/* 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 // 1.0f / N table extern float ixtable[4096]; // fog stuff extern void FOG_clear(void); // 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 cvar_t r_nearclip; // forces all rendering to draw triangle outlines 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_showdisabledepthtest; // // view origin // 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_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_InitSky (unsigned char *src, int bytesperpixel); // called at level load void R_View_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); #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_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_modelvertex3f; extern float *rsurface_array_modelsvector3f; extern float *rsurface_array_modeltvector3f; extern float *rsurface_array_modelnormal3f; extern float *rsurface_array_deformedvertex3f; extern float *rsurface_array_deformedsvector3f; extern float *rsurface_array_deformedtvector3f; extern float *rsurface_array_deformednormal3f; extern float *rsurface_array_color4f; extern float *rsurface_array_texcoord3f; typedef enum rsurfmode_e { RSURFMODE_NONE, RSURFMODE_SHOWSURFACES, RSURFMODE_SKY, RSURFMODE_MULTIPASS, RSURFMODE_GLSL } rsurfmode_t; extern float *rsurface_vertex3f; extern float *rsurface_svector3f; extern float *rsurface_tvector3f; extern float *rsurface_normal3f; extern float *rsurface_lightmapcolor4f; extern vec3_t rsurface_modelorg; extern qboolean rsurface_generatedvertex; extern const entity_render_t *rsurface_entity; extern const model_t *rsurface_model; extern texture_t *rsurface_texture; extern rtexture_t *rsurface_lightmaptexture; extern rsurfmode_t rsurface_mode; void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents); void RSurf_CleanUp(void); 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(int texturenumsurfaces, msurface_t **texturesurfacelist); void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces); void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist); #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_COUNT (1<<11) // 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 extern r_glsl_permutation_t *r_glsl_permutation; void R_GLSL_CompilePermutation(int permutation); int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting); void R_SwitchSurfaceShader(int permutation); #endif