/* 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 #include "svbsp.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; // shadow volume bsp struct with automatically growing nodes buffer extern svbsp_t r_svbsp; 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_SkinFrame_PrepareForPurge(void); void R_SkinFrame_MarkUsed(skinframe_t *skinframe); void R_SkinFrame_Purge(void); 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_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette); skinframe_t *R_SkinFrame_LoadMissing(void); 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); int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes); #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; extern cvar_t r_test; #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_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); extern mempool_t *r_main_mempool; typedef enum rsurfmode_e { RSURFMODE_NONE, RSURFMODE_SHOWSURFACES, RSURFMODE_SKY, RSURFMODE_MULTIPASS, RSURFMODE_GLSL } rsurfmode_t; 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. // these are not directly used for rendering, they are just another level // of processing // // these either point at array_model* buffers (if the model is animated) // or the model->surfmesh.data_* buffers (if the model is not animated) // // these are only set when an entity render begins, they do not change on // a per surface basis. // // 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; int modelelement3i_bufferobject; int *modellightmapoffsets; int modelnum_vertices; int modelnum_triangles; 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; // transform matrices to render this entity and effects on this entity matrix4x4_t matrix; matrix4x4_t inversematrix; // animation blending state from entity frameblend_t frameblend[4]; // directional model shading state from entity vec3_t modellight_ambient; vec3_t modellight_diffuse; vec3_t modellight_lightdir; // colormapping state from entity (these are black if colormapping is off) vec3_t colormap_pantscolor; vec3_t colormap_shirtcolor; // view location in model space vec3_t modelorg; // TODO: rename this // current texture in batching code texture_t *texture; // whether lightmapping is active on this batch // (otherwise vertex colored) qboolean uselightmaptexture; // one of the RSURFMODE_ values rsurfmode_t mode; // type of vertex lighting being used on this batch int lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model // rtlight rendering // light currently being rendered 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 entity coordinates to light filter cubemap coordinates // (also often used for other purposes) matrix4x4_t entitytolight; // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes // of attenuation texturing in full 3D (Z result often ignored) matrix4x4_t entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 matrix4x4_t entitytoattenuationz; } rsurfacestate_t; extern rsurfacestate_t rsurface; void RSurf_ActiveWorldEntity(void); void RSurf_ActiveModelEntity(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_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly); void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly); 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_DIFFUSE (1<<7) // (lightsource) whether to use directional shading #define SHADERPERMUTATION_CONTRASTBOOST (1<<8) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) #define SHADERPERMUTATION_SPECULAR (1<<9) // (lightsource or deluxemapping) render specular effects #define SHADERPERMUTATION_CUBEFILTER (1<<10) // (lightsource) use cubemap light filter #define SHADERPERMUTATION_OFFSETMAPPING (1<<11) // adjust texcoords to roughly simulate a displacement mapped surface #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<12) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) #define SHADERPERMUTATION_MAX (1<<13) // how many permutations are possible #define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 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 { // 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_Attenuation; 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_GlowScale; int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost int loc_OffsetMapping_Scale; int loc_AmbientColor; int loc_DiffuseColor; int loc_SpecularColor; int loc_LightDir; int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost } r_glsl_permutation_t; // information about each possible shader permutation extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX]; // currently selected permutation extern r_glsl_permutation_t *r_glsl_permutation; void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation); int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale); void R_SwitchSurfaceShader(int permutation); #endif