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.
26 typedef enum glsl_attrib_e
28 GLSLATTRIB_POSITION = 0,
30 GLSLATTRIB_TEXCOORD0 = 2,
31 GLSLATTRIB_TEXCOORD1 = 3,
32 GLSLATTRIB_TEXCOORD2 = 4,
33 GLSLATTRIB_TEXCOORD3 = 5,
34 GLSLATTRIB_TEXCOORD4 = 6,
35 GLSLATTRIB_TEXCOORD5 = 7,
36 GLSLATTRIB_TEXCOORD6 = 8,
37 GLSLATTRIB_TEXCOORD7 = 9,
41 typedef enum shaderlanguage_e
48 // this enum selects which of the glslshadermodeinfo entries should be used
49 typedef enum shadermode_e
51 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
52 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
53 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
54 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
55 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
56 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
57 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
58 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
59 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
60 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
61 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
62 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
63 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
64 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
65 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
66 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
67 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
72 typedef enum shaderpermutation_e
74 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
75 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
76 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
77 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
78 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
79 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
80 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
81 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
82 SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
83 SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
84 SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
85 SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
86 SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
87 SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
88 SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
89 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
90 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
91 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
92 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
93 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
94 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
95 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
96 SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
97 SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
98 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
99 SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
100 SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
101 SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
102 SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
103 SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
104 SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
105 SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
106 SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
111 extern float ixtable[4096];
114 void FOG_clear(void);
118 extern cvar_t r_skyscroll1;
119 extern cvar_t r_skyscroll2;
120 extern cvar_t r_sky_scissor;
121 extern cvar_t r_q3bsp_renderskydepth;
122 extern int skyrenderlater, skyrendermasked;
123 extern int skyscissor[4];
124 int R_SetSkyBox(const char *sky);
125 void R_SkyStartFrame(void);
127 void R_ResetSkyBox(void);
129 // SHOWLMP stuff (Nehahra)
130 void SHOWLMP_decodehide(void);
131 void SHOWLMP_decodeshow(void);
132 void SHOWLMP_drawall(void);
134 // render profiling stuff
135 extern int r_timereport_active;
138 extern cvar_t r_ambient;
139 extern cvar_t gl_flashblend;
142 extern cvar_t r_novis;
144 extern cvar_t r_trippy;
145 extern cvar_t r_fxaa;
147 extern cvar_t r_lerpsprites;
148 extern cvar_t r_lerpmodels;
149 extern cvar_t r_lerplightstyles;
150 extern cvar_t r_waterscroll;
152 extern cvar_t developer_texturelogging;
154 // shadow volume bsp struct with automatically growing nodes buffer
155 extern svbsp_t r_svbsp;
157 typedef struct rmesh_s
159 // vertices of this mesh
167 float *texcoordlightmap2f;
169 // triangles of this mesh
178 // useful functions for rendering
179 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
180 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
181 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
182 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
184 #define TOP_RANGE 16 // soldier uniform colors
185 #define BOTTOM_RANGE 96
187 //=============================================================================
189 extern cvar_t r_nearclip;
191 // forces all rendering to draw triangle outlines
192 extern cvar_t r_showoverdraw;
193 extern cvar_t r_showtris;
194 extern cvar_t r_shownormals;
195 extern cvar_t r_showlighting;
196 extern cvar_t r_showcollisionbrushes;
197 extern cvar_t r_showcollisionbrushes_polygonfactor;
198 extern cvar_t r_showcollisionbrushes_polygonoffset;
199 extern cvar_t r_showdisabledepthtest;
201 extern cvar_t r_drawentities;
202 extern cvar_t r_draw2d;
203 extern qboolean r_draw2d_force;
204 extern cvar_t r_drawviewmodel;
205 extern cvar_t r_drawworld;
206 extern cvar_t r_speeds;
207 extern cvar_t r_fullbright;
208 extern cvar_t r_wateralpha;
209 extern cvar_t r_dynamic;
211 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
212 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
213 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
215 typedef enum r_refdef_scene_type_s {
219 } r_refdef_scene_type_t;
221 void R_SelectScene( r_refdef_scene_type_t scenetype );
222 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
224 void R_SkinFrame_PrepareForPurge(void);
225 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
226 void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe);
227 void R_SkinFrame_Purge(void);
228 // set last to NULL to start from the beginning
229 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
230 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
231 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
232 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
233 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
234 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
235 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);
236 skinframe_t *R_SkinFrame_LoadMissing(void);
237 skinframe_t *R_SkinFrame_LoadNoTexture(void);
238 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
240 rtexture_t *R_GetCubemap(const char *basename);
242 void R_View_WorldVisibility(qboolean forcenovis);
243 void R_DrawDecals(void);
244 void R_DrawParticles(void);
245 void R_DrawExplosions(void);
247 #define gl_solid_format 3
248 #define gl_alpha_format 4
250 int R_CullBox(const vec3_t mins, const vec3_t maxs);
251 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
252 qboolean 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);
254 #include "r_modules.h"
256 #include "meshqueue.h"
258 /// free all R_FrameData memory
259 void R_FrameData_Reset(void);
260 /// prepare for a new frame, recycles old buffers if a resize occurred previously
261 void R_FrameData_NewFrame(void);
262 /// allocate some temporary memory for your purposes
263 void *R_FrameData_Alloc(size_t size);
264 /// allocate some temporary memory and copy this data into it
265 void *R_FrameData_Store(size_t size, void *data);
266 /// set a marker that allows you to discard the following temporary memory allocations
267 void R_FrameData_SetMark(void);
268 /// discard recent memory allocations (rewind to marker)
269 void R_FrameData_ReturnToMark(void);
271 /// enum of the various types of hardware buffer object used in rendering
272 /// note that the r_buffermegs[] array must be maintained to match this
273 typedef enum r_bufferdata_type_e
275 R_BUFFERDATA_VERTEX, /// vertex buffer
276 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
277 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
278 R_BUFFERDATA_UNIFORM, /// uniform buffer
279 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
283 /// free all dynamic vertex/index/uniform buffers
284 void R_BufferData_Reset(void);
285 /// begin a new frame (recycle old buffers)
286 void R_BufferData_NewFrame(void);
287 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
288 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
290 /// free all R_AnimCache memory
291 void R_AnimCache_Free(void);
292 /// clear the animcache pointers on all known render entities
293 void R_AnimCache_ClearCache(void);
294 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
295 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
296 /// generate animcache data for all entities marked visible
297 void R_AnimCache_CacheVisibleEntities(void);
299 #include "r_lerpanim.h"
301 extern cvar_t r_render;
302 extern cvar_t r_renderview;
303 extern cvar_t r_waterwarp;
305 extern cvar_t r_textureunits;
307 extern cvar_t r_glsl_offsetmapping;
308 extern cvar_t r_glsl_offsetmapping_reliefmapping;
309 extern cvar_t r_glsl_offsetmapping_scale;
310 extern cvar_t r_glsl_offsetmapping_lod;
311 extern cvar_t r_glsl_offsetmapping_lod_distance;
312 extern cvar_t r_glsl_deluxemapping;
314 extern cvar_t gl_polyblend;
315 extern cvar_t gl_dither;
317 extern cvar_t cl_deathfade;
319 extern cvar_t r_smoothnormals_areaweighting;
321 extern cvar_t r_test;
323 #include "gl_backend.h"
325 extern rtexture_t *r_texture_blanknormalmap;
326 extern rtexture_t *r_texture_white;
327 extern rtexture_t *r_texture_grey128;
328 extern rtexture_t *r_texture_black;
329 extern rtexture_t *r_texture_notexture;
330 extern rtexture_t *r_texture_whitecube;
331 extern rtexture_t *r_texture_normalizationcube;
332 extern rtexture_t *r_texture_fogattenuation;
333 extern rtexture_t *r_texture_fogheighttexture;
335 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
336 extern unsigned int r_numqueries;
337 extern unsigned int r_maxqueries;
339 void R_TimeReport(const char *name);
342 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);
344 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
345 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
347 extern mempool_t *r_main_mempool;
349 typedef struct rsurfacestate_s
351 // current model array pointers
352 // these may point to processing buffers if model is animated,
353 // otherwise they point to static data.
354 // these are not directly used for rendering, they are just another level
357 // these either point at array_model* buffers (if the model is animated)
358 // or the model->surfmesh.data_* buffers (if the model is not animated)
360 // these are only set when an entity render begins, they do not change on
361 // a per surface basis.
363 // this indicates the model* arrays are pointed at array_model* buffers
364 // (in other words, the model has been animated in software)
365 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
366 qboolean modelgeneratedvertex;
367 // skeletal animation can be done by entity (animcache) or per batch,
368 // batch may be non-skeletal even if entity is skeletal, indicating that
369 // the dynamicvertex code path had to apply skeletal manually for a case
370 // where gpu-skinning is not possible, for this reason batch has its own
372 int entityskeletalnumtransforms; // how many transforms are used for this mesh
373 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
374 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
375 int entityskeletaltransform3x4offset;
376 int entityskeletaltransform3x4size;
377 float *modelvertex3f;
378 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
379 int modelvertex3f_bufferoffset;
380 float *modelsvector3f;
381 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
382 int modelsvector3f_bufferoffset;
383 float *modeltvector3f;
384 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
385 int modeltvector3f_bufferoffset;
386 float *modelnormal3f;
387 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
388 int modelnormal3f_bufferoffset;
389 float *modellightmapcolor4f;
390 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
391 int modellightmapcolor4f_bufferoffset;
392 float *modeltexcoordtexture2f;
393 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
394 int modeltexcoordtexture2f_bufferoffset;
395 float *modeltexcoordlightmap2f;
396 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
397 int modeltexcoordlightmap2f_bufferoffset;
398 unsigned char *modelskeletalindex4ub;
399 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
400 int modelskeletalindex4ub_bufferoffset;
401 unsigned char *modelskeletalweight4ub;
402 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
403 int modelskeletalweight4ub_bufferoffset;
405 const r_meshbuffer_t *modelelement3i_indexbuffer;
406 int modelelement3i_bufferoffset;
407 unsigned short *modelelement3s;
408 const r_meshbuffer_t *modelelement3s_indexbuffer;
409 int modelelement3s_bufferoffset;
410 int *modellightmapoffsets;
411 int modelnumvertices;
412 int modelnumtriangles;
413 const msurface_t *modelsurfaces;
414 // current rendering array pointers
415 // these may point to any of several different buffers depending on how
416 // much processing was needed to prepare this model for rendering
417 // these usually equal the model* pointers, they only differ if
418 // deformvertexes is used in a q3 shader, and consequently these can
419 // change on a per-surface basis (according to rsurface.texture)
420 qboolean batchgeneratedvertex;
421 qboolean batchmultidraw;
422 int batchmultidrawnumsurfaces;
423 const msurface_t **batchmultidrawsurfacelist;
424 int batchfirstvertex;
425 int batchnumvertices;
426 int batchfirsttriangle;
427 int batchnumtriangles;
428 float *batchvertex3f;
429 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
430 int batchvertex3f_bufferoffset;
431 float *batchsvector3f;
432 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
433 int batchsvector3f_bufferoffset;
434 float *batchtvector3f;
435 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
436 int batchtvector3f_bufferoffset;
437 float *batchnormal3f;
438 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
439 int batchnormal3f_bufferoffset;
440 float *batchlightmapcolor4f;
441 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
442 int batchlightmapcolor4f_bufferoffset;
443 float *batchtexcoordtexture2f;
444 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
445 int batchtexcoordtexture2f_bufferoffset;
446 float *batchtexcoordlightmap2f;
447 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
448 int batchtexcoordlightmap2f_bufferoffset;
449 unsigned char *batchskeletalindex4ub;
450 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
451 int batchskeletalindex4ub_bufferoffset;
452 unsigned char *batchskeletalweight4ub;
453 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
454 int batchskeletalweight4ub_bufferoffset;
456 const r_meshbuffer_t *batchelement3i_indexbuffer;
457 int batchelement3i_bufferoffset;
458 unsigned short *batchelement3s;
459 const r_meshbuffer_t *batchelement3s_indexbuffer;
460 int batchelement3s_bufferoffset;
461 int batchskeletalnumtransforms;
462 float *batchskeletaltransform3x4;
463 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
464 int batchskeletaltransform3x4offset;
465 int batchskeletaltransform3x4size;
467 // some important fields from the entity
471 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
472 double shadertime; // r_refdef.scene.time - ent->shadertime
473 // transform matrices to render this entity and effects on this entity
475 matrix4x4_t inversematrix;
476 // scale factors for transforming lengths into/out of entity space
478 float inversematrixscale;
479 // animation blending state from entity
480 frameblend_t frameblend[MAX_FRAMEBLENDS];
481 skeleton_t *skeleton;
482 // view location in model space
483 vec3_t localvieworigin;
484 // polygon offset data for submodels
485 float basepolygonfactor;
486 float basepolygonoffset;
487 // current textures in batching code
489 rtexture_t *lightmaptexture;
490 rtexture_t *deluxemaptexture;
491 // whether lightmapping is active on this batch
492 // (otherwise vertex colored)
493 qboolean uselightmaptexture;
494 // fog plane in model space for direct application to vertices
496 float fogmasktabledistmultiplier;
499 float fogplaneviewdist;
502 // light currently being rendered
503 const rtlight_t *rtlight;
505 // this is the location of the light in entity space
506 vec3_t entitylightorigin;
507 // this transforms entity coordinates to light filter cubemap coordinates
508 // (also often used for other purposes)
509 matrix4x4_t entitytolight;
510 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
511 // of attenuation texturing in full 3D (Z result often ignored)
512 matrix4x4_t entitytoattenuationxyz;
513 // this transforms only the Z to S, and T is always 0.5
514 matrix4x4_t entitytoattenuationz;
516 // user wavefunc parameters (from csqc)
517 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
519 // pointer to an entity_render_t used only by R_GetCurrentTexture and
520 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
522 entity_render_t *entity;
526 extern rsurfacestate_t rsurface;
528 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
530 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
531 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);
532 void RSurf_SetupDepthAndCulling(void);
534 texture_t *R_GetCurrentTexture(texture_t *t);
535 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
536 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
537 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);
539 #define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
540 #define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
541 #define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
542 #define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
543 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
544 #define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
545 #define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
546 #define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
547 #define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
548 #define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
549 #define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
550 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
551 void RSurf_DrawBatch(void);
553 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);
555 typedef enum rsurfacepass_e
558 RSURFPASS_BACKGROUND,
560 RSURFPASS_DEFERREDGEOMETRY
564 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
565 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
566 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
567 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, qboolean notrippy);
568 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
570 typedef struct r_rendertarget_s {
571 // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
573 // textures are this size and type
576 // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
577 textype_t colortextype[4];
578 // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
579 textype_t depthtextype;
580 // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
581 qboolean depthisrenderbuffer;
582 // framebuffer object referencing the textures
584 // there can be up to 4 color targets and 1 depth target, the depthtexture
585 // may be a real texture (readable) or just a renderbuffer (not readable,
586 // but potentially faster)
587 rtexture_t *colortexture[4];
588 rtexture_t *depthtexture;
589 // a rendertarget will not be reused in the same frame (realtime == lastusetime),
590 // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
591 // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
595 // called each frame after render to delete render targets that have not been used for a while
596 void R_RenderTarget_FreeUnused(qboolean force);
597 // returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
598 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3);
600 typedef struct r_waterstate_waterplane_s
602 r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
603 r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
604 r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
606 int materialflags; // combined flags of all water surfaces on this plane
607 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
612 r_waterstate_waterplane_t;
614 typedef struct r_waterstate_s
616 int waterwidth, waterheight;
617 int texturewidth, textureheight;
618 int camerawidth, cameraheight;
620 int maxwaterplanes; // same as MAX_WATERPLANES
622 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
624 float screenscale[2];
625 float screencenter[2];
629 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
634 typedef struct r_framebufferstate_s
636 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
637 int screentexturewidth, screentextureheight; // dimensions of texture
639 // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
640 r_rendertarget_t *rt_screen;
641 r_rendertarget_t *rt_bloom;
643 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
644 float ghosttexcoord2f[8]; // for r_motionblur
646 int bloomwidth, bloomheight;
648 // arrays for rendering the screen passes
649 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
651 r_waterstate_t water;
653 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
654 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
656 // rendertargets (fbo and viewport), these can be reused across frames
657 memexpandablearray_t rendertargets;
659 r_framebufferstate_t;
661 extern r_framebufferstate_t r_fb;
663 extern cvar_t r_viewfbo;
665 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
666 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
667 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
668 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
669 void R_DebugLine(vec3_t start, vec3_t end);
670 extern const float r_screenvertex3f[12];
671 extern cvar_t r_showspriteedges;
672 extern cvar_t r_showparticleedges;
673 extern cvar_t r_shadows;
674 extern cvar_t r_shadows_darken;
675 extern cvar_t r_shadows_drawafterrtlighting;
676 extern cvar_t r_shadows_castfrombmodels;
677 extern cvar_t r_shadows_throwdistance;
678 extern cvar_t r_shadows_throwdirection;
679 extern cvar_t r_shadows_focus;
680 extern cvar_t r_shadows_shadowmapscale;
681 extern cvar_t r_shadows_shadowmapbias;
682 extern cvar_t r_transparent_alphatocoverage;
683 extern cvar_t r_transparent_sortsurfacesbynearest;
684 extern cvar_t r_transparent_useplanardistance;
685 extern cvar_t r_transparent_sortarraysize;
686 extern cvar_t r_transparent_sortmindist;
687 extern cvar_t r_transparent_sortmaxdist;
689 extern qboolean r_shadow_usingdeferredprepass;
690 extern rtexture_t *r_shadow_attenuationgradienttexture;
691 extern rtexture_t *r_shadow_attenuation2dtexture;
692 extern rtexture_t *r_shadow_attenuation3dtexture;
693 extern qboolean r_shadow_usingshadowmap2d;
694 extern qboolean r_shadow_usingshadowmaportho;
695 extern float r_shadow_modelshadowmap_texturescale[4];
696 extern float r_shadow_modelshadowmap_parameters[4];
697 extern float r_shadow_lightshadowmap_texturescale[4];
698 extern float r_shadow_lightshadowmap_parameters[4];
699 extern qboolean r_shadow_shadowmapvsdct;
700 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
701 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
702 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
703 extern matrix4x4_t r_shadow_shadowmapmatrix;
704 extern int r_shadow_prepass_width;
705 extern int r_shadow_prepass_height;
706 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
707 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
708 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
709 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
710 extern int r_shadow_viewfbo;
711 extern rtexture_t *r_shadow_viewdepthtexture;
712 extern rtexture_t *r_shadow_viewcolortexture;
713 extern int r_shadow_viewx;
714 extern int r_shadow_viewy;
715 extern int r_shadow_viewwidth;
716 extern int r_shadow_viewheight;
718 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
719 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
721 void R_Model_Sprite_Draw(entity_render_t *ent);
724 void R_UpdateFog(void);
725 qboolean CL_VM_UpdateView(double frametime);
726 void SCR_DrawConsole(void);
727 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
728 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
729 void R_Shadow_UpdateBounceGridTexture(void);
730 void R_DrawPortals(void);
731 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
732 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
733 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
734 dp_font_t *FindFont(const char *title, qboolean allocate_new);
735 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
737 void Render_Init(void);
739 // these are called by Render_Init
740 void R_Textures_Init(void);
741 void GL_Draw_Init(void);
742 void GL_Main_Init(void);
743 void R_Shadow_Init(void);
744 void R_Sky_Init(void);
745 void GL_Surf_Init(void);
746 void R_Particles_Init(void);
747 void R_Explosion_Init(void);
748 void gl_backend_init(void);
749 void Sbar_Init(void);
750 void R_LightningBeams_Init(void);
751 void Mod_RenderInit(void);
752 void Font_Init(void);
754 qboolean R_CompileShader_CheckStaticParms(void);
755 void R_GLSL_Restart_f(void);