X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=faee70b5f6ebce9437ec8ec7e70c3d7e600b7017;hp=05dcd5f77652f0b7951de1d24c04448654575989;hb=69a9f6bb4ea7d2a62b22238da58fe99d0ebd41d8;hpb=9f0345dcadf3d619bb98991ee2dd051787654bf5 diff --git a/render.h b/render.h index 05dcd5f7..faee70b5 100644 --- a/render.h +++ b/render.h @@ -21,7 +21,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef RENDER_H #define RENDER_H -extern matrix4x4_t r_identitymatrix; +// flag arrays used for visibility checking on world model +// (all other entities have no per-surface/per-leaf visibility checks) +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters +extern unsigned char r_pvsbits[(32768+7)>>3]; +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs +extern unsigned char r_worldleafvisible[32768]; +// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces +extern unsigned char r_worldsurfacevisible[262144]; // 1.0f / N table extern float ixtable[4096]; @@ -35,11 +42,12 @@ 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) @@ -49,135 +57,284 @@ 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 vec3_t lightspot; extern cvar_t r_ambient; -extern int lightscalebit; -extern float lightscale; - -// 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_waterscroll; + +extern cvar_t developer_texturelogging; + +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 int r_framecount; +extern mplane_t frustum[5]; + +typedef struct renderstats_s +{ + int entities; + int entities_surfaces; + int entities_triangles; + int world_leafs; + int world_portals; + int particles; + int meshes; + int meshes_elements; + int lights; + int lights_clears; + int lights_scissored; + int lights_lighttriangles; + int lights_shadowtriangles; + int lights_dynamicshadowtriangles; + int bloom; + int bloom_copypixels; + int bloom_drawpixels; +} +renderstats_t; + +extern renderstats_t renderstats; + +// brightness of world lightmaps and related lighting +// (often reduced when world rtlights are enabled) +extern float r_lightmapintensity; +// whether to draw world lights realtime, dlights realtime, and their shadows +extern qboolean r_rtworld; +extern qboolean r_rtworldshadows; +extern qboolean r_rtdlight; +extern qboolean r_rtdlightshadows; + +extern cvar_t r_nearclip; + +// forces all rendering to draw triangle outlines +extern cvar_t r_showtris; +extern cvar_t r_showtris_polygonoffset; +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; +extern int r_showtrispass; // // view origin // -extern vec3_t vup; -extern vec3_t vpn; -extern vec3_t vright; -extern vec3_t r_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_z; +extern int r_view_width; +extern int r_view_height; +extern int r_view_depth; +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; - -void R_Init (void); -void R_RenderView (void); // must set r_refdef first +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; +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_NewMap (void); +void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load -void R_DrawWorld(entity_render_t *ent); +void R_WorldVisibility(); void R_DrawParticles(void); void R_DrawExplosions(void); -void R_DrawBrushModelSky (entity_render_t *ent); -void R_DrawBrushModelNormal (entity_render_t *ent); -void R_DrawZymoticModel (entity_render_t *ent); -void R_DrawQ1Q2AliasModel(entity_render_t *ent); -void R_DrawSpriteModel (entity_render_t *ent); - -// LordHavoc: vertex transform -#include "transform.h" #define gl_solid_format 3 #define gl_alpha_format 4 -//#define PARANOID 1 - -int R_CullBox(const vec3_t emins, const vec3_t emaxs); -int R_NotCulledBox(const vec3_t emins, const vec3_t emaxs); +int R_CullBox(const vec3_t mins, const vec3_t maxs); -extern qboolean fogenabled; +#define FOGTABLEWIDTH 1024 extern vec3_t fogcolor; extern vec_t fogdensity; -#define calcfog(v) (exp(-(fogdensity*fogdensity*(((v)[0] - r_origin[0])*((v)[0] - r_origin[0])+((v)[1] - r_origin[1])*((v)[1] - r_origin[1])+((v)[2] - r_origin[2])*((v)[2] - r_origin[2]))))) -#define calcfogbyte(v) ((qbyte) (bound(0, ((int) ((float) (calcfog((v)) * 255.0f))), 255))) - -// start a farclip measuring session -void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip); -// enlarge farclip to accomodate box -void R_FarClip_Box(vec3_t mins, vec3_t maxs); -// return farclip value -float R_FarClip_Finish(void); - -// updates farclip distance so it is large enough for the specified box -// (*important*) -void R_Mesh_EnlargeFarClipBBox(vec3_t mins, vec3_t maxs); +extern vec_t fogrange; +extern vec_t fograngerecip; +extern int fogtableindex; +extern vec_t fogtabledistmultiplier; +extern float fogtable[FOGTABLEWIDTH]; +extern qboolean fogenabled; +#define VERTEXFOGTABLE(dist) (fogtableindex = (int)((dist) * fogtabledistmultiplier), fogtable[bound(0, fogtableindex, FOGTABLEWIDTH - 1)]) #include "r_modules.h" #include "meshqueue.h" -extern float overbrightscale; - #include "r_lerpanim.h" extern cvar_t r_render; -#include "image.h" +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_usehalffloat; +extern cvar_t r_glsl_surfacenormalize; +extern cvar_t r_glsl_deluxemapping; + +extern cvar_t gl_polyblend; extern cvar_t gl_dither; -// FIXME: this should live in the backend only -void GL_LockArray(int first, int count); -void GL_UnlockArray(void); +extern cvar_t r_smoothnormals_areaweighting; #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_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 (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2); - -void R_DrawCrosshair(void); +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, 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); + +extern mempool_t *r_main_mempool; + +extern int rsurface_array_size; +extern float *rsurface_array_vertex3f; +extern float *rsurface_array_svector3f; +extern float *rsurface_array_tvector3f; +extern float *rsurface_array_normal3f; +extern float *rsurface_array_color4f; +extern float *rsurface_array_texcoord3f; + +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(entity_render_t *ent, struct texture_s *texture, int texturenumsurfaces, const struct msurface_s **texturesurfacelist, const vec3_t modelorg); +void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces); + +#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_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_SURFACENORMALIZE (1<<11) // (lightsource or deluxemapping) improved bumpmapping +#define SHADERPERMUTATION_GEFORCEFX (1<<12) // use half vector types if available (NVIDIA specific) +#define SHADERPERMUTATION_COUNT (1<<13) // how many permutations are possible + +typedef struct r_glsl_permutation_s +{ + // 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_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_OffsetMapping_Scale; + int loc_AmbientColor; + int loc_DiffuseColor; + int loc_SpecularColor; + int loc_LightDir; +} +r_glsl_permutation_t; + +// information about each possible shader permutation +extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; +// currently selected permutation +r_glsl_permutation_t *r_glsl_permutation; + +void R_GLSL_CompilePermutation(int permutation); +void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting); #endif