X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=render.h;h=a582433b755b6d6f9234708cbf5edb5650de7ef8;hb=68411e4b2608d83f87f60c00a65ce5ea862f14f2;hp=4ae53eb7683b34d2e9b5dbae87df1991b4f37276;hpb=9a86055855339709591f493513e8192102db2998;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index 4ae53eb7..a582433b 100644 --- a/render.h +++ b/render.h @@ -136,7 +136,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole 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_View_WorldVisibility(qboolean forcenovis); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -175,6 +175,7 @@ extern cvar_t r_test; 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; @@ -192,18 +193,6 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ extern mempool_t *r_main_mempool; -extern int rsurface_array_size; -extern float *rsurface_array_modelvertex3f; -extern float *rsurface_array_modelsvector3f; -extern float *rsurface_array_modeltvector3f; -extern float *rsurface_array_modelnormal3f; -extern float *rsurface_array_deformedvertex3f; -extern float *rsurface_array_deformedsvector3f; -extern float *rsurface_array_deformedtvector3f; -extern float *rsurface_array_deformednormal3f; -extern float *rsurface_array_color4f; -extern float *rsurface_array_texcoord3f; - typedef enum rsurfmode_e { RSURFMODE_NONE, @@ -214,41 +203,141 @@ 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 rtexture_t *rsurface_lightmaptexture; -extern rtexture_t *rsurface_deluxemaptexture; -extern rsurfmode_t rsurface_mode; +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 + // 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); @@ -262,79 +351,21 @@ 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); -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces); +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); -#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_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_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) -#define SHADERPERMUTATION_USES_GEOMETRYSHADER (1<<30) -#define SHADERPERMUTATION_USES_FRAGMENTSHADER (1<<31) - -typedef struct r_glsl_permutation_s +typedef enum rsurfacepass_e { - // 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_Attenuation; - 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_GlowScale; - int loc_SceneBrightness; - int loc_OffsetMapping_Scale; - int loc_AmbientColor; - int loc_DiffuseColor; - int loc_SpecularColor; - int loc_LightDir; + RSURFPASS_BASE, + RSURFPASS_BACKGROUND, + RSURFPASS_RTLIGHT } -r_glsl_permutation_t; - -// information about each possible shader permutation -extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX]; -// currently selected permutation -extern r_glsl_permutation_t *r_glsl_permutation; +rsurfacepass_t; -void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation); -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale); -void R_SwitchSurfaceShader(int permutation); +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass); #endif