}
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
}
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];
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;
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;
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;
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
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;
// 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
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;
// 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
+ /// 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;
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
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;
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);