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fteqw/engine/client/render.h
Spoike 6e3f69f504 d3d rendering is diabled (framestate, read later - merged will compile just sw+gl for now).
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
2008-12-23 02:55:20 +00:00

546 lines
18 KiB
C

/*
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;
//=============================================================================
typedef struct efrag_s
{
struct mleaf_s *leaf;
struct efrag_s *leafnext;
struct entity_s *entity;
struct efrag_s *entnext;
} efrag_t;
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;
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;
float shaderTime;
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;
int flags;
refEntityType_t rtype;
float rotation;
#ifdef Q3SHADERS
struct shader_s *forcedshader;
#endif
#ifdef PEXT_SCALE
float scale;
#endif
#ifdef PEXT_FATNESS
float fatness;
#endif
#ifdef PEXT_HEXEN2
int drawflags;
int abslight;
#endif
#ifdef SWQUAKE
struct palremap_s *palremap;
#endif
} entity_t;
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
vrect_t vrect; // subwindow in video for refresh
// FIXME: not need vrect next field here?
vrect_t aliasvrect; // scaled Alias version
int vrectright, vrectbottom; // right & bottom screen coords
int aliasvrectright, aliasvrectbottom; // scaled Alias versions
float vrectrightedge; // rightmost right edge we care about,
// for use in edge list
float fvrectx, fvrecty; // for floating-point compares
float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
float fvrectright_adj, fvrectbottom_adj;
// right and bottom edges, for clamping
float fvrectright; // rightmost edge, for Alias clamping
float fvrectbottom; // bottommost edge, for Alias clamping
float horizontalFieldOfView; // at Z = 1.0, this many X is visible
// 2.0 = 90 degrees
float xOrigin; // should probably always be 0.5
float yOrigin; // between be around 0.3 to 0.5
vec3_t vieworg;
vec3_t viewangles;
float fov_x, fov_y;
int ambientlight;
int flags;
int currentplayernum;
float time;
qboolean useperspective;
} refdef_t;
//
// refresh
//
extern int reinit_surfcache;
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;
#if defined(RGLQUAKE)
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_InitSky (struct texture_s *mt); // called at level load
void GLR_SetSky (char *name, float rotate, vec3_t axis);
qboolean GLR_CheckSky(void);
void GLR_AddEfrags (entity_t *ent);
void GLR_RemoveEfrags (entity_t *ent);
void GLR_PreNewMap(void);
void GLR_NewMap (void);
void GLR_PushDlights (void);
void GLR_DrawWaterSurfaces (void);
void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius);
void GLR_LessenStains(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 GLR_SetSky (char *name, float rotate, vec3_t axis);
qboolean GLR_CheckSky(void);
void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius);
void GLR_LessenStains(void);
void GLVID_DeInit (void);
void GLR_DeInit (void);
void GLSCR_DeInit (void);
int GLR_LightPoint (vec3_t p);
#endif
#if defined(SWQUAKE)
void SWR_Init (void);
void SWR_InitTextures (void);
void SWR_InitEfrags (void);
void SWR_RenderView (void); // must set r_refdef first
void SWR_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
// called whenever r_refdef or vid change
void SWR_InitSky (struct texture_s *mt); // called at level load
void SWR_SetSky (char *name, float rotate, vec3_t axis);
qboolean SWR_CheckSky(void);
void SWR_AddEfrags (entity_t *ent);
void SWR_RemoveEfrags (entity_t *ent);
void SWR_NewMap (void);
void SWR_PushDlights (void);
void SWR_AddStain(vec3_t org, float red, float green, float blue, float radius);
void SWR_LessenStains(void);
void MediaSW_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette);
void MediaSW_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight); //top down
void MediaSW_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight); //input is bottom up...
void SWR_SetSky (char *name, float rotate, vec3_t axis);
qboolean SWR_CheckSky(void);
void SWR_AddStain(vec3_t org, float red, float green, float blue, float radius);
void SWR_LessenStains(void);
void SWVID_Shutdown (void);
void SWR_DeInit (void);
void SWSCR_DeInit (void);
int SWR_LightPoint (vec3_t p);
#endif
void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
//
// surface cache related
//
extern int reinit_surfcache; // if 1, surface cache is currently empty and
extern qboolean r_cache_thrash; // set if thrashing the surface cache
int D_SurfaceCacheForRes (int width, int height, int bpp);
void D_FlushCaches (void);
void D_DeleteSurfaceCache (void);
void D_InitCaches (void *buffer, int size);
void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
struct palremap_s *D_IdentityRemap(void);
//normalmaps
//bumpmaps
//32bits
//8bits
//8bitpal24
//8bitpal32
#define TF_NOMIPMAP 0x0000
#define TF_NOTBUMPMAP 0x0000
#define TF_NOALPHA 0x0000
#define TF_MIPMAP 0x0001
#define TF_BUMPMAP 0x0002 //or normalmap, depending on 8/24 bitness
#define TF_ALPHA 0x0004 //preserve alpha channel (8biit, use index 255 for transparency)
#define TF_FULLBRIGHT 0x0008 //dark pixels have alpha forced to 0
#define TF_24BIT 0x0010
#define TF_32BIT 0x0020 //use the standard quake palette
#define TF_MANDATORY (TF_NOMIPMAP|TF_NOTBUMPMAP|TF_NOALPHA)
#if 0
/*
int R_LoadTexture(char *name, int width, int height, void *data, void *palette, int flags)
{
if (palette)
{
if (flags & TF_BUMPMAP)
return 0; //huh?
if (flags & TF_FULLBRIGHT)
return 0; //huh?
if (flags & TF_32BIT)
return R_LoadTexture8Pal32(name, width, height, data, palette, flags&TF_MIPMAP, flags&TF_ALPHA);
return 0;
}
if (flags & TF_FULLBRIGHT)
{
if (flags & TF_BUMPMAP)
return 0; //huh?
if (flags & TF_24BIT)
return 0;
if (flags & TF_32BIT)
return 0;
//8bit fullbrights
return R_LoadTextureFB(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
}
if (flags & TF_BUMPMAP)
{
if (flags & TF_24BIT)
return 0;
if (flags & TF_32BIT)
return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA); //Warning: this is not correct
return R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_BUMPMAP | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
}
if (flags & TF_32BIT)
return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
if (data)
return R_LoadTexture8(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
return R_FindTexture(name);
}
#define R_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) R_LoadTexture(name, width, height, data, palette, TF_32BIT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTexture8(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTexture32(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_32BIT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTextureFB(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_FULLBRIGHT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_BUMPMAP | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_FindTexture(name) R_LoadTexture(name, 0, 0, NULL, NULL, 0)
#define R_LoadCompressed(name) ((qrenderer == QR_OPENGL)?GL_LoadCompressed(name):0)
*/
#elif defined(RGLQUAKE) && defined(D3DQUAKE)
#define R_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha))
#define R_LoadTexture8Pal24(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha))
#define R_LoadTexture8(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture(skinname, width, height, data, usemips, alpha):GL_LoadTexture(skinname, width, height, data, usemips, alpha))
#define R_LoadTexture32(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture32(skinname, width, height, data, usemips, alpha):GL_LoadTexture32(skinname, width, height, data, usemips, alpha))
#define R_LoadTextureFB(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTextureFB(skinname, width, height, data, usemips, alpha):GL_LoadTextureFB(skinname, width, height, data, usemips, alpha))
#define R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?/*D3D_LoadTexture8Bump(skinname, width, height, data, usemips, alpha)*/NULL:GL_LoadTexture8Bump(skinname, width, height, data, usemips, alpha))
#define R_FindTexture(name) ((qrenderer == QR_DIRECT3D)?D3D_FindTexture(name):GL_FindTexture(name))
#define R_LoadCompressed(name) ((qrenderer == QR_DIRECT3D)?D3D_LoadCompressed(name):GL_LoadCompressed(name))
#elif defined(D3DQUAKE)
#define R_LoadTexture8Pal32 D3D_LoadTexture8Pal32
#define R_LoadTexture8Pal24 D3D_LoadTexture8Pal24
#define R_LoadTexture8 D3D_LoadTexture
#define R_LoadTexture32 D3D_LoadTexture32
#define R_LoadTextureFB D3D_LoadTextureFB
#define R_LoadTexture8Bump D3D_LoadTexture8Bump
#define R_FindTexture D3D_FindTexture
#define R_LoadCompressed D3D_LoadCompressed
#elif defined(RGLQUAKE)
#define R_LoadTexture8Pal32 GL_LoadTexture8Pal32
#define R_LoadTexture8Pal24 GL_LoadTexture8Pal24
#define R_LoadTexture8 GL_LoadTexture
#define R_LoadTexture32 GL_LoadTexture32
#define R_LoadTextureFB GL_LoadTextureFB
#define R_LoadTexture8Bump GL_LoadTexture8Bump
#define R_FindTexture GL_FindTexture
#define R_LoadCompressed GL_LoadCompressed
#endif
void GL_ParallelPerspective(double xmin, double xmax, double ymax, double ymin, double znear, double zfar);
void GL_InfinatePerspective(double fovx, double fovy, double zNear);
#if defined(RGLQUAKE) || defined(D3DQUAKE)
void GLMod_Init (void);
int Mod_TagNumForName(struct model_s *model, char *name);
int Mod_SkinNumForName(struct model_s *model, char *name);
void GLMod_ClearAll (void);
struct model_s *GLMod_ForName (char *name, qboolean crash);
struct model_s *GLMod_FindName (char *name);
void *GLMod_Extradata (struct model_s *mod); // handles caching
void GLMod_TouchModel (char *name);
struct mleaf_s *GLMod_PointInLeaf (struct model_s *model, float *p);
void GLMod_Think (void);
void GLMod_NowLoadExternal(void);
void GLR_WipeStains(void);
void GLR_LoadSkys (void);
#endif
#if defined(SWQUAKE)
void SWMod_Init (void);
void SWMod_ClearAll (void);
struct model_s *SWMod_ForName (char *name, qboolean crash);
struct model_s *SWMod_FindName (char *name);
void *SWMod_Extradata (struct model_s *mod); // handles caching
void SWMod_TouchModel (char *name);
struct mleaf_s *SWMod_PointInLeaf (struct model_s *model, float *p);
void SWMod_Think (void);
void SWMod_NowLoadExternal(void);
#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_MarkLeaves (void);
void R_SetFrustum (void);
void R_SetRenderer(int wanted);
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 (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, 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 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);
qbyte GetPaletteNoFB(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_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;
#ifdef R_XFLIP
extern cvar_t r_xflip;
#endif
extern cvar_t gl_clear;
extern cvar_t gl_cull;
extern cvar_t gl_poly;
extern cvar_t gl_smoothmodels;
extern cvar_t gl_affinemodels;
extern cvar_t gl_nohwblend;
extern cvar_t gl_keeptjunctions;
extern cvar_t gl_reporttjunctions;
extern cvar_t r_flashblend;
extern cvar_t r_lightstylesmooth;
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 d_palconvwrite;
extern cvar_t d_palremapsize;
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_SHADOWFACES,
RQUANT_SHADOWEDGES,
RQUANT_LITFACES,
RQUANT_MAX
};
int rquant[RQUANT_MAX];
#define RQuantAdd(type,quant) rquant[type] += quant;
#define RSpeedLocals() int rsp
#define RSpeedMark() int rsp = r_speeds.value?Sys_DoubleTime()*1000000:0
#define RSpeedRemark() rsp = r_speeds.value?Sys_DoubleTime()*1000000:0
//extern void (_stdcall *qglFinish) (void);
//#define RSpeedEnd(spt) do {qglFinish(); rspeeds[spt] += r_speeds.value?Sys_DoubleTime()*1000000 - rsp:0;}while (0)
#define RSpeedEnd(spt) rspeeds[spt] += r_speeds.value?Sys_DoubleTime()*1000000 - rsp:0