/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef RENDER_H #define RENDER_H // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters extern unsigned char r_pvsbits[(32768+7)>>3]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs extern unsigned char r_worldleafvisible[32768]; // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces extern unsigned char r_worldsurfacevisible[262144]; // 1.0f / N table extern float ixtable[4096]; // far clip distance for scene extern float r_farclip; // fog stuff extern void FOG_clear(void); extern float fog_density, fog_red, fog_green, fog_blue; // sky stuff extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; extern int skyrendernow, skyrendermasked; extern int R_SetSkyBox(const char *sky); extern void R_SkyStartFrame(void); extern void R_Sky(void); extern void R_ResetSkyBox(void); // SHOWLMP stuff (Nehahra) 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_ambient; extern cvar_t gl_flashblend; // vis stuff extern cvar_t r_novis; extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; extern cvar_t r_waterscroll; extern cvar_t developer_texturelogging; typedef struct rmesh_s { // vertices of this mesh int maxvertices; int numvertices; float *vertex3f; float *svector3f; float *tvector3f; float *normal3f; float *texcoord2f; float *texcoordlightmap2f; float *color4f; // triangles of this mesh int maxtriangles; int numtriangles; int *element3i; int *neighbor3i; // snapping epsilon float epsilon2; } rmesh_t; // 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); #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 //============================================================================= extern int r_framecount; extern mplane_t frustum[5]; typedef struct renderstats_s { int entities; int entities_surfaces; int entities_triangles; int world_leafs; int world_portals; int particles; int meshes; int meshes_elements; int lights; int lights_clears; int lights_scissored; int lights_lighttriangles; int lights_shadowtriangles; int lights_dynamicshadowtriangles; int bloom; int bloom_copypixels; int bloom_drawpixels; } renderstats_t; extern renderstats_t renderstats; // brightness of world lightmaps and related lighting // (often reduced when world rtlights are enabled) extern float r_lightmapintensity; // whether to draw world lights realtime, dlights realtime, and their shadows extern qboolean r_rtworld; extern qboolean r_rtworldshadows; extern qboolean r_rtdlight; extern qboolean r_rtdlightshadows; extern cvar_t r_nearclip; // forces all rendering to draw triangle outlines extern cvar_t r_showtris; extern cvar_t r_showtris_polygonoffset; 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_showdisabledepthtest; extern int r_showtrispass; // // view origin // extern vec3_t r_vieworigin; extern vec3_t r_viewforward; extern vec3_t r_viewleft; extern vec3_t r_viewright; extern vec3_t r_viewup; extern int r_view_x; extern int r_view_y; extern int r_view_z; extern int r_view_width; extern int r_view_height; extern int r_view_depth; extern matrix4x4_t r_view_matrix; extern mleaf_t *r_viewleaf, *r_oldviewleaf; extern qboolean envmap; extern cvar_t r_drawentities; extern cvar_t r_drawviewmodel; extern cvar_t r_speeds; extern cvar_t r_fullbright; extern cvar_t r_wateralpha; extern cvar_t r_dynamic; void R_Init(void); void R_UpdateWorld(void); // needs no r_refdef void R_RenderView(void); // must call R_UpdateWorld and set r_refdef first void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load void R_WorldVisibility(); void R_DrawParticles(void); void R_DrawExplosions(void); #define gl_solid_format 3 #define gl_alpha_format 4 int R_CullBox(const vec3_t mins, const vec3_t maxs); #define FOGTABLEWIDTH 1024 extern vec3_t fogcolor; extern vec_t fogdensity; extern vec_t fogrange; extern vec_t fograngerecip; extern int fogtableindex; extern vec_t fogtabledistmultiplier; extern float fogtable[FOGTABLEWIDTH]; extern qboolean fogenabled; #define VERTEXFOGTABLE(dist) (fogtableindex = (int)((dist) * fogtabledistmultiplier), fogtable[bound(0, fogtableindex, FOGTABLEWIDTH - 1)]) #include "r_modules.h" #include "meshqueue.h" #include "r_lerpanim.h" extern cvar_t r_render; 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 r_glsl_usehalffloat; extern cvar_t r_glsl_surfacenormalize; extern cvar_t r_glsl_deluxemapping; extern cvar_t gl_polyblend; extern cvar_t gl_dither; extern cvar_t r_smoothnormals_areaweighting; #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_black; extern rtexture_t *r_texture_notexture; extern rtexture_t *r_texture_whitecube; extern rtexture_t *r_texture_normalizationcube; extern rtexture_t *r_texture_fogattenuation; extern rtexture_t *r_texture_fogintensity; 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); extern mempool_t *r_main_mempool; extern int rsurface_array_size; extern float *rsurface_array_vertex3f; extern float *rsurface_array_svector3f; extern float *rsurface_array_tvector3f; extern float *rsurface_array_normal3f; extern float *rsurface_array_color4f; extern float *rsurface_array_texcoord3f; 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(entity_render_t *ent, struct texture_s *texture, int texturenumsurfaces, const struct msurface_s **texturesurfacelist, const vec3_t modelorg); void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces); #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_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects #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_SURFACENORMALIZE (1<<11) // (lightsource or deluxemapping) improved bumpmapping #define SHADERPERMUTATION_GEFORCEFX (1<<12) // use half vector types if available (NVIDIA specific) #define SHADERPERMUTATION_COUNT (1<<13) // how many permutations are possible typedef struct r_glsl_permutation_s { // 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_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_OffsetMapping_Scale; int loc_AmbientColor; int loc_DiffuseColor; int loc_SpecularColor; int loc_LightDir; } r_glsl_permutation_t; // information about each possible shader permutation extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; // currently selected permutation r_glsl_permutation_t *r_glsl_permutation; void R_GLSL_CompilePermutation(int permutation); void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting); #endif