2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 extern float ixtable[4096];
30 extern void FOG_clear(void);
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern int skyrenderlater, skyrendermasked;
37 extern int R_SetSkyBox(const char *sky);
38 extern void R_SkyStartFrame(void);
39 extern void R_Sky(void);
40 extern void R_ResetSkyBox(void);
42 // SHOWLMP stuff (Nehahra)
43 extern void SHOWLMP_decodehide(void);
44 extern void SHOWLMP_decodeshow(void);
45 extern void SHOWLMP_drawall(void);
47 // render profiling stuff
48 extern int r_timereport_active;
51 extern cvar_t r_ambient;
52 extern cvar_t gl_flashblend;
55 extern cvar_t r_novis;
57 extern cvar_t r_lerpsprites;
58 extern cvar_t r_lerpmodels;
59 extern cvar_t r_lerplightstyles;
60 extern cvar_t r_waterscroll;
62 extern cvar_t developer_texturelogging;
64 // shadow volume bsp struct with automatically growing nodes buffer
65 extern svbsp_t r_svbsp;
67 typedef struct rmesh_s
69 // vertices of this mesh
77 float *texcoordlightmap2f;
79 // triangles of this mesh
89 // useful functions for rendering
90 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
91 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
92 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
93 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
94 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
96 #define TOP_RANGE 16 // soldier uniform colors
97 #define BOTTOM_RANGE 96
99 //=============================================================================
101 extern cvar_t r_nearclip;
103 // forces all rendering to draw triangle outlines
104 extern cvar_t r_showtris;
105 extern cvar_t r_shownormals;
106 extern cvar_t r_showlighting;
107 extern cvar_t r_showshadowvolumes;
108 extern cvar_t r_showcollisionbrushes;
109 extern cvar_t r_showcollisionbrushes_polygonfactor;
110 extern cvar_t r_showcollisionbrushes_polygonoffset;
111 extern cvar_t r_showdisabledepthtest;
116 extern cvar_t r_drawentities;
117 extern cvar_t r_drawviewmodel;
118 extern cvar_t r_drawworld;
119 extern cvar_t r_speeds;
120 extern cvar_t r_fullbright;
121 extern cvar_t r_wateralpha;
122 extern cvar_t r_dynamic;
125 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
126 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
128 typedef enum r_refdef_scene_type_s {
132 } r_refdef_scene_type_t;
134 void R_SelectScene( r_refdef_scene_type_t scenetype );
135 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
137 void R_SkinFrame_PrepareForPurge(void);
138 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
139 void R_SkinFrame_Purge(void);
140 // set last to NULL to start from the beginning
141 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
142 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
143 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
144 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
145 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
146 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);
147 skinframe_t *R_SkinFrame_LoadMissing(void);
149 rtexture_t *R_GetCubemap(const char *basename);
151 void R_View_WorldVisibility(qboolean forcenovis);
152 void R_DrawDecals(void);
153 void R_DrawParticles(void);
154 void R_DrawExplosions(void);
156 #define gl_solid_format 3
157 #define gl_alpha_format 4
159 int R_CullBox(const vec3_t mins, const vec3_t maxs);
160 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
162 #include "r_modules.h"
164 #include "meshqueue.h"
166 extern qboolean r_framedata_failed;
167 void R_FrameData_Reset(void);
168 void R_FrameData_NewFrame(void);
169 void *R_FrameData_Alloc(size_t size);
170 void *R_FrameData_Store(size_t size, void *data);
172 void R_AnimCache_Free(void);
173 void R_AnimCache_ClearCache(void);
174 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
175 void R_AnimCache_CacheVisibleEntities(void);
177 #include "r_lerpanim.h"
179 extern cvar_t r_render;
180 extern cvar_t r_renderview;
181 extern cvar_t r_waterwarp;
183 extern cvar_t r_textureunits;
185 extern cvar_t r_glsl_offsetmapping;
186 extern cvar_t r_glsl_offsetmapping_reliefmapping;
187 extern cvar_t r_glsl_offsetmapping_scale;
188 extern cvar_t r_glsl_deluxemapping;
190 extern cvar_t gl_polyblend;
191 extern cvar_t gl_dither;
193 extern cvar_t cl_deathfade;
195 extern cvar_t r_smoothnormals_areaweighting;
197 extern cvar_t r_test;
199 extern cvar_t r_texture_convertsRGB_2d;
200 extern cvar_t r_texture_convertsRGB_skin;
201 extern cvar_t r_texture_convertsRGB_cubemap;
202 extern cvar_t r_texture_convertsRGB_skybox;
203 extern cvar_t r_texture_convertsRGB_particles;
205 #include "gl_backend.h"
207 extern rtexture_t *r_texture_blanknormalmap;
208 extern rtexture_t *r_texture_white;
209 extern rtexture_t *r_texture_grey128;
210 extern rtexture_t *r_texture_black;
211 extern rtexture_t *r_texture_notexture;
212 extern rtexture_t *r_texture_whitecube;
213 extern rtexture_t *r_texture_normalizationcube;
214 extern rtexture_t *r_texture_fogattenuation;
215 extern rtexture_t *r_texture_fogheighttexture;
217 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
218 extern unsigned int r_numqueries;
219 extern unsigned int r_maxqueries;
221 void R_TimeReport(char *name);
224 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);
226 void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
227 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);
229 extern mempool_t *r_main_mempool;
231 typedef struct rsurfacestate_s
233 // software processing buffers
235 unsigned char *array_base;
236 r_vertexmesh_t *array_modelvertexmesh;
237 r_vertexmesh_t *array_batchvertexmesh;
238 r_vertexposition_t *array_modelvertexposition;
239 r_vertexposition_t *array_batchvertexposition;
240 float *array_modelvertex3f;
241 float *array_modelsvector3f;
242 float *array_modeltvector3f;
243 float *array_modelnormal3f;
244 float *array_batchvertex3f;
245 float *array_batchsvector3f;
246 float *array_batchtvector3f;
247 float *array_batchnormal3f;
248 float *array_batchlightmapcolor4f;
249 float *array_batchtexcoordtexture2f;
250 float *array_batchtexcoordlightmap2f;
251 float *array_passcolor4f;
252 int *array_batchelement3i;
253 unsigned short *array_batchelement3s;
255 // current model array pointers
256 // these may point to processing buffers if model is animated,
257 // otherwise they point to static data.
258 // these are not directly used for rendering, they are just another level
261 // these either point at array_model* buffers (if the model is animated)
262 // or the model->surfmesh.data_* buffers (if the model is not animated)
264 // these are only set when an entity render begins, they do not change on
265 // a per surface basis.
267 // this indicates the model* arrays are pointed at array_model* buffers
268 // (in other words, the model has been animated in software)
269 qboolean modelgeneratedvertex;
270 const float *modelvertex3f;
271 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
272 size_t modelvertex3f_bufferoffset;
273 const float *modelsvector3f;
274 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
275 size_t modelsvector3f_bufferoffset;
276 const float *modeltvector3f;
277 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
278 size_t modeltvector3f_bufferoffset;
279 const float *modelnormal3f;
280 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
281 size_t modelnormal3f_bufferoffset;
282 const float *modellightmapcolor4f;
283 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
284 size_t modellightmapcolor4f_bufferoffset;
285 const float *modeltexcoordtexture2f;
286 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
287 size_t modeltexcoordtexture2f_bufferoffset;
288 const float *modeltexcoordlightmap2f;
289 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
290 size_t modeltexcoordlightmap2f_bufferoffset;
291 const r_vertexmesh_t *modelvertexmesh;
292 const r_meshbuffer_t *modelvertexmeshbuffer;
293 const r_vertexposition_t *modelvertexposition;
294 const r_meshbuffer_t *modelvertexpositionbuffer;
295 const int *modelelement3i;
296 const r_meshbuffer_t *modelelement3i_indexbuffer;
297 size_t modelelement3i_bufferoffset;
298 const unsigned short *modelelement3s;
299 const r_meshbuffer_t *modelelement3s_indexbuffer;
300 size_t modelelement3s_bufferoffset;
301 const int *modellightmapoffsets;
302 int modelnumvertices;
303 int modelnumtriangles;
304 const msurface_t *modelsurfaces;
305 // current rendering array pointers
306 // these may point to any of several different buffers depending on how
307 // much processing was needed to prepare this model for rendering
308 // these usually equal the model* pointers, they only differ if
309 // deformvertexes is used in a q3 shader, and consequently these can
310 // change on a per-surface basis (according to rsurface.texture)
311 qboolean batchgeneratedvertex;
312 int batchfirstvertex;
313 int batchnumvertices;
314 int batchfirsttriangle;
315 int batchnumtriangles;
316 const r_vertexmesh_t *batchvertexmesh;
317 const r_meshbuffer_t *batchvertexmeshbuffer;
318 const r_vertexposition_t *batchvertexposition;
319 const r_meshbuffer_t *batchvertexpositionbuffer;
320 const float *batchvertex3f;
321 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
322 size_t batchvertex3f_bufferoffset;
323 const float *batchsvector3f;
324 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
325 size_t batchsvector3f_bufferoffset;
326 const float *batchtvector3f;
327 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
328 size_t batchtvector3f_bufferoffset;
329 const float *batchnormal3f;
330 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
331 size_t batchnormal3f_bufferoffset;
332 const float *batchlightmapcolor4f;
333 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
334 size_t batchlightmapcolor4f_bufferoffset;
335 const float *batchtexcoordtexture2f;
336 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
337 size_t batchtexcoordtexture2f_bufferoffset;
338 const float *batchtexcoordlightmap2f;
339 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
340 size_t batchtexcoordlightmap2f_bufferoffset;
341 const int *batchelement3i;
342 const r_meshbuffer_t *batchelement3i_indexbuffer;
343 size_t batchelement3i_bufferoffset;
344 const unsigned short *batchelement3s;
345 const r_meshbuffer_t *batchelement3s_indexbuffer;
346 size_t batchelement3s_bufferoffset;
347 // rendering pass processing arrays in GL11 and GL13 paths
348 const float *passcolor4f;
349 const r_meshbuffer_t *passcolor4f_vertexbuffer;
350 size_t passcolor4f_bufferoffset;
352 // some important fields from the entity
356 float ent_shadertime;
357 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
358 // transform matrices to render this entity and effects on this entity
360 matrix4x4_t inversematrix;
361 // scale factors for transforming lengths into/out of entity space
363 float inversematrixscale;
364 // animation blending state from entity
365 frameblend_t frameblend[MAX_FRAMEBLENDS];
366 skeleton_t *skeleton;
367 // directional model shading state from entity
368 vec3_t modellight_ambient;
369 vec3_t modellight_diffuse;
370 vec3_t modellight_lightdir;
371 // colormapping state from entity (these are black if colormapping is off)
372 vec3_t colormap_pantscolor;
373 vec3_t colormap_shirtcolor;
374 // special coloring of ambient/diffuse textures (gloss not affected)
375 // colormod[3] is the alpha of the entity
377 // special coloring of glow textures
379 // view location in model space
380 vec3_t localvieworigin;
381 // polygon offset data for submodels
382 float basepolygonfactor;
383 float basepolygonoffset;
384 // current textures in batching code
386 rtexture_t *lightmaptexture;
387 rtexture_t *deluxemaptexture;
388 // whether lightmapping is active on this batch
389 // (otherwise vertex colored)
390 qboolean uselightmaptexture;
391 // fog plane in model space for direct application to vertices
393 float fogmasktabledistmultiplier;
396 float fogplaneviewdist;
399 // light currently being rendered
400 const rtlight_t *rtlight;
402 // this is the location of the light in entity space
403 vec3_t entitylightorigin;
404 // this transforms entity coordinates to light filter cubemap coordinates
405 // (also often used for other purposes)
406 matrix4x4_t entitytolight;
407 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
408 // of attenuation texturing in full 3D (Z result often ignored)
409 matrix4x4_t entitytoattenuationxyz;
410 // this transforms only the Z to S, and T is always 0.5
411 matrix4x4_t entitytoattenuationz;
413 // pointer to an entity_render_t used only by R_GetCurrentTexture and
414 // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
415 // each frame (see r_frame also)
416 entity_render_t *entity;
420 extern rsurfacestate_t rsurface;
422 void RSurf_ActiveWorldEntity(void);
423 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
424 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);
425 void RSurf_SetupDepthAndCulling(void);
427 void R_Mesh_ResizeArrays(int newvertices);
429 texture_t *R_GetCurrentTexture(texture_t *t);
430 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
431 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
432 void R_AddWaterPlanes(entity_render_t *ent);
433 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
434 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);
436 #define BATCHNEED_VERTEXPOSITION (1<< 0) // set up rsurface.batchvertexposition
437 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
438 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
439 #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
440 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
441 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
442 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
443 #define BATCHNEED_ARRAY_VERTEX (1<< 7) // set up rsurface.batchvertex3f and optionally others
444 #define BATCHNEED_ARRAY_NORMAL (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
445 #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
446 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
447 #define BATCHNEED_ARRAY_TEXCOORD (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
448 #define BATCHNEED_ARRAY_LIGHTMAP (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
449 #define BATCHNEED_NOGAPS (1<<13) // force vertex copying (no gaps)
450 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
451 void RSurf_DrawBatch(void);
453 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);
455 typedef enum rsurfacepass_e
458 RSURFPASS_BACKGROUND,
460 RSURFPASS_DEFERREDGEOMETRY,
464 typedef enum gl20_texunit_e
466 // postprocess shaders, and generic shaders:
469 GL20TU_GAMMARAMPS = 2,
470 // standard material properties
475 // material properties for a second material
476 GL20TU_SECONDARY_NORMAL = 4,
477 GL20TU_SECONDARY_COLOR = 5,
478 GL20TU_SECONDARY_GLOSS = 6,
479 GL20TU_SECONDARY_GLOW = 7,
480 // material properties for a colormapped material
481 // conflicts with secondary material
484 // fog fade in the distance
486 // compiled ambient lightmap and deluxemap
488 GL20TU_DELUXEMAP = 10,
489 // refraction, used by water shaders
490 GL20TU_REFRACTION = 3,
491 // reflection, used by water shaders, also with normal material rendering
492 // conflicts with secondary material
493 GL20TU_REFLECTION = 7,
494 // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
495 // conflicts with lightmap/deluxemap
496 GL20TU_ATTENUATION = 9,
498 GL20TU_SHADOWMAPRECT = 11,
499 GL20TU_SHADOWMAPCUBE = 11,
500 GL20TU_SHADOWMAP2D = 11,
501 GL20TU_CUBEPROJECTION = 12,
502 // orthographic-projection shadowmapping
503 GL20TU_SHADOWMAPORTHORECT = 15,
504 GL20TU_SHADOWMAPORTHO2D = 15,
505 // rtlight prepass data (screenspace depth and normalmap)
506 GL20TU_SCREENDEPTH = 13,
507 GL20TU_SCREENNORMALMAP = 14,
508 // lightmap prepass data (screenspace diffuse and specular from lights)
509 GL20TU_SCREENDIFFUSE = 11,
510 GL20TU_SCREENSPECULAR = 12,
512 GL20TU_REFLECTMASK = 5,
513 GL20TU_REFLECTCUBE = 6,
514 GL20TU_FOGHEIGHTTEXTURE = 14
518 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
519 void R_SetupShader_DepthOrShadow(void);
520 void R_SetupShader_ShowDepth(void);
521 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);
522 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
524 typedef struct r_waterstate_waterplane_s
526 rtexture_t *texture_refraction;
527 rtexture_t *texture_reflection;
528 rtexture_t *texture_camera;
530 int materialflags; // combined flags of all water surfaces on this plane
531 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
535 r_waterstate_waterplane_t;
537 typedef struct r_waterstate_s
541 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
542 qboolean renderingrefraction;
544 int waterwidth, waterheight;
545 int texturewidth, textureheight;
546 int camerawidth, cameraheight;
548 int maxwaterplanes; // same as MAX_WATERPLANES
550 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
552 float screenscale[2];
553 float screencenter[2];
557 extern r_waterstate_t r_waterstate;