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fteqw/engine/client/render.h
Spoike 8ae45223dc Android: fat presses, vibrator, onscreen keyboard, keep-screen-on, console scaling, touch-based console scrolling, additional bindables.
Some memory leaks fixed.
latency with the nq protocol over loopback is much reduced.
Terrain: now mostly a property of a (q1 for now) bsp map, file format changed, glsl now built in, terrain editor builtin improved/changed, holes supported.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4067 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-07-14 16:25:18 +00:00

515 lines
17 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;
struct batch_s;
struct model_s;
struct texnums_s;
struct texture_s;
static const texid_t r_nulltex = {{0}};
#if 1 || defined(MINIMAL) || 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 waterheight; //updated by the renderer. stuff sitting at this height generate ripple effects
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 forcevis; /*if true, vis comes from the forcedvis field instead of recalculated*/
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*/
qbyte *forcedvis;
} 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_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 {
texid_t lightmap_texture;
texid_t deluxmap_texture;
qboolean modified;
qboolean deluxmodified;
qboolean external;
int width;
int height;
glRect_t rectchange;
glRect_t deluxrectchange;
#if 0 //def TERRAIN
int allocated[LMBLOCK_WIDTH];
#endif
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.
} 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, int portaltype);
void GLR_PreNewMap(void);
void GLR_NewMap (void);
void GLR_PushDlights (void);
void GLR_DrawWaterSurfaces (void);
void GLVID_DeInit (void);
void GLR_DeInit (void);
void GLSCR_DeInit (void);
void GLVID_Console_Resize(void);
#endif
int R_LightPoint (vec3_t p);
void R_RenderDlights (void);
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);
texid_t D3D11_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
texid_t D3D11_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
texid_t D3D11_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
texid_t D3D11_LoadCompressed (char *name);
texid_t D3D11_FindTexture (char *identifier);
texid_t D3D11_AllocNewTexture(char *ident, int width, int height);
void D3D11_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
void D3D11_DestroyTexture (texid_t tex);
#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, qboolean *hasalpha, 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_glsl_offsetmapping;
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_waterstyle;
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