X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=af999c388ae42efb38401ef6e14d766607a1d72e;hp=c669cd474b315177a5fb47323024a3d75cc35ac6;hb=8c35a5ae89cb34e53d2e39a6cb56aef9cd997269;hpb=81139a5c1d8876d8b8d8a8c095fa248270c6c1b7 diff --git a/render.h b/render.h index c669cd47..af999c38 100644 --- a/render.h +++ b/render.h @@ -21,129 +21,131 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef RENDER_H #define RENDER_H -extern qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; - -extern matrix4x4_t r_identitymatrix; +#include "svbsp.h" // 1.0f / N table extern float ixtable[4096]; -// far clip distance for scene -extern float r_farclip; - // fog stuff extern void FOG_clear(void); -extern float fog_density, fog_red, fog_green, fog_blue; // 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_ResetQuakeSky(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); // render profiling stuff -extern qboolean intimerefresh; -extern char r_speeds_string[1024]; +extern int r_timereport_active; // lighting stuff extern cvar_t r_ambient; - -// model rendering stuff -extern float *aliasvert; -extern float *aliasvertnorm; -extern float *aliasvertcolor; +extern cvar_t gl_flashblend; // vis stuff extern cvar_t r_novis; -// detail texture stuff -extern cvar_t r_detailtextures; - extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; +extern cvar_t r_lerplightstyles; extern cvar_t r_waterscroll; -extern cvar_t r_watershader; + +extern cvar_t developer_texturelogging; + +// shadow volume bsp struct with automatically growing nodes buffer +extern svbsp_t r_svbsp; + +typedef struct rmesh_s +{ + // 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 int r_framecount; -extern mplane_t frustum[4]; -extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; +extern cvar_t r_nearclip; // forces all rendering to draw triangle outlines extern cvar_t r_showtris; -extern int r_showtrispass; +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; // // view origin // -extern vec3_t r_vieworigin; -extern vec3_t r_viewforward; -extern vec3_t r_viewleft; -extern vec3_t r_viewright; -extern vec3_t r_viewup; -extern int r_view_x; -extern int r_view_y; -extern int r_view_width; -extern int r_view_height; -extern float r_view_fov_x; -extern float r_view_fov_y; -extern matrix4x4_t r_view_matrix; - -extern mleaf_t *r_viewleaf, *r_oldviewleaf; -extern unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value - -extern qboolean envmap; - 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; -extern cvar_t r_drawcollisionbrushes; void R_Init(void); -void R_UpdateWorld(void); // needs no r_refdef -void R_RenderView(void); // must call R_UpdateWorld and set r_refdef first - - -void R_InitSky (qbyte *src, int bytesperpixel); // called at level load - -void R_WorldVisibility(entity_render_t *ent); -void R_DrawWorld(entity_render_t *ent); +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_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_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_LoadMissing(void); + +void R_View_WorldVisibility(qboolean forcenovis); +void R_DrawDecals(void); void R_DrawParticles(void); void R_DrawExplosions(void); #define gl_solid_format 3 #define gl_alpha_format 4 -//#define PARANOID 1 - int R_CullBox(const vec3_t mins, const vec3_t maxs); -#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs)))) - -extern qboolean fogenabled; -extern vec3_t fogcolor; -extern vec_t fogdensity; -#define calcfog(v) (exp(-(fogdensity*fogdensity*(((v)[0] - r_vieworigin[0])*((v)[0] - r_vieworigin[0])+((v)[1] - r_vieworigin[1])*((v)[1] - r_vieworigin[1])+((v)[2] - r_vieworigin[2])*((v)[2] - r_vieworigin[2]))))) -#define calcfogbyte(v) ((qbyte) (bound(0, ((int) ((float) (calcfog((v)) * 255.0f))), 255))) +int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes); #include "r_modules.h" @@ -155,24 +157,240 @@ extern cvar_t r_render; 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; +extern cvar_t r_glsl_deluxemapping; + +extern cvar_t gl_polyblend; extern cvar_t gl_dither; +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; +extern rtexture_t *r_texture_normalizationcube; +extern rtexture_t *r_texture_fogattenuation; +//extern rtexture_t *r_texture_fogintensity; void R_TimeReport(char *name); -void R_TimeReport_Start(void); -void R_TimeReport_End(void); // 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_DrawWorldCrosshair(void); -void R_Draw2DCrosshair(void); - 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, 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; + +typedef enum rsurfmode_e +{ + RSURFMODE_NONE, + RSURFMODE_SHOWSURFACES, + RSURFMODE_SKY, + RSURFMODE_MULTIPASS, + RSURFMODE_GLSL +} +rsurfmode_t; + +typedef struct rsurfacestate_s +{ + // 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; + int modelelement3i_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[4]; + // 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; + // view location in model space + vec3_t modelorg; // TODO: rename this + // 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; + + // 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 + + // 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; +} +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, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug); +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug); + +void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); +void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist); + +typedef enum rsurfacepass_e +{ + RSURFPASS_BASE, + RSURFPASS_BACKGROUND, + RSURFPASS_RTLIGHT +} +rsurfacepass_t; + +typedef enum gl20_texunit_e +{ + GL20TU_NORMAL = 0, + GL20TU_COLOR = 1, + GL20TU_GLOSS = 2, + GL20TU_GLOW = 3, + GL20TU_SECONDARY_NORMAL = 4, + GL20TU_SECONDARY_COLOR = 5, + GL20TU_SECONDARY_GLOSS = 6, + GL20TU_SECONDARY_GLOW = 7, + GL20TU_PANTS = 8, + GL20TU_SHIRT = 9, + GL20TU_FOGMASK = 10, + GL20TU_LIGHTMAP = 11, + GL20TU_DELUXEMAP = 12, + GL20TU_REFRACTION = 13, + GL20TU_REFLECTION = 14, + GL20TU_ATTENUATION = 3, + GL20TU_CUBE = 13, +} +gl20_texunit; + +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass); #endif