X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=4f49d78941a84ea7044572dfb3eb005b693ca812;hp=3b89d211b09c571f2d513c7d1b409f671cdfd4ba;hb=6b4d3728652cac9b8af676a73019e10d74787d00;hpb=77c4f0d4e081e5a2d84f054667af6f834b307d32 diff --git a/render.h b/render.h index 3b89d211..4f49d789 100644 --- a/render.h +++ b/render.h @@ -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; @@ -125,10 +124,30 @@ 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(); +typedef enum r_refdef_scene_type_s { + RST_CLIENT, + RST_MENU, + RST_COUNT +} r_refdef_scene_type_t; + +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_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha); +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(qboolean forcenovis); +void R_DrawDecals(void); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -145,6 +164,7 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c #include "r_lerpanim.h" extern cvar_t r_render; +extern cvar_t r_renderview; extern cvar_t r_waterwarp; extern cvar_t r_textureunits; @@ -157,16 +177,17 @@ 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" -#include "r_light.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; @@ -174,158 +195,268 @@ extern rtexture_t *r_texture_normalizationcube; extern rtexture_t *r_texture_fogattenuation; //extern rtexture_t *r_texture_fogintensity; +#define R_MAX_OCCLUSION_QUERIES 4096 +extern unsigned int r_queries[R_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, 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); +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); 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 +typedef struct rsurfacestate_s { - RSURFMODE_NONE, - RSURFMODE_SHOWSURFACES, - RSURFMODE_SKY, - RSURFMODE_MULTIPASS, - RSURFMODE_GLSL + // processing buffers + int array_size; + float *array_modelvertex3f; + float *array_modelsvector3f; + float *array_modeltvector3f; + float *array_modelnormal3f; + float *array_deformedvertex3f; + float *array_deformedsvector3f; + float *array_deformedtvector3f; + float *array_deformednormal3f; + float *array_generatedtexcoordtexture2f; + float *array_color4f; + float *array_texcoord3f; + + // current model array pointers + // these may point to processing buffers if model is animated, + // otherwise they point to static data. + // these are not directly used for rendering, they are just another level + // of processing + // + // these either point at array_model* buffers (if the model is animated) + // or the model->surfmesh.data_* buffers (if the model is not animated) + // + // these are only set when an entity render begins, they do not change on + // a per surface basis. + // + // 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; + int modelvertex3f_bufferobject; + size_t modelvertex3f_bufferoffset; + float *modelsvector3f; + int modelsvector3f_bufferobject; + size_t modelsvector3f_bufferoffset; + float *modeltvector3f; + int modeltvector3f_bufferobject; + size_t modeltvector3f_bufferoffset; + float *modelnormal3f; + int modelnormal3f_bufferobject; + size_t modelnormal3f_bufferoffset; + float *modellightmapcolor4f; + int modellightmapcolor4f_bufferobject; + size_t modellightmapcolor4f_bufferoffset; + float *modeltexcoordtexture2f; + int modeltexcoordtexture2f_bufferobject; + size_t modeltexcoordtexture2f_bufferoffset; + float *modeltexcoordlightmap2f; + int modeltexcoordlightmap2f_bufferobject; + size_t modeltexcoordlightmap2f_bufferoffset; + int *modelelement3i; + unsigned short *modelelement3s; + int modelelement3i_bufferobject; + int modelelement3s_bufferobject; + int *modellightmapoffsets; + int modelnum_vertices; + int modelnum_triangles; + 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 + // these usually equal the model* pointers, they only differ if + // deformvertexes is used in a q3 shader, and consequently these can + // change on a per-surface basis (according to rsurface.texture) + // + // 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; + int vertex3f_bufferobject; + size_t vertex3f_bufferoffset; + float *svector3f; + int svector3f_bufferobject; + size_t svector3f_bufferoffset; + float *tvector3f; + int tvector3f_bufferobject; + size_t tvector3f_bufferoffset; + float *normal3f; + int normal3f_bufferobject; + size_t normal3f_bufferoffset; + float *lightmapcolor4f; + int lightmapcolor4f_bufferobject; + size_t lightmapcolor4f_bufferoffset; + float *texcoordtexture2f; + int texcoordtexture2f_bufferobject; + size_t texcoordtexture2f_bufferoffset; + float *texcoordlightmap2f; + int texcoordlightmap2f_bufferobject; + size_t texcoordlightmap2f_bufferoffset; + // transform matrices to render this entity and effects on this entity + matrix4x4_t matrix; + matrix4x4_t inversematrix; + // animation blending state from entity + frameblend_t frameblend[MAX_FRAMEBLENDS]; + // directional model shading state from entity + vec3_t modellight_ambient; + vec3_t modellight_diffuse; + vec3_t modellight_lightdir; + // colormapping state from entity (these are black if colormapping is off) + vec3_t colormap_pantscolor; + vec3_t colormap_shirtcolor; + // special coloring of glow textures + vec3_t glowmod; + // view location in model space + 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; + + // rtlight rendering + // light currently being rendered + const 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 + + // this is the location of the light in entity space + vec3_t entitylightorigin; + // this transforms entity coordinates to light filter cubemap coordinates + // (also often used for other purposes) + matrix4x4_t entitytolight; + // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes + // of attenuation texturing in full 3D (Z result often ignored) + 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; } -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; +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_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); -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces); +texture_t *R_GetCurrentTexture(texture_t *t); +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug); +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug); +void R_AddWaterPlanes(entity_render_t *ent); 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 +typedef enum rsurfacepass_e { - // 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; + RSURFPASS_BASE, + RSURFPASS_BACKGROUND, + RSURFPASS_RTLIGHT } -r_glsl_permutation_t; +rsurfacepass_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; +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 +} +gl20_texunit; + +void R_SetupGenericShader(qboolean usetexture); +void R_SetupGenericTwoTextureShader(int texturemode); +void R_SetupDepthOrShadowShader(void); +void R_SetupShowDepthShader(void); +void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass); + +typedef struct r_waterstate_waterplane_s +{ + 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[(32768+7)>>3]; // FIXME: buffer overflow on huge maps + qboolean pvsvalid; +} +r_waterstate_waterplane_t; + +#define MAX_WATERPLANES 16 + +typedef struct r_waterstate_s +{ + qboolean enabled; + + 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