/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // refresh.h -- public interface to refresh functions // default soldier colors #define TOP_DEFAULT 1 #define BOTTOM_DEFAULT 6 #define TOP_RANGE (TOP_DEFAULT<<4) #define BOTTOM_RANGE (BOTTOM_DEFAULT<<4) extern int r_framecount; struct msurface_s; struct batch_s; struct model_s; struct texnums_s; struct texture_s; static const texid_t r_nulltex = {{0}}; #if defined(D3DQUAKE) || defined(ANDROID) #define sizeof_index_t 2 #endif #if sizeof_index_t == 2 #define GL_INDEX_TYPE GL_UNSIGNED_SHORT #define D3DFMT_QINDEX D3DFMT_INDEX16 typedef unsigned short index_t; #define MAX_INDICIES 0xffff #else #define GL_INDEX_TYPE GL_UNSIGNED_INT #define D3DFMT_QINDEX D3DFMT_INDEX32 typedef unsigned int index_t; #define MAX_INDICIES 0xffffffff #endif //============================================================================= //the eye doesn't see different colours in the same proportion. //must add to slightly less than 1 #define NTSC_RED 0.299 #define NTSC_GREEN 0.587 #define NTSC_BLUE 0.114 #define NTSC_SUM (NTSC_RED + NTSC_GREEN + NTSC_BLUE) typedef enum { RT_MODEL, RT_POLY, RT_SPRITE, RT_BEAM, RT_RAIL_CORE, RT_RAIL_RINGS, RT_LIGHTNING, RT_PORTALSURFACE, // doesn't draw anything, just info for portals RT_MAX_REF_ENTITY_TYPE } refEntityType_t; struct dlight_s; typedef struct entity_s { int keynum; // for matching entities in different frames vec3_t origin; vec3_t angles; vec3_t axis[3]; vec4_t shaderRGBAf; /*colormod+alpha, available for shaders to mix*/ float shaderTime; /*timestamp, for syncing shader times to spawns*/ vec3_t glowmod; /*meant to be a multiplier for the fullbrights*/ int light_known; /*bsp lighting has been caled*/ vec3_t light_avg; /*midpoint level*/ vec3_t light_range; /*avg + this = max, avg - this = min*/ vec3_t light_dir; vec3_t oldorigin; vec3_t oldangles; struct model_s *model; // NULL = no model int skinnum; // for Alias models struct player_info_s *scoreboard; // identify player struct efrag_s *efrag; // linked list of efrags (FIXME) int visframe; // last frame this entity was // found in an active leaf // only used for static objects int dlightframe; // dynamic lighting int dlightbits; // FIXME: could turn these into a union int trivial_accept; struct mnode_s *topnode; // for bmodels, first world node // that splits bmodel, or NULL if // not split framestate_t framestate; unsigned int externalmodelview; int flags; refEntityType_t rtype; float rotation; struct shader_s *forcedshader; #ifdef PEXT_SCALE float scale; #endif #ifdef PEXT_FATNESS float fatness; #endif #ifdef PEXT_HEXEN2 int drawflags; int abslight; #endif } entity_t; typedef struct { vrect_t vrect; // subwindow in video for refresh // FIXME: not need vrect next field here? vec3_t pvsorigin; /*render the view using this point for pvs (useful for mirror views)*/ vec3_t vieworg; /*logical view center*/ vec3_t viewangles; vec3_t viewaxis[3]; /*forward, left, up (NOT RIGHT)*/ float fov_x, fov_y; int flags; int currentplayernum; float time; float m_projection[16]; float m_view[16]; vec4_t gfog_rgbd; vrect_t pxrect; /*vrect, but in pixels rather than virtual coords*/ qboolean externalview; /*draw external models and not viewmodels*/ qboolean recurse; /*in a mirror/portal/half way through drawing something else*/ qboolean flipcull; /*reflected/flipped view, requires inverted culling*/ qboolean useperspective; /*not orthographic*/ int postprocshader; /*if set, renders to texture then invokes this shader*/ int postproccube; /*postproc shader wants a cubemap, this is the mask of sides required*/ } refdef_t; extern refdef_t r_refdef; extern vec3_t r_origin, vpn, vright, vup; extern struct texture_s *r_notexture_mip; extern entity_t r_worldentity; void BE_GenModelBatches(struct batch_s **batches); //gl_alias.c void R_GAlias_DrawBatch(struct batch_s *batch); void R_GAlias_GenerateBatches(entity_t *e, struct batch_s **batches); void R_LightArraysByte_BGR(const entity_t *entity, vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals); void R_LightArrays(const entity_t *entity, vecV_t *coords, vec4_t *colours, int vertcount, vec3_t *normals, float scale); void R_DrawSkyChain (struct batch_s *batch); /*called from the backend, and calls back into it*/ void R_InitSky (struct texnums_s *ret, struct texture_s *mt, qbyte *src); /*generate q1 sky texnums*/ //r_surf.c void Surf_DrawWorld(void); void Surf_GenBrushBatches(struct batch_s **batches, entity_t *ent); void Surf_StainSurf(struct msurface_s *surf, float *parms); void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius); void Surf_LessenStains(void); void Surf_WipeStains(void); void Surf_DeInit(void); void Surf_Clear(struct model_s *mod); void Surf_BuildLightmaps(void); void Surf_BuildSurfaceDisplayList (struct model_s *mod, struct msurface_s *fa); void Surf_RenderDynamicLightmaps (struct msurface_s *fa); void Surf_RenderAmbientLightmaps (struct msurface_s *fa, int ambient); int Surf_LightmapShift (struct model_s *model); #ifndef LMBLOCK_WIDTH #define LMBLOCK_WIDTH 128 #define LMBLOCK_HEIGHT 128 typedef struct glRect_s { unsigned char l,t,w,h; } glRect_t; typedef unsigned char stmap; struct mesh_s; typedef struct { struct mesh_s *meshchain; qboolean modified; qboolean deluxmodified; qboolean external; glRect_t rectchange; glRect_t deluxrectchange; int allocated[LMBLOCK_WIDTH]; qbyte lightmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; qbyte deluxmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //fixme: make seperate structure for easy disabling with less memory usage. stmap stainmaps[3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //rgb no a. added to lightmap for added (hopefully) speed. shader_t *shader; } lightmapinfo_t; extern lightmapinfo_t **lightmap; extern int numlightmaps; extern texid_t *lightmap_textures; extern texid_t *deluxmap_textures; extern int lightmap_bytes; // 1, 3, or 4 extern qboolean lightmap_bgra; /*true=bgra, false=rgba*/ #endif void Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue); void R_SetSky(char *skyname); /*override all sky shaders*/ #if defined(GLQUAKE) void GLR_Init (void); void GLR_ReInit (void); void GLR_InitTextures (void); void GLR_InitEfrags (void); void GLR_RenderView (void); // must set r_refdef first // called whenever r_refdef or vid change void GLR_DrawPortal(struct batch_s *batch, struct batch_s **blist); void GLR_PreNewMap(void); void GLR_NewMap (void); void GLR_PushDlights (void); void GLR_DrawWaterSurfaces (void); void MediaGL_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette); void MediaGL_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight); //top down void MediaGL_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight); //input is bottom up... void GLVID_DeInit (void); void GLR_DeInit (void); void GLSCR_DeInit (void); void GLVID_Console_Resize(void); int GLR_LightPoint (vec3_t p); #endif enum imageflags { /*warning: many of these flags only apply the first time it is requested*/ IF_CLAMP = 1<<0, IF_NOPICMIP = 1<<1, IF_NOMIPMAP = 1<<2, IF_NOALPHA = 1<<3, IF_NOGAMMA = 1<<4, IF_NEAREST = 1<<5, IF_3DMAP = 1<<6, /*waning - don't test directly*/ IF_CUBEMAP = 1<<7, /*waning - don't test directly*/ IF_CUBEMAPEXTRA = 1<<8, IF_TEXTYPE = (1<<6) | (1<<7) | (1<<8), /*0=2d, 1=3d, 2-7=cubeface*/ IF_TEXTYPESHIFT = 6, /*0=2d, 1=3d, 2-7=cubeface*/ IF_MIPCAP = 1<<9, IF_REPLACE = 1<<30, IF_SUBDIRONLY = 1<<31 }; #define R_LoadTexture8(id,w,h,d,f,t) R_LoadTexture(id,w,h,t?TF_TRANS8:TF_SOLID8,d,f) #define R_LoadTexture32(id,w,h,d,f) R_LoadTexture(id,w,h,TF_RGBA32,d,f) #define R_LoadTextureFB(id,w,h,d,f) R_LoadTexture(id,w,h,TF_TRANS8_FULLBRIGHT,d,f) #define R_LoadTexture8BumpPal(id,w,h,d,f) R_LoadTexture(id,w,h,TF_HEIGHT8PAL,d,f) #define R_LoadTexture8Bump(id,w,h,d,f) R_LoadTexture(id,w,h,TF_HEIGHT8,d,f) /*it seems a little excessive to have to include glquake (and windows headers), just to load some textures/shaders for the backend*/ #ifdef GLQUAKE texid_tf GL_AllocNewTexture(char *name, int w, int h); void GL_UploadFmt(texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags); texid_tf GL_LoadTextureFmt (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags); void GL_DestroyTexture(texid_t tex); #endif #ifdef D3DQUAKE texid_t D3D9_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags); texid_t D3D9_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags); texid_t D3D9_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags); texid_t D3D9_LoadCompressed (char *name); texid_t D3D9_FindTexture (char *identifier); texid_t D3D9_AllocNewTexture(char *ident, int width, int height); void D3D9_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags); void D3D9_DestroyTexture (texid_t tex); void D3D_Image_Shutdown(void); #endif extern int image_width, image_height; texid_tf R_LoadReplacementTexture(char *name, char *subpath, unsigned int flags); texid_tf R_LoadHiResTexture(char *name, char *subpath, unsigned int flags); texid_tf R_LoadBumpmapTexture(char *name, char *subpath); extern texid_t particletexture; extern texid_t particlecqtexture; extern texid_t explosiontexture; extern texid_t balltexture; extern texid_t beamtexture; extern texid_t ptritexture; #if defined(GLQUAKE) || defined(D3DQUAKE) void RMod_Init (void); void RMod_Shutdown (void); int Mod_TagNumForName(struct model_s *model, char *name); int Mod_SkinNumForName(struct model_s *model, char *name); int Mod_FrameNumForName(struct model_s *model, char *name); float Mod_FrameDuration(struct model_s *model, int frameno); void RMod_ClearAll (void); struct model_s *RMod_ForName (char *name, qboolean crash); struct model_s *RMod_FindName (char *name); void *RMod_Extradata (struct model_s *mod); // handles caching void RMod_TouchModel (char *name); void Mod_RebuildLightmaps (void); struct mleaf_s *RMod_PointInLeaf (struct model_s *model, float *p); void RMod_Think (void); void RMod_NowLoadExternal(void); void GLR_LoadSkys (void); void R_BloomRegister(void); #endif #ifdef RUNTIMELIGHTING void LightFace (int surfnum); void LightLoadEntities(char *entstring); #endif extern struct model_s *currentmodel; qboolean Media_ShowFilm(void); void Media_CaptureDemoEnd(void); void Media_RecordFrame (void); qboolean Media_PausedDemo (void); double Media_TweekCaptureFrameTime(double time); void MYgluPerspective(double fovx, double fovy, double zNear, double zFar); void R_PushDlights (void); qbyte *R_MarkLeaves_Q1 (void); qbyte *R_CalcVis_Q1 (void); qbyte *R_MarkLeaves_Q2 (void); qbyte *R_MarkLeaves_Q3 (void); void R_SetFrustum (float projmat[16], float viewmat[16]); void R_SetRenderer(rendererinfo_t *ri); void R_AnimateLight (void); struct texture_s *R_TextureAnimation (int frame, struct texture_s *base); void RQ_Init(void); void CLQ2_EntityEvent(entity_state_t *es); void CLQ2_TeleporterParticles(entity_state_t *es); void CLQ2_IonripperTrail(vec3_t oldorg, vec3_t neworg); void CLQ2_TrackerTrail(vec3_t oldorg, vec3_t neworg, int flags); void CLQ2_Tracker_Shell(vec3_t org); void CLQ2_TagTrail(vec3_t oldorg, vec3_t neworg, int flags); void CLQ2_FlagTrail(vec3_t oldorg, vec3_t neworg, int flags); void CLQ2_TrapParticles(entity_t *ent); void CLQ2_BfgParticles(entity_t *ent); struct q2centity_s; void CLQ2_FlyEffect(struct q2centity_s *ent, vec3_t org); void CLQ2_DiminishingTrail(vec3_t oldorg, vec3_t neworg, struct q2centity_s *ent, unsigned int effects); void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg); void WritePCXfile (const char *filename, qbyte *data, int width, int height, int rowbytes, qbyte *palette, qboolean upload); //data is 8bit. qbyte *ReadPCXFile(qbyte *buf, int length, int *width, int *height); qbyte *ReadTargaFile(qbyte *buf, int length, int *width, int *height, int asgrey); qbyte *ReadJPEGFile(qbyte *infile, int length, int *width, int *height); qbyte *ReadPNGFile(qbyte *buf, int length, int *width, int *height, const char *name); qbyte *ReadPCXPalette(qbyte *buf, int len, qbyte *out); void BoostGamma(qbyte *rgba, int width, int height); void SaturateR8G8B8(qbyte *data, int size, float sat); void AddOcranaLEDsIndexed (qbyte *image, int h, int w); void Renderer_Init(void); void Renderer_Start(void); qboolean Renderer_Started(void); void R_ShutdownRenderer(void); void R_RestartRenderer_f (void);//this goes here so we can save some stack when first initing the sw renderer. //used to live in glquake.h qbyte GetPaletteIndex(int red, int green, int blue); extern cvar_t r_norefresh; extern cvar_t r_drawentities; extern cvar_t r_drawworld; extern cvar_t r_drawviewmodel; extern cvar_t r_drawviewmodelinvis; extern cvar_t r_speeds; extern cvar_t r_waterwarp; extern cvar_t r_fullbright; extern cvar_t r_lightmap; extern cvar_t r_shadow_realtime_dlight, r_shadow_realtime_dlight_shadows; extern cvar_t r_shadow_realtime_world,r_shadow_realtime_world_shadows; extern cvar_t r_mirroralpha; extern cvar_t r_wateralpha; extern cvar_t r_dynamic; extern cvar_t r_novis; extern cvar_t r_netgraph; extern cvar_t r_deluxemapping; #ifdef R_XFLIP extern cvar_t r_xflip; #endif extern cvar_t r_lightprepass; extern cvar_t gl_maxdist; extern cvar_t r_clear; extern cvar_t gl_poly; extern cvar_t gl_affinemodels; extern cvar_t gl_nohwblend; extern cvar_t gl_reporttjunctions; extern cvar_t r_coronas, r_flashblend, r_flashblendscale; extern cvar_t r_lightstylesmooth; extern cvar_t r_lightstylesmooth_limit; extern cvar_t r_lightstylespeed; extern cvar_t gl_nocolors; extern cvar_t gl_load24bit; extern cvar_t gl_finish; extern cvar_t gl_max_size; extern cvar_t gl_playermip; extern cvar_t r_lightmap_saturation; enum { RSPEED_TOTALREFRESH, RSPEED_LINKENTITIES, RSPEED_PROTOCOL, RSPEED_WORLDNODE, RSPEED_WORLD, RSPEED_DRAWENTITIES, RSPEED_STENCILSHADOWS, RSPEED_FULLBRIGHTS, RSPEED_DYNAMIC, RSPEED_PARTICLES, RSPEED_PARTICLESDRAW, RSPEED_PALETTEFLASHES, RSPEED_2D, RSPEED_SERVER, RSPEED_FINISH, RSPEED_MAX }; int rspeeds[RSPEED_MAX]; enum { RQUANT_MSECS, //old r_speeds RQUANT_EPOLYS, RQUANT_WPOLYS, RQUANT_DRAWS, RQUANT_ENTBATCHES, RQUANT_WORLDBATCHES, RQUANT_2DBATCHES, RQUANT_SHADOWFACES, RQUANT_SHADOWEDGES, RQUANT_LITFACES, RQUANT_MAX }; int rquant[RQUANT_MAX]; #define RQuantAdd(type,quant) rquant[type] += quant #if defined(NDEBUG) || !defined(_WIN32) #define RSpeedLocals() #define RSpeedMark() #define RSpeedRemark() #define RSpeedEnd(spt) #else #define RSpeedLocals() int rsp #define RSpeedMark() int rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0 #define RSpeedRemark() rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0 #if defined(_WIN32) && defined(GLQUAKE) extern void (_stdcall *qglFinish) (void); #define RSpeedEnd(spt) do {if(r_speeds.ival > 1){if(r_speeds.ival > 2 && qglFinish)qglFinish(); rspeeds[spt] += (int)(Sys_DoubleTime()*1000000) - rsp;}}while (0) #else #define RSpeedEnd(spt) rspeeds[spt] += (r_speeds.ival>1)?Sys_DoubleTime()*1000000 - rsp:0 #endif #endif