]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - render.h
implemented use of GL_ARB_uniform_buffer_object for r_glsl_skeletal
[xonotic/darkplaces.git] / render.h
index 998739fbeeaa2f808f93fb1f129fa26a93827948..3fbdcde1003da50ccdd872a445aa8e8035cc701a 100644 (file)
--- a/render.h
+++ b/render.h
@@ -166,16 +166,45 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 #include "meshqueue.h"
 
+/// free all R_FrameData memory
 void R_FrameData_Reset(void);
+/// prepare for a new frame, recycles old buffers if a resize occurred previously
 void R_FrameData_NewFrame(void);
+/// allocate some temporary memory for your purposes
 void *R_FrameData_Alloc(size_t size);
+/// allocate some temporary memory and copy this data into it
 void *R_FrameData_Store(size_t size, void *data);
+/// set a marker that allows you to discard the following temporary memory allocations
 void R_FrameData_SetMark(void);
+/// discard recent memory allocations (rewind to marker)
 void R_FrameData_ReturnToMark(void);
 
+/// enum of the various types of hardware buffer object used in rendering
+/// note that the r_bufferdatasize[] array must be maintained to match this
+typedef enum r_bufferdata_type_e
+{
+       R_BUFFERDATA_VERTEX, /// vertex buffer
+       R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
+       R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
+       R_BUFFERDATA_UNIFORM, /// uniform buffer
+       R_BUFFERDATA_COUNT /// how many kinds of buffer we have
+}
+r_bufferdata_type_t;
+
+/// free all dynamic vertex/index/uniform buffers
+void R_BufferData_Reset(void);
+/// begin a new frame (recycle old buffers)
+void R_BufferData_NewFrame(void);
+/// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, if allowfail is true it may return NULL if the growth limit has been reached, false will cause it to allocate additional memory despite this (warning: may run out of memory)
+r_meshbuffer_t *R_BufferData_Store(size_t size, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail);
+
+/// free all R_AnimCache memory
 void R_AnimCache_Free(void);
+/// clear the animcache pointers on all known render entities
 void R_AnimCache_ClearCache(void);
+/// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+/// generate animcache data for all entities marked visible
 void R_AnimCache_CacheVisibleEntities(void);
 
 #include "r_lerpanim.h"
@@ -246,6 +275,16 @@ typedef struct rsurfacestate_s
        // (in other words, the model has been animated in software)
        qboolean                    forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
        qboolean                    modelgeneratedvertex;
+       // skeletal animation can be done by entity (animcache) or per batch,
+       // batch may be non-skeletal even if entity is skeletal, indicating that
+       // the dynamicvertex code path had to apply skeletal manually for a case
+       // where gpu-skinning is not possible, for this reason batch has its own
+       // variables
+       int                         entityskeletalnumtransforms; // how many transforms are used for this mesh
+       float                      *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
+       const r_meshbuffer_t       *entityskeletaltransform3x4buffer; // uniform buffer
+       int                         entityskeletaltransform3x4offset;
+       int                         entityskeletaltransform3x4size;
        float                      *modelvertex3f;
        const r_meshbuffer_t       *modelvertex3f_vertexbuffer;
        size_t                      modelvertex3f_bufferoffset;
@@ -267,6 +306,12 @@ typedef struct rsurfacestate_s
        float                      *modeltexcoordlightmap2f;
        const r_meshbuffer_t       *modeltexcoordlightmap2f_vertexbuffer;
        size_t                      modeltexcoordlightmap2f_bufferoffset;
+       unsigned char              *modelskeletalindex4ub;
+       const r_meshbuffer_t       *modelskeletalindex4ub_vertexbuffer;
+       size_t                      modelskeletalindex4ub_bufferoffset;
+       unsigned char              *modelskeletalweight4ub;
+       const r_meshbuffer_t       *modelskeletalweight4ub_vertexbuffer;
+       size_t                      modelskeletalweight4ub_bufferoffset;
        r_vertexmesh_t             *modelvertexmesh;
        const r_meshbuffer_t       *modelvertexmeshbuffer;
        const r_meshbuffer_t       *modelvertex3fbuffer;
@@ -287,6 +332,9 @@ typedef struct rsurfacestate_s
        // deformvertexes is used in a q3 shader, and consequently these can
        // change on a per-surface basis (according to rsurface.texture)
        qboolean                    batchgeneratedvertex;
+       qboolean                    batchmultidraw;
+       int                         batchmultidrawnumsurfaces;
+       const msurface_t          **batchmultidrawsurfacelist;
        int                         batchfirstvertex;
        int                         batchnumvertices;
        int                         batchfirsttriangle;
@@ -315,12 +363,23 @@ typedef struct rsurfacestate_s
        float                      *batchtexcoordlightmap2f;
        const r_meshbuffer_t       *batchtexcoordlightmap2f_vertexbuffer;
        size_t                      batchtexcoordlightmap2f_bufferoffset;
+       unsigned char              *batchskeletalindex4ub;
+       const r_meshbuffer_t       *batchskeletalindex4ub_vertexbuffer;
+       size_t                      batchskeletalindex4ub_bufferoffset;
+       unsigned char              *batchskeletalweight4ub;
+       const r_meshbuffer_t       *batchskeletalweight4ub_vertexbuffer;
+       size_t                      batchskeletalweight4ub_bufferoffset;
        int                        *batchelement3i;
        const r_meshbuffer_t       *batchelement3i_indexbuffer;
        size_t                      batchelement3i_bufferoffset;
        unsigned short             *batchelement3s;
        const r_meshbuffer_t       *batchelement3s_indexbuffer;
        size_t                      batchelement3s_bufferoffset;
+       int                         batchskeletalnumtransforms;
+       float                      *batchskeletaltransform3x4;
+       const r_meshbuffer_t       *batchskeletaltransform3x4buffer; // uniform buffer
+       int                         batchskeletaltransform3x4offset;
+       int                         batchskeletaltransform3x4size;
        // rendering pass processing arrays in GL11 and GL13 paths
        float                      *passcolor4f;
        const r_meshbuffer_t       *passcolor4f_vertexbuffer;
@@ -421,13 +480,16 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri
 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
 #define BATCHNEED_VERTEXMESH_TEXCOORD    (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
 #define BATCHNEED_VERTEXMESH_LIGHTMAP    (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VERTEX           (1<< 7) // set up rsurface.batchvertex3f and optionally others
-#define BATCHNEED_ARRAY_NORMAL           (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VECTOR           (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VERTEXCOLOR      (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_TEXCOORD         (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_LIGHTMAP         (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_NOGAPS                 (1<<13) // force vertex copying (no gaps)
+#define BATCHNEED_VERTEXMESH_SKELETAL    (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_ARRAY_VERTEX           (1<< 8) // set up rsurface.batchvertex3f and optionally others
+#define BATCHNEED_ARRAY_NORMAL           (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_VECTOR           (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_VERTEXCOLOR      (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_TEXCOORD         (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_LIGHTMAP         (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_SKELETAL         (1<<14) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS                 (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALLOWMULTIDRAW         (1<<16) // allow multiple draws
 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
 void RSurf_DrawBatch(void);
 
@@ -444,8 +506,7 @@ rsurfacepass_t;
 
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
-void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb);
-void R_SetupShader_ShowDepth(qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
 
@@ -534,7 +595,7 @@ extern cvar_t r_shadows_throwdistance;
 extern cvar_t r_shadows_throwdirection;
 extern cvar_t r_shadows_focus;
 extern cvar_t r_shadows_shadowmapscale;
-
+extern cvar_t r_shadows_shadowmapbias;
 extern cvar_t r_transparent_alphatocoverage;
 extern cvar_t r_transparent_sortsurfacesbynearest;
 extern cvar_t r_transparent_useplanardistance;