X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=96469b1c55816fe34d9da0f7d76989b368c54bed;hp=852a25b93589701511672047f895265404af9369;hb=276e5f9befb7c9ff042e400d9ae8e5cfb657aea1;hpb=d32dfce0ff2d67ae7fa6665c62b3261b0d8582b7 diff --git a/render.h b/render.h index 852a25b9..96469b1c 100644 --- a/render.h +++ b/render.h @@ -128,6 +128,14 @@ 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_SkinFrame_PrepareForPurge(void); +void R_SkinFrame_MarkUsed(skinframe_t *skinframe); +void R_SkinFrame_Purge(void); +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); +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_LoadMissing(void); + void R_View_WorldVisibility(); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -180,7 +188,7 @@ void R_TimeReport(char *name); 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; @@ -206,17 +214,40 @@ typedef enum rsurfmode_e } 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 rtexture_t *rsurface_lightmaptexture; +extern rtexture_t *rsurface_deluxemaptexture; extern rsurfmode_t rsurface_mode; void RSurf_ActiveWorldEntity(void); @@ -244,13 +275,14 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel #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_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects -#define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter -#define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface -#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) +#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_COUNT (1<<11) // how many permutations are possible -#define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 1) // mask of valid indexing bits for r_glsl_permutations[] array +#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) @@ -267,6 +299,7 @@ typedef struct r_glsl_permutation_s 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; @@ -295,12 +328,12 @@ typedef struct r_glsl_permutation_s r_glsl_permutation_t; // information about each possible shader permutation -extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; +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); +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale); void R_SwitchSurfaceShader(int permutation); #endif