X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=render.h;h=9ef7403cd46832aac733e3d6fdb414f18199ab98;hb=4c61497f6bb3694fa9cd4457e0c5d0dbf1e95ecd;hp=d502447c0302047b6a42a6130e4e4bcad28cc091;hpb=f5b602ea082842a416c64c63e2b3e00585624945;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index d502447c..9ef7403c 100644 --- a/render.h +++ b/render.h @@ -54,6 +54,8 @@ extern cvar_t gl_flashblend; // vis stuff extern cvar_t r_novis; +extern cvar_t r_trippy; + extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; extern cvar_t r_lerplightstyles; @@ -101,6 +103,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane extern cvar_t r_nearclip; // forces all rendering to draw triangle outlines +extern cvar_t r_showoverdraw; extern cvar_t r_showtris; extern cvar_t r_shownormals; extern cvar_t r_showlighting; @@ -114,7 +117,10 @@ extern cvar_t r_showdisabledepthtest; // view origin // extern cvar_t r_drawentities; +extern cvar_t r_draw2d; +extern qboolean r_draw2d_force; extern cvar_t r_drawviewmodel; +extern cvar_t r_drawworld; extern cvar_t r_speeds; extern cvar_t r_fullbright; extern cvar_t r_wateralpha; @@ -140,11 +146,13 @@ void R_SkinFrame_Purge(void); 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); -skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height); +skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, 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); @@ -160,11 +168,12 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c #include "meshqueue.h" -extern qboolean r_framedata_failed; void R_FrameData_Reset(void); void R_FrameData_NewFrame(void); void *R_FrameData_Alloc(size_t size); void *R_FrameData_Store(size_t size, void *data); +void R_FrameData_SetMark(void); +void R_FrameData_ReturnToMark(void); void R_AnimCache_Free(void); void R_AnimCache_ClearCache(void); @@ -203,13 +212,13 @@ extern rtexture_t *r_texture_notexture; extern rtexture_t *r_texture_whitecube; extern rtexture_t *r_texture_normalizationcube; extern rtexture_t *r_texture_fogattenuation; -//extern rtexture_t *r_texture_fogintensity; +extern rtexture_t *r_texture_fogheighttexture; extern unsigned int r_queries[MAX_OCCLUSION_QUERIES]; extern unsigned int r_numqueries; extern unsigned int r_maxqueries; -void R_TimeReport(char *name); +void R_TimeReport(const char *name); // r_stain 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); @@ -221,20 +230,6 @@ extern mempool_t *r_main_mempool; typedef struct rsurfacestate_s { - // processing buffers - int array_size; - float *array_modelvertex3f; - float *array_modelsvector3f; - float *array_modeltvector3f; - float *array_modelnormal3f; - float *array_deformedvertex3f; - float *array_deformedsvector3f; - float *array_deformedtvector3f; - float *array_deformednormal3f; - float *array_generatedtexcoordtexture2f; - float *array_color4f; - float *array_texcoord3f; - // current model array pointers // these may point to processing buffers if model is animated, // otherwise they point to static data. @@ -249,73 +244,93 @@ typedef struct rsurfacestate_s // // this indicates the model* arrays are pointed at array_model* buffers // (in other words, the model has been animated in software) - qboolean generatedvertex; - const float *modelvertex3f; - int modelvertex3f_bufferobject; - size_t modelvertex3f_bufferoffset; - const float *modelsvector3f; - int modelsvector3f_bufferobject; - size_t modelsvector3f_bufferoffset; - const float *modeltvector3f; - int modeltvector3f_bufferobject; - size_t modeltvector3f_bufferoffset; - const float *modelnormal3f; - int modelnormal3f_bufferobject; - size_t modelnormal3f_bufferoffset; - const float *modellightmapcolor4f; - int modellightmapcolor4f_bufferobject; - size_t modellightmapcolor4f_bufferoffset; - const float *modeltexcoordtexture2f; - int modeltexcoordtexture2f_bufferobject; - size_t modeltexcoordtexture2f_bufferoffset; - const float *modeltexcoordlightmap2f; - int modeltexcoordlightmap2f_bufferobject; - size_t modeltexcoordlightmap2f_bufferoffset; - const int *modelelement3i; - const unsigned short *modelelement3s; - int modelelement3i_bufferobject; - int modelelement3s_bufferobject; - const int *modellightmapoffsets; - int modelnum_vertices; - int modelnum_triangles; - const msurface_t *modelsurfaces; + qboolean modelgeneratedvertex; + float *modelvertex3f; + const r_meshbuffer_t *modelvertex3f_vertexbuffer; + size_t modelvertex3f_bufferoffset; + float *modelsvector3f; + const r_meshbuffer_t *modelsvector3f_vertexbuffer; + size_t modelsvector3f_bufferoffset; + float *modeltvector3f; + const r_meshbuffer_t *modeltvector3f_vertexbuffer; + size_t modeltvector3f_bufferoffset; + float *modelnormal3f; + const r_meshbuffer_t *modelnormal3f_vertexbuffer; + size_t modelnormal3f_bufferoffset; + float *modellightmapcolor4f; + const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer; + size_t modellightmapcolor4f_bufferoffset; + float *modeltexcoordtexture2f; + const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer; + size_t modeltexcoordtexture2f_bufferoffset; + float *modeltexcoordlightmap2f; + const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer; + size_t modeltexcoordlightmap2f_bufferoffset; + r_vertexmesh_t *modelvertexmesh; + const r_meshbuffer_t *modelvertexmeshbuffer; + const r_meshbuffer_t *modelvertex3fbuffer; + int *modelelement3i; + const r_meshbuffer_t *modelelement3i_indexbuffer; + size_t modelelement3i_bufferoffset; + unsigned short *modelelement3s; + const r_meshbuffer_t *modelelement3s_indexbuffer; + size_t modelelement3s_bufferoffset; + int *modellightmapoffsets; + int modelnumvertices; + int modelnumtriangles; + const msurface_t *modelsurfaces; // current rendering array pointers // these may point to any of several different buffers depending on how // much processing was needed to prepare this model for rendering // 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) - // - // the exception is the color array which is often generated based on - // colormod, alpha fading, and fogging, it may also come from q3bsp vertex - // lighting of certain surfaces - const float *vertex3f; - int vertex3f_bufferobject; - size_t vertex3f_bufferoffset; - const float *svector3f; - int svector3f_bufferobject; - size_t svector3f_bufferoffset; - const float *tvector3f; - int tvector3f_bufferobject; - size_t tvector3f_bufferoffset; - const float *normal3f; - int normal3f_bufferobject; - size_t normal3f_bufferoffset; - const float *lightmapcolor4f; - int lightmapcolor4f_bufferobject; - size_t lightmapcolor4f_bufferoffset; - const float *texcoordtexture2f; - int texcoordtexture2f_bufferobject; - size_t texcoordtexture2f_bufferoffset; - const float *texcoordlightmap2f; - int texcoordlightmap2f_bufferobject; - size_t texcoordlightmap2f_bufferoffset; + qboolean batchgeneratedvertex; + int batchfirstvertex; + int batchnumvertices; + int batchfirsttriangle; + int batchnumtriangles; + r_vertexmesh_t *batchvertexmesh; + const r_meshbuffer_t *batchvertexmeshbuffer; + const r_meshbuffer_t *batchvertex3fbuffer; + float *batchvertex3f; + const r_meshbuffer_t *batchvertex3f_vertexbuffer; + size_t batchvertex3f_bufferoffset; + float *batchsvector3f; + const r_meshbuffer_t *batchsvector3f_vertexbuffer; + size_t batchsvector3f_bufferoffset; + float *batchtvector3f; + const r_meshbuffer_t *batchtvector3f_vertexbuffer; + size_t batchtvector3f_bufferoffset; + float *batchnormal3f; + const r_meshbuffer_t *batchnormal3f_vertexbuffer; + size_t batchnormal3f_bufferoffset; + float *batchlightmapcolor4f; + const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer; + size_t batchlightmapcolor4f_bufferoffset; + float *batchtexcoordtexture2f; + const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer; + size_t batchtexcoordtexture2f_bufferoffset; + float *batchtexcoordlightmap2f; + const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer; + size_t batchtexcoordlightmap2f_bufferoffset; + int *batchelement3i; + const r_meshbuffer_t *batchelement3i_indexbuffer; + size_t batchelement3i_bufferoffset; + unsigned short *batchelement3s; + const r_meshbuffer_t *batchelement3s_indexbuffer; + size_t batchelement3s_bufferoffset; + // rendering pass processing arrays in GL11 and GL13 paths + float *passcolor4f; + const r_meshbuffer_t *passcolor4f_vertexbuffer; + size_t passcolor4f_bufferoffset; + // some important fields from the entity int ent_skinnum; int ent_qwskin; int ent_flags; - float ent_shadertime; int ent_alttextures; // used by q1bsp animated textures (pressed buttons) + double shadertime; // r_refdef.scene.time - ent->shadertime // transform matrices to render this entity and effects on this entity matrix4x4_t matrix; matrix4x4_t inversematrix; @@ -342,8 +357,10 @@ typedef struct rsurfacestate_s // polygon offset data for submodels float basepolygonfactor; float basepolygonoffset; - // current texture in batching code + // current textures in batching code texture_t *texture; + rtexture_t *lightmaptexture; + rtexture_t *deluxemaptexture; // whether lightmapping is active on this batch // (otherwise vertex colored) qboolean uselightmaptexture; @@ -369,6 +386,9 @@ typedef struct rsurfacestate_s // this transforms only the Z to S, and T is always 0.5 matrix4x4_t entitytoattenuationz; + // user wavefunc parameters (from csqc) + float userwavefunc_param[Q3WAVEFUNC_USER_COUNT]; + // pointer to an entity_render_t used only by R_GetCurrentTexture and // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within // each frame (see r_frame also) @@ -378,6 +398,8 @@ rsurfacestate_t; extern rsurfacestate_t rsurface; +void R_HDR_UpdateIrisAdaptation(const vec3_t point); + void RSurf_ActiveWorldEntity(void); 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); @@ -392,8 +414,21 @@ void R_AddWaterPlanes(entity_render_t *ent); 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); -void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist); -void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist); +#define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh +#define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VERTEX (1<< 7) // set up rsurface.batchvertex3f and optionally others +#define BATCHNEED_ARRAY_NORMAL (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VECTOR (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_TEXCOORD (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_LIGHTMAP (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_NOGAPS (1<<13) // force vertex copying (no gaps) +void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist); +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); @@ -402,72 +437,27 @@ typedef enum rsurfacepass_e RSURFPASS_BASE, RSURFPASS_BACKGROUND, RSURFPASS_RTLIGHT, - RSURFPASS_DEFERREDGEOMETRY, + RSURFPASS_DEFERREDGEOMETRY } rsurfacepass_t; -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 = 5, - // 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_SHADOWMAPRECT = 11, - GL20TU_SHADOWMAPCUBE = 11, - GL20TU_SHADOWMAP2D = 11, - GL20TU_CUBEPROJECTION = 12, - // rtlight prepass data (screenspace depth and normalmap) - GL20TU_SCREENDEPTH = 13, - GL20TU_SCREENNORMALMAP = 14, - // lightmap prepass data (screenspace diffuse and specular from lights) - GL20TU_SCREENDIFFUSE = 11, - GL20TU_SCREENSPECULAR = 12, -} -gl20_texunit; - -void R_SetupGenericShader(qboolean usetexture); -void R_SetupGenericTwoTextureShader(int texturemode); -void R_SetupDepthOrShadowShader(void); -void R_SetupShowDepthShader(void); -void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass); -void R_SetupDeferredLightShader(const rtlight_t *rtlight); +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy); +void R_SetupShader_DepthOrShadow(qboolean notrippy); +void R_SetupShader_ShowDepth(qboolean notrippy); +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy); +void R_SetupShader_DeferredLight(const rtlight_t *rtlight); typedef struct r_waterstate_waterplane_s { rtexture_t *texture_refraction; rtexture_t *texture_reflection; + rtexture_t *texture_camera; 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; + int camera_entity; + vec3_t mins, maxs; } r_waterstate_waterplane_t; @@ -476,9 +466,11 @@ typedef struct r_waterstate_s qboolean enabled; qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces + qboolean renderingrefraction; int waterwidth, waterheight; int texturewidth, textureheight; + int camerawidth, cameraheight; int maxwaterplanes; // same as MAX_WATERPLANES int numwaterplanes;