X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=7fcadb3b49313cf3599171bd92157196cffac980;hp=a0406d4b0efd651b07410b67552e7fda8216464f;hb=7407bbbcf97cc0f105b00c1affdadc84febdf245;hpb=0e6f1ee37a279e6224129b8eb4346592cc6b9885 diff --git a/render.h b/render.h index a0406d4b..7fcadb3b 100644 --- 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