cnq3/code/renderer/tr_local.h

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef TR_LOCAL_H
#define TR_LOCAL_H
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "tr_public.h"
extern const float s_flipMatrix[16];
#pragma pack(push, 1)
typedef struct {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
#pragma pack(pop)
// a trRefEntity_t has all the information passed in by the cgame
// as well as some locally derived info
struct trRefEntity_t {
refEntity_t e;
float axisLength; // compensate for non-normalized axis
qbool lightingCalculated;
vec3_t lightDir; // normalized direction towards light
vec3_t ambientLight; // color normalized to 0-255
int ambientLightInt; // 32 bit rgba packed
vec3_t directedLight;
qbool intShaderTime; // is the shaderTime member an integer?
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};
struct orientationr_t {
vec3_t origin; // in world coordinates
vec3_t axis[3]; // orientation in world
vec3_t viewOrigin; // viewParms->or.origin in local coordinates
float modelMatrix[16];
};
enum textureFormat_t {
TF_RGBA8,
TF_COUNT
};
enum textureWrap_t {
TW_REPEAT,
TW_CLAMP_TO_EDGE,
TW_COUNT
};
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#define MAX_TEXTURE_SIZE 2048
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struct shader_t;
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struct image_t {
image_t* next;
int width, height; // actual, ie after power of two, picmip, and clamp to MAX_TEXTURE_SIZE
int flags; // IMG_ bits
RHI::HTexture texture;
uint32_t textureIndex;
textureFormat_t format;
textureWrap_t wrapClampMode;
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char name[MAX_QPATH]; // game path, including extension
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int pakChecksum;
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int index; // indexes tr.images
int numShaders; // number of shaders referencing this image
int flags0; // flags requested to be 0 by at least 1 shader
int flags1; // flags requested to be 1 by at least 1 shader
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};
///////////////////////////////////////////////////////////////
typedef enum {
SS_BAD,
SS_PORTAL, // mirrors, portals, viewscreens
SS_ENVIRONMENT, // sky box
SS_OPAQUE, // opaque
SS_DECAL, // scorch marks, etc.
SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges
// in addition to alpha test
SS_BANNER,
SS_FOG,
SS_UNDERWATER, // for items that should be drawn in front of the water plane
SS_BLEND0, // regular transparency and filters
SS_BLEND1, // generally only used for additive type effects
SS_BLEND2,
SS_BLEND3,
SS_BLEND6,
SS_STENCIL_SHADOW,
SS_ALMOST_NEAREST, // gun smoke puffs
SS_NEAREST // blood blobs
} shaderSort_t;
#define MAX_SHADER_STAGES 8
typedef enum {
GF_NONE,
GF_SIN,
GF_SQUARE,
GF_TRIANGLE,
GF_SAWTOOTH,
GF_INVERSE_SAWTOOTH,
GF_NOISE,
GF_COUNT
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} genFunc_t;
typedef enum {
DEFORM_NONE,
DEFORM_WAVE,
DEFORM_NORMALS,
DEFORM_BULGE,
DEFORM_MOVE,
DEFORM_PROJECTION_SHADOW,
DEFORM_AUTOSPRITE,
DEFORM_AUTOSPRITE2,
DEFORM_TEXT0,
DEFORM_TEXT1,
DEFORM_TEXT2,
DEFORM_TEXT3,
DEFORM_TEXT4,
DEFORM_TEXT5,
DEFORM_TEXT6,
DEFORM_TEXT7
} deform_t;
typedef enum {
AGEN_IDENTITY,
AGEN_SKIP,
AGEN_ENTITY,
AGEN_ONE_MINUS_ENTITY,
AGEN_VERTEX,
AGEN_ONE_MINUS_VERTEX,
AGEN_LIGHTING_SPECULAR,
AGEN_WAVEFORM,
AGEN_PORTAL,
AGEN_CONST
} alphaGen_t;
typedef enum {
CGEN_BAD,
CGEN_IDENTITY_LIGHTING, // tr.identityLight
CGEN_IDENTITY, // always (1,1,1,1)
CGEN_ENTITY, // grabbed from entity's modulate field
CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate
CGEN_EXACT_VERTEX, // tess.vertexColors
CGEN_VERTEX, // tess.vertexColors * tr.identityLight
CGEN_ONE_MINUS_VERTEX,
CGEN_WAVEFORM, // programmatically generated
CGEN_LIGHTING_DIFFUSE,
CGEN_FOG, // standard fog
CGEN_CONST, // fixed color
CGEN_DEBUG_ALPHA // debug only: replicate the alpha channel
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} colorGen_t;
typedef enum {
TCGEN_BAD,
TCGEN_IDENTITY, // clear to 0,0
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_FOG,
TCGEN_VECTOR // S and T from world coordinates
} texCoordGen_t;
typedef enum {
ACFF_NONE,
ACFF_MODULATE_RGB,
ACFF_MODULATE_RGBA,
ACFF_MODULATE_ALPHA
} acff_t;
typedef struct {
genFunc_t func;
double base;
double amplitude;
double phase;
double frequency;
} waveForm_t;
#define TR_MAX_TEXMODS 4
typedef enum {
TMOD_NONE,
TMOD_TRANSFORM,
TMOD_TURBULENT,
TMOD_SCROLL,
TMOD_SCALE,
TMOD_STRETCH,
TMOD_ROTATE,
TMOD_ENTITY_TRANSLATE
} texMod_t;
#define MAX_SHADER_DEFORMS 3
typedef struct {
deform_t deformation; // vertex coordinate modification type
vec3_t moveVector;
waveForm_t deformationWave;
float deformationSpread;
float bulgeWidth;
float bulgeHeight;
float bulgeSpeed;
} deformStage_t;
typedef struct {
texMod_t type;
// used for TMOD_TURBULENT and TMOD_STRETCH
waveForm_t wave;
// used for TMOD_TRANSFORM
float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0]
float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1]
// used for TMOD_SCALE
float scale[2]; // s *= scale[0], t *= scale[1]
// used for TMOD_SCROLL
float scroll[2]; // s' = s + scroll[0] * time, t' = t + scroll[1] * time
// + = clockwise
// - = counterclockwise
float rotateSpeed;
} texModInfo_t;
#define MAX_IMAGE_ANIMATIONS 8
typedef struct {
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image_t* image[MAX_IMAGE_ANIMATIONS];
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int numImageAnimations;
double imageAnimationSpeed;
qbool isVideoMap; // shit code - no reason to have both of these
int videoMapHandle;
} textureBundle_t;
typedef enum {
ST_DIFFUSE,
ST_LIGHTMAP,
ST_MAX
} stageType_t;
typedef enum {
TE_DISABLED,
TE_MODULATE,
TE_REPLACE,
TE_DECAL,
TE_ADD
} texEnv_t;
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typedef struct {
qbool active;
textureBundle_t bundle;
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
int numTexMods;
texModInfo_t *texMods;
waveForm_t rgbWave;
colorGen_t rgbGen;
waveForm_t alphaWave;
alphaGen_t alphaGen;
byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
unsigned stateBits; // GLS_xxxx mask
acff_t adjustColorsForFog;
qbool isDetail;
stageType_t type;
} shaderStage_t;
#define LIGHTMAP_BROKEN -4 // invalid data in the .bsp file
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#define LIGHTMAP_2D -3 // shader is for 2D rendering
#define LIGHTMAP_BY_VERTEX -2 // pre-lit triangle models
#define LIGHTMAP_NONE -1
typedef enum {
CT_FRONT_SIDED,
CT_BACK_SIDED,
CT_TWO_SIDED,
CT_COUNT
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} cullType_t;
typedef enum {
FP_NONE, // surface is translucent and will just be adjusted properly
FP_EQUAL, // surface is opaque but possibly alpha tested
FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface)
} fogPass_t;
typedef struct {
float cloudHeight;
image_t *outerbox[6], *innerbox[6]; // innerbox was never actually used by Q3
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} skyParms_t;
typedef struct {
vec3_t color;
float depthForOpaque;
} fogParms_t;
typedef enum {
DFT_NONE, // disabled
DFT_BLEND, // std alpha blend -> fade color = (R G B 0)
DFT_ADD, // additive -> fade color = (0 0 0 A)
DFT_MULT, // multiplicative -> fade color = (1 1 1 A)
DFT_PMA, // pre-mult alpha -> fade color = (0 0 0 0)
DFT_TBD, // to be determined, i.e. fix up later
DFT_COUNT
} depthFadeType_t;
extern const float r_depthFadeScale[DFT_COUNT][4];
extern const float r_depthFadeBias [DFT_COUNT][4];
struct pipeline_t {
int firstStage;
int numStages;
int pipeline;
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int mirrorPipeline;
};
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struct shader_t {
char name[MAX_QPATH]; // game path, including extension
int lightmapIndex; // for a shader to match, both name and lightmapIndex must match
int index; // this shader == tr.shaders[index]
int sortedIndex; // this shader == tr.sortedShaders[sortedIndex]
float sort; // lower numbered shaders draw before higher numbered
qbool defaultShader; // we want to return index 0 if the shader failed to load,
// but R_FindShader should still keep a name allocated for it,
// so if something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
qbool explicitlyDefined; // found in a .shader file
int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags
int contentFlags;
qbool entityMergable; // multiple refentities can be combined in one batch (smoke, blood)
qbool isSky;
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skyParms_t sky;
fogParms_t fogParms;
float portalRange; // distance to fog out at
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
qbool polygonOffset; // set for decals and other items that must be offset
int imgflags; // nopicmip, nomipmaps, etc
int numDeforms;
deformStage_t deforms[MAX_SHADER_DEFORMS];
int numStages; // not counting fog pass (if any)
shaderStage_t *stages[MAX_SHADER_STAGES];
int lightingStages[ST_MAX];
fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
double clampTime; // time this shader is clamped to
double timeOffset; // current time offset for this shader
// lightmap texture coordinates transform
vec2_t lmScale;
vec2_t lmBias;
// depth fade rendering settings
depthFadeType_t dfType;
float dfInvDist;
float dfBias;
qbool greyscaleCTF;
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// extra info for /shaderinfo
int fileIndex;
const char* text;
// vertex lighting
qbool vlWanted; // just a request, can be denied
qbool vlApplied; // qtrue if request accepted AND shader modified
qbool isOpaque; // no alpha blending, alpha test is OK if opaque
qbool isAlphaTestedOpaque; // no alpha blending, first stage is alpha tested
qbool isDynamic; // at least one vertex attribute must generated on the fly
pipeline_t pipelines[MAX_SHADER_STAGES];
int numPipelines;
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shader_t* next;
};
// skins allow models to be retextured without modifying the model file
struct skinSurface_t {
char name[MAX_QPATH];
shader_t* shader;
};
struct skin_t {
char name[MAX_QPATH];
int numSurfaces;
skinSurface_t* surfaces[MD3_MAX_SURFACES];
};
typedef struct {
int originalBrushNumber;
vec3_t bounds[2];
unsigned colorInt; // in packed byte format
float tcScale; // texture coordinate vector scales
fogParms_t parms;
// for clipping distance in fog when outside
qbool hasSurface;
float surface[4];
} fog_t;
typedef struct {
orientationr_t orient;
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orientationr_t world;
vec3_t pvsOrigin; // may be different than or.origin for portals
qbool isPortal; // true if this view is through a portal
qbool isMirror; // the portal is a mirror, invert the face culling
int frameSceneNum; // copied from tr.frameSceneNum
int frameCount; // copied from tr.frameCount
cplane_t portalPlane; // clip anything behind this if mirroring
int viewportX, viewportY, viewportWidth, viewportHeight;
float fovX, fovY;
float projectionMatrix[16];
cplane_t frustum[4];
vec3_t visBounds[2];
float zFar;
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
typedef byte color4ub_t[4];
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
typedef enum {
SF_BAD,
SF_SKIP, // ignore
SF_FACE,
SF_GRID,
SF_TRIANGLES,
SF_POLY,
SF_MD3,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_NUM_SURFACE_TYPES,
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
struct msurface_t;
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struct drawSurf_t {
// we keep the sort key at the top instead of the pointer
// to allow for slightly cleaner code gen in the radix sort code
uint64_t sort; // sort key for scene rendering
const surfaceType_t* surface; // any of surface*_t
float depth; // transparent surface's midpoint's depth
qhandle_t model; // MD3 model handle, can be 0
int index; // transparent surface's registration order
float shaderSort; // transparent surface's shader sort
int shaderNum; // unsorted shader index, for when we need to do fix-ups
float greyscale; // how monochrome to draw all the stages
int staticGeoChunk;
int zppFirstIndex;
int zppIndexCount;
float radiusOverZ;
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};
void R_TessellateSurface( const surfaceType_t* surfType );
void R_ComputeTessellatedSize( int* numVertexes, int* numIndexes, const surfaceType_t* surfType );
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struct litSurf_t {
unsigned sort; // bit combination for fast compares
int shaderNum; // unsorted shader index, for when we need to do fix-ups
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const surfaceType_t* surface; // any of surface*_t
litSurf_t* next;
float greyscale;
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};
struct dlight_t {
vec3_t origin;
vec3_t color; // range from 0.0 to 1.0, should be color normalized
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float radius;
vec3_t transformed; // origin in local coordinate system
qbool active; // actually shines into the frustum rather than just pvs
litSurf_t* head;
litSurf_t* tail;
};
#define MAX_FACE_POINTS 64
#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file
#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory
// for cgame to add raw polys to a scene
struct srfPoly_t {
surfaceType_t surfaceType;
qhandle_t hShader;
int fogIndex;
int numVerts;
polyVert_t* verts;
vec3_t localOrigin;
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};
struct srfGridMesh_t {
surfaceType_t surfaceType;
// culling information
vec3_t meshBounds[2];
vec3_t localOrigin;
float meshRadius;
// lod information, which may be different
// than the culling information to allow for
// groups of curves that LOD as a unit
vec3_t lodOrigin;
float lodRadius;
int lodFixed;
int lodStitched;
// vertexes
int width, height;
float *widthLodError;
float *heightLodError;
drawVert_t verts[1]; // variable sized
};
// a srfVert_t is essentially a "fully featured" drawVert_t
// in some cases, eg srfSurfaceFace_t, the normal is common to the plane
// and doesn't actually HAVE to be populated, but...
struct srfVert_t {
vec3_t xyz;
vec3_t normal;
vec2_t st; // diffuse TC
vec2_t st2; // lightmap TC
color4ub_t rgba;
};
struct srfSurfaceFace_t {
surfaceType_t surfaceType;
cplane_t plane;
int numIndexes;
int *indexes;
int numVerts;
srfVert_t *verts;
vec3_t localOrigin;
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};
// misc_models in maps are turned into direct geometry by q3map
struct srfTriangles_t {
surfaceType_t surfaceType;
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
int numIndexes;
int *indexes;
int numVerts;
srfVert_t *verts;
};
///////////////////////////////////////////////////////////////
// trRefdef_t holds everything that comes in refdef_t,
// as well as the locally generated scene information
struct trRefdef_t : public refdef_t {
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qbool areamaskModified; // qtrue if areamask changed since last scene
int microSeconds; // [0;999] micro-seconds to add to the timestamp
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double floatTime; // tr.refdef.time / 1000.0
int num_entities;
trRefEntity_t *entities;
int num_dlights;
dlight_t* dlights;
int numPolys;
srfPoly_t* polys;
int numDrawSurfs;
drawSurf_t* drawSurfs;
int numLitSurfs;
litSurf_t* litSurfs;
};
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/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
struct msurface_t {
int vcBSP; // if == tr.viewCount, is in the PVS and BSP of this frame
int vcVisible; // if == tr.viewCount, is actually VISIBLE in this frame, i.e. passed facecull and has been added to the drawsurf list
int lightCount; // if == tr.lightCount, already added to the litsurf list for the current light
const shader_t* shader;
int fogIndex;
int staticGeoChunk;
int zppFirstIndex;
int zppIndexCount;
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const surfaceType_t* data; // any of srf*_t
};
#define CONTENTS_NODE -1
struct mnode_t {
// common with leaf and node
int contents; // -1 for nodes, to differentiate from leafs
int visframe; // node needs to be traversed (is in PVS) if == tr.visCount
vec3_t mins, maxs; // for bounding box culling
struct mnode_t* parent;
// node specific
const cplane_t* plane;
struct mnode_t* children[2];
// leaf specific
int cluster;
int area;
msurface_t **firstmarksurface;
int nummarksurfaces;
};
typedef struct {
vec3_t bounds[2]; // for culling
msurface_t *firstSurface;
int numSurfaces;
} bmodel_t;
typedef struct {
char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
char baseName[MAX_QPATH]; // ie: tim_dm2
int dataSize;
int numShaders;
dshader_t *shaders;
bmodel_t *bmodels;
int numplanes;
cplane_t *planes;
int numnodes; // includes leafs
mnode_t *nodes;
int numsurfaces;
msurface_t *surfaces;
int nummarksurfaces;
msurface_t **marksurfaces;
int numfogs;
fog_t *fogs;
vec3_t lightGridOrigin;
vec3_t lightGridSize;
vec3_t lightGridInverseSize;
int lightGridBounds[3];
byte *lightGridData;
int numClusters;
int clusterBytes;
const byte *vis; // may be passed in by CM_LoadMap to save space
byte *novis; // clusterBytes of 0xff
char *entityString;
const char* entityParsePoint;
} world_t;
///////////////////////////////////////////////////////////////
typedef enum {
MOD_BAD,
MOD_BRUSH,
MOD_MD3,
} modtype_t;
struct model_t {
char name[MAX_QPATH];
int index; // model = tr.models[model->index]
modtype_t type;
bmodel_t* bmodel; // type == MOD_BRUSH
md3Header_t* md3[MD3_MAX_LODS]; // type == MOD_MD3
int numLods;
int dataSize; // just for listing purposes
};
// unfortunately, MAX_*NET*_MODELS is incorrectly already defined as "MAX_MODELS"
#define MAX_RENDERER_MODELS 1024
void R_ModelInit();
const model_t* R_GetModelByHandle( qhandle_t hModel );
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, float frac, const char *tagName );
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
void R_Modellist_f( void );
///////////////////////////////////////////////////////////////
extern refimport_t ri;
#define MAX_DRAWIMAGES 2048
#define MAX_LIGHTMAPS 256
#define MAX_SKINS 1024
#define MAX_DRAWSURFS 0x10000
#define MAX_SHADERS 16384 // 14 bits, must match the length in the sort key above
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enum drawSurfGeneralSort_t {
// dimensions - the sum should stay within 48 bits
DRAWSORT_ENTITY_BITS = 10, // GENTITYNUM_BITS
DRAWSORT_SHADER_BITS = 14, // log2 MAX_SHADERS
DRAWSORT_STATICGEO_BITS = 1,
DRAWSORT_PSO_BITS = 19,
DRAWSORT_SKY_BITS = 1,
DRAWSORT_ALPHATEST_BITS = 1,
DRAWSORT_OPAQUE_BITS = 1,
DRAWSORT_PORTAL_BITS = 1,
// offsets
DRAWSORT_ENTITY_INDEX = 0,
DRAWSORT_SHADER_INDEX = DRAWSORT_ENTITY_INDEX + DRAWSORT_ENTITY_BITS,
DRAWSORT_STATICGEO_INDEX = DRAWSORT_SHADER_INDEX + DRAWSORT_SHADER_BITS,
DRAWSORT_PSO_INDEX = DRAWSORT_STATICGEO_INDEX + DRAWSORT_STATICGEO_BITS,
DRAWSORT_SKY_INDEX = DRAWSORT_PSO_INDEX + DRAWSORT_PSO_BITS,
DRAWSORT_ALPHATEST_INDEX = DRAWSORT_SKY_INDEX + DRAWSORT_SKY_BITS,
DRAWSORT_OPAQUE_INDEX = DRAWSORT_ALPHATEST_INDEX + DRAWSORT_ALPHATEST_BITS,
DRAWSORT_PORTAL_INDEX = DRAWSORT_OPAQUE_INDEX + DRAWSORT_OPAQUE_BITS
};
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#define MAX_TMUS 4
// all state modified by the back end is separated from the front end state
typedef struct {
trRefdef_t refdef;
viewParms_t viewParms;
orientationr_t orient;
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trRefEntity_t* currentEntity;
qbool projection2D; // if qtrue, drawstretchpic doesn't need to change modes
byte color2D[4];
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
// dynamic lights data set by the back-end for the GAL
qbool dlOpaque; // qtrue when drawing an opaque surface
float dlIntensity; // 1 for most surfaces, but can be scaled down for liquids etc.
unsigned int dlStateBits; // the state bits to apply for this draw call
// quick explanation on why dlOpaque is useful in the first place:
// - opaque surfaces can have a diffuse texture whose alpha isn't 255 everywhere
// - when that happens and we multiply the color by the the alpha (DL uses additive blending),
// we get "light holes" in opaque surfaces, which is not what we want
qbool renderFrame;
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int* pc; // current stats set, depending on projection2D
int pc2D[RB_STATS_MAX];
int pc3D[RB_STATS_MAX];
} backEndState_t;
#define FOG_TABLE_SIZE 256
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enum renderMode_t {
RM_NONE,
RM_UI,
RM_3D
};
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struct shaderParseMessage_t {
char message[256];
};
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/*
** trGlobals_t
**
** Most renderer globals are defined here.
** backend functions should never modify any of these fields,
** but may read fields that aren't dynamically modified
** by the frontend.
*/
typedef struct {
qbool registered; // cleared at shutdown, set at beginRegistration
int visCount; // incremented every time a new vis cluster is entered
int frameCount; // incremented every frame
int sceneCount; // incremented every scene
int viewCount; // incremented every view (twice a scene if portaled) and every R_MarkFragments call
int lightCount; // incremented for each dlight in the view
int frameSceneNum; // zeroed at RE_BeginFrame
qbool worldMapLoaded;
world_t* world;
const byte* externalVisData; // from RE_SetWorldVisData, shared with CM_Load
image_t* defaultImage;
image_t* whiteImage; // { 255, 255, 255, 255 }
image_t* fullBrightImage; // RGB scale based on r_mapBrightness, alpha 255
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image_t* fogImage;
image_t* scratchImage[16]; // MAX_VIDEO_HANDLES
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shader_t* defaultShader;
shader_t* scratchShader; // used for cinematic playback
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int numLightmaps;
image_t *lightmaps[MAX_LIGHTMAPS];
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
const model_t* currentModel;
viewParms_t viewParms;
float identityLight; // 1.0 / ( 1 << overbrightBits )
int identityLightByte; // identityLight * 255
orientationr_t orient; // for current entity
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trRefdef_t refdef;
int viewCluster;
dlight_t* light; // current light during R_RecursiveLightNode
int pc[RF_STATS_MAX];
//
// put large tables at the end, so most elements will be
// within the +/32K indexed range on risc processors
//
int numModels;
model_t* models[MAX_RENDERER_MODELS];
int numImages;
image_t* images[MAX_DRAWIMAGES];
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// associative array of image_t and shader_t indices where each entry is unique
// the indices index into tr.images and tr.shaders
int imageShaders[2048]; // shader index in high 16 bits, image index in low 16 bits
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int numImageShaders;
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// shader indexes from other modules will be looked up in tr.shaders[]
// shader indexes from drawsurfs will be looked up in sortedShaders[]
// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
int numShaders;
shader_t* shaders[MAX_SHADERS];
shader_t* sortedShaders[MAX_SHADERS];
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qbool traceWorldShader;
int tracedWorldShaderIndex;
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int numSkins;
skin_t* skins[MAX_SKINS];
float fogTable[FOG_TABLE_SIZE];
float mipFilter[4]; // only used by the GPU generators
qbool worldSurface; // is the currently added draw surface a world surface?
renderMode_t renderMode;
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// the following are only to be used after calling R_UpdateShader()
// the save state boolean is needed because otherwise, a delayed shader load
// could change the error and warning messages of the edited shader
shaderParseMessage_t shaderParseError;
shaderParseMessage_t shaderParseWarnings[16];
qbool shaderParseSaveState;
qbool shaderParseFailed;
int shaderParseNumWarnings;
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} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
//
// cvars
//
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// r_mode
#define VIDEOMODE_DESKTOPRES 0 // no mode change, render size = desktop size
#define VIDEOMODE_UPSCALE 1 // no mode change, render size < desktop size
#define VIDEOMODE_CHANGE 2 // mode change - only makes sense for CRT users
#define VIDEOMODE_MAX 2
// r_blitMode
#define BLITMODE_ASPECT 0 // aspect-ratio preserving stretch
#define BLITMODE_CENTERED 1 // no stretch, displayed at the center
#define BLITMODE_STRETCHED 2 // dumb stretch, takes the full screen
#define BLITMODE_MAX 2
// r_rtColorFormat
#define RTCF_R8G8B8A8 0
#define RTCF_R10G10B10A2 1
#define RTCF_R16G16B16A16 2
#define RTCF_MAX 2
// r_showtris + r_shownormals
#define SHOWTRIS_ENABLE_BIT 1
#define SHOWTRIS_OCCLUDE_BIT 2
#define SHOWTRIS_BACKFACE_BIT 4
#define SHOWTRIS_VERTEX_COLOR_BIT 8
#define SHOWTRIS_VERTEX_ALPHA_BIT 16
#define SHOWTRIS_MAX 31
// r_gpuPreference
#define GPUPREF_HIGHPERF 0
#define GPUPREF_LOWPOWER 1
#define GPUPREF_NONE 2
#define GPUPREF_MAX 2
extern cvar_t *r_verbose; // used for verbose debug spew
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extern cvar_t *r_lodbias; // push/pull LOD transitions
extern cvar_t *r_lodscale;
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
extern cvar_t *r_noportals; // controls portal/mirror "second view" drawing
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
extern cvar_t *r_norefresh; // bypasses the ref rendering
extern cvar_t *r_drawentities; // disable/enable entity rendering
extern cvar_t *r_drawworld; // disable/enable world rendering
extern cvar_t *r_speeds; // various levels of information display
extern cvar_t *r_detailTextures; // enables/disables detail texturing stages
extern cvar_t *r_novis; // disable/enable usage of PVS
extern cvar_t *r_nocull;
extern cvar_t *r_nocurves;
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extern cvar_t *r_mode; // see VIDEOMODE_*
extern cvar_t *r_blitMode; // see BLITMODE_*
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extern cvar_t *r_fullscreen;
extern cvar_t *r_displayRefresh; // optional display refresh option
extern cvar_t *r_intensity;
extern cvar_t *r_gamma;
extern cvar_t *r_greyscale;
extern cvar_t *r_ditherStrength; // the strength of the dithering noise
extern cvar_t *r_transpSort; // transparency sorting mode
extern cvar_t *r_lightmap; // render lightmaps only
extern cvar_t *r_lightmapGreyscale; // how monochrome the lightmap looks
extern cvar_t *r_mapGreyscale; // how monochrome the map looks
extern cvar_t *r_mapGreyscaleCTF; // how monochrome CTF map surfaces look
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extern cvar_t *r_teleporterFlash; // 1 is default Q3 behavior, 0 is pure black
extern cvar_t *r_sleepThreshold; // time cushion in us for a call to Sleep(1+)
extern cvar_t *r_fullbright; // avoid lightmap pass
extern cvar_t *r_depthFade; // fades marked shaders based on depth
extern cvar_t *r_dither; // enables dithering
extern cvar_t *r_rtColorFormat; // color render target format, see RTCF_*
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extern cvar_t *r_depthClamp; // disables clipping vertices against the near and far clip planes
extern cvar_t *r_gpuPreference; // shall we use high-performance or low-power devices?
extern cvar_t *r_mipGenFilter; // if the string is invalid, Lanczos 4 is used
extern cvar_t *r_mipGenGamma; // what gamma-space do we consider the textures to be in
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extern cvar_t *r_ext_max_anisotropy;
extern cvar_t *r_smaa;
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extern cvar_t *r_singleShader; // make most world faces use default shader
extern cvar_t *r_roundImagesDown;
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
extern cvar_t *r_picmip; // controls picmip values
extern cvar_t *r_swapInterval;
extern cvar_t *r_lego;
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extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
extern cvar_t *r_uiFullScreen; // ui is running fullscreen
extern cvar_t *r_showsky; // forces sky in front of all surfaces
extern cvar_t *r_showtris; // draws wireframe triangles
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extern cvar_t *r_shownormals; // draws wireframe normals
extern cvar_t *r_clear; // clear to violet instead of black for debugging
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extern cvar_t *r_lockpvs;
extern cvar_t *r_portalOnly;
extern cvar_t *r_subdivisions;
extern cvar_t *r_lodCurveError;
extern cvar_t *r_ignoreShaderSortKey;
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extern cvar_t *r_brightness;
extern cvar_t *r_mapBrightness;
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extern cvar_t *r_debugSurface;
extern cvar_t *r_debugSort;
extern cvar_t *r_debugUI;
extern cvar_t *r_debugInput;
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void R_NoiseInit();
double R_NoiseGet4f( double x, double y, double z, double t );
void R_SwapBuffers( int );
void R_RenderScene( const viewParms_t* parms );
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void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddPolygonSurfaces();
void R_AddDrawSurf(const surfaceType_t* surface, const shader_t* shader, int fogIndex, int staticGeoChunk = 0, int zppFirstIndex = 0, int zppIndexCount = 0, float radiusOverZ = 666.0f );
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void R_AddLitSurf( const surfaceType_t* surface, const shader_t* shader, int fogIndex );
uint64_t R_ComposeSort( int entityNum, const shader_t* shader, int staticGeoChunk );
void R_DecomposeSort( uint64_t sort, int* entityNum, const shader_t** shader );
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#define CULL_IN 0 // completely unclipped
#define CULL_CLIP 1 // clipped by one or more planes
#define CULL_OUT 2 // completely outside the clipping planes
int R_CullLocalBox( const vec3_t bounds[2] );
int R_CullPointAndRadius( const vec3_t origin, float radius );
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
void R_RotateForEntity( const trRefEntity_t* ent, const viewParms_t* viewParms, orientationr_t* orient );
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typedef void (*updateAnimatedImage_t)( image_t* image, int w, int h, const byte* data, qbool dirty );
const image_t* R_UpdateAndGetBundleImage( const textureBundle_t* bundle, updateAnimatedImage_t updateImage );
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#define GLS_SRCBLEND_ZERO 0x00000001
#define GLS_SRCBLEND_ONE 0x00000002
#define GLS_SRCBLEND_DST_COLOR 0x00000003
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
#define GLS_SRCBLEND_DST_ALPHA 0x00000007
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
#define GLS_SRCBLEND_BITS 0x0000000f
#define GLS_DSTBLEND_ZERO 0x00000010
#define GLS_DSTBLEND_ONE 0x00000020
#define GLS_DSTBLEND_SRC_COLOR 0x00000030
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
#define GLS_DSTBLEND_DST_ALPHA 0x00000070
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
#define GLS_DSTBLEND_BITS 0x000000f0
#define GLS_BLEND_BITS 0x000000ff
#define GLS_DEPTHMASK_TRUE 0x00000100 // enable depth writes
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#define GLS_POLYMODE_LINE 0x00001000 // wireframe polygon filling, not line rendering
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#define GLS_DEPTHTEST_DISABLE 0x00010000 // disable depth tests
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#define GLS_DEPTHFUNC_EQUAL 0x00020000
#define GLS_ATEST_GT_0 0x10000000
#define GLS_ATEST_LT_80 0x20000000
#define GLS_ATEST_GE_80 0x40000000
#define GLS_ATEST_BITS 0x70000000
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
#define GLS_DEFAULT_2D (GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA)
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void RE_LoadWorldMap( const char *mapname );
void RE_SetWorldVisData( const byte *vis );
qhandle_t RE_RegisterModel( const char *name );
qhandle_t RE_RegisterSkin( const char *name );
const char* R_GetMapName();
void R_ColorShiftLightingBytes( const byte in[4], byte out[4] );
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qbool R_GetEntityToken( char *buffer, int size );
model_t* R_AllocModel();
void R_Init();
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void R_ConfigureVideoMode( int desktopWidth, int desktopHeight ); // writes to glConfig and glInfo
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#define IMG_NOPICMIP 0x0001 // images that must never be down-sampled
#define IMG_NOMIPMAP 0x0002 // 2D elements that will never be "distant" - implies IMG_NOPICMIP
#define IMG_NOIMANIP 0x0004 // used for math by shaders (normal maps etc) so don't image-process them
#define IMG_LMATLAS 0x0008 // lightmap atlas => RGBA, no initial data, no mip-mapping, no anisotropic, upload with R_UploadLightmapTile
#define IMG_EXTLMATLAS 0x0010 // external lightmap atlas => no mip-mapping, no anisotropic
#define IMG_NOAF 0x0020 // never enable anisotropic filtering
int R_ComputeMipCount( int width, int height );
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image_t* R_FindImageFile( const char* name, int flags, textureWrap_t glWrapClampMode );
image_t* R_CreateImage( const char* name, byte* pic, int width, int height, textureFormat_t format, int flags, textureWrap_t wrapClampMode );
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void R_SetColorMappings();
void R_ImageList_f( void );
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void R_ImageInfo_f( void );
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void R_SkinList_f( void );
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void R_AddImageShader( image_t* image, shader_t* shader );
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void R_InitFogTable();
float R_FogFactor( float s, float t );
void R_InitImages();
void R_DeleteTextures();
void R_InitSkins();
const skin_t* R_GetSkinByHandle( qhandle_t hSkin );
extern const vec4_t r_mipBlendColors[16];
//
// tr_image_scale.cpp
//
void R_ResampleImage( byte** outD, int outW, int outH, const byte* inD, int inW, int inH, textureWrap_t tw );
void R_MipMap( byte** outD, const byte* inD, int inW, int inH, textureWrap_t tw );
//
// tr_renderdoc.cpp
//
void R_RenderDoc_CaptureFrames( int numFrames );
//
// tr_gui.cpp
//
void R_DrawGUI();
void R_ShutDownGUI();
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//
// tr_shader.c
//
qhandle_t RE_RegisterShader( const char* name );
qhandle_t RE_RegisterShaderNoMip( const char* name );
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qhandle_t RE_RegisterShaderFromImage( const char* name, image_t* image );
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#define FINDSHADER_MIPRAWIMAGE_BIT 1
#define FINDSHADER_VERTEXLIGHT_BIT 2
shader_t *R_FindShader( const char *name, int lightmapIndex, int flags );
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const shader_t* R_GetShaderByHandle( qhandle_t hShader );
void R_InitShaders();
void R_ShaderList_f( void );
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void R_ShaderInfo_f();
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void R_ShaderMixedUse_f();
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void R_CompleteShaderName_f( int startArg, int compArg );
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const char* R_GetShaderPath( const shader_t* shader );
qbool R_EditShader( shader_t* sh, const shader_t* original, const char* shaderText );
void R_SetShaderData( shader_t* sh, const shader_t* original );
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/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
// Video initialization:
// - creating a window and changing video mode if needed,
// - respecting r_fullscreen, r_mode, r_width, r_height
// - filling up the right glconfig fields (see glconfig_t definition)
void Sys_V_Init();
// Video shutdown:
// - destroying the window
// - resetting the proper video mode if necessary
void Sys_V_Shutdown();
// Swaps buffers and applies r_swapInterval if the back-end can't already do it.
void Sys_V_EndFrame();
// Used to know if we must sleep ourselves to maintain the frame-rate cap.
// When unsure (e.g. API calls failed), return qfalse.
qbool Sys_V_IsVSynced();
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/*
====================================================================
TESSELATOR/SHADER DECLARATIONS
====================================================================
*/
struct stageVars_t
{
color4ub_t colors[SHADER_MAX_VERTEXES];
vec2_t texcoords[SHADER_MAX_VERTEXES];
vec2_t* texcoordsptr;
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};
struct shaderCommands_t
{
unsigned int indexes[SHADER_MAX_INDEXES];
vec4_t xyz[SHADER_MAX_VERTEXES];
vec4_t normal[SHADER_MAX_VERTEXES];
vec2_t texCoords[SHADER_MAX_VERTEXES];
vec2_t texCoords2[SHADER_MAX_VERTEXES];
color4ub_t vertexColors[SHADER_MAX_VERTEXES];
unsigned int dlIndexes[SHADER_MAX_INDEXES];
stageVars_t svars[MAX_SHADER_STAGES];
stageVars_t svarsFog;
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enum { TP_BASE, TP_LIGHT } pass;
const shader_t* shader;
double shaderTime;
int fogNum;
int numIndexes;
int numVertexes;
int dlNumIndexes;
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const dlight_t* light;
const shaderStage_t** xstages;
// when > 0, only soft sprites are allowed in this batch
depthFadeType_t depthFade;
// when qtrue, RB_EndSurface doesn't need to compute deforms, colors, texture coordinates
qbool deformsPreApplied;
// when qtrue, draw a fog pass using fogStateBits and svarsFog
qbool drawFog;
// use this state vector when drawing the fog pass
unsigned int fogStateBits;
// how to process the colors of the current batch
float greyscale;
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};
extern shaderCommands_t tess;
// @TODO: nuke all this
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void RB_BeginSurface( const shader_t* shader, int fogNum );
void RB_EndSurface();
void RB_CheckOverflow( int verts, int indexes );
#define RB_CHECKOVERFLOW(v,i) RB_CheckOverflow(v,i)
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void R_ComputeColors( const shaderStage_t* pStage, stageVars_t& svars, int firstVertex, int numVertexes );
void R_ComputeTexCoords( const shaderStage_t* pStage, stageVars_t& svars, int firstVertex, int numVertexes, qbool ptrOpt );
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color );
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 );
/*
============================================================
WORLD MAP
============================================================
*/
void R_AddBrushModelSurfaces( const trRefEntity_t* re );
void R_AddWorldSurfaces();
qbool R_inPVS( const vec3_t p1, const vec3_t p2 );
/*
============================================================
LIGHTS
============================================================
*/
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t* dl, const orientationr_t* orient );
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qbool R_LightForPoint( const vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
/*
============================================================
SKIES
============================================================
*/
void R_InitSkyTexCoords( float cloudLayerHeight );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror );
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror );
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid );
/*
============================================================
MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
============================================================
*/
int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
/*
============================================================
SCENE GENERATION
============================================================
*/
// clears counters and back-end commands
void R_ClearFrame();
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void RE_ClearScene();
void RE_AddRefEntityToScene( const refEntity_t *ent, qbool intShaderTime );
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void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
void RE_AddLightToScene( const vec3_t org, float radius, float r, float g, float b );
void RE_RenderScene( const refdef_t *fd, int us );
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/*
=============================================================
ANIMATED MODELS
=============================================================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst );
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
void RB_DeformTessGeometry( int firstVertex, int numVertexes, int firstIndex, int numIndexes );
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void RB_CalcFogTexCoords( float *st, int firstVertex, int numVertexes );
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/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x80000
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typedef struct {
byte cmds[MAX_RENDER_COMMANDS];
int used;
} renderCommandList_t;
#pragma pack(push, 8)
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struct renderCommandBase_t {
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int commandId;
int padding;
};
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typedef renderCommandBase_t beginFrameCommand_t;
typedef renderCommandBase_t swapBuffersCommand_t;
typedef renderCommandBase_t beginUICommand_t;
typedef renderCommandBase_t endUICommand_t;
typedef renderCommandBase_t begin3DCommand_t;
typedef renderCommandBase_t end3DCommand_t;
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struct uiSetColorCommand_t : renderCommandBase_t {
float color[4];
};
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struct endFrameCommand_t : renderCommandBase_t {
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int buffer;
};
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struct uiDrawQuadCommand_t : renderCommandBase_t {
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const shader_t* shader;
float x, y;
float w, h;
float s1, t1;
float s2, t2;
};
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struct uiDrawTriangleCommand_t : renderCommandBase_t {
const shader_t* shader;
float x0, y0;
float x1, y1;
float x2, y2;
float s0, t0;
float s1, t1;
float s2, t2;
};
struct drawSceneViewCommand_t : renderCommandBase_t {
trRefdef_t refdef;
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viewParms_t viewParms;
int numDrawSurfs;
int numTranspSurfs;
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drawSurf_t* drawSurfs;
qbool shouldClearColor;
vec4_t clearColor;
};
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struct endSceneCommand_t : renderCommandBase_t {
viewParms_t viewParms;
uint32_t padding2;
};
struct screenshotCommand_t : renderCommandBase_t {
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int width;
int height;
const char* fileName;
enum ss_type { SS_TGA, SS_JPG } type;
float conVis; // if > 0, this is a delayed screenshot and we need to
// restore the console visibility to that value
qbool delayed;
};
struct videoFrameCommand_t : renderCommandBase_t {
int commandId;
int width;
int height;
byte *captureBuffer;
byte *encodeBuffer;
qbool motionJpeg;
};
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#pragma pack(pop)
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#define RENDER_COMMAND_LIST(Cmd) \
Cmd(RC_END_OF_LIST, renderCommandBase_t) \
Cmd(RC_BEGIN_UI, beginUICommand_t) \
Cmd(RC_END_UI, endUICommand_t) \
Cmd(RC_UI_SET_COLOR, uiSetColorCommand_t) \
Cmd(RC_UI_DRAW_QUAD, uiDrawQuadCommand_t) \
Cmd(RC_UI_DRAW_TRIANGLE, uiDrawTriangleCommand_t) \
Cmd(RC_BEGIN_3D, begin3DCommand_t) \
Cmd(RC_END_3D, end3DCommand_t) \
Cmd(RC_DRAW_SCENE_VIEW, drawSceneViewCommand_t) \
Cmd(RC_END_SCENE, endSceneCommand_t) \
Cmd(RC_BEGIN_FRAME, beginFrameCommand_t) \
Cmd(RC_SWAP_BUFFERS, swapBuffersCommand_t) \
Cmd(RC_SCREENSHOT, screenshotCommand_t) \
Cmd(RC_VIDEOFRAME, videoFrameCommand_t)
#define RC(Enum, Type) Enum,
enum renderCommand_t {
RENDER_COMMAND_LIST(RC)
RC_COUNT
};
#undef RC
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extern const int renderCommandSizes[RC_COUNT + 1];
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#define MAX_DLIGHTS 32 // completely arbitrary now :D
#define MAX_REFENTITIES 1023 // can't be increased without changing drawsurf bit packing
// all of the information needed by the back-end must be
// contained in a backEndData_t instance
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typedef struct {
drawSurf_t drawSurfs[MAX_DRAWSURFS];
litSurf_t litSurfs[MAX_DRAWSURFS];
dlight_t dlights[MAX_DLIGHTS];
trRefEntity_t entities[MAX_REFENTITIES];
srfPoly_t *polys;
polyVert_t *polyVerts;
renderCommandList_t commands;
} backEndData_t;
#define SKY_SUBDIVISIONS 8
#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2)
typedef enum {
CS_RGBA,
CS_BGR,
CS_COUNT
} colorSpace_t;
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extern int max_polys;
extern int max_polyverts;
extern backEndData_t* backEndData;
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void GfxInfo_f( void );
const byte* RB_TakeScreenshotCmd( const screenshotCommand_t* cmd );
const byte* RB_TakeVideoFrameCmd( const videoFrameCommand_t* cmd );
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void RB_PushSingleStageShader( int stateBits, cullType_t cullType );
void RB_PopShader();
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float RB_HyperspaceColor();
void RB_DrawSky();
void R_BuildCloudData();
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void R_IssueRenderCommands();
byte* R_FindRenderCommand( renderCommand_t type );
byte* R_AllocateRenderCommand( int bytes, int commandId, qbool endFrame );
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void R_AddDrawSurfCmd( drawSurf_t* drawSurfs, int numDrawSurfs, int numTranspSurfs );
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void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int* pcFE, int* pc2D, int* pc3D, qbool render );
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void RE_SetColor( const float* rgba );
void RE_StretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void RE_DrawTriangle( float x0, float y0, float x1, float y1, float x2, float y2,
float s0, float t0, float s1, float t1, float s2, float t2, qhandle_t hShader );
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int SaveJPGToBuffer( byte* out, int quality, int image_width, int image_height, byte* image_buffer );
void RE_TakeVideoFrame( int width, int height,
byte *captureBuffer, byte *encodeBuffer, qbool motionJpeg );
void R_EndScene( const viewParms_t* viewParms );
void R_MultMatrix( const float *a, const float *b, float *out );
void R_InvMatrix( const float* in, float* out );
void R_TransposeMatrix( const float* in, float* out );
void R_CameraPositionFromMatrix( const float* modelView, vec3_t cameraPos );
void R_CameraAxisVectorsFromMatrix( const float* modelView, vec3_t axisX, vec3_t axisY, vec3_t axisZ );
void R_MakeIdentityMatrix( float* m );
void R_MakeOrthoProjectionMatrix( float* m, float w, float h );
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///////////////////////////////////////////////////////////////
// the "public" glconfig: screen size etc
extern glconfig_t glConfig;
// the "private" glconfig: implementation specifics for the renderer
struct glinfo_t {
// used by platform layer
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qbool winFullscreen; // the window takes the entire screen
qbool vidFullscreen; // change the video mode
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int displayFrequency;
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int winWidth, winHeight;
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// used by renderer
int maxTextureSize;
int maxAnisotropy;
qbool depthFadeSupport;
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};
extern glinfo_t glInfo;
// renderer allocs are always on the low heap
template <class T> T* RI_New() { return (T*)ri.Hunk_Alloc(sizeof(T), h_low); }
template <class T> T* RI_New( size_t c ) { return static_cast<T*>(ri.Hunk_Alloc(sizeof(T) * c, h_low)); }
struct RI_AutoPtr {
RI_AutoPtr() : mp(0) {}
RI_AutoPtr( size_t c ) { mp = (byte*)ri.Hunk_AllocateTempMemory(c); }
~RI_AutoPtr() { if (mp) ri.Hunk_FreeTempMemory(mp); }
void* Alloc( size_t c ) { assert(!mp); mp = (byte*)ri.Hunk_AllocateTempMemory(c); return mp; }
operator byte*() const { return mp; }
template <typename T> T* Get() const { return (T*)mp; }
private:
RI_AutoPtr( const RI_AutoPtr& rhs );
RI_AutoPtr& operator=( const RI_AutoPtr& rhs );
byte* mp;
};
extern screenshotCommand_t r_delayedScreenshot;
extern qbool r_delayedScreenshotPending;
extern int r_delayedScreenshotFrame;
struct IRenderPipeline
{
virtual void Init() = 0;
virtual void ShutDown(bool fullShutDown) = 0;
virtual void ProcessWorld(world_t& world) = 0;
virtual void ProcessModel(model_t& model) = 0;
virtual void ProcessShader(shader_t& shader) = 0;
virtual void CreateTexture(image_t* image, int mipCount, int width, int height) = 0;
virtual void UpoadTextureAndGenerateMipMaps(image_t* image, const byte* data) = 0;
virtual void BeginTextureUpload(RHI::MappedTexture& mappedTexture, image_t* image) = 0;
virtual void EndTextureUpload() = 0;
virtual void ExecuteRenderCommands(const byte* data) = 0;
virtual void UISetColor(const uiSetColorCommand_t& cmd) = 0;
virtual void UIDrawQuad(const uiDrawQuadCommand_t& cmd) = 0;
virtual void UIDrawTriangle(const uiDrawTriangleCommand_t& cmd) = 0;
virtual void DrawSceneView(const drawSceneViewCommand_t& cmd) = 0;
virtual void TessellationOverflow() = 0;
virtual void DrawSkyBox() = 0;
virtual void DrawClouds() = 0;
virtual void ReadPixels(int w, int h, int alignment, colorSpace_t colorSpace, void* out) = 0;
};
extern IRenderPipeline* renderPipeline;
struct RHIExport
{
uint32_t renderToPresentUS;
uint32_t inputToRenderUS;
uint32_t inputToPresentUS;
uint32_t presentToPresentUS;
float monitorFrameDurationMS;
float targetFrameDurationMS;
};
extern RHIExport rhie;
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#endif //TR_LOCAL_H