#include "svbsp.h"
+typedef enum glsl_attrib_e
+{
+ GLSLATTRIB_POSITION = 0,
+ GLSLATTRIB_COLOR = 1,
+ GLSLATTRIB_TEXCOORD0 = 2,
+ GLSLATTRIB_TEXCOORD1 = 3,
+ GLSLATTRIB_TEXCOORD2 = 4,
+ GLSLATTRIB_TEXCOORD3 = 5,
+ GLSLATTRIB_TEXCOORD4 = 6,
+ GLSLATTRIB_TEXCOORD5 = 7,
+ GLSLATTRIB_TEXCOORD6 = 8,
+ GLSLATTRIB_TEXCOORD7 = 9,
+}
+glsl_attrib;
+
+typedef enum shaderlanguage_e
+{
+ SHADERLANGUAGE_GLSL,
+ SHADERLANGUAGE_COUNT
+}
+shaderlanguage_t;
+
+// this enum selects which of the glslshadermodeinfo entries should be used
+typedef enum shadermode_e
+{
+ SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
+ SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
+ SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
+ SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
+ SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
+ SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
+ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
+ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
+ SHADERMODE_LIGHTGRID, ///< (lightmap) use directional pixel shading from lightgrid data (q3bsp)
+ SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
+ SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
+ SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
+ SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
+ SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
+ SHADERMODE_COUNT
+}
+shadermode_t;
+
+typedef enum shaderpermutation_e
+{
+ SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
+ SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
+ SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
+ SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
+ SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
+ SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
+ SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
+ SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
+ SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
+ SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
+ SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
+ SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
+ SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
+ SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+ SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
+ SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+ SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
+ SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+ SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
+ SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+ SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
+ SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
+ SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
+ SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
+ SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
+ SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
+ SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
+ SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
+ SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
+ SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
+ SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
+}
+shaderpermutation_t;
+
// 1.0f / N table
extern float ixtable[4096];
extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
+extern cvar_t r_sky_scissor;
+extern cvar_t r_q3bsp_renderskydepth;
extern int skyrenderlater, skyrendermasked;
+extern int skyscissor[4];
int R_SetSkyBox(const char *sky);
void R_SkyStartFrame(void);
void R_Sky(void);
extern cvar_t r_novis;
extern cvar_t r_trippy;
+extern cvar_t r_fxaa;
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
int maxtriangles;
int numtriangles;
int *element3i;
- int *neighbor3i;
// snapping epsilon
float epsilon2;
}
// useful functions for rendering
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
void R_FillColors(float *out, int verts, float r, float g, float b, float a);
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
extern cvar_t r_showtris;
extern cvar_t r_shownormals;
extern cvar_t r_showlighting;
-extern cvar_t r_showshadowvolumes;
extern cvar_t r_showcollisionbrushes;
extern cvar_t r_showcollisionbrushes_polygonfactor;
extern cvar_t r_showcollisionbrushes_polygonoffset;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
-void R_Init(void);
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
+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
void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
typedef enum r_refdef_scene_type_s {
void R_SkinFrame_PrepareForPurge(void);
void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
+void R_SkinFrame_PurgeSkinFrame(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_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
+skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
+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);
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);
+skinframe_t *R_SkinFrame_LoadNoTexture(void);
+skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
rtexture_t *R_GetCubemap(const char *basename);
void R_View_WorldVisibility(qboolean forcenovis);
-void R_DrawDecals(void);
void R_DrawParticles(void);
void R_DrawExplosions(void);
int R_CullBox(const vec3_t mins, const vec3_t maxs);
int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
+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);
#include "r_modules.h"
/// generate animcache data for all entities marked visible
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_glsl_deluxemapping;
extern cvar_t gl_polyblend;
-extern cvar_t gl_dither;
extern cvar_t cl_deathfade;
unsigned char *modelskeletalweight4ub;
const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
int modelskeletalweight4ub_bufferoffset;
- r_vertexmesh_t *modelvertexmesh;
- const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
- int modelvertexmesh_bufferoffset;
int *modelelement3i;
const r_meshbuffer_t *modelelement3i_indexbuffer;
int modelelement3i_bufferoffset;
int batchnumvertices;
int batchfirsttriangle;
int batchnumtriangles;
- r_vertexmesh_t *batchvertexmesh;
- const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
- int batchvertexmesh_bufferoffset;
float *batchvertex3f;
const r_meshbuffer_t *batchvertex3f_vertexbuffer;
int batchvertex3f_bufferoffset;
const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
int batchskeletaltransform3x4offset;
int batchskeletaltransform3x4size;
- // rendering pass processing arrays in GL11 and GL13 paths
- float *passcolor4f;
- const r_meshbuffer_t *passcolor4f_vertexbuffer;
- int passcolor4f_bufferoffset;
// some important fields from the entity
int ent_skinnum;
// animation blending state from entity
frameblend_t frameblend[MAX_FRAMEBLENDS];
skeleton_t *skeleton;
- // directional model shading state from entity
- vec3_t modellight_ambient;
- vec3_t modellight_diffuse;
- vec3_t modellight_lightdir;
- // 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 localvieworigin;
// polygon offset data for submodels
float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
// 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)
+ // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
+ // also)
entity_render_t *entity;
}
rsurfacestate_t;
void R_HDR_UpdateIrisAdaptation(const vec3_t point);
-void RSurf_ActiveWorldEntity(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);
-
+extern int r_textureframe; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
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);
-
-#define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
-#define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
-#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others
-#define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
-#define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui);
+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);
+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);
+
+#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
+#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
+#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
+#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
+#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
+#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
+#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
+#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
+#define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void RSurf_UploadBuffersForBatch(void);
void RSurf_DrawBatch(void);
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);
}
rsurfacepass_t;
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
+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);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
+typedef struct r_rendertarget_s {
+ // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
+ float texcoord2f[8];
+ // textures are this size and type
+ int texturewidth;
+ int textureheight;
+ // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
+ textype_t colortextype[4];
+ // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
+ textype_t depthtextype;
+ // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
+ qboolean depthisrenderbuffer;
+ // framebuffer object referencing the textures
+ int fbo;
+ // there can be up to 4 color targets and 1 depth target, the depthtexture
+ // may be a real texture (readable) or just a renderbuffer (not readable,
+ // but potentially faster)
+ rtexture_t *colortexture[4];
+ rtexture_t *depthtexture;
+ // a rendertarget will not be reused in the same frame (host.realtime == lastusetime),
+ // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
+ // 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 (host.realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
+ double lastusetime;
+} r_rendertarget_t;
+
+// called each frame after render to delete render targets that have not been used for a while
+void R_RenderTarget_FreeUnused(qboolean force);
+// returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
+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);
+
typedef struct r_waterstate_waterplane_s
{
- rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
- rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
- rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
- int fbo_refraction;
- int fbo_reflection;
- int fbo_camera;
+ r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
+ r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
+ r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
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
int waterwidth, waterheight;
int texturewidth, textureheight;
int camerawidth, cameraheight;
- rtexture_t *depthtexture;
int maxwaterplanes; // same as MAX_WATERPLANES
int numwaterplanes;
typedef struct r_framebufferstate_s
{
textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
- int fbo; // non-zero if r_viewfbo is enabled and working
int screentexturewidth, screentextureheight; // dimensions of texture
- rtexture_t *colortexture; // non-NULL if fbo is non-zero
- rtexture_t *depthtexture; // non-NULL if fbo is non-zero
+ // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
+ r_rendertarget_t *rt_screen;
+ r_rendertarget_t *rt_bloom;
+
rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
- rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
- int bloomfbo[2]; // fbos for rendering into bloomtexture[]
- int bloomindex; // which bloomtexture[] contains the final image
+ float ghosttexcoord2f[8]; // for r_motionblur
int bloomwidth, bloomheight;
- int bloomtexturewidth, bloomtextureheight;
// arrays for rendering the screen passes
- float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
- float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
- r_viewport_t bloomviewport;
-
r_waterstate_t water;
qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
+
+ // rendertargets (fbo and viewport), these can be reused across frames
+ memexpandablearray_t rendertargets;
}
r_framebufferstate_t;
extern cvar_t r_viewfbo;
-void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
-void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+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
+void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_DebugLine(vec3_t start, vec3_t end);
extern const float r_screenvertex3f[12];
+extern cvar_t r_showspriteedges;
+extern cvar_t r_showparticleedges;
extern cvar_t r_shadows;
extern cvar_t r_shadows_darken;
extern cvar_t r_shadows_drawafterrtlighting;
extern cvar_t r_transparent_sortmindist;
extern cvar_t r_transparent_sortmaxdist;
+extern qboolean r_shadow_usingdeferredprepass;
+extern rtexture_t *r_shadow_attenuationgradienttexture;
+extern rtexture_t *r_shadow_attenuation2dtexture;
+extern rtexture_t *r_shadow_attenuation3dtexture;
+extern qboolean r_shadow_usingshadowmap2d;
+extern qboolean r_shadow_usingshadowmaportho;
+extern float r_shadow_modelshadowmap_texturescale[4];
+extern float r_shadow_modelshadowmap_parameters[4];
+extern float r_shadow_lightshadowmap_texturescale[4];
+extern float r_shadow_lightshadowmap_parameters[4];
+extern qboolean r_shadow_shadowmapvsdct;
+extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
+extern rtexture_t *r_shadow_shadowmapvsdcttexture;
+extern matrix4x4_t r_shadow_shadowmapmatrix;
+extern int r_shadow_prepass_width;
+extern int r_shadow_prepass_height;
+extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
+extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
+extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
+extern rtexture_t *r_shadow_prepasslightingspeculartexture;
+extern int r_shadow_viewfbo;
+extern rtexture_t *r_shadow_viewdepthtexture;
+extern rtexture_t *r_shadow_viewcolortexture;
+extern int r_shadow_viewx;
+extern int r_shadow_viewy;
+extern int r_shadow_viewwidth;
+extern int r_shadow_viewheight;
+
+void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
+
void R_Model_Sprite_Draw(entity_render_t *ent);
struct prvm_prog_s;
void R_UpdateFog(void);
-qboolean CL_VM_UpdateView(void);
+qboolean CL_VM_UpdateView(double frametime);
void SCR_DrawConsole(void);
void R_Shadow_EditLights_DrawSelectedLightProperties(void);
void R_DecalSystem_Reset(decalsystem_t *decalsystem);
void R_Shadow_UpdateBounceGridTexture(void);
-void R_DrawLightningBeams(void);
-void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
void R_DrawPortals(void);
-void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
void R_Water_AddWaterPlane(msurface_t *surface, int entno);
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
void Font_Init(void);
qboolean R_CompileShader_CheckStaticParms(void);
-void R_GLSL_Restart_f(void);
+void R_GLSL_Restart_f(cmd_state_t *cmd);
#endif