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_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
58 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
59 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
60 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
61 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
62 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
63 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
64 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
65 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
66 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
71 typedef enum shaderpermutation_e
73 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
74 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
75 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
76 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
77 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
78 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
79 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
80 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
81 SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
82 SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
83 SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
84 SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
85 SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
86 SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
87 SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
88 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
89 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
90 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
91 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
92 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
93 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
94 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
95 SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
96 SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
97 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
98 SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
99 SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
100 SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
101 SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
102 SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
103 SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
104 SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
105 SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
110 extern float ixtable[4096];
113 void FOG_clear(void);
117 extern cvar_t r_skyscroll1;
118 extern cvar_t r_skyscroll2;
119 extern cvar_t r_sky_scissor;
120 extern cvar_t r_q3bsp_renderskydepth;
121 extern int skyrenderlater, skyrendermasked;
122 extern int skyscissor[4];
123 int R_SetSkyBox(const char *sky);
124 void R_SkyStartFrame(void);
126 void R_ResetSkyBox(void);
128 // SHOWLMP stuff (Nehahra)
129 void SHOWLMP_decodehide(void);
130 void SHOWLMP_decodeshow(void);
131 void SHOWLMP_drawall(void);
133 // render profiling stuff
134 extern int r_timereport_active;
137 extern cvar_t r_ambient;
138 extern cvar_t gl_flashblend;
141 extern cvar_t r_novis;
143 extern cvar_t r_trippy;
144 extern cvar_t r_fxaa;
146 extern cvar_t r_lerpsprites;
147 extern cvar_t r_lerpmodels;
148 extern cvar_t r_lerplightstyles;
149 extern cvar_t r_waterscroll;
151 extern cvar_t developer_texturelogging;
153 // shadow volume bsp struct with automatically growing nodes buffer
154 extern svbsp_t r_svbsp;
156 typedef struct rmesh_s
158 // vertices of this mesh
166 float *texcoordlightmap2f;
168 // triangles of this mesh
177 // useful functions for rendering
178 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
179 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
180 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
181 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
183 #define TOP_RANGE 16 // soldier uniform colors
184 #define BOTTOM_RANGE 96
186 //=============================================================================
188 extern cvar_t r_nearclip;
190 // forces all rendering to draw triangle outlines
191 extern cvar_t r_showoverdraw;
192 extern cvar_t r_showtris;
193 extern cvar_t r_shownormals;
194 extern cvar_t r_showlighting;
195 extern cvar_t r_showcollisionbrushes;
196 extern cvar_t r_showcollisionbrushes_polygonfactor;
197 extern cvar_t r_showcollisionbrushes_polygonoffset;
198 extern cvar_t r_showdisabledepthtest;
200 extern cvar_t r_drawentities;
201 extern cvar_t r_draw2d;
202 extern qboolean r_draw2d_force;
203 extern cvar_t r_drawviewmodel;
204 extern cvar_t r_drawworld;
205 extern cvar_t r_speeds;
206 extern cvar_t r_fullbright;
207 extern cvar_t r_wateralpha;
208 extern cvar_t r_dynamic;
210 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
211 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
212 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
214 typedef enum r_refdef_scene_type_s {
218 } r_refdef_scene_type_t;
220 void R_SelectScene( r_refdef_scene_type_t scenetype );
221 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
223 void R_SkinFrame_PrepareForPurge(void);
224 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
225 void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe);
226 void R_SkinFrame_Purge(void);
227 // set last to NULL to start from the beginning
228 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
229 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
230 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
231 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
232 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB);
233 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
234 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);
235 skinframe_t *R_SkinFrame_LoadMissing(void);
236 skinframe_t *R_SkinFrame_LoadNoTexture(void);
237 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
239 rtexture_t *R_GetCubemap(const char *basename);
241 void R_View_WorldVisibility(qboolean forcenovis);
242 void R_DrawParticles(void);
243 void R_DrawExplosions(void);
245 #define gl_solid_format 3
246 #define gl_alpha_format 4
248 int R_CullBox(const vec3_t mins, const vec3_t maxs);
249 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
250 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);
252 #include "r_modules.h"
254 #include "meshqueue.h"
256 /// free all R_FrameData memory
257 void R_FrameData_Reset(void);
258 /// prepare for a new frame, recycles old buffers if a resize occurred previously
259 void R_FrameData_NewFrame(void);
260 /// allocate some temporary memory for your purposes
261 void *R_FrameData_Alloc(size_t size);
262 /// allocate some temporary memory and copy this data into it
263 void *R_FrameData_Store(size_t size, void *data);
264 /// set a marker that allows you to discard the following temporary memory allocations
265 void R_FrameData_SetMark(void);
266 /// discard recent memory allocations (rewind to marker)
267 void R_FrameData_ReturnToMark(void);
269 /// enum of the various types of hardware buffer object used in rendering
270 /// note that the r_buffermegs[] array must be maintained to match this
271 typedef enum r_bufferdata_type_e
273 R_BUFFERDATA_VERTEX, /// vertex buffer
274 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
275 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
276 R_BUFFERDATA_UNIFORM, /// uniform buffer
277 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
281 /// free all dynamic vertex/index/uniform buffers
282 void R_BufferData_Reset(void);
283 /// begin a new frame (recycle old buffers)
284 void R_BufferData_NewFrame(void);
285 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
286 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
288 /// free all R_AnimCache memory
289 void R_AnimCache_Free(void);
290 /// clear the animcache pointers on all known render entities
291 void R_AnimCache_ClearCache(void);
292 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
293 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
294 /// generate animcache data for all entities marked visible
295 void R_AnimCache_CacheVisibleEntities(void);
297 #include "r_lerpanim.h"
299 extern cvar_t r_render;
300 extern cvar_t r_renderview;
301 extern cvar_t r_waterwarp;
303 extern cvar_t r_textureunits;
305 extern cvar_t r_glsl_offsetmapping;
306 extern cvar_t r_glsl_offsetmapping_reliefmapping;
307 extern cvar_t r_glsl_offsetmapping_scale;
308 extern cvar_t r_glsl_offsetmapping_lod;
309 extern cvar_t r_glsl_offsetmapping_lod_distance;
310 extern cvar_t r_glsl_deluxemapping;
312 extern cvar_t gl_polyblend;
314 extern cvar_t cl_deathfade;
316 extern cvar_t r_smoothnormals_areaweighting;
318 extern cvar_t r_test;
320 #include "gl_backend.h"
322 extern rtexture_t *r_texture_blanknormalmap;
323 extern rtexture_t *r_texture_white;
324 extern rtexture_t *r_texture_grey128;
325 extern rtexture_t *r_texture_black;
326 extern rtexture_t *r_texture_notexture;
327 extern rtexture_t *r_texture_whitecube;
328 extern rtexture_t *r_texture_normalizationcube;
329 extern rtexture_t *r_texture_fogattenuation;
330 extern rtexture_t *r_texture_fogheighttexture;
332 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
333 extern unsigned int r_numqueries;
334 extern unsigned int r_maxqueries;
336 void R_TimeReport(const char *name);
339 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);
341 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
342 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
344 extern mempool_t *r_main_mempool;
346 typedef struct rsurfacestate_s
348 // current model array pointers
349 // these may point to processing buffers if model is animated,
350 // otherwise they point to static data.
351 // these are not directly used for rendering, they are just another level
354 // these either point at array_model* buffers (if the model is animated)
355 // or the model->surfmesh.data_* buffers (if the model is not animated)
357 // these are only set when an entity render begins, they do not change on
358 // a per surface basis.
360 // this indicates the model* arrays are pointed at array_model* buffers
361 // (in other words, the model has been animated in software)
362 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
363 qboolean modelgeneratedvertex;
364 // skeletal animation can be done by entity (animcache) or per batch,
365 // batch may be non-skeletal even if entity is skeletal, indicating that
366 // the dynamicvertex code path had to apply skeletal manually for a case
367 // where gpu-skinning is not possible, for this reason batch has its own
369 int entityskeletalnumtransforms; // how many transforms are used for this mesh
370 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
371 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
372 int entityskeletaltransform3x4offset;
373 int entityskeletaltransform3x4size;
374 float *modelvertex3f;
375 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
376 int modelvertex3f_bufferoffset;
377 float *modelsvector3f;
378 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
379 int modelsvector3f_bufferoffset;
380 float *modeltvector3f;
381 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
382 int modeltvector3f_bufferoffset;
383 float *modelnormal3f;
384 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
385 int modelnormal3f_bufferoffset;
386 float *modellightmapcolor4f;
387 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
388 int modellightmapcolor4f_bufferoffset;
389 float *modeltexcoordtexture2f;
390 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
391 int modeltexcoordtexture2f_bufferoffset;
392 float *modeltexcoordlightmap2f;
393 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
394 int modeltexcoordlightmap2f_bufferoffset;
395 unsigned char *modelskeletalindex4ub;
396 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
397 int modelskeletalindex4ub_bufferoffset;
398 unsigned char *modelskeletalweight4ub;
399 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
400 int modelskeletalweight4ub_bufferoffset;
402 const r_meshbuffer_t *modelelement3i_indexbuffer;
403 int modelelement3i_bufferoffset;
404 unsigned short *modelelement3s;
405 const r_meshbuffer_t *modelelement3s_indexbuffer;
406 int modelelement3s_bufferoffset;
407 int *modellightmapoffsets;
408 int modelnumvertices;
409 int modelnumtriangles;
410 const msurface_t *modelsurfaces;
411 // current rendering array pointers
412 // these may point to any of several different buffers depending on how
413 // much processing was needed to prepare this model for rendering
414 // these usually equal the model* pointers, they only differ if
415 // deformvertexes is used in a q3 shader, and consequently these can
416 // change on a per-surface basis (according to rsurface.texture)
417 qboolean batchgeneratedvertex;
418 qboolean batchmultidraw;
419 int batchmultidrawnumsurfaces;
420 const msurface_t **batchmultidrawsurfacelist;
421 int batchfirstvertex;
422 int batchnumvertices;
423 int batchfirsttriangle;
424 int batchnumtriangles;
425 float *batchvertex3f;
426 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
427 int batchvertex3f_bufferoffset;
428 float *batchsvector3f;
429 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
430 int batchsvector3f_bufferoffset;
431 float *batchtvector3f;
432 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
433 int batchtvector3f_bufferoffset;
434 float *batchnormal3f;
435 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
436 int batchnormal3f_bufferoffset;
437 float *batchlightmapcolor4f;
438 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
439 int batchlightmapcolor4f_bufferoffset;
440 float *batchtexcoordtexture2f;
441 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
442 int batchtexcoordtexture2f_bufferoffset;
443 float *batchtexcoordlightmap2f;
444 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
445 int batchtexcoordlightmap2f_bufferoffset;
446 unsigned char *batchskeletalindex4ub;
447 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
448 int batchskeletalindex4ub_bufferoffset;
449 unsigned char *batchskeletalweight4ub;
450 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
451 int batchskeletalweight4ub_bufferoffset;
453 const r_meshbuffer_t *batchelement3i_indexbuffer;
454 int batchelement3i_bufferoffset;
455 unsigned short *batchelement3s;
456 const r_meshbuffer_t *batchelement3s_indexbuffer;
457 int batchelement3s_bufferoffset;
458 int batchskeletalnumtransforms;
459 float *batchskeletaltransform3x4;
460 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
461 int batchskeletaltransform3x4offset;
462 int batchskeletaltransform3x4size;
464 // some important fields from the entity
468 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
469 double shadertime; // r_refdef.scene.time - ent->shadertime
470 // transform matrices to render this entity and effects on this entity
472 matrix4x4_t inversematrix;
473 // scale factors for transforming lengths into/out of entity space
475 float inversematrixscale;
476 // animation blending state from entity
477 frameblend_t frameblend[MAX_FRAMEBLENDS];
478 skeleton_t *skeleton;
479 // view location in model space
480 vec3_t localvieworigin;
481 // polygon offset data for submodels
482 float basepolygonfactor;
483 float basepolygonoffset;
484 // current textures in batching code
486 rtexture_t *lightmaptexture;
487 rtexture_t *deluxemaptexture;
488 // whether lightmapping is active on this batch
489 // (otherwise vertex colored)
490 qboolean uselightmaptexture;
491 // fog plane in model space for direct application to vertices
493 float fogmasktabledistmultiplier;
496 float fogplaneviewdist;
499 // light currently being rendered
500 const rtlight_t *rtlight;
502 // this is the location of the light in entity space
503 vec3_t entitylightorigin;
504 // this transforms entity coordinates to light filter cubemap coordinates
505 // (also often used for other purposes)
506 matrix4x4_t entitytolight;
507 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
508 // of attenuation texturing in full 3D (Z result often ignored)
509 matrix4x4_t entitytoattenuationxyz;
510 // this transforms only the Z to S, and T is always 0.5
511 matrix4x4_t entitytoattenuationz;
513 // user wavefunc parameters (from csqc)
514 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
516 // pointer to an entity_render_t used only by R_GetCurrentTexture and
517 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
519 entity_render_t *entity;
523 extern rsurfacestate_t rsurface;
525 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
527 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
528 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);
529 void RSurf_SetupDepthAndCulling(void);
531 extern int r_textureframe; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
532 texture_t *R_GetCurrentTexture(texture_t *t);
533 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui);
534 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui);
535 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, qboolean ui);
537 #define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
538 #define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
539 #define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
540 #define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
541 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
542 #define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
543 #define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
544 #define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
545 #define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
546 #define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
547 #define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
548 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
549 void RSurf_UploadBuffersForBatch(void);
550 void RSurf_DrawBatch(void);
552 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);
554 typedef enum rsurfacepass_e
557 RSURFPASS_BACKGROUND,
559 RSURFPASS_DEFERREDGEOMETRY
563 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
564 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
565 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
566 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);
567 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
569 typedef struct r_rendertarget_s {
570 // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
572 // textures are this size and type
575 // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
576 textype_t colortextype[4];
577 // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
578 textype_t depthtextype;
579 // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
580 qboolean depthisrenderbuffer;
581 // framebuffer object referencing the textures
583 // there can be up to 4 color targets and 1 depth target, the depthtexture
584 // may be a real texture (readable) or just a renderbuffer (not readable,
585 // but potentially faster)
586 rtexture_t *colortexture[4];
587 rtexture_t *depthtexture;
588 // a rendertarget will not be reused in the same frame (realtime == lastusetime),
589 // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
590 // 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
594 // called each frame after render to delete render targets that have not been used for a while
595 void R_RenderTarget_FreeUnused(qboolean force);
596 // returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
597 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);
599 typedef struct r_waterstate_waterplane_s
601 r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
602 r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
603 r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
605 int materialflags; // combined flags of all water surfaces on this plane
606 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
611 r_waterstate_waterplane_t;
613 typedef struct r_waterstate_s
615 int waterwidth, waterheight;
616 int texturewidth, textureheight;
617 int camerawidth, cameraheight;
619 int maxwaterplanes; // same as MAX_WATERPLANES
621 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
623 float screenscale[2];
624 float screencenter[2];
628 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
633 typedef struct r_framebufferstate_s
635 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
636 int screentexturewidth, screentextureheight; // dimensions of texture
638 // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
639 r_rendertarget_t *rt_screen;
640 r_rendertarget_t *rt_bloom;
642 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
643 float ghosttexcoord2f[8]; // for r_motionblur
645 int bloomwidth, bloomheight;
647 // arrays for rendering the screen passes
648 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
650 r_waterstate_t water;
652 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
653 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
655 // rendertargets (fbo and viewport), these can be reused across frames
656 memexpandablearray_t rendertargets;
658 r_framebufferstate_t;
660 extern r_framebufferstate_t r_fb;
662 extern cvar_t r_viewfbo;
664 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
665 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
666 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
667 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
668 void R_DebugLine(vec3_t start, vec3_t end);
669 extern const float r_screenvertex3f[12];
670 extern cvar_t r_showspriteedges;
671 extern cvar_t r_showparticleedges;
672 extern cvar_t r_shadows;
673 extern cvar_t r_shadows_darken;
674 extern cvar_t r_shadows_drawafterrtlighting;
675 extern cvar_t r_shadows_castfrombmodels;
676 extern cvar_t r_shadows_throwdistance;
677 extern cvar_t r_shadows_throwdirection;
678 extern cvar_t r_shadows_focus;
679 extern cvar_t r_shadows_shadowmapscale;
680 extern cvar_t r_shadows_shadowmapbias;
681 extern cvar_t r_transparent_alphatocoverage;
682 extern cvar_t r_transparent_sortsurfacesbynearest;
683 extern cvar_t r_transparent_useplanardistance;
684 extern cvar_t r_transparent_sortarraysize;
685 extern cvar_t r_transparent_sortmindist;
686 extern cvar_t r_transparent_sortmaxdist;
688 extern qboolean r_shadow_usingdeferredprepass;
689 extern rtexture_t *r_shadow_attenuationgradienttexture;
690 extern rtexture_t *r_shadow_attenuation2dtexture;
691 extern rtexture_t *r_shadow_attenuation3dtexture;
692 extern qboolean r_shadow_usingshadowmap2d;
693 extern qboolean r_shadow_usingshadowmaportho;
694 extern float r_shadow_modelshadowmap_texturescale[4];
695 extern float r_shadow_modelshadowmap_parameters[4];
696 extern float r_shadow_lightshadowmap_texturescale[4];
697 extern float r_shadow_lightshadowmap_parameters[4];
698 extern qboolean r_shadow_shadowmapvsdct;
699 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
700 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
701 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
702 extern matrix4x4_t r_shadow_shadowmapmatrix;
703 extern int r_shadow_prepass_width;
704 extern int r_shadow_prepass_height;
705 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
706 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
707 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
708 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
709 extern int r_shadow_viewfbo;
710 extern rtexture_t *r_shadow_viewdepthtexture;
711 extern rtexture_t *r_shadow_viewcolortexture;
712 extern int r_shadow_viewx;
713 extern int r_shadow_viewy;
714 extern int r_shadow_viewwidth;
715 extern int r_shadow_viewheight;
717 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
718 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
720 void R_Model_Sprite_Draw(entity_render_t *ent);
723 void R_UpdateFog(void);
724 qboolean CL_VM_UpdateView(double frametime);
725 void SCR_DrawConsole(void);
726 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
727 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
728 void R_Shadow_UpdateBounceGridTexture(void);
729 void R_DrawPortals(void);
730 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
731 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
732 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
733 dp_font_t *FindFont(const char *title, qboolean allocate_new);
734 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
736 void Render_Init(void);
738 // these are called by Render_Init
739 void R_Textures_Init(void);
740 void GL_Draw_Init(void);
741 void GL_Main_Init(void);
742 void R_Shadow_Init(void);
743 void R_Sky_Init(void);
744 void GL_Surf_Init(void);
745 void R_Particles_Init(void);
746 void R_Explosion_Init(void);
747 void gl_backend_init(void);
748 void Sbar_Init(void);
749 void R_LightningBeams_Init(void);
750 void Mod_RenderInit(void);
751 void Font_Init(void);
753 qboolean R_CompileShader_CheckStaticParms(void);
754 void R_GLSL_Restart_f(cmd_state_t *cmd);