extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
-extern int skyrendernow, skyrendermasked;
+extern int skyrenderlater, skyrendermasked;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
extern void SHOWLMP_decodehide(void);
extern void SHOWLMP_decodeshow(void);
extern void SHOWLMP_drawall(void);
-extern void SHOWLMP_clear(void);
// render profiling stuff
-extern char r_speeds_string[1024];
extern int r_timereport_active;
// lighting stuff
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
+extern cvar_t r_lerplightstyles;
extern cvar_t r_waterscroll;
extern cvar_t developer_texturelogging;
void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
+typedef enum r_refdef_scene_type_s {
+ RST_CLIENT,
+ RST_MENU,
+ RST_COUNT
+} r_refdef_scene_type_t;
-void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
+void R_SelectScene( r_refdef_scene_type_t scenetype );
+r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
void R_SkinFrame_PrepareForPurge(void);
void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
void R_SkinFrame_Purge(void);
+// set last to NULL to start from the beginning
+skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
-skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
skinframe_t *R_SkinFrame_LoadMissing(void);
-void R_View_WorldVisibility();
+void R_View_WorldVisibility(qboolean forcenovis);
+void R_DrawDecals(void);
void R_DrawParticles(void);
void R_DrawExplosions(void);
#include "meshqueue.h"
+extern qboolean r_framedata_failed;
+void R_FrameData_Reset(void);
+void R_FrameData_NewFrame(void);
+void *R_FrameData_Alloc(size_t size);
+void *R_FrameData_Store(size_t size, void *data);
+
+void R_AnimCache_Free(void);
+void R_AnimCache_ClearCache(void);
+qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+void R_AnimCache_CacheVisibleEntities(void);
+
#include "r_lerpanim.h"
extern cvar_t r_render;
+extern cvar_t r_renderview;
extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
-extern cvar_t r_glsl;
+
extern cvar_t r_glsl_offsetmapping;
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_glsl_offsetmapping_scale;
extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
+extern cvar_t cl_deathfade;
+
extern cvar_t r_smoothnormals_areaweighting;
extern cvar_t r_test;
#include "gl_backend.h"
-#include "r_light.h"
-
extern rtexture_t *r_texture_blanknormalmap;
extern rtexture_t *r_texture_white;
+extern rtexture_t *r_texture_grey128;
extern rtexture_t *r_texture_black;
extern rtexture_t *r_texture_notexture;
extern rtexture_t *r_texture_whitecube;
extern rtexture_t *r_texture_fogattenuation;
//extern rtexture_t *r_texture_fogintensity;
+extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
+extern unsigned int r_numqueries;
+extern unsigned int r_maxqueries;
+
void R_TimeReport(char *name);
// r_stain
void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, 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);
+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);
extern mempool_t *r_main_mempool;
-typedef enum rsurfmode_e
-{
- RSURFMODE_NONE,
- RSURFMODE_SHOWSURFACES,
- RSURFMODE_SKY,
- RSURFMODE_MULTIPASS,
- RSURFMODE_GLSL
-}
-rsurfmode_t;
-
typedef struct rsurfacestate_s
{
// processing buffers
float *array_deformedsvector3f;
float *array_deformedtvector3f;
float *array_deformednormal3f;
+ float *array_generatedtexcoordtexture2f;
float *array_color4f;
float *array_texcoord3f;
// this indicates the model* arrays are pointed at array_model* buffers
// (in other words, the model has been animated in software)
qboolean generatedvertex;
- float *modelvertex3f;
+ const float *modelvertex3f;
int modelvertex3f_bufferobject;
size_t modelvertex3f_bufferoffset;
- float *modelsvector3f;
+ const float *modelsvector3f;
int modelsvector3f_bufferobject;
size_t modelsvector3f_bufferoffset;
- float *modeltvector3f;
+ const float *modeltvector3f;
int modeltvector3f_bufferobject;
size_t modeltvector3f_bufferoffset;
- float *modelnormal3f;
+ const float *modelnormal3f;
int modelnormal3f_bufferobject;
size_t modelnormal3f_bufferoffset;
- float *modellightmapcolor4f;
+ const float *modellightmapcolor4f;
int modellightmapcolor4f_bufferobject;
size_t modellightmapcolor4f_bufferoffset;
- float *modeltexcoordtexture2f;
+ const float *modeltexcoordtexture2f;
int modeltexcoordtexture2f_bufferobject;
size_t modeltexcoordtexture2f_bufferoffset;
- float *modeltexcoordlightmap2f;
+ const float *modeltexcoordlightmap2f;
int modeltexcoordlightmap2f_bufferobject;
size_t modeltexcoordlightmap2f_bufferoffset;
- int *modelelement3i;
+ const int *modelelement3i;
+ const unsigned short *modelelement3s;
int modelelement3i_bufferobject;
- int *modelneighbor3i;
- int *modellightmapoffsets;
+ int modelelement3s_bufferobject;
+ const int *modellightmapoffsets;
int modelnum_vertices;
int modelnum_triangles;
- msurface_t *modelsurfaces;
+ const msurface_t *modelsurfaces;
// current rendering array pointers
// these may point to any of several different buffers depending on how
// much processing was needed to prepare this model for rendering
// the exception is the color array which is often generated based on
// colormod, alpha fading, and fogging, it may also come from q3bsp vertex
// lighting of certain surfaces
- float *vertex3f;
+ const float *vertex3f;
int vertex3f_bufferobject;
size_t vertex3f_bufferoffset;
- float *svector3f;
+ const float *svector3f;
int svector3f_bufferobject;
size_t svector3f_bufferoffset;
- float *tvector3f;
+ const float *tvector3f;
int tvector3f_bufferobject;
size_t tvector3f_bufferoffset;
- float *normal3f;
+ const float *normal3f;
int normal3f_bufferobject;
size_t normal3f_bufferoffset;
- float *lightmapcolor4f;
+ const float *lightmapcolor4f;
int lightmapcolor4f_bufferobject;
size_t lightmapcolor4f_bufferoffset;
+ const float *texcoordtexture2f;
+ int texcoordtexture2f_bufferobject;
+ size_t texcoordtexture2f_bufferoffset;
+ const float *texcoordlightmap2f;
+ int texcoordlightmap2f_bufferobject;
+ size_t texcoordlightmap2f_bufferoffset;
+ // some important fields from the entity
+ int ent_skinnum;
+ int ent_qwskin;
+ int ent_flags;
+ float ent_shadertime;
+ int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
// transform matrices to render this entity and effects on this entity
matrix4x4_t matrix;
matrix4x4_t inversematrix;
+ // scale factors for transforming lengths into/out of entity space
+ float matrixscale;
+ float inversematrixscale;
// animation blending state from entity
- frameblend_t frameblend[4];
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ skeleton_t *skeleton;
// directional model shading state from entity
vec3_t modellight_ambient;
vec3_t modellight_diffuse;
// colormapping state from entity (these are black if colormapping is off)
vec3_t colormap_pantscolor;
vec3_t colormap_shirtcolor;
+ // special coloring of ambient/diffuse textures (gloss not affected)
+ // colormod[3] is the alpha of the entity
+ float colormod[4];
+ // special coloring of glow textures
+ float glowmod[3];
// view location in model space
- vec3_t modelorg; // TODO: rename this
+ vec3_t localvieworigin;
+ // polygon offset data for submodels
+ float basepolygonfactor;
+ float basepolygonoffset;
// current texture in batching code
texture_t *texture;
// whether lightmapping is active on this batch
// (otherwise vertex colored)
qboolean uselightmaptexture;
- // one of the RSURFMODE_ values
- rsurfmode_t mode;
- // type of vertex lighting being used on this batch
- int lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
+ // fog plane in model space for direct application to vertices
+ float fograngerecip;
+ float fogmasktabledistmultiplier;
+ float fogplane[4];
+ float fogheightfade;
+ float fogplaneviewdist;
// rtlight rendering
// light currently being rendered
- rtlight_t *rtlight;
- // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
- vec3_t rtlight_cullmins;
- vec3_t rtlight_cullmaxs;
- // current light's culling planes
- int rtlight_numfrustumplanes;
- mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
+ const rtlight_t *rtlight;
// this is the location of the light in entity space
vec3_t entitylightorigin;
matrix4x4_t entitytoattenuationxyz;
// this transforms only the Z to S, and T is always 0.5
matrix4x4_t entitytoattenuationz;
+
+ // pointer to an entity_render_t used only by R_GetCurrentTexture and
+ // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
+ // each frame (see r_frame also)
+ entity_render_t *entity;
}
rsurfacestate_t;
extern rsurfacestate_t rsurface;
void RSurf_ActiveWorldEntity(void);
-void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
-void RSurf_CleanUp(void);
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
+void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents);
+void RSurf_SetupDepthAndCulling(void);
void R_Mesh_ResizeArrays(int newvertices);
-struct entity_render_s;
-struct texture_s;
-struct msurface_s;
-void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
-void R_UpdateAllTextureInfo(entity_render_t *ent);
-void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
-
-void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
-void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
-
-#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
-#define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode
-#define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin
-#define SHADERPERMUTATION_DIFFUSE (1<<7) // (lightsource) whether to use directional shading
-#define SHADERPERMUTATION_SPECULAR (1<<8) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<9) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<10) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<11) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-
-#define SHADERPERMUTATION_MAX (1<<12) // how many permutations are possible
-#define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 1) // mask of valid indexing bits for r_glsl_permutations[] array
-
-// these are additional flags used only by R_GLSL_CompilePermutation
-#define SHADERPERMUTATION_USES_VERTEXSHADER (1<<29)
-#define SHADERPERMUTATION_USES_GEOMETRYSHADER (1<<30)
-#define SHADERPERMUTATION_USES_FRAGMENTSHADER (1<<31)
-
-typedef struct r_glsl_permutation_s
+texture_t *R_GetCurrentTexture(texture_t *t);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
+void R_AddWaterPlanes(entity_render_t *ent);
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
+void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
+
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist);
+
+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);
+
+typedef enum rsurfacepass_e
+{
+ RSURFPASS_BASE,
+ RSURFPASS_BACKGROUND,
+ RSURFPASS_RTLIGHT,
+ RSURFPASS_DEFERREDGEOMETRY,
+}
+rsurfacepass_t;
+
+typedef enum gl20_texunit_e
{
- // indicates if we have tried compiling this permutation already
- qboolean compiled;
- // 0 if compilation failed
- int program;
- int loc_Texture_Normal;
- int loc_Texture_Color;
- int loc_Texture_Gloss;
- int loc_Texture_Cube;
- int loc_Texture_Attenuation;
- int loc_Texture_FogMask;
- int loc_Texture_Pants;
- int loc_Texture_Shirt;
- int loc_Texture_Lightmap;
- int loc_Texture_Deluxemap;
- int loc_Texture_Glow;
- int loc_FogColor;
- int loc_LightPosition;
- int loc_EyePosition;
- int loc_LightColor;
- int loc_Color_Pants;
- int loc_Color_Shirt;
- int loc_FogRangeRecip;
- int loc_AmbientScale;
- int loc_DiffuseScale;
- int loc_SpecularScale;
- int loc_SpecularPower;
- int loc_GlowScale;
- int loc_SceneBrightness;
- int loc_OffsetMapping_Scale;
- int loc_AmbientColor;
- int loc_DiffuseColor;
- int loc_SpecularColor;
- int loc_LightDir;
+ // postprocess shaders, and generic shaders:
+ GL20TU_FIRST = 0,
+ GL20TU_SECOND = 1,
+ GL20TU_GAMMARAMPS = 2,
+ // standard material properties
+ GL20TU_NORMAL = 0,
+ GL20TU_COLOR = 1,
+ GL20TU_GLOSS = 2,
+ GL20TU_GLOW = 3,
+ // material properties for a second material
+ GL20TU_SECONDARY_NORMAL = 4,
+ GL20TU_SECONDARY_COLOR = 5,
+ GL20TU_SECONDARY_GLOSS = 6,
+ GL20TU_SECONDARY_GLOW = 7,
+ // material properties for a colormapped material
+ // conflicts with secondary material
+ GL20TU_PANTS = 4,
+ GL20TU_SHIRT = 5,
+ // fog fade in the distance
+ GL20TU_FOGMASK = 8,
+ // compiled ambient lightmap and deluxemap
+ GL20TU_LIGHTMAP = 9,
+ GL20TU_DELUXEMAP = 10,
+ // refraction, used by water shaders
+ GL20TU_REFRACTION = 3,
+ // reflection, used by water shaders, also with normal material rendering
+ // conflicts with secondary material
+ GL20TU_REFLECTION = 7,
+ // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
+ // conflicts with lightmap/deluxemap
+ GL20TU_ATTENUATION = 9,
+ GL20TU_CUBE = 10,
+ GL20TU_SHADOWMAPRECT = 11,
+ GL20TU_SHADOWMAPCUBE = 11,
+ GL20TU_SHADOWMAP2D = 11,
+ GL20TU_CUBEPROJECTION = 12,
+ // rtlight prepass data (screenspace depth and normalmap)
+ GL20TU_SCREENDEPTH = 13,
+ GL20TU_SCREENNORMALMAP = 14,
+ // lightmap prepass data (screenspace diffuse and specular from lights)
+ GL20TU_SCREENDIFFUSE = 11,
+ GL20TU_SCREENSPECULAR = 12,
}
-r_glsl_permutation_t;
+gl20_texunit;
+
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
+void R_SetupShader_DepthOrShadow(void);
+void R_SetupShader_ShowDepth(void);
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
-// information about each possible shader permutation
-extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
-// currently selected permutation
-extern r_glsl_permutation_t *r_glsl_permutation;
+typedef struct r_waterstate_waterplane_s
+{
+ rtexture_t *texture_refraction;
+ rtexture_t *texture_reflection;
+ mplane_t plane;
+ int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
+ qboolean pvsvalid;
+}
+r_waterstate_waterplane_t;
+
+typedef struct r_waterstate_s
+{
+ qboolean enabled;
+
+ qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+
+ int waterwidth, waterheight;
+ int texturewidth, textureheight;
+
+ int maxwaterplanes; // same as MAX_WATERPLANES
+ int numwaterplanes;
+ r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
+
+ float screenscale[2];
+ float screencenter[2];
+}
+r_waterstate_t;
-void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale);
-void R_SwitchSurfaceShader(int permutation);
+extern r_waterstate_t r_waterstate;
#endif