X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=23b6b31400ad67a91251624df0dc47f6d0b58499;hp=b933881d65f9176d73cb27bd7d089ce3c24b11bf;hb=649e13e4347e891b622d2dbb1a8502c423d92d31;hpb=c6d887e0d9898650dc272ef8598cb5642ba568b0 diff --git a/render.h b/render.h index b933881d..23b6b314 100644 --- a/render.h +++ b/render.h @@ -33,7 +33,7 @@ extern void FOG_clear(void); extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; -extern int skyrendernow, skyrendermasked; +extern int skyrenderlater, skyrendermasked; extern int R_SetSkyBox(const char *sky); extern void R_SkyStartFrame(void); extern void R_Sky(void); @@ -43,10 +43,8 @@ extern void R_ResetSkyBox(void); 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 @@ -58,6 +56,7 @@ extern cvar_t r_novis; extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; +extern cvar_t r_lerplightstyles; extern cvar_t r_waterscroll; extern cvar_t developer_texturelogging; @@ -125,18 +124,31 @@ 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 +typedef enum r_refdef_scene_type_s { + RST_CLIENT, + RST_MENU, + RST_COUNT +} r_refdef_scene_type_t; -void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load +void R_SelectScene( r_refdef_scene_type_t scenetype ); +r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ); void R_SkinFrame_PrepareForPurge(void); void R_SkinFrame_MarkUsed(skinframe_t *skinframe); void R_SkinFrame_Purge(void); +// set last to NULL to start from the beginning +skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ); 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_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height); +skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height); +skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette); skinframe_t *R_SkinFrame_LoadMissing(void); -void R_View_WorldVisibility(); +rtexture_t *R_GetCubemap(const char *basename); + +void R_View_WorldVisibility(qboolean forcenovis); +void R_DrawDecals(void); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -150,13 +162,25 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c #include "meshqueue.h" +extern qboolean r_framedata_failed; +void R_FrameData_Reset(void); +void R_FrameData_NewFrame(void); +void *R_FrameData_Alloc(size_t size); +void *R_FrameData_Store(size_t size, void *data); + +void R_AnimCache_Free(void); +void R_AnimCache_ClearCache(void); +qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents); +void R_AnimCache_CacheVisibleEntities(void); + #include "r_lerpanim.h" extern cvar_t r_render; +extern cvar_t r_renderview; 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; @@ -165,16 +189,23 @@ extern cvar_t r_glsl_deluxemapping; extern cvar_t gl_polyblend; extern cvar_t gl_dither; +extern cvar_t cl_deathfade; + extern cvar_t r_smoothnormals_areaweighting; extern cvar_t r_test; -#include "gl_backend.h" +extern cvar_t r_texture_convertsRGB_2d; +extern cvar_t r_texture_convertsRGB_skin; +extern cvar_t r_texture_convertsRGB_cubemap; +extern cvar_t r_texture_convertsRGB_skybox; +extern cvar_t r_texture_convertsRGB_particles; -#include "r_light.h" +#include "gl_backend.h" extern rtexture_t *r_texture_blanknormalmap; extern rtexture_t *r_texture_white; +extern rtexture_t *r_texture_grey128; extern rtexture_t *r_texture_black; extern rtexture_t *r_texture_notexture; extern rtexture_t *r_texture_whitecube; @@ -182,26 +213,20 @@ extern rtexture_t *r_texture_normalizationcube; extern rtexture_t *r_texture_fogattenuation; //extern rtexture_t *r_texture_fogintensity; +extern unsigned int r_queries[MAX_OCCLUSION_QUERIES]; +extern unsigned int r_numqueries; +extern unsigned int r_maxqueries; + 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); +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); 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 @@ -233,33 +258,35 @@ 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 generatedvertex; - float *modelvertex3f; + const float *modelvertex3f; int modelvertex3f_bufferobject; size_t modelvertex3f_bufferoffset; - float *modelsvector3f; + const float *modelsvector3f; int modelsvector3f_bufferobject; size_t modelsvector3f_bufferoffset; - float *modeltvector3f; + const float *modeltvector3f; int modeltvector3f_bufferobject; size_t modeltvector3f_bufferoffset; - float *modelnormal3f; + const float *modelnormal3f; int modelnormal3f_bufferobject; size_t modelnormal3f_bufferoffset; - float *modellightmapcolor4f; + const float *modellightmapcolor4f; int modellightmapcolor4f_bufferobject; size_t modellightmapcolor4f_bufferoffset; - float *modeltexcoordtexture2f; + const float *modeltexcoordtexture2f; int modeltexcoordtexture2f_bufferobject; size_t modeltexcoordtexture2f_bufferoffset; - float *modeltexcoordlightmap2f; + const float *modeltexcoordlightmap2f; int modeltexcoordlightmap2f_bufferobject; size_t modeltexcoordlightmap2f_bufferoffset; - int *modelelement3i; + const int *modelelement3i; + const unsigned short *modelelement3s; int modelelement3i_bufferobject; - int *modellightmapoffsets; + int modelelement3s_bufferobject; + const int *modellightmapoffsets; int modelnum_vertices; int modelnum_triangles; - msurface_t *modelsurfaces; + const 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 @@ -270,32 +297,42 @@ typedef struct rsurfacestate_s // 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; + const float *vertex3f; int vertex3f_bufferobject; size_t vertex3f_bufferoffset; - float *svector3f; + const float *svector3f; int svector3f_bufferobject; size_t svector3f_bufferoffset; - float *tvector3f; + const float *tvector3f; int tvector3f_bufferobject; size_t tvector3f_bufferoffset; - float *normal3f; + const float *normal3f; int normal3f_bufferobject; size_t normal3f_bufferoffset; - float *lightmapcolor4f; + const float *lightmapcolor4f; int lightmapcolor4f_bufferobject; size_t lightmapcolor4f_bufferoffset; - float *texcoordtexture2f; + const float *texcoordtexture2f; int texcoordtexture2f_bufferobject; size_t texcoordtexture2f_bufferoffset; - float *texcoordlightmap2f; + const float *texcoordlightmap2f; int texcoordlightmap2f_bufferobject; size_t texcoordlightmap2f_bufferoffset; + // some important fields from the entity + int ent_skinnum; + int ent_qwskin; + int ent_flags; + float ent_shadertime; + int ent_alttextures; // used by q1bsp animated textures (pressed buttons) // transform matrices to render this entity and effects on this entity matrix4x4_t matrix; matrix4x4_t inversematrix; + // scale factors for transforming lengths into/out of entity space + float matrixscale; + float inversematrixscale; // animation blending state from entity - frameblend_t frameblend[4]; + frameblend_t frameblend[MAX_FRAMEBLENDS]; + skeleton_t *skeleton; // directional model shading state from entity vec3_t modellight_ambient; vec3_t modellight_diffuse; @@ -303,27 +340,31 @@ typedef struct rsurfacestate_s // colormapping state from entity (these are black if colormapping is off) vec3_t colormap_pantscolor; vec3_t colormap_shirtcolor; + // special coloring of ambient/diffuse textures (gloss not affected) + // colormod[3] is the alpha of the entity + float colormod[4]; + // special coloring of glow textures + float glowmod[3]; // view location in model space - vec3_t modelorg; // TODO: rename this + vec3_t localvieworigin; + // polygon offset data for submodels + float basepolygonfactor; + float basepolygonoffset; // 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 + // fog plane in model space for direct application to vertices + float fograngerecip; + float fogmasktabledistmultiplier; + float fogplane[4]; + float fogheightfade; + float fogplaneviewdist; // 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 + const rtlight_t *rtlight; // this is the location of the light in entity space vec3_t entitylightorigin; @@ -335,98 +376,133 @@ typedef struct rsurfacestate_s matrix4x4_t entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 matrix4x4_t entitytoattenuationz; + + // pointer to an entity_render_t used only by R_GetCurrentTexture and + // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within + // each frame (see r_frame also) + entity_render_t *entity; } 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 RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass); +void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents); +void RSurf_SetupDepthAndCulling(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 +texture_t *R_GetCurrentTexture(texture_t *t); +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); +void R_AddWaterPlanes(entity_render_t *ent); +void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); +void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); + +void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist); +void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist); + +void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size); + +typedef enum rsurfacepass_e +{ + RSURFPASS_BASE, + RSURFPASS_BACKGROUND, + RSURFPASS_RTLIGHT, + RSURFPASS_DEFERREDGEOMETRY, +} +rsurfacepass_t; + +typedef enum gl20_texunit_e +{ + // postprocess shaders, and generic shaders: + GL20TU_FIRST = 0, + GL20TU_SECOND = 1, + GL20TU_GAMMARAMPS = 2, + // standard material properties + GL20TU_NORMAL = 0, + GL20TU_COLOR = 1, + GL20TU_GLOSS = 2, + GL20TU_GLOW = 3, + // material properties for a second material + GL20TU_SECONDARY_NORMAL = 4, + GL20TU_SECONDARY_COLOR = 5, + GL20TU_SECONDARY_GLOSS = 6, + GL20TU_SECONDARY_GLOW = 7, + // material properties for a colormapped material + // conflicts with secondary material + GL20TU_PANTS = 4, + GL20TU_SHIRT = 5, + // fog fade in the distance + GL20TU_FOGMASK = 8, + // compiled ambient lightmap and deluxemap + GL20TU_LIGHTMAP = 9, + GL20TU_DELUXEMAP = 10, + // refraction, used by water shaders + GL20TU_REFRACTION = 3, + // reflection, used by water shaders, also with normal material rendering + // conflicts with secondary material + GL20TU_REFLECTION = 7, + // rtlight attenuation (distance fade) and cubemap filter (projection texturing) + // conflicts with lightmap/deluxemap + GL20TU_ATTENUATION = 9, + GL20TU_CUBE = 10, + GL20TU_SHADOWMAPRECT = 11, + GL20TU_SHADOWMAPCUBE = 11, + GL20TU_SHADOWMAP2D = 11, + GL20TU_CUBEPROJECTION = 12, + // orthographic-projection shadowmapping, reuses prepass screenspace depth, so must fix later if the two could ever coexist during final deferred lighting pass + GL20TU_SHADOWMAPORTHORECT = 13, + GL20TU_SHADOWMAPORTHO2D = 13, + // rtlight prepass data (screenspace depth and normalmap) + GL20TU_SCREENDEPTH = 13, + GL20TU_SCREENNORMALMAP = 14, + // lightmap prepass data (screenspace diffuse and specular from lights) + GL20TU_SCREENDIFFUSE = 11, + GL20TU_SCREENSPECULAR = 12, + // fake reflections + GL20TU_REFLECTMASK = 14, + GL20TU_REFLECTCUBE = 15 +} +gl20_texunit; + +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale); +void R_SetupShader_DepthOrShadow(void); +void R_SetupShader_ShowDepth(void); +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass); +void R_SetupShader_DeferredLight(const rtlight_t *rtlight); + +typedef struct r_waterstate_waterplane_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 + rtexture_t *texture_refraction; + rtexture_t *texture_reflection; + mplane_t plane; + int materialflags; // combined flags of all water surfaces on this plane + unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps + qboolean pvsvalid; } -r_glsl_permutation_t; +r_waterstate_waterplane_t; + +typedef struct r_waterstate_s +{ + qboolean enabled; -// 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; + qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces + + int waterwidth, waterheight; + int texturewidth, textureheight; + + int maxwaterplanes; // same as MAX_WATERPLANES + int numwaterplanes; + r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; + + float screenscale[2]; + float screencenter[2]; +} +r_waterstate_t; -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); +extern r_waterstate_t r_waterstate; #endif