#define RENDER_H
#include "svbsp.h"
+#include "r_stats.h"
typedef enum glsl_attrib_e
{
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
+extern cvar_t r_q1bsp_lightmap_updates_enabled;
+extern cvar_t r_q1bsp_lightmap_updates_combine;
+extern cvar_t r_q1bsp_lightmap_updates_combine_full_texture;
+extern cvar_t r_q1bsp_lightmap_updates_hidden_surfaces;
+
+void R_NewExplosion(const vec3_t org);
void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
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
void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
+float RSurf_FogPoint(const float *v);
+float RSurf_FogVertex(const float *v);
+
typedef enum r_refdef_scene_type_s {
RST_CLIENT,
RST_MENU,
RST_COUNT
} r_refdef_scene_type_t;
+typedef enum r_viewport_type_e
+{
+ R_VIEWPORTTYPE_ORTHO,
+ R_VIEWPORTTYPE_PERSPECTIVE,
+ R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP,
+ R_VIEWPORTTYPE_PERSPECTIVECUBESIDE,
+ R_VIEWPORTTYPE_TOTAL
+}
+r_viewport_type_t;
+
+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)
+ int x;
+ int y;
+ int z;
+ int width;
+ int height;
+ int depth;
+ r_viewport_type_t type;
+ float screentodepth[2]; // used by deferred renderer to calculate linear depth from device depth coordinates
+}
+r_viewport_t;
+
+typedef struct r_refdef_view_s
+{
+ // view information (changes multiple times per frame)
+ // if any of these variables change then r_refdef.viewcache must be regenerated
+ // by calling R_View_Update
+ // (which also updates viewport, scissor, colormask)
+
+ // it is safe and expected to copy this into a structure on the stack and
+ // call the renderer recursively, then restore from the stack afterward
+ // (as long as R_View_Update is called)
+
+ // eye position information
+ matrix4x4_t matrix, inverse_matrix;
+ vec3_t origin;
+ vec3_t forward;
+ vec3_t left;
+ vec3_t right;
+ vec3_t up;
+ int numfrustumplanes;
+ mplane_t frustum[6];
+ qbool useclipplane;
+ 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
+ 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
+ int usevieworiginculling;
+ 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; // 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)
+ int colormask[4];
+
+ // global RGB color multiplier for rendering
+ float colorscale;
+
+ // whether to call R_ClearScreen before rendering stuff
+ qbool clear;
+ // 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)
+ qbool ismain;
+
+ // whether to draw r_showtris and such, this is only true for the main
+ // view render, all secondary renders (mirrors, portals, cameras,
+ // distortion effects, etc) omit such debugging information
+ qbool 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
+ 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
+ qbool extraupdate;
+
+ // (client gameworld) time for rendering time based effects
+ double time;
+
+ // the world
+ entity_render_t *worldentity;
+
+ // same as worldentity->model
+ 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;
+ qbool expandtempentities;
+
+ // 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
+
+ // adds brightness to the whole scene, separate from lightmapintensity
+ // see CL_UpdateEntityShading
+ float ambientintensity;
+ // brightness of lightmap and modellight lighting on materials
+ // see CL_UpdateEntityShading
+ float lightmapintensity;
+
+ qbool rtworld;
+ qbool rtworldshadows;
+ qbool rtdlight;
+ qbool 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;
+ qbool 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;
+ qbool fogenabled;
+ qbool 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
+
+ int draw2dstage; // 0 = no, 1 = yes, other value = needs setting up again
+
+ // true during envmap command capture
+ qbool envmap;
+
+ // whether to draw world lights realtime, dlights realtime, and their shadows
+ float polygonfactor;
+ float polygonoffset;
+
+ // how long R_RenderView took on the previous frame
+ double lastdrawscreentime;
+
+ // rendering stats for r_speeds display
+ // (these are incremented in many places)
+ int stats[r_stat_count];
+}
+r_refdef_t;
+
+extern r_refdef_t r_refdef;
+
void R_SelectScene( r_refdef_scene_type_t scenetype );
r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
#define gl_solid_format 3
#define gl_alpha_format 4
-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);
+qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs);
+qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
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"
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);
void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
-void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
+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);
extern mempool_t *r_main_mempool;
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_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);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_rendertarget_s {
void R_DecalSystem_Reset(decalsystem_t *decalsystem);
void R_Shadow_UpdateBounceGridTexture(void);
void R_DrawPortals(void);
-void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface, int combine);
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, qbool allocate_new);