X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=render.h;h=3f989a755231f7289a4b280f3fcc2916de67bca6;hb=1a476882427593a562b624379f137bf8821db951;hp=2d22fd4c22c60b1853276ac2785f529446071f2a;hpb=06d8455f84631224fb6bb29ab1bd56e3f849a086;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index 2d22fd4c..3f989a75 100644 --- a/render.h +++ b/render.h @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -18,133 +18,309 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ -// refresh.h -- public interface to refresh functions +#ifndef RENDER_H +#define RENDER_H + +// 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]; + +// 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_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 char r_speeds_string[1024]; +extern int r_timereport_active; + +// lighting stuff +extern cvar_t r_ambient; +extern cvar_t gl_flashblend; + +// vis stuff +extern cvar_t r_novis; + +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 //============================================================================= -typedef struct entity_s -{ - entity_state_t state_baseline; // baseline for entity - entity_state_t state_previous; // previous state (interpolating from this) - entity_state_t state_current; // current state (interpolating to this) - - struct - { - vec3_t origin; - vec3_t angles; - - // LordHavoc: added support for alpha transprency and other effects - float alpha; // opacity (alpha) of the model - float colormod[3]; // color tint for model - float scale; // size the model is shown - float glowsize; // how big the glow is - byte glowcolor; // color of glow and particle trail (paletted) - byte flags; // render flags - - struct model_s *model; // NULL = no model - int frame; // current desired frame (usually identical to frame2, but frame2 is not always used) - int colormap; - int effects; // light, particles, etc - int skinnum; // for Alias models - - int visframe; // last frame this entity was found in an active leaf - - struct model_s *lerp_model; // lerp resets when model changes - double lerp_starttime; // start of this transition - int frame1; // frame that the model is interpolating from - int frame2; // frame that the model is interpolating to - double framelerp; // interpolation factor, usually computed from lerp_starttime - double frame1start; // time frame1 began playing (for framegroup animations) - double frame2start; // time frame2 began playing (for framegroup animations) - - int dlightframe; // dynamic lighting - int dlightbits[8]; - - float trail_time; - } - render; -} entity_t; - -typedef struct +extern int r_framecount; +extern mplane_t frustum[5]; + +typedef struct renderstats_s { - vrect_t vrect; // subwindow in video for refresh - // FIXME: not need vrect next field here? - /* - vrect_t aliasvrect; // scaled Alias version - int vrectright, vrectbottom; // right & bottom screen coords - int aliasvrectright, aliasvrectbottom; // scaled Alias versions - float vrectrightedge; // rightmost right edge we care about, - // for use in edge list - float fvrectx, fvrecty; // for floating-point compares - float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping - int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20 - int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20 - float fvrectright_adj, fvrectbottom_adj; - // right and bottom edges, for clamping - float fvrectright; // rightmost edge, for Alias clamping - float fvrectbottom; // bottommost edge, for Alias clamping - float horizontalFieldOfView; // at Z = 1.0, this many X is visible - // 2.0 = 90 degrees - float xOrigin; // should probably always be 0.5 - float yOrigin; // between be around 0.3 to 0.5 - */ - - vec3_t vieworg; - vec3_t viewangles; - - float fov_x, fov_y; - -// int ambientlight; -} refdef_t; + 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; // -// refresh +// 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_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 qboolean envmap; -extern refdef_t r_refdef; -extern vec3_t r_origin, vpn, vright, vup; -extern qboolean hlbsp; +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 -void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect); // called whenever r_refdef or vid change +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 -// LordHavoc: changed this for sake of GLQuake -void R_InitSky (byte *src, int bytesperpixel); // called at level load -int R_VisibleCullBox (vec3_t mins, vec3_t maxs); +void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load -void R_NewMap (void); +void R_WorldVisibility(); +void R_DrawParticles(void); +void R_DrawExplosions(void); -#include "r_decals.h" +#define gl_solid_format 3 +#define gl_alpha_format 4 + +int R_CullBox(const vec3_t mins, const vec3_t maxs); + +#define FOGTABLEWIDTH 1024 +extern vec3_t fogcolor; +extern vec_t fogdensity; +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" + +#include "r_lerpanim.h" + +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_scale; +extern cvar_t r_glsl_offsetmapping_bias; +extern cvar_t r_glsl_usehalffloat; +extern cvar_t r_glsl_surfacenormalize; + +extern cvar_t gl_polyblend; +extern cvar_t gl_dither; + +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); + +// 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, 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); + +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 (1<<1) // (lightmap) use directional pixel shading from texture containing light directions (deluxemap) +#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<2) // (lightmap) use directional pixel shading from fixed light direction (q3bsp) +#define SHADERPERMUTATION_GLOW (1<<3) // (lightmap) blend in an additive glow texture +#define SHADERPERMUTATION_FOG (1<<4) // tint the color by fog color or black if using additive blend mode +#define SHADERPERMUTATION_COLORMAPPING (1<<5) // indicates this is a colormapped skin +#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_CUBEFILTER (1<<7) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_SURFACENORMALIZE (1<<9) // (lightsource or deluxemapping) improved bumpmapping +#define SHADERPERMUTATION_GEFORCEFX (1<<10) // use half vector types if available (NVIDIA specific) +#define SHADERPERMUTATION_COUNT (1<<11) // 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_OffsetMapping_Bias; + int loc_AmbientColor; + int loc_DiffuseColor; + int loc_SpecularColor; + int loc_LightDir; +} +r_glsl_permutation_t; -void R_ParseParticleEffect (void); -void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); -void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent); -void R_RocketTrail2 (vec3_t start, vec3_t end, int type, entity_t *ent); -void R_SparkShower (vec3_t org, vec3_t dir, int count); -void R_BloodPuff (vec3_t org, vec3_t vel, int count); -void R_FlameCube (vec3_t mins, vec3_t maxs, int count); -void R_Flames (vec3_t org, vec3_t vel, int count); +// 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_EntityParticles (entity_t *ent); -void R_BlobExplosion (vec3_t org); -void R_ParticleExplosion (vec3_t org, int smoke); -void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength); -void R_LavaSplash (vec3_t org); -void R_TeleportSplash (vec3_t org); +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); -void R_NewExplosion(vec3_t org); +#endif -void R_PushDlights (void); -void R_DrawWorld (void); -//void R_RenderDlights (void); -void R_DrawParticles (void); -void R_MoveParticles (void); -void R_DrawExplosions (void); -void R_MoveExplosions (void);