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 gl20_texunit_e
28 // postprocess shaders, and generic shaders:
31 GL20TU_GAMMARAMPS = 2,
32 // standard material properties
37 // material properties for a second material
38 GL20TU_SECONDARY_NORMAL = 4,
39 GL20TU_SECONDARY_COLOR = 5,
40 GL20TU_SECONDARY_GLOSS = 6,
41 GL20TU_SECONDARY_GLOW = 7,
42 // material properties for a colormapped material
43 // conflicts with secondary material
46 // fog fade in the distance
48 // compiled ambient lightmap and deluxemap
50 GL20TU_DELUXEMAP = 10,
51 // refraction, used by water shaders
52 GL20TU_REFRACTION = 3,
53 // reflection, used by water shaders, also with normal material rendering
54 // conflicts with secondary material
55 GL20TU_REFLECTION = 7,
56 // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
57 // conflicts with lightmap/deluxemap
58 GL20TU_ATTENUATION = 9,
60 GL20TU_SHADOWMAP2D = 15,
61 GL20TU_CUBEPROJECTION = 12,
62 // rtlight prepass data (screenspace depth and normalmap)
63 // GL20TU_UNUSED1 = 13,
64 GL20TU_SCREENNORMALMAP = 14,
65 // lightmap prepass data (screenspace diffuse and specular from lights)
66 GL20TU_SCREENDIFFUSE = 11,
67 GL20TU_SCREENSPECULAR = 12,
69 GL20TU_REFLECTMASK = 5,
70 GL20TU_REFLECTCUBE = 6,
71 GL20TU_FOGHEIGHTTEXTURE = 14
75 typedef enum glsl_attrib_e
77 GLSLATTRIB_POSITION = 0,
79 GLSLATTRIB_TEXCOORD0 = 2,
80 GLSLATTRIB_TEXCOORD1 = 3,
81 GLSLATTRIB_TEXCOORD2 = 4,
82 GLSLATTRIB_TEXCOORD3 = 5,
83 GLSLATTRIB_TEXCOORD4 = 6,
84 GLSLATTRIB_TEXCOORD5 = 7,
85 GLSLATTRIB_TEXCOORD6 = 8,
86 GLSLATTRIB_TEXCOORD7 = 9,
90 typedef enum shaderlanguage_e
97 // this enum selects which of the glslshadermodeinfo entries should be used
98 typedef enum shadermode_e
100 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
101 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
102 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
103 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
104 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
105 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
106 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
107 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
108 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
109 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
110 SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
111 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
112 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
113 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
114 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
115 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
116 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
121 typedef enum shaderpermutation_e
123 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
124 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
125 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
126 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
127 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
128 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
129 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
130 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
131 SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis
132 SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only)
133 SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter
134 SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture
135 SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only)
136 SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects
137 SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only)
138 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
139 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
140 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
141 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
142 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
143 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
144 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
145 SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
146 SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
147 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
148 SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
149 SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
150 SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
151 SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
152 SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
153 SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
154 SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
155 SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
160 extern float ixtable[4096];
163 void FOG_clear(void);
167 extern cvar_t r_skyscroll1;
168 extern cvar_t r_skyscroll2;
169 extern cvar_t r_sky_scissor;
170 extern cvar_t r_q3bsp_renderskydepth;
171 extern int skyrenderlater, skyrendermasked;
172 extern int skyscissor[4];
173 int R_SetSkyBox(const char *sky);
174 void R_SkyStartFrame(void);
176 void R_ResetSkyBox(void);
178 // SHOWLMP stuff (Nehahra)
179 void SHOWLMP_decodehide(void);
180 void SHOWLMP_decodeshow(void);
181 void SHOWLMP_drawall(void);
183 // render profiling stuff
184 extern int r_timereport_active;
187 extern cvar_t r_ambient;
188 extern cvar_t gl_flashblend;
191 extern cvar_t r_novis;
193 extern cvar_t r_trippy;
194 extern cvar_t r_fxaa;
196 extern cvar_t r_lerpsprites;
197 extern cvar_t r_lerpmodels;
198 extern cvar_t r_lerplightstyles;
199 extern cvar_t r_waterscroll;
201 extern cvar_t developer_texturelogging;
203 // shadow volume bsp struct with automatically growing nodes buffer
204 extern svbsp_t r_svbsp;
206 typedef struct rmesh_s
208 // vertices of this mesh
216 float *texcoordlightmap2f;
218 // triangles of this mesh
227 // useful functions for rendering
228 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
229 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
230 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
231 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
233 #define TOP_RANGE 16 // soldier uniform colors
234 #define BOTTOM_RANGE 96
236 //=============================================================================
238 extern cvar_t r_nearclip;
240 // forces all rendering to draw triangle outlines
241 extern cvar_t r_showoverdraw;
242 extern cvar_t r_showtris;
243 extern cvar_t r_shownormals;
244 extern cvar_t r_showlighting;
245 extern cvar_t r_showcollisionbrushes;
246 extern cvar_t r_showcollisionbrushes_polygonfactor;
247 extern cvar_t r_showcollisionbrushes_polygonoffset;
248 extern cvar_t r_showdisabledepthtest;
250 extern cvar_t r_drawentities;
251 extern cvar_t r_draw2d;
252 extern qboolean r_draw2d_force;
253 extern cvar_t r_drawviewmodel;
254 extern cvar_t r_drawworld;
255 extern cvar_t r_speeds;
256 extern cvar_t r_fullbright;
257 extern cvar_t r_wateralpha;
258 extern cvar_t r_dynamic;
260 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
261 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
262 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
264 typedef enum r_refdef_scene_type_s {
268 } r_refdef_scene_type_t;
270 void R_SelectScene( r_refdef_scene_type_t scenetype );
271 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
273 void R_SkinFrame_PrepareForPurge(void);
274 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
275 void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe);
276 void R_SkinFrame_Purge(void);
277 // set last to NULL to start from the beginning
278 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
279 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
280 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
281 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
282 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
283 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
284 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);
285 skinframe_t *R_SkinFrame_LoadMissing(void);
286 skinframe_t *R_SkinFrame_LoadNoTexture(void);
287 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
289 rtexture_t *R_GetCubemap(const char *basename);
291 void R_View_WorldVisibility(qboolean forcenovis);
292 void R_DrawDecals(void);
293 void R_DrawParticles(void);
294 void R_DrawExplosions(void);
296 #define gl_solid_format 3
297 #define gl_alpha_format 4
299 int R_CullBox(const vec3_t mins, const vec3_t maxs);
300 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
301 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);
303 #include "r_modules.h"
305 #include "meshqueue.h"
307 /// free all R_FrameData memory
308 void R_FrameData_Reset(void);
309 /// prepare for a new frame, recycles old buffers if a resize occurred previously
310 void R_FrameData_NewFrame(void);
311 /// allocate some temporary memory for your purposes
312 void *R_FrameData_Alloc(size_t size);
313 /// allocate some temporary memory and copy this data into it
314 void *R_FrameData_Store(size_t size, void *data);
315 /// set a marker that allows you to discard the following temporary memory allocations
316 void R_FrameData_SetMark(void);
317 /// discard recent memory allocations (rewind to marker)
318 void R_FrameData_ReturnToMark(void);
320 /// enum of the various types of hardware buffer object used in rendering
321 /// note that the r_buffermegs[] array must be maintained to match this
322 typedef enum r_bufferdata_type_e
324 R_BUFFERDATA_VERTEX, /// vertex buffer
325 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
326 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
327 R_BUFFERDATA_UNIFORM, /// uniform buffer
328 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
332 /// free all dynamic vertex/index/uniform buffers
333 void R_BufferData_Reset(void);
334 /// begin a new frame (recycle old buffers)
335 void R_BufferData_NewFrame(void);
336 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
337 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
339 /// free all R_AnimCache memory
340 void R_AnimCache_Free(void);
341 /// clear the animcache pointers on all known render entities
342 void R_AnimCache_ClearCache(void);
343 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
344 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
345 /// generate animcache data for all entities marked visible
346 void R_AnimCache_CacheVisibleEntities(void);
348 #include "r_lerpanim.h"
350 extern cvar_t r_render;
351 extern cvar_t r_renderview;
352 extern cvar_t r_waterwarp;
354 extern cvar_t r_textureunits;
356 extern cvar_t r_glsl_offsetmapping;
357 extern cvar_t r_glsl_offsetmapping_reliefmapping;
358 extern cvar_t r_glsl_offsetmapping_scale;
359 extern cvar_t r_glsl_offsetmapping_lod;
360 extern cvar_t r_glsl_offsetmapping_lod_distance;
361 extern cvar_t r_glsl_deluxemapping;
363 extern cvar_t gl_polyblend;
364 extern cvar_t gl_dither;
366 extern cvar_t cl_deathfade;
368 extern cvar_t r_smoothnormals_areaweighting;
370 extern cvar_t r_test;
372 #include "gl_backend.h"
374 extern rtexture_t *r_texture_blanknormalmap;
375 extern rtexture_t *r_texture_white;
376 extern rtexture_t *r_texture_grey128;
377 extern rtexture_t *r_texture_black;
378 extern rtexture_t *r_texture_notexture;
379 extern rtexture_t *r_texture_whitecube;
380 extern rtexture_t *r_texture_normalizationcube;
381 extern rtexture_t *r_texture_fogattenuation;
382 extern rtexture_t *r_texture_fogheighttexture;
384 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
385 extern unsigned int r_numqueries;
386 extern unsigned int r_maxqueries;
388 void R_TimeReport(const char *name);
391 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);
393 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
394 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
396 extern mempool_t *r_main_mempool;
398 typedef struct rsurfacestate_s
400 // current model array pointers
401 // these may point to processing buffers if model is animated,
402 // otherwise they point to static data.
403 // these are not directly used for rendering, they are just another level
406 // these either point at array_model* buffers (if the model is animated)
407 // or the model->surfmesh.data_* buffers (if the model is not animated)
409 // these are only set when an entity render begins, they do not change on
410 // a per surface basis.
412 // this indicates the model* arrays are pointed at array_model* buffers
413 // (in other words, the model has been animated in software)
414 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
415 qboolean modelgeneratedvertex;
416 // skeletal animation can be done by entity (animcache) or per batch,
417 // batch may be non-skeletal even if entity is skeletal, indicating that
418 // the dynamicvertex code path had to apply skeletal manually for a case
419 // where gpu-skinning is not possible, for this reason batch has its own
421 int entityskeletalnumtransforms; // how many transforms are used for this mesh
422 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
423 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
424 int entityskeletaltransform3x4offset;
425 int entityskeletaltransform3x4size;
426 float *modelvertex3f;
427 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
428 int modelvertex3f_bufferoffset;
429 float *modelsvector3f;
430 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
431 int modelsvector3f_bufferoffset;
432 float *modeltvector3f;
433 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
434 int modeltvector3f_bufferoffset;
435 float *modelnormal3f;
436 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
437 int modelnormal3f_bufferoffset;
438 float *modellightmapcolor4f;
439 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
440 int modellightmapcolor4f_bufferoffset;
441 float *modeltexcoordtexture2f;
442 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
443 int modeltexcoordtexture2f_bufferoffset;
444 float *modeltexcoordlightmap2f;
445 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
446 int modeltexcoordlightmap2f_bufferoffset;
447 unsigned char *modelskeletalindex4ub;
448 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
449 int modelskeletalindex4ub_bufferoffset;
450 unsigned char *modelskeletalweight4ub;
451 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
452 int modelskeletalweight4ub_bufferoffset;
454 const r_meshbuffer_t *modelelement3i_indexbuffer;
455 int modelelement3i_bufferoffset;
456 unsigned short *modelelement3s;
457 const r_meshbuffer_t *modelelement3s_indexbuffer;
458 int modelelement3s_bufferoffset;
459 int *modellightmapoffsets;
460 int modelnumvertices;
461 int modelnumtriangles;
462 const msurface_t *modelsurfaces;
463 // current rendering array pointers
464 // these may point to any of several different buffers depending on how
465 // much processing was needed to prepare this model for rendering
466 // these usually equal the model* pointers, they only differ if
467 // deformvertexes is used in a q3 shader, and consequently these can
468 // change on a per-surface basis (according to rsurface.texture)
469 qboolean batchgeneratedvertex;
470 qboolean batchmultidraw;
471 int batchmultidrawnumsurfaces;
472 const msurface_t **batchmultidrawsurfacelist;
473 int batchfirstvertex;
474 int batchnumvertices;
475 int batchfirsttriangle;
476 int batchnumtriangles;
477 float *batchvertex3f;
478 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
479 int batchvertex3f_bufferoffset;
480 float *batchsvector3f;
481 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
482 int batchsvector3f_bufferoffset;
483 float *batchtvector3f;
484 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
485 int batchtvector3f_bufferoffset;
486 float *batchnormal3f;
487 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
488 int batchnormal3f_bufferoffset;
489 float *batchlightmapcolor4f;
490 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
491 int batchlightmapcolor4f_bufferoffset;
492 float *batchtexcoordtexture2f;
493 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
494 int batchtexcoordtexture2f_bufferoffset;
495 float *batchtexcoordlightmap2f;
496 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
497 int batchtexcoordlightmap2f_bufferoffset;
498 unsigned char *batchskeletalindex4ub;
499 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
500 int batchskeletalindex4ub_bufferoffset;
501 unsigned char *batchskeletalweight4ub;
502 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
503 int batchskeletalweight4ub_bufferoffset;
505 const r_meshbuffer_t *batchelement3i_indexbuffer;
506 int batchelement3i_bufferoffset;
507 unsigned short *batchelement3s;
508 const r_meshbuffer_t *batchelement3s_indexbuffer;
509 int batchelement3s_bufferoffset;
510 int batchskeletalnumtransforms;
511 float *batchskeletaltransform3x4;
512 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
513 int batchskeletaltransform3x4offset;
514 int batchskeletaltransform3x4size;
516 // some important fields from the entity
520 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
521 double shadertime; // r_refdef.scene.time - ent->shadertime
522 // transform matrices to render this entity and effects on this entity
524 matrix4x4_t inversematrix;
525 // scale factors for transforming lengths into/out of entity space
527 float inversematrixscale;
528 // animation blending state from entity
529 frameblend_t frameblend[MAX_FRAMEBLENDS];
530 skeleton_t *skeleton;
531 // view location in model space
532 vec3_t localvieworigin;
533 // polygon offset data for submodels
534 float basepolygonfactor;
535 float basepolygonoffset;
536 // current textures in batching code
538 rtexture_t *lightmaptexture;
539 rtexture_t *deluxemaptexture;
540 // whether lightmapping is active on this batch
541 // (otherwise vertex colored)
542 qboolean uselightmaptexture;
543 // fog plane in model space for direct application to vertices
545 float fogmasktabledistmultiplier;
548 float fogplaneviewdist;
551 // light currently being rendered
552 const rtlight_t *rtlight;
554 // this is the location of the light in entity space
555 vec3_t entitylightorigin;
556 // this transforms entity coordinates to light filter cubemap coordinates
557 // (also often used for other purposes)
558 matrix4x4_t entitytolight;
559 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
560 // of attenuation texturing in full 3D (Z result often ignored)
561 matrix4x4_t entitytoattenuationxyz;
562 // this transforms only the Z to S, and T is always 0.5
563 matrix4x4_t entitytoattenuationz;
565 // user wavefunc parameters (from csqc)
566 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
568 // pointer to an entity_render_t used only by R_GetCurrentTexture and
569 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
571 entity_render_t *entity;
575 extern rsurfacestate_t rsurface;
577 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
579 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
580 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);
581 void RSurf_SetupDepthAndCulling(void);
583 texture_t *R_GetCurrentTexture(texture_t *t);
584 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
585 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
586 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);
588 #define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
589 #define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
590 #define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
591 #define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
592 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
593 #define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
594 #define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
595 #define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
596 #define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
597 #define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
598 #define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
599 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
600 void RSurf_DrawBatch(void);
602 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);
604 typedef enum rsurfacepass_e
607 RSURFPASS_BACKGROUND,
609 RSURFPASS_DEFERREDGEOMETRY
613 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
614 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
615 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
616 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);
617 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
619 typedef struct r_rendertarget_s {
620 // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
622 // textures are this size and type
625 // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
626 textype_t colortextype[4];
627 // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
628 textype_t depthtextype;
629 // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
630 qboolean depthisrenderbuffer;
631 // framebuffer object referencing the textures
633 // there can be up to 4 color targets and 1 depth target, the depthtexture
634 // may be a real texture (readable) or just a renderbuffer (not readable,
635 // but potentially faster)
636 rtexture_t *colortexture[4];
637 rtexture_t *depthtexture;
638 // a rendertarget will not be reused in the same frame (realtime == lastusetime),
639 // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
640 // 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
644 // called each frame after render to delete render targets that have not been used for a while
645 void R_RenderTarget_FreeUnused(qboolean force);
646 // returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
647 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);
649 typedef struct r_waterstate_waterplane_s
651 r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
652 r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
653 r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
655 int materialflags; // combined flags of all water surfaces on this plane
656 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
661 r_waterstate_waterplane_t;
663 typedef struct r_waterstate_s
665 int waterwidth, waterheight;
666 int texturewidth, textureheight;
667 int camerawidth, cameraheight;
669 int maxwaterplanes; // same as MAX_WATERPLANES
671 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
673 float screenscale[2];
674 float screencenter[2];
678 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
683 typedef struct r_framebufferstate_s
685 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
686 int screentexturewidth, screentextureheight; // dimensions of texture
688 // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
689 r_rendertarget_t *rt_screen;
690 r_rendertarget_t *rt_bloom;
692 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
693 float ghosttexcoord2f[8]; // for r_motionblur
695 int bloomwidth, bloomheight;
697 // arrays for rendering the screen passes
698 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
700 r_waterstate_t water;
702 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
703 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
705 // rendertargets (fbo and viewport), these can be reused across frames
706 memexpandablearray_t rendertargets;
708 r_framebufferstate_t;
710 extern r_framebufferstate_t r_fb;
712 extern cvar_t r_viewfbo;
714 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
715 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
716 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
717 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
718 void R_DebugLine(vec3_t start, vec3_t end);
719 extern const float r_screenvertex3f[12];
720 extern cvar_t r_showspriteedges;
721 extern cvar_t r_showparticleedges;
722 extern cvar_t r_shadows;
723 extern cvar_t r_shadows_darken;
724 extern cvar_t r_shadows_drawafterrtlighting;
725 extern cvar_t r_shadows_castfrombmodels;
726 extern cvar_t r_shadows_throwdistance;
727 extern cvar_t r_shadows_throwdirection;
728 extern cvar_t r_shadows_focus;
729 extern cvar_t r_shadows_shadowmapscale;
730 extern cvar_t r_shadows_shadowmapbias;
731 extern cvar_t r_transparent_alphatocoverage;
732 extern cvar_t r_transparent_sortsurfacesbynearest;
733 extern cvar_t r_transparent_useplanardistance;
734 extern cvar_t r_transparent_sortarraysize;
735 extern cvar_t r_transparent_sortmindist;
736 extern cvar_t r_transparent_sortmaxdist;
738 extern qboolean r_shadow_usingdeferredprepass;
739 extern rtexture_t *r_shadow_attenuationgradienttexture;
740 extern rtexture_t *r_shadow_attenuation2dtexture;
741 extern rtexture_t *r_shadow_attenuation3dtexture;
742 extern qboolean r_shadow_usingshadowmap2d;
743 extern qboolean r_shadow_usingshadowmaportho;
744 extern float r_shadow_modelshadowmap_texturescale[4];
745 extern float r_shadow_modelshadowmap_parameters[4];
746 extern float r_shadow_lightshadowmap_texturescale[4];
747 extern float r_shadow_lightshadowmap_parameters[4];
748 extern qboolean r_shadow_shadowmapvsdct;
749 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
750 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
751 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
752 extern matrix4x4_t r_shadow_shadowmapmatrix;
753 extern int r_shadow_prepass_width;
754 extern int r_shadow_prepass_height;
755 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
756 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
757 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
758 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
759 extern int r_shadow_viewfbo;
760 extern rtexture_t *r_shadow_viewdepthtexture;
761 extern rtexture_t *r_shadow_viewcolortexture;
762 extern int r_shadow_viewx;
763 extern int r_shadow_viewy;
764 extern int r_shadow_viewwidth;
765 extern int r_shadow_viewheight;
767 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
768 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
770 void R_Model_Sprite_Draw(entity_render_t *ent);
773 void R_UpdateFog(void);
774 qboolean CL_VM_UpdateView(double frametime);
775 void SCR_DrawConsole(void);
776 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
777 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
778 void R_Shadow_UpdateBounceGridTexture(void);
779 void R_DrawPortals(void);
780 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
781 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
782 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
783 dp_font_t *FindFont(const char *title, qboolean allocate_new);
784 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
786 void Render_Init(void);
788 // these are called by Render_Init
789 void R_Textures_Init(void);
790 void GL_Draw_Init(void);
791 void GL_Main_Init(void);
792 void R_Shadow_Init(void);
793 void R_Sky_Init(void);
794 void GL_Surf_Init(void);
795 void R_Particles_Init(void);
796 void R_Explosion_Init(void);
797 void gl_backend_init(void);
798 void Sbar_Init(void);
799 void R_LightningBeams_Init(void);
800 void Mod_RenderInit(void);
801 void Font_Init(void);
803 qboolean R_CompileShader_CheckStaticParms(void);
804 void R_GLSL_Restart_f(void);