8,
- // compiled ambient lightmap and deluxemap
- GL20TU_LIGHTMAP = 9,
- GL20TU_DELUXEMAP = 10,
- // refraction, used by water shaders
- GL20TU_REFRACTION = 3,
- // reflection, used by water shaders, also with normal material rendering
- // conflicts with secondary material
- GL20TU_REFLECTION = 7,
- // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
- // conflicts with lightmap/deluxemap
- GL20TU_ATTENUATION = 9,
- GL20TU_CUBE = 10,
- GL20TU_SHADOWMAP2D = 15,
- GL20TU_CUBEPROJECTION = 12,
- // rtlight prepass data (screenspace depth and normalmap)
-// GL20TU_UNUSED1 = 13,
- GL20TU_SCREENNORMALMAP = 14,
- // lightmap prepass data (screenspace diffuse and specular from lights)
- GL20TU_SCREENDIFFUSE = 11,
- GL20TU_SCREENSPECULAR = 12,
- // fake reflections
- GL20TU_REFLECTMASK = 5,
- GL20TU_REFLECTCUBE = 6,
- GL20TU_FOGHEIGHTTEXTURE = 14
-}
-gl20_texunit;
-
typedef enum glsl_attrib_e
{
GLSLATTRIB_POSITION = 0,
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)
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean 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);
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;
unsigned char *modelskeletalweight4ub;
const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
int modelskeletalweight4ub_bufferoffset;
- r_vertexmesh_t *modelvertexmesh;
- const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
- int modelvertexmesh_bufferoffset;
int *modelelement3i;
const r_meshbuffer_t *modelelement3i_indexbuffer;
int modelelement3i_bufferoffset;
int batchnumvertices;
int batchfirsttriangle;
int batchnumtriangles;
- r_vertexmesh_t *batchvertexmesh;
- const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
- int batchvertexmesh_bufferoffset;
float *batchvertex3f;
const r_meshbuffer_t *batchvertex3f_vertexbuffer;
int batchvertex3f_bufferoffset;
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, qboolean wantnormals, qboolean 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, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, 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);
-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);
-
-#define BATCHNEED_VERTEXMESH_VERTEX (1<< 0) // set up positions in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_NORMAL (1<< 1) // set up normals in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VECTOR (1<< 2) // set up tangent vectors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VERTEXTINTCOLOR (1<< 3) // set up vertex tint colors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex light colors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up surface texcoords in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up lightmap texcoords in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f
-#define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up rsurface.batchnormal3f
-#define BATCHNEED_ARRAY_VECTOR (1<<10) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
-#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<<11) // set up rsurface.batchvertexcolor4f
-#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<12) // set up rsurface.batchlightmapcolor4f
-#define BATCHNEED_ARRAY_TEXCOORD (1<<13) // set up rsurface.batchtexcoordtexture2f
-#define BATCHNEED_ARRAY_LIGHTMAP (1<<14) // set up rsurface.batchtexcoordlightmap2f
-#define BATCHNEED_ARRAY_SKELETAL (1<<15) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_NOGAPS (1<<16) // force vertex copying if firstvertex is not zero or there are gaps
-#define BATCHNEED_ALLOWMULTIDRAW (1<<17) // allow multiple draws
+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, 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_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);
}
rsurfacepass_t;
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean 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, qboolean notrippy);
// 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