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 skyrendernow, 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);
46 extern void SHOWLMP_clear(void);
48 // render profiling stuff
49 extern char r_speeds_string[1024];
50 extern int r_timereport_active;
53 extern cvar_t r_ambient;
54 extern cvar_t gl_flashblend;
57 extern cvar_t r_novis;
59 extern cvar_t r_lerpsprites;
60 extern cvar_t r_lerpmodels;
61 extern cvar_t r_waterscroll;
63 extern cvar_t developer_texturelogging;
65 // shadow volume bsp struct with automatically growing nodes buffer
66 extern svbsp_t r_svbsp;
68 typedef struct rmesh_s
70 // vertices of this mesh
78 float *texcoordlightmap2f;
80 // triangles of this mesh
90 // useful functions for rendering
91 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
92 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
93 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
94 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
95 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
97 #define TOP_RANGE 16 // soldier uniform colors
98 #define BOTTOM_RANGE 96
100 //=============================================================================
102 extern cvar_t r_nearclip;
104 // forces all rendering to draw triangle outlines
105 extern cvar_t r_showtris;
106 extern cvar_t r_shownormals;
107 extern cvar_t r_showlighting;
108 extern cvar_t r_showshadowvolumes;
109 extern cvar_t r_showcollisionbrushes;
110 extern cvar_t r_showcollisionbrushes_polygonfactor;
111 extern cvar_t r_showcollisionbrushes_polygonoffset;
112 extern cvar_t r_showdisabledepthtest;
117 extern cvar_t r_drawentities;
118 extern cvar_t r_drawviewmodel;
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
129 void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
131 void R_View_WorldVisibility();
132 void R_DrawParticles(void);
133 void R_DrawExplosions(void);
135 #define gl_solid_format 3
136 #define gl_alpha_format 4
138 int R_CullBox(const vec3_t mins, const vec3_t maxs);
140 #include "r_modules.h"
142 #include "meshqueue.h"
144 #include "r_lerpanim.h"
146 extern cvar_t r_render;
147 extern cvar_t r_waterwarp;
149 extern cvar_t r_textureunits;
150 extern cvar_t r_glsl;
151 extern cvar_t r_glsl_offsetmapping;
152 extern cvar_t r_glsl_offsetmapping_reliefmapping;
153 extern cvar_t r_glsl_offsetmapping_scale;
154 extern cvar_t r_glsl_deluxemapping;
156 extern cvar_t gl_polyblend;
157 extern cvar_t gl_dither;
159 extern cvar_t r_smoothnormals_areaweighting;
161 extern cvar_t r_test;
163 #include "gl_backend.h"
167 extern rtexture_t *r_texture_blanknormalmap;
168 extern rtexture_t *r_texture_white;
169 extern rtexture_t *r_texture_black;
170 extern rtexture_t *r_texture_notexture;
171 extern rtexture_t *r_texture_whitecube;
172 extern rtexture_t *r_texture_normalizationcube;
173 extern rtexture_t *r_texture_fogattenuation;
174 //extern rtexture_t *r_texture_fogintensity;
176 void R_TimeReport(char *name);
179 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);
181 void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
182 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca);
184 extern mempool_t *r_main_mempool;
186 extern int rsurface_array_size;
187 extern float *rsurface_array_modelvertex3f;
188 extern float *rsurface_array_modelsvector3f;
189 extern float *rsurface_array_modeltvector3f;
190 extern float *rsurface_array_modelnormal3f;
191 extern float *rsurface_array_deformedvertex3f;
192 extern float *rsurface_array_deformedsvector3f;
193 extern float *rsurface_array_deformedtvector3f;
194 extern float *rsurface_array_deformednormal3f;
195 extern float *rsurface_array_color4f;
196 extern float *rsurface_array_texcoord3f;
198 typedef enum rsurfmode_e
201 RSURFMODE_SHOWSURFACES,
208 extern float *rsurface_vertex3f;
209 extern float *rsurface_svector3f;
210 extern float *rsurface_tvector3f;
211 extern float *rsurface_normal3f;
212 extern float *rsurface_lightmapcolor4f;
213 extern vec3_t rsurface_modelorg;
214 extern qboolean rsurface_generatedvertex;
215 extern const entity_render_t *rsurface_entity;
216 extern const model_t *rsurface_model;
217 extern texture_t *rsurface_texture;
218 extern qboolean rsurface_uselightmaptexture;
219 extern rsurfmode_t rsurface_mode;
221 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
222 void RSurf_CleanUp(void);
224 void R_Mesh_ResizeArrays(int newvertices);
226 struct entity_render_s;
229 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
230 void R_UpdateAllTextureInfo(entity_render_t *ent);
231 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
232 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
234 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
235 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
237 #define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
238 #define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
239 #define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
240 #define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
241 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
242 #define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode
243 #define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin
244 #define SHADERPERMUTATION_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects
245 #define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter
246 #define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface
247 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
249 #define SHADERPERMUTATION_COUNT (1<<11) // how many permutations are possible
250 #define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 1) // mask of valid indexing bits for r_glsl_permutations[] array
252 // these are additional flags used only by R_GLSL_CompilePermutation
253 #define SHADERPERMUTATION_USES_VERTEXSHADER (1<<29)
254 #define SHADERPERMUTATION_USES_GEOMETRYSHADER (1<<30)
255 #define SHADERPERMUTATION_USES_FRAGMENTSHADER (1<<31)
257 typedef struct r_glsl_permutation_s
259 // indicates if we have tried compiling this permutation already
261 // 0 if compilation failed
263 int loc_Texture_Normal;
264 int loc_Texture_Color;
265 int loc_Texture_Gloss;
266 int loc_Texture_Cube;
267 int loc_Texture_FogMask;
268 int loc_Texture_Pants;
269 int loc_Texture_Shirt;
270 int loc_Texture_Lightmap;
271 int loc_Texture_Deluxemap;
272 int loc_Texture_Glow;
274 int loc_LightPosition;
279 int loc_FogRangeRecip;
280 int loc_AmbientScale;
281 int loc_DiffuseScale;
282 int loc_SpecularScale;
283 int loc_SpecularPower;
285 int loc_SceneBrightness;
286 int loc_OffsetMapping_Scale;
287 int loc_AmbientColor;
288 int loc_DiffuseColor;
289 int loc_SpecularColor;
292 r_glsl_permutation_t;
294 // information about each possible shader permutation
295 extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
296 // currently selected permutation
297 extern r_glsl_permutation_t *r_glsl_permutation;
299 void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
300 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
301 void R_SwitchSurfaceShader(int permutation);