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 cvar_t r_nearclip;
// forces all rendering to draw triangle outlines
+extern cvar_t r_showoverdraw;
extern cvar_t r_showtris;
extern cvar_t r_shownormals;
extern cvar_t r_showlighting;
// view origin
//
extern cvar_t r_drawentities;
+extern cvar_t r_draw2d;
+extern qboolean r_draw2d_force;
extern cvar_t r_drawviewmodel;
+extern cvar_t r_drawworld;
extern cvar_t r_speeds;
extern cvar_t r_fullbright;
extern cvar_t r_wateralpha;
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_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha);
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, 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);
+rtexture_t *R_GetCubemap(const char *basename);
+
void R_View_WorldVisibility(qboolean forcenovis);
void R_DrawDecals(void);
void R_DrawParticles(void);
#include "meshqueue.h"
+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_FrameData_SetMark(void);
+void R_FrameData_ReturnToMark(void);
+
+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 rtexture_t *r_texture_whitecube;
extern rtexture_t *r_texture_normalizationcube;
extern rtexture_t *r_texture_fogattenuation;
-//extern rtexture_t *r_texture_fogintensity;
+extern rtexture_t *r_texture_fogheighttexture;
-#define R_MAX_OCCLUSION_QUERIES 4096
-extern unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
+extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
extern unsigned int r_numqueries;
extern unsigned int r_maxqueries;
-void R_TimeReport(char *name);
+void R_TimeReport(const 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 struct rsurfacestate_s
{
- // processing buffers
- int array_size;
- float *array_modelvertex3f;
- float *array_modelsvector3f;
- float *array_modeltvector3f;
- float *array_modelnormal3f;
- float *array_deformedvertex3f;
- float *array_deformedsvector3f;
- float *array_deformedtvector3f;
- float *array_deformednormal3f;
- float *array_generatedtexcoordtexture2f;
- float *array_color4f;
- float *array_texcoord3f;
-
// current model array pointers
// these may point to processing buffers if model is animated,
// otherwise they point to static data.
//
// 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;
- int modelvertex3f_bufferobject;
- size_t modelvertex3f_bufferoffset;
- float *modelsvector3f;
- int modelsvector3f_bufferobject;
- size_t modelsvector3f_bufferoffset;
- float *modeltvector3f;
- int modeltvector3f_bufferobject;
- size_t modeltvector3f_bufferoffset;
- float *modelnormal3f;
- int modelnormal3f_bufferobject;
- size_t modelnormal3f_bufferoffset;
- float *modellightmapcolor4f;
- int modellightmapcolor4f_bufferobject;
- size_t modellightmapcolor4f_bufferoffset;
- float *modeltexcoordtexture2f;
- int modeltexcoordtexture2f_bufferobject;
- size_t modeltexcoordtexture2f_bufferoffset;
- float *modeltexcoordlightmap2f;
- int modeltexcoordlightmap2f_bufferobject;
- size_t modeltexcoordlightmap2f_bufferoffset;
- int *modelelement3i;
- unsigned short *modelelement3s;
- int modelelement3i_bufferobject;
- int modelelement3s_bufferobject;
- int *modellightmapoffsets;
- int modelnum_vertices;
- int modelnum_triangles;
- msurface_t *modelsurfaces;
+ qboolean modelgeneratedvertex;
+ float *modelvertex3f;
+ const r_meshbuffer_t *modelvertex3f_vertexbuffer;
+ size_t modelvertex3f_bufferoffset;
+ float *modelsvector3f;
+ const r_meshbuffer_t *modelsvector3f_vertexbuffer;
+ size_t modelsvector3f_bufferoffset;
+ float *modeltvector3f;
+ const r_meshbuffer_t *modeltvector3f_vertexbuffer;
+ size_t modeltvector3f_bufferoffset;
+ float *modelnormal3f;
+ const r_meshbuffer_t *modelnormal3f_vertexbuffer;
+ size_t modelnormal3f_bufferoffset;
+ float *modellightmapcolor4f;
+ const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
+ size_t modellightmapcolor4f_bufferoffset;
+ float *modeltexcoordtexture2f;
+ const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
+ size_t modeltexcoordtexture2f_bufferoffset;
+ float *modeltexcoordlightmap2f;
+ const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
+ size_t modeltexcoordlightmap2f_bufferoffset;
+ r_vertexmesh_t *modelvertexmesh;
+ const r_meshbuffer_t *modelvertexmeshbuffer;
+ const r_meshbuffer_t *modelvertex3fbuffer;
+ int *modelelement3i;
+ const r_meshbuffer_t *modelelement3i_indexbuffer;
+ size_t modelelement3i_bufferoffset;
+ unsigned short *modelelement3s;
+ const r_meshbuffer_t *modelelement3s_indexbuffer;
+ size_t modelelement3s_bufferoffset;
+ int *modellightmapoffsets;
+ int modelnumvertices;
+ int modelnumtriangles;
+ 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
// these usually equal the model* pointers, they only differ if
// deformvertexes is used in a q3 shader, and consequently these can
// change on a per-surface basis (according to rsurface.texture)
- //
- // 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;
- int vertex3f_bufferobject;
- size_t vertex3f_bufferoffset;
- float *svector3f;
- int svector3f_bufferobject;
- size_t svector3f_bufferoffset;
- float *tvector3f;
- int tvector3f_bufferobject;
- size_t tvector3f_bufferoffset;
- float *normal3f;
- int normal3f_bufferobject;
- size_t normal3f_bufferoffset;
- float *lightmapcolor4f;
- int lightmapcolor4f_bufferobject;
- size_t lightmapcolor4f_bufferoffset;
- float *texcoordtexture2f;
- int texcoordtexture2f_bufferobject;
- size_t texcoordtexture2f_bufferoffset;
- float *texcoordlightmap2f;
- int texcoordlightmap2f_bufferobject;
- size_t texcoordlightmap2f_bufferoffset;
+ qboolean batchgeneratedvertex;
+ int batchfirstvertex;
+ int batchnumvertices;
+ int batchfirsttriangle;
+ int batchnumtriangles;
+ r_vertexmesh_t *batchvertexmesh;
+ const r_meshbuffer_t *batchvertexmeshbuffer;
+ const r_meshbuffer_t *batchvertex3fbuffer;
+ float *batchvertex3f;
+ const r_meshbuffer_t *batchvertex3f_vertexbuffer;
+ size_t batchvertex3f_bufferoffset;
+ float *batchsvector3f;
+ const r_meshbuffer_t *batchsvector3f_vertexbuffer;
+ size_t batchsvector3f_bufferoffset;
+ float *batchtvector3f;
+ const r_meshbuffer_t *batchtvector3f_vertexbuffer;
+ size_t batchtvector3f_bufferoffset;
+ float *batchnormal3f;
+ const r_meshbuffer_t *batchnormal3f_vertexbuffer;
+ size_t batchnormal3f_bufferoffset;
+ float *batchlightmapcolor4f;
+ const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
+ size_t batchlightmapcolor4f_bufferoffset;
+ float *batchtexcoordtexture2f;
+ const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
+ size_t batchtexcoordtexture2f_bufferoffset;
+ float *batchtexcoordlightmap2f;
+ const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
+ size_t batchtexcoordlightmap2f_bufferoffset;
+ int *batchelement3i;
+ const r_meshbuffer_t *batchelement3i_indexbuffer;
+ size_t batchelement3i_bufferoffset;
+ unsigned short *batchelement3s;
+ const r_meshbuffer_t *batchelement3s_indexbuffer;
+ size_t batchelement3s_bufferoffset;
+ // rendering pass processing arrays in GL11 and GL13 paths
+ float *passcolor4f;
+ const r_meshbuffer_t *passcolor4f_vertexbuffer;
+ size_t passcolor4f_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[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
+ // current textures in batching code
texture_t *texture;
+ rtexture_t *lightmaptexture;
+ rtexture_t *deluxemaptexture;
// whether lightmapping is active on this batch
// (otherwise vertex colored)
qboolean uselightmaptexture;
+ // 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
const 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
// this is the location of the light in entity space
vec3_t entitylightorigin;
// this transforms only the Z to S, and T is always 0.5
matrix4x4_t entitytoattenuationz;
+ // user wavefunc parameters (from csqc)
+ 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)
extern rsurfacestate_t rsurface;
+void R_HDR_UpdateIrisAdaptation(const vec3_t point);
+
void RSurf_ActiveWorldEntity(void);
-void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+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);
texture_t *R_GetCurrentTexture(texture_t *t);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug);
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug);
+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 RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
-void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
+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_ARRAY_VERTEX (1<< 7) // set up rsurface.batchvertex3f and optionally others
+#define BATCHNEED_ARRAY_NORMAL (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_VECTOR (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_TEXCOORD (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_LIGHTMAP (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_NOGAPS (1<<13) // force vertex copying (no gaps)
+void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+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);
typedef enum rsurfacepass_e
{
RSURFPASS_BASE,
RSURFPASS_BACKGROUND,
- RSURFPASS_RTLIGHT
+ RSURFPASS_RTLIGHT,
+ RSURFPASS_DEFERREDGEOMETRY
}
rsurfacepass_t;
-typedef enum gl20_texunit_e
-{
- // 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,
-}
-gl20_texunit;
-
-void R_SetupGenericShader(qboolean usetexture);
-void R_SetupGenericTwoTextureShader(int texturemode);
-void R_SetupDepthOrShadowShader(void);
-void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
+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, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane);
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_waterstate_waterplane_s
{
rtexture_t *texture_refraction;
rtexture_t *texture_reflection;
+ rtexture_t *texture_camera;
mplane_t plane;
int materialflags; // combined flags of all water surfaces on this plane
- unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
+ unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
qboolean pvsvalid;
+ int camera_entity;
+ vec3_t mins, maxs;
}
r_waterstate_waterplane_t;
-#define MAX_WATERPLANES 16
-
typedef struct r_waterstate_s
{
qboolean enabled;
qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+ qboolean renderingrefraction;
int waterwidth, waterheight;
int texturewidth, textureheight;
+ int camerawidth, cameraheight;
int maxwaterplanes; // same as MAX_WATERPLANES
int numwaterplanes;