#ifndef MERGED_H #define MERGED_H #ifdef VKQUAKE //we need some types available elsewhere, but don't really want to have to include the entire vulkan api everywhere. //unfortunately, vulkan's handle types are not well defined. #if defined(__LP64__) || defined(_WIN64) #define VulkanAPIRandomness void* #elif defined(_MSC_VER) && _MSC_VER < 1300 #define VulkanAPIRandomness __int64 #else #define VulkanAPIRandomness long long #endif #define qVkDescriptorSet VulkanAPIRandomness #define qVkShaderModule VulkanAPIRandomness #define qVkPipelineLayout VulkanAPIRandomness #define qVkDescriptorSetLayout VulkanAPIRandomness #define qVkBuffer VulkanAPIRandomness #define qVkDeviceMemory VulkanAPIRandomness #endif //These are defined later in the source tree. This file should probably be moved to a later spot. struct pubprogfuncs_s; struct globalvars_s; struct texture_s; struct texnums_s; struct vbo_s; struct mesh_s; struct batch_s; struct entity_s; struct dlight_s; struct galiasbone_s; struct dlight_s; struct font_s; typedef enum { SKEL_RELATIVE, //relative to parent. SKEL_ABSOLUTE, //relative to model. doesn't blend very well. SKEL_INVERSE_RELATIVE, //pre-inverted. faster than regular relative but has weirdness with skeletal objects. blends okay. SKEL_INVERSE_ABSOLUTE, //final renderable type. SKEL_IDENTITY, //PANIC SKEL_QUATS //quat+org, 7 floats rather than 12. better lerping. } skeltype_t; #ifdef HALFLIFEMODELS #define MAX_BONE_CONTROLLERS 5 #endif #ifdef HAVE_LEGACY #define FRAME_BLENDS 4 //for compat with DP (for mods that want 4-way blending yet refuse to use framegroups properly). real mods should be using skeletal objects allowing for N-way blending. #else #define FRAME_BLENDS 2 #endif #define FST_BASE 0 //base frames #define FS_REG 1 //regular frames #define FS_COUNT 2 //regular frames typedef struct { struct framestateregion_s { int frame[FRAME_BLENDS]; float frametime[FRAME_BLENDS]; float lerpweight[FRAME_BLENDS]; #ifdef HALFLIFEMODELS float subblendfrac; //hl models are weird float subblend2frac; //very weird. #endif int endbone; } g[FS_COUNT]; #ifdef SKELETALOBJECTS float *bonestate; int bonecount; skeltype_t skeltype; #endif #ifdef HALFLIFEMODELS float bonecontrols[MAX_BONE_CONTROLLERS]; //hl special bone controllers #endif } framestate_t; #define NULLFRAMESTATE (framestate_t*)NULL //function prototypes #if defined(SERVERONLY) #define qrenderer QR_NONE #define FNC(n) (n) //FNC is defined as 'pointer if client build, direct if dedicated server' #else #define FNC(n) (*n) extern r_qrenderer_t qrenderer; extern char *q_renderername; apic_t *R2D_LoadAtlasedPic(const char *name); void R2D_ImageAtlas(float x, float y, float w, float h, float s1, float t1, float s2, float t2, apic_t *pic); #define R2D_ScalePicAtlas(x,y,w,h,p) R2D_ImageAtlas(x,y,w,h,0,0,1,1,p) mpic_t *R2D_SafeCachePic (const char *path); mpic_t *R2D_SafePicFromWad (const char *name); void R2D_DrawCrosshair (void); void R2D_ScalePic (float x, float y, float width, float height, mpic_t *pic); void R2D_SubPic(float x, float y, float width, float height, mpic_t *pic, float srcx, float srcy, float srcwidth, float srcheight); void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic, unsigned int *palette); void R2D_TileClear (float x, float y, float w, float h); void R2D_FadeScreen (void); void R2D_Font_Changed(void); void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque); void R2D_EditorBackground (void); qboolean R2D_DrawLevelshot(void); void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic); void R2D_Image2dQuad(vec2_t const*points, vec2_t const*texcoords, vec4_t const*rgba, mpic_t *pic); void R2D_ImageColours(float r, float g, float b, float a); void R2D_ImagePaletteColour(unsigned int i, float a); void R2D_FillBlock(float x, float y, float w, float h); void R2D_Line(float x1, float y1, float x2, float y2, mpic_t *pic); extern void (*R2D_Flush)(void); extern void (*Draw_Init) (void); extern void (*R_Init) (void); extern void (*R_DeInit) (void); extern void (*R_RenderView) (void); // must set r_refdef first extern qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette); extern void (*VID_DeInit) (void); extern char *(*VID_GetRGBInfo) (int *stride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt); //if stride is negative, then the return value points to the last line intead of the first. this allows it to be freed normally. extern void (*VID_SetWindowCaption) (const char *msg); extern void *SCR_ScreenShot_Capture (int fbwidth, int fbheight, int *stride, enum uploadfmt *fmt, qboolean no2d, qboolean hdr); extern void SCR_Init (void); extern void SCR_DeInit (void); extern qboolean (*SCR_UpdateScreen) (void); extern void SCR_BeginLoadingPlaque (void); extern void SCR_EndLoadingPlaque (void); extern void SCR_DrawConsole (qboolean noback); extern void SCR_SetUpToDrawConsole (void); extern void SCR_CenterPrint (int pnum, const char *str, qboolean skipgamecode); int R_DrawTextField(int x, int y, int w, int h, const char *text, unsigned int defaultmask, unsigned int fieldflags, struct font_s *font, vec2_t fontscale); #define CPRINT_LALIGN (1<<0) //L #define CPRINT_TALIGN (1<<1) //T #define CPRINT_RALIGN (1<<2) //R #define CPRINT_BALIGN (1<<3) //B #define CPRINT_BACKGROUND (1<<4) //P #define CPRINT_NOWRAP (1<<5) #define CPRINT_OBITUARTY (1<<16) //O (show at 2/3rds from top) #define CPRINT_PERSIST (1<<17) //P (doesn't time out) #define CPRINT_TYPEWRITER (1<<18) // (char at a time) #define CPRINT_CURSOR (1<<19) //C (use a mouse cursor, also enabled by the presence of a (auto) link) #endif //mod_purge flags enum mod_purge_e { MP_MAPCHANGED, //new map. old stuff no longer needed, can skip stuff if it'll be expensive. MP_FLUSH, //user flush command. anything flushable goes. MP_RESET //*everything* is destroyed. renderer is going down, or at least nothing depends upon it. }; enum mlverbosity_e { MLV_SILENT, MLV_WARN, MLV_WARNSYNC, MLV_ERROR }; extern struct model_s *mod_known; //for evil people that want to do evil indexing. const char *Mod_GetEntitiesString(struct model_s *mod); void Mod_SetEntitiesStringLen(struct model_s *mod, const char *str, size_t strsize); void Mod_SetEntitiesString(struct model_s *mod, const char *str, qboolean docopy); void Mod_ParseEntities(struct model_s *mod); extern void Mod_ClearAll (void); extern void Mod_Purge (enum mod_purge_e type); extern qboolean Mod_PurgeModel (struct model_s *mod, enum mod_purge_e ptype); extern struct model_s *Mod_FindName (const char *name); //find without loading. needload should be set. extern struct model_s *Mod_ForName (const char *name, enum mlverbosity_e verbosity); //finds+loads extern struct model_s *Mod_LoadModel (struct model_s *mod, enum mlverbosity_e verbose); //makes sure a model is loaded extern void Mod_FileWritten (const char *filename); extern void *Mod_Extradata (struct model_s *mod); // handles caching extern void Mod_TouchModel (const char *name); extern const char *Mod_FixName (const char *modname, const char *worldname); //remaps the name appropriately const char *Mod_ParseWorldspawnKey (struct model_s *mod, const char *key, char *buffer, size_t sizeofbuffer); extern qboolean Mod_GetModelEvent (struct model_s *model, int animation, int eventidx, float *timestamp, int *eventcode, char **eventdata); extern int Mod_SkinNumForName (struct model_s *model, int surfaceidx, const char *name); extern int Mod_FrameNumForName (struct model_s *model, int surfaceidx, const char *name); extern float Mod_GetFrameDuration (struct model_s *model, int surfaceidx, int framenum); extern int Mod_GetFrameCount (struct model_s *model); #undef FNC extern qboolean Mod_GetTag (struct model_s *model, int tagnum, framestate_t *framestate, float *transforms); extern int Mod_TagNumForName (struct model_s *model, const char *name); void Mod_AddSingleSurface(struct entity_s *ent, int surfaceidx, shader_t *shader, qboolean normals); int Mod_GetNumBones(struct model_s *model, qboolean allowtags); int Mod_GetBoneRelations(struct model_s *model, int firstbone, int lastbone, framestate_t *fstate, float *result); int Mod_GetBoneParent(struct model_s *model, int bonenum); struct galiasbone_s *Mod_GetBoneInfo(struct model_s *model, int *numbones); const char *Mod_GetBoneName(struct model_s *model, int bonenum); void Draw_FunString(float x, float y, const void *str); void Draw_AltFunString(float x, float y, const void *str); void Draw_FunStringWidthFont(struct font_s *font, float x, float y, const void *str, int width, int rightalign, qboolean highlight); #define Draw_FunStringWidth(x,y,str,width,rightalign,highlight) Draw_FunStringWidthFont(font_default,x,y,str,width,rightalign,highlight) extern int r_regsequence; #ifdef SERVERONLY #define Mod_Q1LeafPVS Mod_LeafPVS // qbyte *Mod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer); #endif enum { TEX_NOTLOADED, TEX_LOADING, TEX_LOADED, TEX_FAILED }; typedef struct image_s { #ifdef _DEBUG char dbgident[32]; #endif char *ident; //allocated on end char *subpath; //allocated on end int regsequence; int width; //this is the logical size. the physical size is not considered important (except for render targets, which should not be loaded from disk). int height; int depth; uploadfmt_t format; int status; //TEX_ unsigned int flags; struct image_s *next; // struct image_s *prev; struct image_s *aliasof; union { int nosyntaxerror; #if defined(D3DQUAKE) || defined(SWQUAKE) struct { void *ptr; //texture void *ptr2; //view }; #endif #ifdef GLQUAKE int num; #endif #ifdef VKQUAKE struct { qVkDescriptorSet vkdescriptor; struct vk_image_s *vkimage; }; #endif }; void *fallbackdata; int fallbackwidth; int fallbackheight; uploadfmt_t fallbackfmt; } image_t; #if 1 typedef image_t *texid_t; #define texid_tf texid_t #define TEXASSIGN(d,s) d=s #define TEXASSIGNF(d,s) d=s #define TEXVALID(t) ((t)) #define TEXLOADED(tex) ((tex) && (tex)->status == TEX_LOADED) #define TEXDOWAIT(tex) do{if ((tex) && (tex)->status == TEX_LOADING) COM_WorkerPartialSync((tex), &(tex)->status, TEX_LOADING);}while(0) #else typedef struct texid_s texid_t[1]; typedef struct texid_s texid_tf; #define TEXASSIGN(d,s) memcpy(&d,&s,sizeof(d)) #define TEXASSIGNF(d,s) memcpy(&d,&s,sizeof(d)) #define TEXVALID(t) 1 #endif #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f)) #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f) struct pendingtextureinfo { enum { //formats are all w*h*d (where depth has limitations according to type) PTI_2D, //w*h*1 - depth MUST be 1 PTI_3D, //w*h*d - we can't generate 3d mips PTI_CUBE, //w*h*6 - depth MUST be 6 (faces must be tightly packed) PTI_2D_ARRAY, //w*h*layers - depth is =layers PTI_CUBE_ARRAY, //w*h*(layers*6) - depth is =(layers*6). PTI_ANY //says we don't care. } type; uploadfmt_t encoding; //PTI_* formats void *extrafree; //avoids some memcpys int mipcount; struct { void *data; size_t datasize; //ceil(width/blockwidth)*ceil(height/blockheight)*ceil(depth/blockdepth)*blocksize - except that blockdepth is always considered 1 for now. int width; int height; int depth; qboolean needfree; } mip[72]; //enough for a 4096 cubemap. or a really smegging big 2d texture... //mips are ordered as in arrayindex THEN mip order, allowing easy truncation of mip levels. //cubemaps are just arrayindex*6 }; //small context for easy vbo creation. typedef struct { size_t maxsize; size_t pos; int vboid[2]; void *vboptr[2]; void *fallback; } vbobctx_t; typedef union vboarray_s { void *sysptr; #ifdef GLQUAKE struct { int vbo; void *addr; } gl; #endif #if defined(D3D8QUAKE) || defined(D3D9QUAKE) || defined(D3D11QUAKE) struct { void *buff; unsigned int offs; } d3d; #endif #ifdef VKQUAKE struct { qVkBuffer buff; unsigned int offs; } vk; #endif struct { //matches the biggest version. currently vulkan. this ensures that plugins can allocate model data without caring about renderers. qint64_t buff; unsigned int offs; } pad; } vboarray_t; //scissor rects typedef struct { float x; float y; float width; float height; double dmin; double dmax; } srect_t; typedef struct texnums_s { char mapname[MAX_QPATH]; //the 'official' name of the diffusemap. used to generate filenames for other textures. texid_t base; //regular diffuse texture. may have alpha if surface is transparent. texid_t bump; //normalmap. height values packed in alpha. texid_t specular; //specular lighting values. alpha contains exponent multiplier texid_t upperoverlay; //diffuse texture for the upper body(shirt colour). no alpha channel. added to base.rgb. ideally an l8 texture texid_t loweroverlay; //diffuse texture for the lower body(trouser colour). no alpha channel. added to base.rgb. ideally an l8 texture texid_t paletted; //8bit paletted data, just because. texid_t fullbright; //emissive texture. alpha should be 1. texid_t reflectcube; //for fake reflections texid_t reflectmask; //defines how reflective it is (for cubemap reflections) texid_t displacement; //alternative to bump.a, eg R16[F] for offsetmapping or tessellation texid_t occlusion; //occlusion map... //the material's pushconstants. vulkan guarentees only 128 bytes. so 8 vec4s. note that lmscales should want 4 of them... /*struct { vec4_t basefactors; vec4_t specfactors; vec4_t fullbrightfactors; //FIXME: envmap index, lightmap index, etc. } factors;*/ } texnums_t; //not all modes accept meshes - STENCIL(intentional) and DEPTHONLY(not implemented) typedef enum backendmode_e { BEM_STANDARD, //regular mode to draw surfaces akin to q3 (aka: legacy mode). lightmaps+delux+ambient BEM_DEPTHONLY, //just a quick depth pass. textures used only for alpha test (shadowmaps). BEM_WIREFRAME, //for debugging or something BEM_STENCIL, //used for drawing shadow volumes to the stencil buffer. BEM_DEPTHDARK, //a quick depth pass. textures used only for alpha test. additive textures still shown as normal. BEM_CREPUSCULAR, //sky is special, everything else completely black BEM_GBUFFER, // BEM_FOG, //drawing a fog volume BEM_LIGHT, //we have a valid light } backendmode_t; typedef struct rendererinfo_s { char *description; char *name[5]; r_qrenderer_t rtype; //FIXME: all but the vid stuff really should be filled in by the video code, simplifying system-specific stuff. //FIXME: remove these... void (*Draw_Init) (void); void (*Draw_Shutdown) (void); void (*IMG_UpdateFiltering) (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float lodbias, float anis); qboolean (*IMG_LoadTextureMips) (texid_t tex, const struct pendingtextureinfo *mips); void (*IMG_DestroyTexture) (texid_t tex); void (*R_Init) (void); //FIXME - merge implementations void (*R_DeInit) (void); //FIXME - merge implementations void (*R_RenderView) (void); // must set r_refdef first //FIXME: keep these... qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette); void (*VID_DeInit) (void); void (*VID_SwapBuffers) (void); //force a buffer swap, regardless of what's displayed. qboolean (*VID_ApplyGammaRamps) (unsigned int size, unsigned short *ramps); void *(*VID_CreateCursor) (const qbyte *imagedata, int width, int height, uploadfmt_t format, float hotx, float hoty, float scale); //may be null, stub returns null qboolean (*VID_SetCursor) (void *cursor); //may be null void (*VID_DestroyCursor) (void *cursor); //may be null void (*VID_SetWindowCaption) (const char *msg); //FIXME: remove these... char *(*VID_GetRGBInfo) (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt); qboolean (*SCR_UpdateScreen) (void); //Select the current render mode and modifier flags void (*BE_SelectMode)(backendmode_t mode); /*Draws an entire mesh list from a VBO. vbo can be null, in which case the chain may be drawn without batching. Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/ void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags); void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags); void (*BE_SubmitBatch)(struct batch_s *batch); struct batch_s *(*BE_GetTempBatch)(void); //Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required void (*BE_DrawWorld) (struct batch_s **worldbatches); //called at init, force the display to the right defaults etc void (*BE_Init)(void); //Generates an optimised VBO, one for each texture on the map void (*BE_GenBrushModelVBO)(struct model_s *mod); //Destroys the given vbo void (*BE_ClearVBO)(struct vbo_s *vbo, qboolean dataonly); //Uploads all modified lightmaps void (*BE_UploadAllLightmaps)(void); void (*BE_SelectEntity)(struct entity_s *ent); qboolean (*BE_SelectDLight)(struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode); void (*BE_Scissor)(srect_t *rect); /*check to see if an ent should be drawn for the selected light*/ qboolean (*BE_LightCullModel)(vec3_t org, struct model_s *model); void (*BE_VBO_Begin)(vbobctx_t *ctx, size_t maxsize); void (*BE_VBO_Data)(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray); void (*BE_VBO_Finish)(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem); void (*BE_VBO_Destroy)(vboarray_t *vearray, void *mem); void (*BE_RenderToTextureUpdate2d)(qboolean destchanged); char *alignment; //just to make sure that added functions cause compile warnings. //FIXME: keep this... int (*VID_GetPriority) (void); //so that eg x11 or wayland can be prioritised depending on environment settings. assumed to be 1. void (*VID_EnumerateVideoModes) (const char *driver, const char *output, void (*cb) (int w, int h)); //FIXME: add getdestopres //FIXME: add clipboard handling } rendererinfo_t; #define rf currentrendererstate.renderer #define VID_SwapBuffers rf->VID_SwapBuffers #define BE_Init rf->BE_Init #define BE_SelectMode rf->BE_SelectMode #define BE_GenBrushModelVBO rf->BE_GenBrushModelVBO #define BE_ClearVBO rf->BE_ClearVBO #define BE_UploadAllLightmaps rf->BE_UploadAllLightmaps #define BE_LightCullModel rf->BE_LightCullModel #define BE_SelectEntity rf->BE_SelectEntity #define BE_SelectDLight rf->BE_SelectDLight #define BE_GetTempBatch rf->BE_GetTempBatch #define BE_SubmitBatch rf->BE_SubmitBatch #define BE_DrawMesh_List rf->BE_DrawMesh_List #define BE_DrawMesh_Single rf->BE_DrawMesh_Single #define BE_SubmitMeshes rf->BE_SubmitMeshes #define BE_DrawWorld rf->BE_DrawWorld #define BE_VBO_Begin rf->BE_VBO_Begin #define BE_VBO_Data rf->BE_VBO_Data #define BE_VBO_Finish rf->BE_VBO_Finish #define BE_VBO_Destroy rf->BE_VBO_Destroy #define BE_Scissor rf->BE_Scissor #define BE_RenderToTextureUpdate2d rf->BE_RenderToTextureUpdate2d #define RT_IMAGEFLAGS (IF_NOMIPMAP|IF_CLAMP|IF_LINEAR|IF_RENDERTARGET) texid_t R2D_RT_Configure(const char *id, int width, int height, uploadfmt_t rtfmt, unsigned int imageflags); texid_t R2D_RT_GetTexture(const char *id, unsigned int *width, unsigned int *height); #endif //MERGED_H