X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=2cac4ff000ea9bf49844443db8f8fc56d7d02318;hp=5bc09aff444cb554811a8031f77d2cdb2dce8169;hb=77c4f0d4e081e5a2d84f054667af6f834b307d32;hpb=9ba80c169d244d56e90f437c512f827953cc1208 diff --git a/render.h b/render.h index 5bc09aff..3b89d211 100644 --- a/render.h +++ b/render.h @@ -8,7 +8,7 @@ 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. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -18,146 +18,314 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ -// refresh.h -- public interface to refresh functions +#ifndef RENDER_H +#define RENDER_H -#define MAXCLIPPLANES 11 +#include "svbsp.h" -#define TOP_RANGE 16 // soldier uniform colors -#define BOTTOM_RANGE 96 +// 1.0f / N table +extern float ixtable[4096]; -//============================================================================= +// fog stuff +extern void FOG_clear(void); -typedef struct efrag_s -{ - struct mleaf_s *leaf; - struct efrag_s *leafnext; - struct entity_s *entity; - struct efrag_s *entnext; -} efrag_t; +// 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); -typedef struct entity_s -{ - qboolean forcelink; // model changed - - int update_type; - - entity_state_t baseline; // to fill in defaults in updates - entity_state_t deltabaseline; // LordHavoc: previous frame - - double msgtime; // time of last update - vec3_t msg_origins[2]; // last two updates (0 is newest) - vec3_t origin; - vec3_t msg_angles[2]; // last two updates (0 is newest) - vec3_t angles; - - // LordHavoc: added support for alpha transprency and other effects - float alpha; // opacity (alpha) of the model - float colormod[3]; // color tint for model - float scale; // size the model is shown - int draw_lastpose, draw_pose; // for interpolation - float draw_lerpstart; // for interpolation - struct model_s *draw_lastmodel; // for interpolation - float trail_leftover; - float glowsize; // how big the glow is - byte glowcolor; // color of glow and particle trail (paletted) - byte glowtrail; // leaves a trail of particles - byte isviewmodel; // attached to view - - struct model_s *model; // NULL = no model - struct efrag_s *efrag; // linked list of efrags - int frame; - float syncbase; // for client-side animations - int colormap; - int effects; // light, particals, etc - int skinnum; // for Alias models - int visframe; // last frame this entity was - // found in an active leaf - - int dlightframe; // dynamic lighting - int dlightbits[8]; - -// FIXME: could turn these into a union - int trivial_accept; - struct mnode_s *topnode; // for bmodels, first world node - // that splits bmodel, or NULL if - // not split -} entity_t; - -// !!! if this is changed, it must be changed in asm_draw.h too !!! -typedef struct +// 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 { - vrect_t vrect; // subwindow in video for refresh - // FIXME: not need vrect next field here? - vrect_t aliasvrect; // scaled Alias version - int vrectright, vrectbottom; // right & bottom screen coords - int aliasvrectright, aliasvrectbottom; // scaled Alias versions - float vrectrightedge; // rightmost right edge we care about, - // for use in edge list - float fvrectx, fvrecty; // for floating-point compares - float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping - int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20 - int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20 - float fvrectright_adj, fvrectbottom_adj; - // right and bottom edges, for clamping - float fvrectright; // rightmost edge, for Alias clamping - float fvrectbottom; // bottommost edge, for Alias clamping - float horizontalFieldOfView; // at Z = 1.0, this many X is visible - // 2.0 = 90 degrees - float xOrigin; // should probably allways be 0.5 - float yOrigin; // between be around 0.3 to 0.5 - - vec3_t vieworg; - vec3_t viewangles; - - float fov_x, fov_y; - - int ambientlight; -} refdef_t; + // 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; // -// refresh +// 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_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" -extern refdef_t r_refdef; -extern vec3_t r_origin, vpn, vright, vup; +#include "r_lerpanim.h" -extern struct texture_s *r_notexture_mip; +extern cvar_t r_render; +extern cvar_t r_waterwarp; -extern void R_Init (void); -extern void R_InitTextures (void); -extern void R_InitEfrags (void); -extern void R_RenderView (void); // must set r_refdef first -extern void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect); - // called whenever r_refdef or vid change -// LordHavoc: changed this for sake of GLQuake -extern void R_InitSky (byte *src, int bytesperpixel); // called at level load -//extern void R_InitSky (struct texture_s *mt); // called at level load +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 void R_AddEfrags (entity_t *ent); -extern void R_RemoveEfrags (entity_t *ent); +extern cvar_t gl_polyblend; +extern cvar_t gl_dither; -extern void R_NewMap (void); +extern cvar_t r_smoothnormals_areaweighting; +extern cvar_t r_test; -extern void R_ParseParticleEffect (void); -extern void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); -extern void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent); -extern void R_RocketTrail2 (vec3_t start, vec3_t end, int type, entity_t *ent); -extern void R_SparkShower (vec3_t org, vec3_t dir, int count); -extern void R_BloodPuff (vec3_t org); +#include "gl_backend.h" -extern void R_EntityParticles (entity_t *ent); -extern void R_BlobExplosion (vec3_t org); -extern void R_ParticleExplosion (vec3_t org, int smoke); -extern void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength); -extern void R_LavaSplash (vec3_t org); -extern void R_TeleportSplash (vec3_t org); +#include "r_light.h" -extern void R_PushDlights (void); +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, int depthdisable, 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; + +extern int rsurface_array_size; +extern float *rsurface_array_modelvertex3f; +extern float *rsurface_array_modelsvector3f; +extern float *rsurface_array_modeltvector3f; +extern float *rsurface_array_modelnormal3f; +extern float *rsurface_array_deformedvertex3f; +extern float *rsurface_array_deformedsvector3f; +extern float *rsurface_array_deformedtvector3f; +extern float *rsurface_array_deformednormal3f; +extern float *rsurface_array_color4f; +extern float *rsurface_array_texcoord3f; + +typedef enum rsurfmode_e +{ + RSURFMODE_NONE, + RSURFMODE_SHOWSURFACES, + RSURFMODE_SKY, + RSURFMODE_MULTIPASS, + RSURFMODE_GLSL +} +rsurfmode_t; + +extern float *rsurface_modelvertex3f; +extern int rsurface_modelvertex3f_bufferobject; +extern size_t rsurface_modelvertex3f_bufferoffset; +extern float *rsurface_modelsvector3f; +extern int rsurface_modelsvector3f_bufferobject; +extern size_t rsurface_modelsvector3f_bufferoffset; +extern float *rsurface_modeltvector3f; +extern int rsurface_modeltvector3f_bufferobject; +extern size_t rsurface_modeltvector3f_bufferoffset; +extern float *rsurface_modelnormal3f; +extern int rsurface_modelnormal3f_bufferobject; +extern size_t rsurface_modelnormal3f_bufferoffset; +extern float *rsurface_vertex3f; +extern int rsurface_vertex3f_bufferobject; +extern size_t rsurface_vertex3f_bufferoffset; +extern float *rsurface_svector3f; +extern int rsurface_svector3f_bufferobject; +extern size_t rsurface_svector3f_bufferoffset; +extern float *rsurface_tvector3f; +extern int rsurface_tvector3f_bufferobject; +extern size_t rsurface_tvector3f_bufferoffset; +extern float *rsurface_normal3f; +extern int rsurface_normal3f_bufferobject; +extern size_t rsurface_normal3f_bufferoffset; +extern float *rsurface_lightmapcolor4f; +extern int rsurface_lightmapcolor4f_bufferobject; +extern size_t rsurface_lightmapcolor4f_bufferoffset; +extern vec3_t rsurface_modelorg; +extern qboolean rsurface_generatedvertex; +extern const entity_render_t *rsurface_entity; +extern const model_t *rsurface_model; +extern texture_t *rsurface_texture; +extern qboolean rsurface_uselightmaptexture; +extern rsurfmode_t rsurface_mode; + +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); +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces); + +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_SPECULAR (1<<8) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_CUBEFILTER (1<<9) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_OFFSETMAPPING (1<<10) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<11) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) + +#define SHADERPERMUTATION_MAX (1<<12) // 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; + int loc_OffsetMapping_Scale; + int loc_AmbientColor; + int loc_DiffuseColor; + int loc_SpecularColor; + int loc_LightDir; +} +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 -extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); -extern void R_LightPoint (vec3_t color, vec3_t p);