X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=render.h;h=c39b4032901dd277c6a7e0518338a58a9e77b1d9;hb=31c60f86f584447beac6b654e54587229f2c9496;hp=889ed6406380311a7d3f3c7e863269ea9d6bb630;hpb=e779ed3e51e7171d93367661bffd70953d0127cd;p=xonotic%2Fdarkplaces.git diff --git a/render.h b/render.h index 889ed640..c39b4032 100644 --- a/render.h +++ b/render.h @@ -43,10 +43,8 @@ extern void R_ResetSkyBox(void); 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 @@ -58,6 +56,7 @@ extern cvar_t r_novis; extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; +extern cvar_t r_lerplightstyles; extern cvar_t r_waterscroll; extern cvar_t developer_texturelogging; @@ -125,18 +124,29 @@ 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 +typedef enum r_refdef_scene_type_s { + RST_CLIENT, + RST_MENU, + RST_COUNT +} r_refdef_scene_type_t; -void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load +void R_SelectScene( r_refdef_scene_type_t scenetype ); +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_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_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_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha); +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(); +void R_View_WorldVisibility(qboolean forcenovis); +void R_DrawDecals(void); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -171,8 +181,6 @@ 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; @@ -193,16 +201,6 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ 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 @@ -256,7 +254,9 @@ typedef struct rsurfacestate_s int modeltexcoordlightmap2f_bufferobject; size_t modeltexcoordlightmap2f_bufferoffset; int *modelelement3i; + unsigned short *modelelement3s; int modelelement3i_bufferobject; + int modelelement3s_bufferobject; int *modellightmapoffsets; int modelnum_vertices; int modelnum_triangles; @@ -306,19 +306,18 @@ typedef struct rsurfacestate_s 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; - // type of vertex lighting being used on this batch - int lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model // rtlight rendering // light currently being rendered - rtlight_t *rtlight; + const 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; @@ -343,7 +342,7 @@ 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); @@ -353,81 +352,94 @@ 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); -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly); +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_CONTRASTBOOST (1<<8) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) -#define SHADERPERMUTATION_SPECULAR (1<<9) // (lightsource or deluxemapping) render specular effects -#define SHADERPERMUTATION_CUBEFILTER (1<<10) // (lightsource) use cubemap light filter -#define SHADERPERMUTATION_OFFSETMAPPING (1<<11) // adjust texcoords to roughly simulate a displacement mapped surface -#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<12) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) - -#define SHADERPERMUTATION_MAX (1<<13) // 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 +{ + RSURFPASS_BASE, + RSURFPASS_BACKGROUND, + RSURFPASS_RTLIGHT +} +rsurfacepass_t; + +typedef enum gl20_texunit_e +{ + // postprocess shaders, and generic shaders: + GL20TU_FIRST = 0, + GL20TU_SECOND = 1, + GL20TU_GAMMARAMPS = 2, + // standard material properties + GL20TU_NORMAL = 0, + GL20TU_COLOR = 1, + GL20TU_GLOSS = 2, + GL20TU_GLOW = 3, + // material properties for a second material + GL20TU_SECONDARY_NORMAL = 4, + GL20TU_SECONDARY_COLOR = 5, + GL20TU_SECONDARY_GLOSS = 6, + GL20TU_SECONDARY_GLOW = 7, + // material properties for a colormapped material + // conflicts with secondary material + GL20TU_PANTS = 4, + GL20TU_SHIRT = 5, + // fog fade in the distance + GL20TU_FOGMASK = 8, + // compiled ambient lightmap and deluxemap + GL20TU_LIGHTMAP = 9, + GL20TU_DELUXEMAP = 10, + // refraction, used by water shaders + GL20TU_REFRACTION = 3, + // reflection, used by water shaders, also with normal material rendering + // conflicts with secondary material + GL20TU_REFLECTION = 7, + // rtlight attenuation (distance fade) and cubemap filter (projection texturing) + // conflicts with lightmap/deluxemap + GL20TU_ATTENUATION = 9, + GL20TU_CUBE = 10, +} +gl20_texunit; + +void R_SetupGenericShader(qboolean usetexture); +void R_SetupGenericTwoTextureShader(int texturemode); +void R_SetupDepthOrShadowShader(void); +void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass); + +typedef struct r_waterstate_waterplane_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_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; // or: Scenebrightness * ContrastBoost - int loc_OffsetMapping_Scale; - int loc_AmbientColor; - int loc_DiffuseColor; - int loc_SpecularColor; - int loc_LightDir; - int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost + rtexture_t *texture_refraction; + rtexture_t *texture_reflection; + mplane_t plane; + int materialflags; // combined flags of all water surfaces on this plane + unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps + qboolean pvsvalid; } -r_glsl_permutation_t; +r_waterstate_waterplane_t; + +#define MAX_WATERPLANES 16 + +typedef struct r_waterstate_s +{ + qboolean enabled; -// 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; + qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces + + int waterwidth, waterheight; + int texturewidth, textureheight; + + int maxwaterplanes; // same as MAX_WATERPLANES + int numwaterplanes; + r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; + + float screenscale[2]; + float screencenter[2]; +} +r_waterstate_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); +extern r_waterstate_t r_waterstate; #endif