]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - render.h
Configure all of the CL_MeshEntities* meshes the same, the material flags decide...
[xonotic/darkplaces.git] / render.h
index a0406d4b0efd651b07410b67552e7fda8216464f..7fcadb3b49313cf3599171bd92157196cffac980 100644 (file)
--- a/render.h
+++ b/render.h
@@ -55,6 +55,7 @@ extern cvar_t gl_flashblend;
 extern cvar_t r_novis;
 
 extern cvar_t r_trippy;
+extern cvar_t r_fxaa;
 
 extern cvar_t r_lerpsprites;
 extern cvar_t r_lerpmodels;
@@ -91,7 +92,6 @@ 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);
 
@@ -126,6 +126,7 @@ 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_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
 
 typedef enum r_refdef_scene_type_s {
        RST_CLIENT,
@@ -160,21 +161,51 @@ void R_DrawExplosions(void);
 
 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);
+qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
 
 #include "r_modules.h"
 
 #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_buffermegs[] 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, always successful
+r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
+
+/// 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"
@@ -222,8 +253,8 @@ void R_TimeReport(const 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_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2);
+void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
+void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
 
 extern mempool_t *r_main_mempool;
 
@@ -243,37 +274,54 @@ typedef struct rsurfacestate_s
        //
        // this indicates the model* arrays are pointed at array_model* buffers
        // (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;
+       int                         modelvertex3f_bufferoffset;
        float                      *modelsvector3f;
        const r_meshbuffer_t       *modelsvector3f_vertexbuffer;
-       size_t                      modelsvector3f_bufferoffset;
+       int                         modelsvector3f_bufferoffset;
        float                      *modeltvector3f;
        const r_meshbuffer_t       *modeltvector3f_vertexbuffer;
-       size_t                      modeltvector3f_bufferoffset;
+       int                         modeltvector3f_bufferoffset;
        float                      *modelnormal3f;
        const r_meshbuffer_t       *modelnormal3f_vertexbuffer;
-       size_t                      modelnormal3f_bufferoffset;
+       int                         modelnormal3f_bufferoffset;
        float                      *modellightmapcolor4f;
        const r_meshbuffer_t       *modellightmapcolor4f_vertexbuffer;
-       size_t                      modellightmapcolor4f_bufferoffset;
+       int                         modellightmapcolor4f_bufferoffset;
        float                      *modeltexcoordtexture2f;
        const r_meshbuffer_t       *modeltexcoordtexture2f_vertexbuffer;
-       size_t                      modeltexcoordtexture2f_bufferoffset;
+       int                         modeltexcoordtexture2f_bufferoffset;
        float                      *modeltexcoordlightmap2f;
        const r_meshbuffer_t       *modeltexcoordlightmap2f_vertexbuffer;
-       size_t                      modeltexcoordlightmap2f_bufferoffset;
+       int                         modeltexcoordlightmap2f_bufferoffset;
+       unsigned char              *modelskeletalindex4ub;
+       const r_meshbuffer_t       *modelskeletalindex4ub_vertexbuffer;
+       int                         modelskeletalindex4ub_bufferoffset;
+       unsigned char              *modelskeletalweight4ub;
+       const r_meshbuffer_t       *modelskeletalweight4ub_vertexbuffer;
+       int                         modelskeletalweight4ub_bufferoffset;
        r_vertexmesh_t             *modelvertexmesh;
-       const r_meshbuffer_t       *modelvertexmeshbuffer;
-       const r_meshbuffer_t       *modelvertex3fbuffer;
+       const r_meshbuffer_t       *modelvertexmesh_vertexbuffer;
+       int                         modelvertexmesh_bufferoffset;
        int                        *modelelement3i;
        const r_meshbuffer_t       *modelelement3i_indexbuffer;
-       size_t                      modelelement3i_bufferoffset;
+       int                         modelelement3i_bufferoffset;
        unsigned short             *modelelement3s;
        const r_meshbuffer_t       *modelelement3s_indexbuffer;
-       size_t                      modelelement3s_bufferoffset;
+       int                         modelelement3s_bufferoffset;
        int                        *modellightmapoffsets;
        int                         modelnumvertices;
        int                         modelnumtriangles;
@@ -285,44 +333,58 @@ 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;
        int                         batchnumtriangles;
        r_vertexmesh_t             *batchvertexmesh;
-       const r_meshbuffer_t       *batchvertexmeshbuffer;
-       const r_meshbuffer_t       *batchvertex3fbuffer;
+       const r_meshbuffer_t       *batchvertexmesh_vertexbuffer;
+       int                         batchvertexmesh_bufferoffset;
        float                      *batchvertex3f;
        const r_meshbuffer_t       *batchvertex3f_vertexbuffer;
-       size_t                      batchvertex3f_bufferoffset;
+       int                         batchvertex3f_bufferoffset;
        float                      *batchsvector3f;
        const r_meshbuffer_t       *batchsvector3f_vertexbuffer;
-       size_t                      batchsvector3f_bufferoffset;
+       int                         batchsvector3f_bufferoffset;
        float                      *batchtvector3f;
        const r_meshbuffer_t       *batchtvector3f_vertexbuffer;
-       size_t                      batchtvector3f_bufferoffset;
+       int                         batchtvector3f_bufferoffset;
        float                      *batchnormal3f;
        const r_meshbuffer_t       *batchnormal3f_vertexbuffer;
-       size_t                      batchnormal3f_bufferoffset;
+       int                         batchnormal3f_bufferoffset;
        float                      *batchlightmapcolor4f;
        const r_meshbuffer_t       *batchlightmapcolor4f_vertexbuffer;
-       size_t                      batchlightmapcolor4f_bufferoffset;
+       int                         batchlightmapcolor4f_bufferoffset;
        float                      *batchtexcoordtexture2f;
        const r_meshbuffer_t       *batchtexcoordtexture2f_vertexbuffer;
-       size_t                      batchtexcoordtexture2f_bufferoffset;
+       int                         batchtexcoordtexture2f_bufferoffset;
        float                      *batchtexcoordlightmap2f;
        const r_meshbuffer_t       *batchtexcoordlightmap2f_vertexbuffer;
-       size_t                      batchtexcoordlightmap2f_bufferoffset;
+       int                         batchtexcoordlightmap2f_bufferoffset;
+       unsigned char              *batchskeletalindex4ub;
+       const r_meshbuffer_t       *batchskeletalindex4ub_vertexbuffer;
+       int                         batchskeletalindex4ub_bufferoffset;
+       unsigned char              *batchskeletalweight4ub;
+       const r_meshbuffer_t       *batchskeletalweight4ub_vertexbuffer;
+       int                         batchskeletalweight4ub_bufferoffset;
        int                        *batchelement3i;
        const r_meshbuffer_t       *batchelement3i_indexbuffer;
-       size_t                      batchelement3i_bufferoffset;
+       int                         batchelement3i_bufferoffset;
        unsigned short             *batchelement3s;
        const r_meshbuffer_t       *batchelement3s_indexbuffer;
-       size_t                      batchelement3s_bufferoffset;
+       int                         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;
-       size_t                      passcolor4f_bufferoffset;
+       int                         passcolor4f_bufferoffset;
 
        // some important fields from the entity
        int ent_skinnum;
@@ -419,13 +481,16 @@ 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);
 
@@ -442,8 +507,7 @@ 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);
 
@@ -519,6 +583,7 @@ extern r_framebufferstate_t r_fb;
 
 extern cvar_t r_viewfbo;
 
+void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
@@ -531,21 +596,25 @@ 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;
+extern cvar_t r_transparent_sortarraysize;
+extern cvar_t r_transparent_sortmindist;
+extern cvar_t r_transparent_sortmaxdist;
 
 void R_Model_Sprite_Draw(entity_render_t *ent);
 
 struct prvm_prog_s;
 void R_UpdateFog(void);
-qboolean CL_VM_UpdateView(void);
+qboolean CL_VM_UpdateView(double frametime);
 void SCR_DrawConsole(void);
 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
 void R_Shadow_UpdateBounceGridTexture(void);
-void R_DrawLightningBeams(void);
 void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
 void R_DrawPortals(void);
-void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
@@ -569,5 +638,7 @@ void R_LightningBeams_Init(void);
 void Mod_RenderInit(void);
 void Font_Init(void);
 
-#endif
+qboolean R_CompileShader_CheckStaticParms(void);
+void R_GLSL_Restart_f(void);
 
+#endif