X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=ef20c14a2bc97fb983c016c0a53dc9c7009f5351;hp=998739fbeeaa2f808f93fb1f129fa26a93827948;hb=2bc7dbd0fb505681037e78da63a863bd97f87ecc;hpb=add1a1b0abc10b8e720d74aeac52ad8276ee9fe0 diff --git a/render.h b/render.h index 998739fb..ef20c14a 100644 --- a/render.h +++ b/render.h @@ -23,6 +23,89 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "svbsp.h" +typedef enum glsl_attrib_e +{ + GLSLATTRIB_POSITION = 0, + GLSLATTRIB_COLOR = 1, + GLSLATTRIB_TEXCOORD0 = 2, + GLSLATTRIB_TEXCOORD1 = 3, + GLSLATTRIB_TEXCOORD2 = 4, + GLSLATTRIB_TEXCOORD3 = 5, + GLSLATTRIB_TEXCOORD4 = 6, + GLSLATTRIB_TEXCOORD5 = 7, + GLSLATTRIB_TEXCOORD6 = 8, + GLSLATTRIB_TEXCOORD7 = 9, +} +glsl_attrib; + +typedef enum shaderlanguage_e +{ + SHADERLANGUAGE_GLSL, + SHADERLANGUAGE_COUNT +} +shaderlanguage_t; + +// this enum selects which of the glslshadermodeinfo entries should be used +typedef enum shadermode_e +{ + SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture + SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess) + SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only + SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp) + SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp) + SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp) + SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces + SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces + SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) + SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) + SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) + SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers + SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers + SHADERMODE_COUNT +} +shadermode_t; + +typedef enum shaderpermutation_e +{ + SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading + SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp) + SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only) + SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin + SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only) + SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode + SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode + SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis + SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis + SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only) + SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter + SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture + SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only) + SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects + SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only) + SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface + SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface + SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) + SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter + SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing + SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection + SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping + SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha + SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe) + SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling + SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light + SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component + SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect + SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers + SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex + SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) + SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona + SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array +} +shaderpermutation_t; + // 1.0f / N table extern float ixtable[4096]; @@ -33,7 +116,10 @@ void FOG_clear(void); extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; +extern cvar_t r_sky_scissor; +extern cvar_t r_q3bsp_renderskydepth; extern int skyrenderlater, skyrendermasked; +extern int skyscissor[4]; int R_SetSkyBox(const char *sky); void R_SkyStartFrame(void); void R_Sky(void); @@ -55,6 +141,7 @@ 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; @@ -82,7 +169,6 @@ typedef struct rmesh_s int maxtriangles; int numtriangles; int *element3i; - int *neighbor3i; // snapping epsilon float epsilon2; } @@ -91,7 +177,6 @@ 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); @@ -107,7 +192,6 @@ extern cvar_t r_showoverdraw; 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; @@ -123,9 +207,8 @@ 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_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height); // must set r_refdef and call R_UpdateVariables and CL_UpdateEntityShading 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 { @@ -139,20 +222,23 @@ 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_PurgeSkinFrame(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, qboolean sRGB); +skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture); +skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture); +skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB); 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); +skinframe_t *R_SkinFrame_LoadNoTexture(void); +skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB); rtexture_t *R_GetCubemap(const char *basename); void R_View_WorldVisibility(qboolean forcenovis); -void R_DrawDecals(void); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -161,21 +247,51 @@ 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, vec_t entboxexpand, vec_t pad, 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" @@ -194,7 +310,6 @@ extern cvar_t r_glsl_offsetmapping_lod_distance; extern cvar_t r_glsl_deluxemapping; extern cvar_t gl_polyblend; -extern cvar_t gl_dither; extern cvar_t cl_deathfade; @@ -246,36 +361,49 @@ typedef struct rsurfacestate_s // (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; - r_vertexmesh_t *modelvertexmesh; - const r_meshbuffer_t *modelvertexmeshbuffer; - const r_meshbuffer_t *modelvertex3fbuffer; + 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; 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; @@ -287,44 +415,51 @@ 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; 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; - // rendering pass processing arrays in GL11 and GL13 paths - float *passcolor4f; - const r_meshbuffer_t *passcolor4f_vertexbuffer; - size_t passcolor4f_bufferoffset; + int batchelement3s_bufferoffset; + int batchskeletalnumtransforms; + float *batchskeletaltransform3x4; + const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer + int batchskeletaltransform3x4offset; + int batchskeletaltransform3x4size; // some important fields from the entity int ent_skinnum; @@ -341,18 +476,6 @@ typedef struct rsurfacestate_s // animation blending state from entity frameblend_t frameblend[MAX_FRAMEBLENDS]; skeleton_t *skeleton; - // 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 ambient/diffuse textures (gloss not affected) - // colormod[3] is the alpha of the entity - float colormod[4]; - // special coloring of glow textures - float glowmod[3]; // view location in model space vec3_t localvieworigin; // polygon offset data for submodels @@ -391,8 +514,8 @@ typedef struct rsurfacestate_s float userwavefunc_param[Q3WAVEFUNC_USER_COUNT]; // 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) + // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame + // also) entity_render_t *entity; } rsurfacestate_t; @@ -401,34 +524,29 @@ extern rsurfacestate_t rsurface; void R_HDR_UpdateIrisAdaptation(const vec3_t point); -void RSurf_ActiveWorldEntity(void); void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass); void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents); void RSurf_SetupDepthAndCulling(void); -void R_Mesh_ResizeArrays(int newvertices); - +extern int r_textureframe; ///< used only by R_GetCurrentTexture, incremented per view and per UI render texture_t *R_GetCurrentTexture(texture_t *t); -void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); -void R_AddWaterPlanes(entity_render_t *ent); -void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); -void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); - -#define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh -#define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS -#define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS -#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) +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui); +void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui); +void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui); + +#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f +#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f +#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f +#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f +#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f +#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f +#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f +#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader +#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps +#define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors +#define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist); +void RSurf_UploadBuffersForBatch(void); void RSurf_DrawBatch(void); void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size); @@ -442,21 +560,47 @@ typedef enum rsurfacepass_e } 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(rtexture_t *t, 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_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_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal); +void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy); void R_SetupShader_DeferredLight(const rtlight_t *rtlight); +typedef struct r_rendertarget_s { + // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1) + float texcoord2f[8]; + // textures are this size and type + int texturewidth; + int textureheight; + // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F + textype_t colortextype[4]; + // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP + textype_t depthtextype; + // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though) + qboolean depthisrenderbuffer; + // framebuffer object referencing the textures + int fbo; + // there can be up to 4 color targets and 1 depth target, the depthtexture + // may be a real texture (readable) or just a renderbuffer (not readable, + // but potentially faster) + rtexture_t *colortexture[4]; + rtexture_t *depthtexture; + // a rendertarget will not be reused in the same frame (realtime == lastusetime), + // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types), + // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames + double lastusetime; +} r_rendertarget_t; + +// called each frame after render to delete render targets that have not been used for a while +void R_RenderTarget_FreeUnused(qboolean force); +// returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame +r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3); + typedef struct r_waterstate_waterplane_s { - rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION - rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION - rtexture_t *texture_camera; // MATERIALFLAG_CAMERA - int fbo_refraction; - int fbo_reflection; - int fbo_camera; + r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION + r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION + r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA mplane_t plane; int materialflags; // combined flags of all water surfaces on this plane unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps @@ -471,7 +615,6 @@ typedef struct r_waterstate_s int waterwidth, waterheight; int texturewidth, textureheight; int camerawidth, cameraheight; - rtexture_t *depthtexture; int maxwaterplanes; // same as MAX_WATERPLANES int numwaterplanes; @@ -490,30 +633,27 @@ r_waterstate_t; typedef struct r_framebufferstate_s { textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar) - int fbo; // non-zero if r_viewfbo is enabled and working int screentexturewidth, screentextureheight; // dimensions of texture - rtexture_t *colortexture; // non-NULL if fbo is non-zero - rtexture_t *depthtexture; // non-NULL if fbo is non-zero + // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame + r_rendertarget_t *rt_screen; + r_rendertarget_t *rt_bloom; + rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!) - rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing - int bloomfbo[2]; // fbos for rendering into bloomtexture[] - int bloomindex; // which bloomtexture[] contains the final image + float ghosttexcoord2f[8]; // for r_motionblur int bloomwidth, bloomheight; - int bloomtexturewidth, bloomtextureheight; // arrays for rendering the screen passes - float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture - float bloomtexcoord2f[8]; // texcoords for bloomtexture[] float offsettexcoord2f[8]; // temporary use while updating bloomtexture[] - r_viewport_t bloomviewport; - r_waterstate_t water; qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway) + + // rendertargets (fbo and viewport), these can be reused across frames + memexpandablearray_t rendertargets; } r_framebufferstate_t; @@ -521,11 +661,14 @@ 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); +void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal +void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight); +void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight); +void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight); +void R_DebugLine(vec3_t start, vec3_t end); extern const float r_screenvertex3f[12]; +extern cvar_t r_showspriteedges; +extern cvar_t r_showparticleedges; extern cvar_t r_shadows; extern cvar_t r_shadows_darken; extern cvar_t r_shadows_drawafterrtlighting; @@ -534,7 +677,7 @@ 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; @@ -542,20 +685,48 @@ extern cvar_t r_transparent_sortarraysize; extern cvar_t r_transparent_sortmindist; extern cvar_t r_transparent_sortmaxdist; +extern qboolean r_shadow_usingdeferredprepass; +extern rtexture_t *r_shadow_attenuationgradienttexture; +extern rtexture_t *r_shadow_attenuation2dtexture; +extern rtexture_t *r_shadow_attenuation3dtexture; +extern qboolean r_shadow_usingshadowmap2d; +extern qboolean r_shadow_usingshadowmaportho; +extern float r_shadow_modelshadowmap_texturescale[4]; +extern float r_shadow_modelshadowmap_parameters[4]; +extern float r_shadow_lightshadowmap_texturescale[4]; +extern float r_shadow_lightshadowmap_parameters[4]; +extern qboolean r_shadow_shadowmapvsdct; +extern rtexture_t *r_shadow_shadowmap2ddepthbuffer; +extern rtexture_t *r_shadow_shadowmap2ddepthtexture; +extern rtexture_t *r_shadow_shadowmapvsdcttexture; +extern matrix4x4_t r_shadow_shadowmapmatrix; +extern int r_shadow_prepass_width; +extern int r_shadow_prepass_height; +extern rtexture_t *r_shadow_prepassgeometrydepthbuffer; +extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; +extern rtexture_t *r_shadow_prepasslightingdiffusetexture; +extern rtexture_t *r_shadow_prepasslightingspeculartexture; +extern int r_shadow_viewfbo; +extern rtexture_t *r_shadow_viewdepthtexture; +extern rtexture_t *r_shadow_viewcolortexture; +extern int r_shadow_viewx; +extern int r_shadow_viewy; +extern int r_shadow_viewwidth; +extern int r_shadow_viewheight; + +void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight); +void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight); + 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); @@ -580,6 +751,6 @@ void Mod_RenderInit(void); void Font_Init(void); qboolean R_CompileShader_CheckStaticParms(void); -void R_GLSL_Restart_f(void); +void R_GLSL_Restart_f(cmd_state_t *cmd); #endif