mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
-static int r_frame = 0; // used only by R_GetCurrentTexture
+static int r_frame = 0; ///< used only by R_GetCurrentTexture
//
// screen size info
int bloomwidth, bloomheight;
int screentexturewidth, screentextureheight;
- rtexture_t *texture_screen; // also used for motion blur if enabled!
+ rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
int bloomtexturewidth, bloomtextureheight;
rtexture_t *texture_bloom;
r_waterstate_t r_waterstate;
-// shadow volume bsp struct with automatically growing nodes buffer
+/// shadow volume bsp struct with automatically growing nodes buffer
svbsp_t r_svbsp;
rtexture_t *r_texture_blanknormalmap;
char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
-// vertex coordinates for a quad that covers the screen exactly
+/// vertex coordinates for a quad that covers the screen exactly
const static float r_screenvertex3f[12] =
{
0, 0, 0,
typedef enum shaderpermutation_e
{
- SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
- SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
- SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
- SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
- SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
- SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
- SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
- SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
- SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
- SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
- SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
- SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
- SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
- SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
- SHADERPERMUTATION_SATURATION = 1<<14, // user defined postprocessing
- SHADERPERMUTATION_LIMIT = 1<<15, // size of permutations array
- SHADERPERMUTATION_COUNT = 15 // size of shaderpermutationinfo array
+ SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
+ SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
+ SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
+ SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+ SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter
+ SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture
+ SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects
+ SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+ SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+ SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface
+ SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+ SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only)
+ SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing
+ SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing
+ SHADERPERMUTATION_LIMIT = 1<<15, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 15 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;
{"#define USESATURATION\n", " saturation"},
};
-// this enum is multiplied by SHADERPERMUTATION_MODEBASE
+/// this enum is multiplied by SHADERPERMUTATION_MODEBASE
typedef enum shadermode_e
{
- SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
- SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
- SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
- SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
- SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
- SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
- SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
- SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
- SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
- SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
- SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
- SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
+ SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
+ SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
+ SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
+ SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
+ SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
+ SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
+ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
+ SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
+ SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
SHADERMODE_COUNT
}
shadermode_t;
typedef struct r_glsl_permutation_s
{
- // indicates if we have tried compiling this permutation already
+ /// indicates if we have tried compiling this permutation already
qboolean compiled;
- // 0 if compilation failed
+ /// 0 if compilation failed
int program;
- // locations of detected uniforms in program object, or -1 if not found
+ /// locations of detected uniforms in program object, or -1 if not found
int loc_Texture_First;
int loc_Texture_Second;
int loc_Texture_GammaRamps;
int loc_DiffuseColor;
int loc_SpecularColor;
int loc_LightDir;
- int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
- int loc_GammaCoeff; // 1 / gamma
+ int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
+ int loc_GammaCoeff; ///< 1 / gamma
int loc_DistortScaleRefractReflect;
int loc_ScreenScaleRefractReflect;
int loc_ScreenCenterRefractReflect;
}
r_glsl_permutation_t;
-// information about each possible shader permutation
+/// information about each possible shader permutation
r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
-// currently selected permutation
+/// currently selected permutation
r_glsl_permutation_t *r_glsl_permutation;
static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
}
}
-// only used if skyrendermasked, and normally returns false
+/// only used if skyrendermasked, and normally returns false
int R_DrawBrushModelsSky (void)
{
int i, sky;