cnq3/code/renderer/tr_local.h
myT d6f77a9b35 fixed crashes due to render command list overflows
also increased the buffer's size (e.g. to draw all chars in the console in 4K)

one of the crashes happens in R_SortDrawSurfs:
-> render command list is too full
-> RE_EndFrame returns early because it can't allocate RC_SWAP_BUFFERS
-> R_ClearFrame in RE_EndFrame doesn't get called
-> the next frame starts with r_firstSceneDrawSurf etc. not being reset to 0
-> r_firstSceneDrawSurf becomes really close to the maximum draw surface limit
-> the draw surface list is iterated incorrectly (no wrapping handled)
-> we fetch a draw surface we shouldn't
-> its sort key gets decoded and we get an invalid sorted shader index
-> we fetch a NULL shader at that index location
-> we attempt to read shader->sort
-> we crash reading address 76
-> 76 bytes is exactly the offset of the sort member into the shader_t struct
2020-05-08 03:38:26 +02:00

1673 lines
46 KiB
C++

/*
===========================================================================
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)
// fast float to int conversion
//if id386 && !defined(__GNUC__)
//long myftol( float f );
//else
#define myftol(x) ((int)(x))
//endif
// 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?
};
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
};
typedef unsigned int textureHandle_t; // what this number actually means is up to the GAL
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
textureHandle_t texnum; // GAL handle (never use directly)
textureFormat_t format;
textureWrap_t wrapClampMode;
char name[MAX_QPATH]; // game path, including extension
};
///////////////////////////////////////////////////////////////
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
} 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
} 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 {
const image_t* image[MAX_IMAGE_ANIMATIONS];
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;
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;
int mtStages; // number of subsequent stages also consumed by this stage (e.g. 1 for DxLM MT)
texEnv_t mtEnv;
} shaderStage_t;
#define LIGHTMAP_BROKEN -4 // invalid data in the .bsp file
#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
} 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;
const image_t *outerbox[6], *innerbox[6];
} 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 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;
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;
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;
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 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
unsigned sort; // bit combination for fast compares
float depth; // transparent surface's midpoint's depth
const surfaceType_t* surface; // any of surface*_t
int index; // transparent surface's registration order
qhandle_t model; // MD3 model handle
};
extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( const void* );
struct litSurf_t {
unsigned sort; // bit combination for fast compares
const surfaceType_t* surface; // any of surface*_t
litSurf_t* next;
};
struct dlight_t {
vec3_t origin;
vec3_t color; // range from 0.0 to 1.0, should be color normalized
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;
};
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;
};
// 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
typedef struct {
int x, y, width, height;
float fov_x, fov_y;
vec3_t vieworg;
vec3_t viewaxis[3]; // transformation matrix
int time; // time in milliseconds for shader effects and other time dependent rendering issues
int rdflags; // RDF_NOWORLDMODEL, etc
// 1 bits will prevent the associated area from rendering at all
byte areamask[MAX_MAP_AREA_BYTES];
qbool areamaskModified; // qtrue if areamask changed since last scene
double floatTime; // tr.refdef.time / 1000.0
// text messages for deform text shaders
char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
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;
} trRefdef_t;
/*
==============================================================================
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;
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 DRAWSURF_MASK (MAX_DRAWSURFS-1)
/*
the drawsurf sort data is packed into a single 32 bit value so it can be
compared quickly during the qsorting process
the bits are allocated as follows:
18-31 : sorted shader index (14 bits)
16-17 : cull type (2 bits)
15-15 : polygon offset (1 bit)
5-14 : entity index (10 bits)
0- 4 : fog index (5 bits)
*/
#define QSORT_SHADERNUM_SHIFT 18
#define QSORT_CULLTYPE_SHIFT 16
#define QSORT_POLYOFF_SHIFT 15
#define QSORT_ENTITYNUM_SHIFT 5
#define QSORT_FOGNUM_SHIFT 0
#define QSORT_ENTITYNUM_MASK 0x00007FE0
#define MAX_SHADERS 16384 // 14 bits, must match the length in the sort key above
#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;
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
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
#define FUNCTABLE_SIZE 1024
#define FUNCTABLE_SHIFT 10
#define FUNCTABLE_MASK (FUNCTABLE_SIZE-1)
/*
** 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
image_t* fogImage;
image_t* scratchImage[16]; // MAX_VIDEO_HANDLES
shader_t* defaultShader;
shader_t* scratchShader; // used for cinematic playback
int numLightmaps;
image_t *lightmaps[MAX_LIGHTMAPS];
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
int shiftedEntityNum; // currentEntityNum << QSORT_ENTITYNUM_SHIFT
const model_t* currentModel;
viewParms_t viewParms;
float identityLight; // 1.0 / ( 1 << overbrightBits )
int identityLightByte; // identityLight * 255
orientationr_t orient; // for current entity
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];
// 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];
int numSkins;
skin_t* skins[MAX_SKINS];
float sinTable[FUNCTABLE_SIZE];
float squareTable[FUNCTABLE_SIZE];
float triangleTable[FUNCTABLE_SIZE];
float sawToothTable[FUNCTABLE_SIZE];
float inverseSawToothTable[FUNCTABLE_SIZE];
float fogTable[FOG_TABLE_SIZE];
float mipFilter[4]; // only used by the GPU generators
} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
//
// cvars
//
// 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_gl3_geoStream
#define GL3MAP_AUTO 0
#define GL3MAP_SUBDATA 1
#define GL3MAP_MAPUNSYNC 2
#define GL3MAP_MAPPERS 3
#define GL3MAP_AMDPIN 4
#define GL3MAP_MAX 4
// r_d3d11_syncOffsets
#define D3D11SO_SPLITOFFSETS 0
#define D3D11SO_SYNCEDOFFSETS 1
#define D3D11SO_AUTO 2
#define D3D11SO_MAX 2
// r_d3d11_presentMode
#define DXGIPM_BLITDISCARD 0
#define DXGIPM_FLIPDISCARD 1
#define DXGIPM_MAX 1
extern cvar_t *r_backend;
extern cvar_t *r_verbose; // used for verbose debug spew
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;
extern cvar_t *r_mode; // see VIDEOMODE_*
extern cvar_t *r_blitMode; // see BLITMODE_*
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_fullbright; // avoid lightmap pass
extern cvar_t *r_depthFade; // fades marked shaders based on depth
extern cvar_t *r_gpuMipGen; // uses GPU-side mip-map generation
extern cvar_t *r_alphaToCoverage; // enables A2C on alpha-tested surfaces
extern cvar_t *r_dither; // enables dithering
extern cvar_t *r_rtColorFormat; // color render target format, see RTCF_*
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
extern cvar_t *r_gl3_geoStream; // vertex/index streaming strategy, see GL3MAP_*
extern cvar_t *r_d3d11_syncOffsets; // vertex attribute streaming strategy, see D3D11SO_*
extern cvar_t *r_d3d11_presentMode; // DXGI presentation model, see DXGIPM_*
extern cvar_t *r_ext_max_anisotropy;
extern cvar_t *r_msaa;
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_finish;
extern cvar_t *r_swapInterval;
extern cvar_t *r_textureMode;
extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
extern cvar_t *r_uiFullScreen; // ui is running fullscreen
extern cvar_t *r_showtris; // enables wireframe rendering of the world
extern cvar_t *r_showsky; // forces sky in front of all surfaces
extern cvar_t *r_shownormals; // draws wireframe normals
extern cvar_t *r_clear; // clear to violet instead of black for debugging
extern cvar_t *r_lockpvs;
extern cvar_t *r_portalOnly;
extern cvar_t *r_subdivisions;
extern cvar_t *r_lodCurveError;
extern cvar_t *r_ignoreGLErrors;
extern cvar_t *r_brightness;
extern cvar_t *r_mapBrightness;
extern cvar_t *r_debugSurface;
extern cvar_t *r_debugSort;
void R_NoiseInit();
double R_NoiseGet4f( double x, double y, double z, double t );
void R_SwapBuffers( int );
void R_RenderView( const viewParms_t* parms );
void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddPolygonSurfaces();
void R_AddDrawSurf( const surfaceType_t* surface, const shader_t* shader, int fogIndex );
void R_AddLitSurf( const surfaceType_t* surface, const shader_t* shader, int fogIndex );
void R_DecomposeSort( unsigned sort, int *entityNum, const shader_t **shader, int *fogNum );
#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 );
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 );
#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_DEPTHMASK_TRUE 0x00000100 // enable depth writes
#define GLS_POLYMODE_LINE 0x00001000 // wireframe polygon filling, not line rendering
#define GLS_DEPTHTEST_DISABLE 0x00010000 // disable depth tests
#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)
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] );
qbool R_GetEntityToken( char *buffer, int size );
model_t* R_AllocModel();
void R_Init();
void R_ConfigureVideoMode( int desktopWidth, int desktopHeight ); // writes to glConfig and glInfo
#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
const 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 );
void R_UploadLightmapTile( image_t* image, byte* pic, int x, int y, int width, int height );
void R_SetColorMappings();
void R_ImageList_f( void );
void R_SkinList_f( void );
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 );
const void *RB_TakeVideoFrameCmd( const void *data );
extern const vec4_t r_mipBlendColors[16];
//
// tr_shader.c
//
qhandle_t RE_RegisterShader( const char* name );
qhandle_t RE_RegisterShaderNoMip( const char* name );
qhandle_t RE_RegisterShaderFromImage( const char* name, const image_t* image );
shader_t *R_FindShader( const char *name, int lightmapIndex, qbool mipRawImage );
const shader_t* R_GetShaderByHandle( qhandle_t hShader );
void R_InitShaders();
void R_ShaderList_f( void );
/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
enum galId_t {
GAL_GL2,
GAL_GL3,
GAL_D3D11,
GAL_COUNT
};
// Video initialization:
// o loading OpenGL and getting core function pointers
// - creating a window and changing video mode if needed,
// - respecting r_fullscreen, r_mode, r_width, r_height
// o creating a valid OpenGL context and making it current
// - filling up the right glconfig fields (see glconfig_t definition)
void Sys_V_Init( galId_t type );
// Video shutdown:
// o unloading OpenGL and zeroing the core function pointers
// o destroying the OpenGL context
// - 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();
/*
====================================================================
TESSELATOR/SHADER DECLARATIONS
====================================================================
*/
struct stageVars_t
{
color4ub_t colors[SHADER_MAX_VERTEXES];
vec2_t texcoords[SHADER_MAX_VERTEXES];
vec2_t* texcoordsptr;
};
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;
enum { TP_BASE, TP_LIGHT } pass;
const shader_t* shader;
double shaderTime;
int fogNum;
int numIndexes;
int numVertexes;
int dlNumIndexes;
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;
};
extern shaderCommands_t tess;
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)
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 );
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 );
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();
void RE_ClearScene();
void RE_AddRefEntityToScene( const refEntity_t *ent, qbool intShaderTime );
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 );
/*
=============================================================
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 );
void RB_CalcFogTexCoords( float *st, int firstVertex, int numVertexes );
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x80000
typedef struct {
byte cmds[MAX_RENDER_COMMANDS];
int used;
} renderCommandList_t;
typedef struct {
int commandId;
float color[4];
} setColorCommand_t;
typedef struct {
int commandId;
} beginFrameCommand_t;
typedef struct {
int commandId;
image_t *image;
int width;
int height;
void *data;
} subImageCommand_t;
typedef struct {
int commandId;
} swapBuffersCommand_t;
typedef struct {
int commandId;
int buffer;
} endFrameCommand_t;
typedef struct {
int commandId;
const shader_t* shader;
float x, y;
float w, h;
float s1, t1;
float s2, t2;
} stretchPicCommand_t;
typedef struct {
int commandId;
const shader_t* shader;
float x0, y0;
float x1, y1;
float x2, y2;
float s0, t0;
float s1, t1;
float s2, t2;
} triangleCommand_t;
typedef struct {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
int numDrawSurfs;
int numTranspSurfs;
drawSurf_t* drawSurfs;
} drawSurfsCommand_t;
typedef struct {
int commandId;
int x;
int y;
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;
} screenshotCommand_t;
const void* RB_TakeScreenshotCmd( const screenshotCommand_t* cmd );
typedef struct {
int commandId;
int width;
int height;
byte *captureBuffer;
byte *encodeBuffer;
qbool motionJpeg;
} videoFrameCommand_t;
typedef enum {
RC_END_OF_LIST,
RC_SET_COLOR,
RC_STRETCH_PIC,
RC_TRIANGLE,
RC_DRAW_SURFS,
RC_BEGIN_FRAME,
RC_SWAP_BUFFERS,
RC_SCREENSHOT,
RC_VIDEOFRAME
} renderCommand_t;
#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
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;
typedef enum {
DT_GENERIC,
DT_DYNAMIC_LIGHT,
DT_SOFT_SPRITE
} drawType_t;
typedef struct {
qbool (*Init)();
void (*ShutDown)( qbool fullShutDown );
void (*BeginFrame)();
void (*EndFrame)();
// saves the current clip plane and disables it
// sets depth range to [depth; depth]
void (*BeginSkyAndClouds)( double depth );
// sets depth range to [0; 1]
// restores the old clip plane, if any
void (*EndSkyAndClouds)();
void (*ReadPixels)( int x, int y, int w, int h, int alignment, colorSpace_t colorSpace, void* out );
void (*CreateTexture)( image_t* image, int mipCount, int w, int h );
void (*UpdateTexture)( image_t* image, int mip, int x, int y, int w, int h, const void* data );
void (*UpdateScratch)( image_t* image, int w, int h, const void* data, qbool dirty );
// handles everything in one go, including mip-map generation
// - image->format must be TF_RGBA8
// - w and h must be powers of 2
void (*CreateTextureEx)( image_t* image, int mipCount, int mipOffset, int w0, int h0, const void* mip0 );
void (*Draw)( drawType_t type );
// sets the model-view matrix (identity)
// sets the projection matrix (orthographic transform)
// sets the viewport and scissor rectangles
void (*Begin2D)();
// clears the target buffers
// sets the projection matrix
// sets the viewport and scissor rectangles
// sets the clip plane
void (*Begin3D)();
void (*SetModelViewMatrix)( const float* matrix );
void (*SetDepthRange)( double near, double far );
// lets us know that tess.light is ready and the data should be copied over now
void (*BeginDynamicLight)();
void (*PrintInfo)();
} graphicsAPILayer_t;
extern int max_polys;
extern int max_polyverts;
extern backEndData_t* backEndData;
extern graphicsAPILayer_t gal;
void GfxInfo_f( void );
typedef qbool ( *getGALInterface_t )( graphicsAPILayer_t* );
qbool GAL_GetGL2( graphicsAPILayer_t* rb );
qbool GAL_GetGL3( graphicsAPILayer_t* rb );
qbool GAL_GetD3D11( graphicsAPILayer_t* rb );
void RB_ExecuteRenderCommands( const void *data );
void RB_PushSingleStageShader( int stateBits, cullType_t cullType );
void RB_PopShader();
float RB_HyperspaceColor();
void RB_DrawSky();
void R_BuildCloudData();
void R_IssueRenderCommands();
void* R_FindRenderCommand( renderCommand_t type );
void *R_GetCommandBuffer( int bytes, qbool endFrame );
void R_AddDrawSurfCmd(drawSurf_t* drawSurfs, int numDrawSurfs, int numTranspSurfs );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int* pcFE, int* pc2D, int* pc3D, qbool render );
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 );
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_MultMatrix( const float *a, const float *b, float *out );
void R_MakeIdentityMatrix( float* m );
void R_MakeOrthoProjectionMatrix( float* m, float w, float h );
///////////////////////////////////////////////////////////////
// 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
qbool winFullscreen; // the window takes the entire screen
qbool vidFullscreen; // change the video mode
int displayFrequency;
int winWidth, winHeight;
// used by renderer
int maxTextureSize;
int maxAnisotropy;
qbool depthFadeSupport;
qbool mipGenSupport;
qbool alphaToCoverageSupport;
};
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 int re_cameraMatrixTime;
extern screenshotCommand_t r_delayedScreenshot;
extern qbool r_delayedScreenshotPending;
extern int r_delayedScreenshotFrame;
#endif //TR_LOCAL_H