X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=render.h;h=8406814a77c194b93826cce65e4082328c4fc933;hb=919a86d4889560df5ac974143239eb9d6bdaeb1a;hp=5f22191d9fed84f7f88564429226af00a8eac945;hpb=544356c7bb6288760533142b8ab402f4d8d966ef;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index 5f22191d..8406814a 100644 --- a/render.h +++ b/render.h @@ -21,6 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef RENDER_H #define RENDER_H +#include "svbsp.h" + // 1.0f / N table extern float ixtable[4096]; @@ -60,6 +62,9 @@ extern cvar_t r_waterscroll; extern cvar_t developer_texturelogging; +// shadow volume bsp struct with automatically growing nodes buffer +extern svbsp_t r_svbsp; + typedef struct rmesh_s { // vertices of this mesh @@ -153,6 +158,8 @@ extern cvar_t gl_dither; extern cvar_t r_smoothnormals_areaweighting; +extern cvar_t r_test; + #include "gl_backend.h" #include "r_light.h" @@ -171,9 +178,6 @@ 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_DrawWorldCrosshair(void); -void R_Draw2DCrosshair(void); - 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, int depthdisable, 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); @@ -241,7 +245,14 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel #define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter #define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) + #define SHADERPERMUTATION_COUNT (1<<11) // how many permutations are possible +#define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 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 { @@ -270,6 +281,8 @@ typedef struct r_glsl_permutation_s 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; @@ -283,7 +296,7 @@ extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; // currently selected permutation extern r_glsl_permutation_t *r_glsl_permutation; -void R_GLSL_CompilePermutation(int permutation); +void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation); int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting); void R_SwitchSurfaceShader(int permutation);