}
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];
extern cvar_t r_drawentities;
extern cvar_t r_draw2d;
-extern qboolean r_draw2d_force;
+extern qbool r_draw2d_force;
extern cvar_t r_drawviewmodel;
extern cvar_t r_drawworld;
extern cvar_t r_speeds;
void R_SkinFrame_Purge(void);
// set last to NULL to start from the beginning
skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
-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, int comparewidth, int compareheight, int comparecrc, qboolean sRGB);
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add);
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture);
+skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture);
+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);
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);
skinframe_t *R_SkinFrame_LoadNoTexture(void);
-skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
+skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB);
rtexture_t *R_GetCubemap(const char *basename);
-void R_View_WorldVisibility(qboolean forcenovis);
+void R_View_WorldVisibility(qbool forcenovis);
void R_DrawParticles(void);
void R_DrawExplosions(void);
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);
-qboolean 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);
+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"
/// clear the animcache pointers on all known render entities
void R_AnimCache_ClearCache(void);
/// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
-qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents);
/// generate animcache data for all entities marked visible
void R_AnimCache_CacheVisibleEntities(void);
//
// this indicates the model* arrays are pointed at array_model* buffers
// (in other words, the model has been animated in software)
- qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
- qboolean modelgeneratedvertex;
+ qbool forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
+ qbool modelgeneratedvertex;
// skeletal animation can be done by entity (animcache) or per batch,
// batch may be non-skeletal even if entity is skeletal, indicating that
// the dynamicvertex code path had to apply skeletal manually for a case
// these usually equal the model* pointers, they only differ if
// deformvertexes is used in a q3 shader, and consequently these can
// change on a per-surface basis (according to rsurface.texture)
- qboolean batchgeneratedvertex;
- qboolean batchmultidraw;
+ qbool batchgeneratedvertex;
+ qbool batchmultidraw;
int batchmultidrawnumsurfaces;
const msurface_t **batchmultidrawsurfacelist;
int batchfirstvertex;
rtexture_t *deluxemaptexture;
// whether lightmapping is active on this batch
// (otherwise vertex colored)
- qboolean uselightmaptexture;
+ qbool uselightmaptexture;
// fog plane in model space for direct application to vertices
float fograngerecip;
float fogmasktabledistmultiplier;
void R_HDR_UpdateIrisAdaptation(const vec3_t point);
-void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean 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, qboolean wantnormals, qboolean wanttangents);
+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);
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, 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);
+void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui);
+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);
+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);
#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
}
rsurfacepass_t;
-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);
+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_DeferredLight(const rtlight_t *rtlight);
typedef struct r_rendertarget_s {
// TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
textype_t depthtextype;
// if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
- qboolean depthisrenderbuffer;
+ qbool depthisrenderbuffer;
// framebuffer object referencing the textures
int fbo;
// there can be up to 4 color targets and 1 depth target, the depthtexture
} r_rendertarget_t;
// called each frame after render to delete render targets that have not been used for a while
-void R_RenderTarget_FreeUnused(qboolean force);
+void R_RenderTarget_FreeUnused(qbool force);
// returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
-r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3);
+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);
typedef struct r_waterstate_waterplane_s
{
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
- qboolean pvsvalid;
+ qbool pvsvalid;
int camera_entity;
vec3_t mins, maxs;
}
float screenscale[2];
float screencenter[2];
- qboolean enabled;
+ qbool enabled;
- qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
- qboolean hideplayer;
+ qbool renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+ qbool hideplayer;
}
r_waterstate_t;
r_waterstate_t water;
- qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
- qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
+ qbool ghosttexture_valid; // don't draw garbage on first frame with motionblur
+ qbool usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
// rendertargets (fbo and viewport), these can be reused across frames
memexpandablearray_t rendertargets;
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
void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
-void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
void R_DebugLine(vec3_t start, vec3_t end);
extern const float r_screenvertex3f[12];
extern cvar_t r_showspriteedges;
extern cvar_t r_transparent_sortmindist;
extern cvar_t r_transparent_sortmaxdist;
-extern qboolean r_shadow_usingdeferredprepass;
+extern qbool r_shadow_usingdeferredprepass;
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
-extern qboolean r_shadow_usingshadowmap2d;
-extern qboolean r_shadow_usingshadowmaportho;
+extern qbool r_shadow_usingshadowmap2d;
+extern qbool r_shadow_usingshadowmaportho;
extern float r_shadow_modelshadowmap_texturescale[4];
extern float r_shadow_modelshadowmap_parameters[4];
extern float r_shadow_lightshadowmap_texturescale[4];
extern float r_shadow_lightshadowmap_parameters[4];
-extern qboolean r_shadow_shadowmapvsdct;
+extern qbool r_shadow_shadowmapvsdct;
extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
extern rtexture_t *r_shadow_shadowmapvsdcttexture;
struct prvm_prog_s;
void R_UpdateFog(void);
-qboolean CL_VM_UpdateView(double frametime);
+qbool CL_VM_UpdateView(double frametime);
void SCR_DrawConsole(void);
void R_Shadow_EditLights_DrawSelectedLightProperties(void);
void R_DecalSystem_Reset(decalsystem_t *decalsystem);
void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
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, qboolean allocate_new);
-void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
+dp_font_t *FindFont(const char *title, qbool allocate_new);
+void LoadFont(qbool override, const char *name, dp_font_t *fnt, float scale, float voffset);
void Render_Init(void);
void Mod_RenderInit(void);
void Font_Init(void);
-qboolean R_CompileShader_CheckStaticParms(void);
+qbool R_CompileShader_CheckStaticParms(void);
void R_GLSL_Restart_f(cmd_state_t *cmd);
#endif