/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2012-2014 Robert Beckebans This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __TR_LOCAL_H__ #define __TR_LOCAL_H__ #include "precompiled.h" #include "GLState.h" #include "ScreenRect.h" #include "ImageOpts.h" #include "Image.h" #include "Font.h" #include "Framebuffer.h" // everything that is needed by the backend needs // to be double buffered to allow it to run in // parallel on a dual cpu machine const int SMP_FRAMES = 1; // maximum texture units const int MAX_PROG_TEXTURE_PARMS = 16; const int FALLOFF_TEXTURE_SIZE = 64; const float DEFAULT_FOG_DISTANCE = 500.0f; // picky to get the bilerp correct at terminator const int FOG_ENTER_SIZE = 64; const float FOG_ENTER = ( FOG_ENTER_SIZE + 1.0f ) / ( FOG_ENTER_SIZE * 2 ); enum demoCommand_t { DC_BAD, DC_RENDERVIEW, DC_UPDATE_ENTITYDEF, DC_DELETE_ENTITYDEF, DC_UPDATE_LIGHTDEF, DC_DELETE_LIGHTDEF, DC_LOADMAP, DC_CROP_RENDER, DC_UNCROP_RENDER, DC_CAPTURE_RENDER, DC_END_FRAME, DC_DEFINE_MODEL, DC_SET_PORTAL_STATE, DC_UPDATE_SOUNDOCCLUSION, DC_GUI_MODEL }; /* ============================================================================== SURFACES ============================================================================== */ #include "ModelDecal.h" #include "ModelOverlay.h" #include "Interaction.h" class idRenderWorldLocal; struct viewEntity_t; struct viewLight_t; // drawSurf_t structures command the back end to render surfaces // a given srfTriangles_t may be used with multiple viewEntity_t, // as when viewed in a subview or multiple viewport render, or // with multiple shaders when skinned, or, possibly with multiple // lights, although currently each lighting interaction creates // unique srfTriangles_t // drawSurf_t are always allocated and freed every frame, they are never cached struct drawSurf_t { const srfTriangles_t* frontEndGeo; // don't use on the back end, it may be updated by the front end! int numIndexes; vertCacheHandle_t indexCache; // triIndex_t vertCacheHandle_t ambientCache; // idDrawVert vertCacheHandle_t shadowCache; // idShadowVert / idShadowVertSkinned vertCacheHandle_t jointCache; // idJointMat const viewEntity_t* space; const idMaterial* material; // may be NULL for shadow volumes uint64 extraGLState; // Extra GL state |'d with material->stage[].drawStateBits float sort; // material->sort, modified by gui / entity sort offsets const float* shaderRegisters; // evaluated and adjusted for referenceShaders drawSurf_t* nextOnLight; // viewLight chains drawSurf_t** linkChain; // defer linking to lights to a serial section to avoid a mutex idScreenRect scissorRect; // for scissor clipping, local inside renderView viewport int renderZFail; volatile shadowVolumeState_t shadowVolumeState; }; // areas have references to hold all the lights and entities in them struct areaReference_t { areaReference_t* areaNext; // chain in the area areaReference_t* areaPrev; areaReference_t* ownerNext; // chain on either the entityDef or lightDef idRenderEntityLocal* entity; // only one of entity / light will be non-NULL idRenderLightLocal* light; // only one of entity / light will be non-NULL struct portalArea_s* area; // so owners can find all the areas they are in }; // idRenderLight should become the new public interface replacing the qhandle_t to light defs in the idRenderWorld interface class idRenderLight { public: virtual ~idRenderLight() {} virtual void FreeRenderLight() = 0; virtual void UpdateRenderLight( const renderLight_t* re, bool forceUpdate = false ) = 0; virtual void GetRenderLight( renderLight_t* re ) = 0; virtual void ForceUpdate() = 0; virtual int GetIndex() = 0; }; // idRenderEntity should become the new public interface replacing the qhandle_t to entity defs in the idRenderWorld interface class idRenderEntity { public: virtual ~idRenderEntity() {} virtual void FreeRenderEntity() = 0; virtual void UpdateRenderEntity( const renderEntity_t* re, bool forceUpdate = false ) = 0; virtual void GetRenderEntity( renderEntity_t* re ) = 0; virtual void ForceUpdate() = 0; virtual int GetIndex() = 0; // overlays are extra polygons that deform with animating models for blood and damage marks virtual void ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial* material ) = 0; virtual void RemoveDecals() = 0; }; class idRenderLightLocal : public idRenderLight { public: idRenderLightLocal(); virtual void FreeRenderLight(); virtual void UpdateRenderLight( const renderLight_t* re, bool forceUpdate = false ); virtual void GetRenderLight( renderLight_t* re ); virtual void ForceUpdate(); virtual int GetIndex(); bool LightCastsShadows() const { return parms.forceShadows || ( !parms.noShadows && lightShader->LightCastsShadows() ); } renderLight_t parms; // specification bool lightHasMoved; // the light has changed its position since it was // first added, so the prelight model is not valid idRenderWorldLocal* world; int index; // in world lightdefs int areaNum; // if not -1, we may be able to cull all the light's // interactions if !viewDef->connectedAreas[areaNum] int lastModifiedFrameNum; // to determine if it is constantly changing, // and should go in the dynamic frame memory, or kept // in the cached memory bool archived; // for demo writing // derived information idPlane lightProject[4]; // old style light projection where Z and W are flipped and projected lights lightProject[3] is divided by ( zNear + zFar ) idRenderMatrix baseLightProject; // global xyz1 to projected light strq idRenderMatrix inverseBaseLightProject;// transforms the zero-to-one cube to exactly cover the light in world space const idMaterial* lightShader; // guaranteed to be valid, even if parms.shader isn't idImage* falloffImage; idVec3 globalLightOrigin; // accounting for lightCenter and parallel idBounds globalLightBounds; int viewCount; // if == tr.viewCount, the light is on the viewDef->viewLights list viewLight_t* viewLight; areaReference_t* references; // each area the light is present in will have a lightRef idInteraction* firstInteraction; // doubly linked list idInteraction* lastInteraction; struct doublePortal_s* foggedPortals; }; class idRenderEntityLocal : public idRenderEntity { public: idRenderEntityLocal(); virtual void FreeRenderEntity(); virtual void UpdateRenderEntity( const renderEntity_t* re, bool forceUpdate = false ); virtual void GetRenderEntity( renderEntity_t* re ); virtual void ForceUpdate(); virtual int GetIndex(); // overlays are extra polygons that deform with animating models for blood and damage marks virtual void ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial* material ); virtual void RemoveDecals(); bool IsDirectlyVisible() const; renderEntity_t parms; float modelMatrix[16]; // this is just a rearrangement of parms.axis and parms.origin idRenderMatrix modelRenderMatrix; idRenderMatrix inverseBaseModelProject;// transforms the unit cube to exactly cover the model in world space idRenderWorldLocal* world; int index; // in world entityDefs int lastModifiedFrameNum; // to determine if it is constantly changing, // and should go in the dynamic frame memory, or kept // in the cached memory bool archived; // for demo writing idRenderModel* dynamicModel; // if parms.model->IsDynamicModel(), this is the generated data int dynamicModelFrameCount; // continuously animating dynamic models will recreate // dynamicModel if this doesn't == tr.viewCount idRenderModel* cachedDynamicModel; // the local bounds used to place entityRefs, either from parms for dynamic entities, or a model bounds idBounds localReferenceBounds; // axis aligned bounding box in world space, derived from refernceBounds and // modelMatrix in R_CreateEntityRefs() idBounds globalReferenceBounds; // a viewEntity_t is created whenever a idRenderEntityLocal is considered for inclusion // in a given view, even if it turns out to not be visible int viewCount; // if tr.viewCount == viewCount, viewEntity is valid, // but the entity may still be off screen viewEntity_t* viewEntity; // in frame temporary memory idRenderModelDecal* decals; // decals that have been projected on this model idRenderModelOverlay* overlays; // blood overlays on animated models areaReference_t* entityRefs; // chain of all references idInteraction* firstInteraction; // doubly linked list idInteraction* lastInteraction; bool needsPortalSky; }; struct shadowOnlyEntity_t { shadowOnlyEntity_t* next; idRenderEntityLocal* edef; }; // viewLights are allocated on the frame temporary stack memory // a viewLight contains everything that the back end needs out of an idRenderLightLocal, // which the front end may be modifying simultaniously if running in SMP mode. // a viewLight may exist even without any surfaces, and may be relevent for fogging, // but should never exist if its volume does not intersect the view frustum struct viewLight_t { viewLight_t* next; // back end should NOT reference the lightDef, because it can change when running SMP idRenderLightLocal* lightDef; // for scissor clipping, local inside renderView viewport // scissorRect.Empty() is true if the viewEntity_t was never actually // seen through any portals idScreenRect scissorRect; // R_AddSingleLight() determined that the light isn't actually needed bool removeFromList; // R_AddSingleLight builds this list of entities that need to be added // to the viewEntities list because they potentially cast shadows into // the view, even though the aren't directly visible shadowOnlyEntity_t* shadowOnlyViewEntities; enum interactionState_t { INTERACTION_UNCHECKED, INTERACTION_NO, INTERACTION_YES }; byte* entityInteractionState; // [numEntities] idVec3 globalLightOrigin; // global light origin used by backend idPlane lightProject[4]; // light project used by backend idPlane fogPlane; // fog plane for backend fog volume rendering // RB: added for shadow mapping idRenderMatrix baseLightProject; // global xyz1 to projected light strq bool pointLight; // otherwise a projection light (should probably invert the sense of this, because points are way more common) bool parallel; // lightCenter gives the direction to the light at infinity idVec3 lightCenter; // offset the lighting direction for shading and int shadowLOD; // level of detail for shadowmap selection // RB end idRenderMatrix inverseBaseLightProject; // the matrix for deforming the 'zeroOneCubeModel' to exactly cover the light volume in world space const idMaterial* lightShader; // light shader used by backend const float* shaderRegisters; // shader registers used by backend idImage* falloffImage; // falloff image used by backend drawSurf_t* globalShadows; // shadow everything drawSurf_t* localInteractions; // don't get local shadows drawSurf_t* localShadows; // don't shadow local surfaces drawSurf_t* globalInteractions; // get shadows from everything drawSurf_t* translucentInteractions; // translucent interactions don't get shadows // R_AddSingleLight will build a chain of parameters here to setup shadow volumes preLightShadowVolumeParms_t* preLightShadowVolumes; }; // a viewEntity is created whenever a idRenderEntityLocal is considered for inclusion // in the current view, but it may still turn out to be culled. // viewEntity are allocated on the frame temporary stack memory // a viewEntity contains everything that the back end needs out of a idRenderEntityLocal, // which the front end may be modifying simultaneously if running in SMP mode. // A single entityDef can generate multiple viewEntity_t in a single frame, as when seen in a mirror struct viewEntity_t { viewEntity_t* next; // back end should NOT reference the entityDef, because it can change when running SMP idRenderEntityLocal* entityDef; // for scissor clipping, local inside renderView viewport // scissorRect.Empty() is true if the viewEntity_t was never actually // seen through any portals, but was created for shadow casting. // a viewEntity can have a non-empty scissorRect, meaning that an area // that it is in is visible, and still not be visible. idScreenRect scissorRect; bool isGuiSurface; // force two sided and vertex colors regardless of material setting bool skipMotionBlur; bool weaponDepthHack; float modelDepthHack; float modelMatrix[16]; // local coords to global coords float modelViewMatrix[16]; // local coords to eye coords idRenderMatrix mvp; // parallelAddModels will build a chain of surfaces here that will need to // be linked to the lights or added to the drawsurf list in a serial code section drawSurf_t* drawSurfs; // R_AddSingleModel will build a chain of parameters here to setup shadow volumes staticShadowVolumeParms_t* staticShadowVolumes; dynamicShadowVolumeParms_t* dynamicShadowVolumes; }; const int MAX_CLIP_PLANES = 1; // we may expand this to six for some subview issues // RB: added multiple subfrustums for cascaded shadow mapping enum frustumPlanes_t { FRUSTUM_PLANE_LEFT, FRUSTUM_PLANE_RIGHT, FRUSTUM_PLANE_BOTTOM, FRUSTUM_PLANE_TOP, FRUSTUM_PLANE_NEAR, FRUSTUM_PLANE_FAR, FRUSTUM_PLANES = 6, FRUSTUM_CLIPALL = 1 | 2 | 4 | 8 | 16 | 32 }; enum { FRUSTUM_PRIMARY, FRUSTUM_CASCADE1, FRUSTUM_CASCADE2, FRUSTUM_CASCADE3, FRUSTUM_CASCADE4, FRUSTUM_CASCADE5, MAX_FRUSTUMS, }; typedef idPlane frustum_t[FRUSTUM_PLANES]; // RB end // viewDefs are allocated on the frame temporary stack memory struct viewDef_t { // specified in the call to DrawScene() renderView_t renderView; float projectionMatrix[16]; idRenderMatrix projectionRenderMatrix; // tech5 version of projectionMatrix viewEntity_t worldSpace; idRenderWorldLocal* renderWorld; idVec3 initialViewAreaOrigin; // Used to find the portalArea that view flooding will take place from. // for a normal view, the initialViewOrigin will be renderView.viewOrg, // but a mirror may put the projection origin outside // of any valid area, or in an unconnected area of the map, so the view // area must be based on a point just off the surface of the mirror / subview. // It may be possible to get a failed portal pass if the plane of the // mirror intersects a portal, and the initialViewAreaOrigin is on // a different side than the renderView.viewOrg is. bool isSubview; // true if this view is not the main view bool isMirror; // the portal is a mirror, invert the face culling bool isXraySubview; bool isEditor; bool is2Dgui; int numClipPlanes; // mirrors will often use a single clip plane idPlane clipPlanes[MAX_CLIP_PLANES]; // in world space, the positive side // of the plane is the visible side idScreenRect viewport; // in real pixels and proper Y flip idScreenRect scissor; // for scissor clipping, local inside renderView viewport // subviews may only be rendering part of the main view // these are real physical pixel values, possibly scaled and offset from the // renderView x/y/width/height viewDef_t* superView; // never go into an infinite subview loop const drawSurf_t* subviewSurface; // drawSurfs are the visible surfaces of the viewEntities, sorted // by the material sort parameter drawSurf_t** drawSurfs; // we don't use an idList for this, because int numDrawSurfs; // it is allocated in frame temporary memory int maxDrawSurfs; // may be resized viewLight_t* viewLights; // chain of all viewLights effecting view viewEntity_t* viewEntitys; // chain of all viewEntities effecting view, including off screen ones casting shadows // we use viewEntities as a check to see if a given view consists solely // of 2D rendering, which we can optimize in certain ways. A 2D view will // not have any viewEntities // RB begin frustum_t frustums[MAX_FRUSTUMS]; // positive sides face outward, [4] is the front clip plane float frustumSplitDistances[MAX_FRUSTUMS]; idRenderMatrix frustumMVPs[MAX_FRUSTUMS]; // RB end int areaNum; // -1 = not in a valid area // An array in frame temporary memory that lists if an area can be reached without // crossing a closed door. This is used to avoid drawing interactions // when the light is behind a closed door. bool* connectedAreas; }; // complex light / surface interactions are broken up into multiple passes of a // simple interaction shader struct drawInteraction_t { const drawSurf_t* surf; idImage* bumpImage; idImage* diffuseImage; idImage* specularImage; idVec4 diffuseColor; // may have a light color baked into it idVec4 specularColor; // may have a light color baked into it stageVertexColor_t vertexColor; // applies to both diffuse and specular int ambientLight; // use tr.ambientNormalMap instead of normalization cube map // these are loaded into the vertex program idVec4 bumpMatrix[2]; idVec4 diffuseMatrix[2]; idVec4 specularMatrix[2]; }; /* ============================================================= RENDERER BACK END COMMAND QUEUE TR_CMDS ============================================================= */ enum renderCommand_t { RC_NOP, RC_DRAW_VIEW_3D, // may be at a reduced resolution, will be upsampled before 2D GUIs RC_DRAW_VIEW_GUI, // not resolution scaled RC_SET_BUFFER, RC_COPY_RENDER, RC_POST_PROCESS, }; struct emptyCommand_t { renderCommand_t commandId; renderCommand_t* next; }; struct setBufferCommand_t { renderCommand_t commandId; renderCommand_t* next; GLenum buffer; }; struct drawSurfsCommand_t { renderCommand_t commandId; renderCommand_t* next; viewDef_t* viewDef; }; struct copyRenderCommand_t { renderCommand_t commandId; renderCommand_t* next; int x; int y; int imageWidth; int imageHeight; idImage* image; int cubeFace; // when copying to a cubeMap bool clearColorAfterCopy; }; struct postProcessCommand_t { renderCommand_t commandId; renderCommand_t* next; viewDef_t* viewDef; }; //======================================================================= // this is the inital allocation for max number of drawsurfs // in a given view, but it will automatically grow if needed const int INITIAL_DRAWSURFS = 2048; enum frameAllocType_t { FRAME_ALLOC_VIEW_DEF, FRAME_ALLOC_VIEW_ENTITY, FRAME_ALLOC_VIEW_LIGHT, FRAME_ALLOC_SURFACE_TRIANGLES, FRAME_ALLOC_DRAW_SURFACE, FRAME_ALLOC_INTERACTION_STATE, FRAME_ALLOC_SHADOW_ONLY_ENTITY, FRAME_ALLOC_SHADOW_VOLUME_PARMS, FRAME_ALLOC_SHADER_REGISTER, FRAME_ALLOC_DRAW_SURFACE_POINTER, FRAME_ALLOC_DRAW_COMMAND, FRAME_ALLOC_UNKNOWN, FRAME_ALLOC_MAX }; // all of the information needed by the back end must be // contained in a idFrameData. This entire structure is // duplicated so the front and back end can run in parallel // on an SMP machine. class idFrameData { public: idSysInterlockedInteger frameMemoryAllocated; idSysInterlockedInteger frameMemoryUsed; byte* frameMemory; int highWaterAllocated; // max used on any frame int highWaterUsed; // the currently building command list commands can be inserted // at the front if needed, as required for dynamically generated textures emptyCommand_t* cmdHead; // may be of other command type based on commandId emptyCommand_t* cmdTail; }; extern idFrameData* frameData; //======================================================================= void R_AddDrawViewCmd( viewDef_t* parms, bool guiOnly ); void R_AddDrawPostProcess( viewDef_t* parms ); void R_ReloadGuis_f( const idCmdArgs& args ); void R_ListGuis_f( const idCmdArgs& args ); void* R_GetCommandBuffer( int bytes ); // this allows a global override of all materials bool R_GlobalShaderOverride( const idMaterial** shader ); // this does various checks before calling the idDeclSkin const idMaterial* R_RemapShaderBySkin( const idMaterial* shader, const idDeclSkin* customSkin, const idMaterial* customShader ); //==================================================== /* ** performanceCounters_t */ struct performanceCounters_t { int c_box_cull_in; int c_box_cull_out; int c_createInteractions; // number of calls to idInteraction::CreateInteraction int c_createShadowVolumes; int c_generateMd5; int c_entityDefCallbacks; int c_alloc; // counts for R_StaticAllc/R_StaticFree int c_free; int c_visibleViewEntities; int c_shadowViewEntities; int c_viewLights; int c_numViews; // number of total views rendered int c_deformedSurfaces; // idMD5Mesh::GenerateSurface int c_deformedVerts; // idMD5Mesh::GenerateSurface int c_deformedIndexes; // idMD5Mesh::GenerateSurface int c_tangentIndexes; // R_DeriveTangents() int c_entityUpdates; int c_lightUpdates; int c_entityReferences; int c_lightReferences; int c_guiSurfs; int frontEndMicroSec; // sum of time in all RE_RenderScene's in a frame }; struct tmu_t { unsigned int current2DMap; unsigned int current2DArray; unsigned int currentCubeMap; }; const int MAX_MULTITEXTURE_UNITS = 8; enum vertexLayoutType_t { LAYOUT_UNKNOWN = 0, LAYOUT_DRAW_VERT, LAYOUT_DRAW_SHADOW_VERT, LAYOUT_DRAW_SHADOW_VERT_SKINNED }; struct glstate_t { tmu_t tmu[MAX_MULTITEXTURE_UNITS]; int currenttmu; int faceCulling; vertexLayoutType_t vertexLayout; // RB: 64 bit fixes, changed unsigned int to uintptr_t uintptr_t currentVertexBuffer; uintptr_t currentIndexBuffer; Framebuffer* currentFramebuffer; // RB end float polyOfsScale; float polyOfsBias; uint64 glStateBits; }; struct backEndCounters_t { int c_surfaces; int c_shaders; int c_drawElements; int c_drawIndexes; int c_shadowElements; int c_shadowIndexes; int c_copyFrameBuffer; float c_overDraw; int totalMicroSec; // total microseconds for backend run int shadowMicroSec; }; // all state modified by the back end is separated // from the front end state struct backEndState_t { const viewDef_t* viewDef; backEndCounters_t pc; const viewEntity_t* currentSpace; // for detecting when a matrix must change idScreenRect currentScissor; // for scissor clipping, local inside renderView viewport glstate_t glState; // for OpenGL state deltas bool currentRenderCopied; // true if any material has already referenced _currentRender idRenderMatrix prevMVP[2]; // world MVP from previous frame for motion blur, per-eye // RB begin idRenderMatrix shadowV[6]; // shadow depth view matrix idRenderMatrix shadowP[6]; // shadow depth projection matrix // RB end // surfaces used for code-based drawing drawSurf_t unitSquareSurface; drawSurf_t zeroOneCubeSurface; drawSurf_t testImageSurface; }; class idParallelJobList; const int MAX_GUI_SURFACES = 1024; // default size of the drawSurfs list for guis, will // be automatically expanded as needed static const int MAX_RENDER_CROPS = 8; /* ** 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. */ class idRenderSystemLocal : public idRenderSystem { public: // external functions virtual void Init(); virtual void Shutdown(); virtual void ResetGuiModels(); virtual void InitOpenGL(); virtual void ShutdownOpenGL(); virtual bool IsOpenGLRunning() const; virtual bool IsFullScreen() const; virtual stereo3DMode_t GetStereo3DMode() const; virtual bool HasQuadBufferSupport() const; virtual bool IsStereoScopicRenderingSupported() const; virtual stereo3DMode_t GetStereoScopicRenderingMode() const; virtual void EnableStereoScopicRendering( const stereo3DMode_t mode ) const; virtual int GetWidth() const; virtual int GetHeight() const; virtual int GetVirtualWidth() const; virtual int GetVirtualHeight() const; virtual float GetPixelAspect() const; virtual float GetPhysicalScreenWidthInCentimeters() const; virtual idRenderWorld* AllocRenderWorld(); virtual void FreeRenderWorld( idRenderWorld* rw ); virtual void BeginLevelLoad(); virtual void EndLevelLoad(); virtual void LoadLevelImages(); virtual void Preload( const idPreloadManifest& manifest, const char* mapName ); virtual void BeginAutomaticBackgroundSwaps( autoRenderIconType_t icon = AUTORENDER_DEFAULTICON ); virtual void EndAutomaticBackgroundSwaps(); virtual bool AreAutomaticBackgroundSwapsRunning( autoRenderIconType_t* usingAlternateIcon = NULL ) const; virtual idFont* RegisterFont( const char* fontName ); virtual void ResetFonts(); virtual void PrintMemInfo( MemInfo_t* mi ); virtual void SetColor( const idVec4& color ); virtual uint32 GetColor(); virtual void SetGLState( const uint64 glState ) ; virtual void DrawFilled( const idVec4& color, float x, float y, float w, float h ); virtual void DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial* material ); virtual void DrawStretchPic( const idVec4& topLeft, const idVec4& topRight, const idVec4& bottomRight, const idVec4& bottomLeft, const idMaterial* material ); virtual void DrawStretchTri( const idVec2& p1, const idVec2& p2, const idVec2& p3, const idVec2& t1, const idVec2& t2, const idVec2& t3, const idMaterial* material ); virtual idDrawVert* AllocTris( int numVerts, const triIndex_t* indexes, int numIndexes, const idMaterial* material, const stereoDepthType_t stereoType = STEREO_DEPTH_TYPE_NONE ); virtual void DrawSmallChar( int x, int y, int ch ); virtual void DrawSmallStringExt( int x, int y, const char* string, const idVec4& setColor, bool forceColor ); virtual void DrawBigChar( int x, int y, int ch ); virtual void DrawBigStringExt( int x, int y, const char* string, const idVec4& setColor, bool forceColor ); virtual void WriteDemoPics(); virtual void DrawDemoPics(); virtual const emptyCommand_t* SwapCommandBuffers( uint64* frontEndMicroSec, uint64* backEndMicroSec, uint64* shadowMicroSec, uint64* gpuMicroSec ); virtual void SwapCommandBuffers_FinishRendering( uint64* frontEndMicroSec, uint64* backEndMicroSec, uint64* shadowMicroSec, uint64* gpuMicroSec ); virtual const emptyCommand_t* SwapCommandBuffers_FinishCommandBuffers(); virtual void RenderCommandBuffers( const emptyCommand_t* commandBuffers ); virtual void TakeScreenshot( int width, int height, const char* fileName, int downSample, renderView_t* ref ); virtual void CropRenderSize( int width, int height ); virtual void CaptureRenderToImage( const char* imageName, bool clearColorAfterCopy = false ); virtual void CaptureRenderToFile( const char* fileName, bool fixAlpha ); virtual void UnCrop(); virtual bool UploadImage( const char* imageName, const byte* data, int width, int height ); public: // internal functions idRenderSystemLocal(); ~idRenderSystemLocal(); void Clear(); void GetCroppedViewport( idScreenRect* viewport ); void PerformResolutionScaling( int& newWidth, int& newHeight ); int GetFrameCount() const { return frameCount; }; public: // renderer globals bool registered; // cleared at shutdown, set at InitOpenGL bool takingScreenshot; int frameCount; // incremented every frame int viewCount; // incremented every view (twice a scene if subviewed) // and every R_MarkFragments call float frameShaderTime; // shader time for all non-world 2D rendering idVec4 ambientLightVector; // used for "ambient bump mapping" idListworlds; idRenderWorldLocal* primaryWorld; renderView_t primaryRenderView; viewDef_t* primaryView; // many console commands need to know which world they should operate on const idMaterial* whiteMaterial; const idMaterial* charSetMaterial; const idMaterial* defaultPointLight; const idMaterial* defaultProjectedLight; const idMaterial* defaultMaterial; idImage* testImage; idCinematic* testVideo; int testVideoStartTime; idImage* ambientCubeImage; // hack for testing dependent ambient lighting viewDef_t* viewDef; performanceCounters_t pc; // performance counters viewEntity_t identitySpace; // can use if we don't know viewDef->worldSpace is valid idScreenRect renderCrops[MAX_RENDER_CROPS]; int currentRenderCrop; // GUI drawing variables for surface creation int guiRecursionLevel; // to prevent infinite overruns uint32 currentColorNativeBytesOrder; uint64 currentGLState; class idGuiModel* guiModel; idList fonts; unsigned short gammaTable[256]; // brightness / gamma modify this srfTriangles_t* unitSquareTriangles; srfTriangles_t* zeroOneCubeTriangles; srfTriangles_t* testImageTriangles; // these are allocated at buffer swap time, but // the back end should only use the ones in the backEnd stucture, // which are copied over from the frame that was just swapped. drawSurf_t unitSquareSurface_; drawSurf_t zeroOneCubeSurface_; drawSurf_t testImageSurface_; idParallelJobList* frontEndJobList; unsigned timerQueryId; // for GL_TIME_ELAPSED_EXT queries }; extern backEndState_t backEnd; extern idRenderSystemLocal tr; extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init // // cvars // extern idCVar r_debugContext; // enable various levels of context debug extern idCVar r_glDriver; // "opengl32", etc extern idCVar r_skipIntelWorkarounds; // skip work arounds for Intel driver bugs extern idCVar r_vidMode; // video mode number extern idCVar r_displayRefresh; // optional display refresh rate option for vid mode extern idCVar r_fullscreen; // 0 = windowed, 1 = full screen extern idCVar r_multiSamples; // number of antialiasing samples extern idCVar r_znear; // near Z clip plane extern idCVar r_swapInterval; // changes wglSwapIntarval extern idCVar r_offsetFactor; // polygon offset parameter extern idCVar r_offsetUnits; // polygon offset parameter extern idCVar r_singleTriangle; // only draw a single triangle per primitive extern idCVar r_logFile; // number of frames to emit GL logs extern idCVar r_clear; // force screen clear every frame extern idCVar r_subviewOnly; // 1 = don't render main view, allowing subviews to be debugged extern idCVar r_lightScale; // all light intensities are multiplied by this, which is normally 2 extern idCVar r_flareSize; // scale the flare deforms from the material def extern idCVar r_gamma; // changes gamma tables extern idCVar r_brightness; // changes gamma tables extern idCVar r_checkBounds; // compare all surface bounds with precalculated ones extern idCVar r_maxAnisotropicFiltering; // texture filtering parameter extern idCVar r_useTrilinearFiltering; // Extra quality filtering extern idCVar r_lodBias; // lod bias extern idCVar r_useLightPortalFlow; // 1 = do a more precise area reference determination extern idCVar r_useShadowSurfaceScissor; // 1 = scissor shadows by the scissor rect of the interaction surfaces extern idCVar r_useConstantMaterials; // 1 = use pre-calculated material registers if possible extern idCVar r_useNodeCommonChildren; // stop pushing reference bounds early when possible extern idCVar r_useSilRemap; // 1 = consider verts with the same XYZ, but different ST the same for shadows extern idCVar r_useLightPortalCulling; // 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 MVP to plane culling extern idCVar r_useLightAreaCulling; // 0 = off, 1 = on extern idCVar r_useLightScissors; // 1 = use custom scissor rectangle for each light extern idCVar r_useEntityPortalCulling; // 0 = none, 1 = box extern idCVar r_skipPrelightShadows; // 1 = skip the dmap generated static shadow volumes extern idCVar r_useCachedDynamicModels; // 1 = cache snapshots of dynamic models extern idCVar r_useScissor; // 1 = scissor clip as portals and lights are processed extern idCVar r_usePortals; // 1 = use portals to perform area culling, otherwise draw everything extern idCVar r_useStateCaching; // avoid redundant state changes in GL_*() calls extern idCVar r_useEntityCallbacks; // if 0, issue the callback immediately at update time, rather than defering extern idCVar r_lightAllBackFaces; // light all the back faces, even when they would be shadowed extern idCVar r_useLightDepthBounds; // use depth bounds test on lights to reduce both shadow and interaction fill extern idCVar r_useShadowDepthBounds; // use depth bounds test on individual shadows to reduce shadow fill // RB begin extern idCVar r_useShadowMapping; // use shadow mapping instead of stencil shadows extern idCVar r_useHalfLambertLighting; // use Half-Lambert lighting instead of classic Lambert // RB end extern idCVar r_skipStaticInteractions; // skip interactions created at level load extern idCVar r_skipDynamicInteractions; // skip interactions created after level load extern idCVar r_skipPostProcess; // skip all post-process renderings extern idCVar r_skipSuppress; // ignore the per-view suppressions extern idCVar r_skipInteractions; // skip all light/surface interaction drawing extern idCVar r_skipFrontEnd; // bypasses all front end work, but 2D gui rendering still draws extern idCVar r_skipBackEnd; // don't draw anything extern idCVar r_skipCopyTexture; // do all rendering, but don't actually copyTexSubImage2D extern idCVar r_skipRender; // skip 3D rendering, but pass 2D extern idCVar r_skipRenderContext; // NULL the rendering context during backend 3D rendering extern idCVar r_skipTranslucent; // skip the translucent interaction rendering extern idCVar r_skipAmbient; // bypasses all non-interaction drawing extern idCVar r_skipNewAmbient; // bypasses all vertex/fragment program ambients extern idCVar r_skipBlendLights; // skip all blend lights extern idCVar r_skipFogLights; // skip all fog lights extern idCVar r_skipSubviews; // 1 = don't render any mirrors / cameras / etc extern idCVar r_skipGuiShaders; // 1 = don't render any gui elements on surfaces extern idCVar r_skipParticles; // 1 = don't render any particles extern idCVar r_skipUpdates; // 1 = don't accept any entity or light updates, making everything static extern idCVar r_skipDeforms; // leave all deform materials in their original state extern idCVar r_skipDynamicTextures; // don't dynamically create textures extern idCVar r_skipBump; // uses a flat surface instead of the bump map extern idCVar r_skipSpecular; // use black for specular extern idCVar r_skipDiffuse; // use black for diffuse extern idCVar r_skipDecals; // skip decal surfaces extern idCVar r_skipOverlays; // skip overlay surfaces extern idCVar r_skipShadows; // disable shadows extern idCVar r_ignoreGLErrors; extern idCVar r_screenFraction; // for testing fill rate, the resolution of the entire screen can be changed extern idCVar r_showUnsmoothedTangents; // highlight geometry rendered with unsmoothed tangents extern idCVar r_showSilhouette; // highlight edges that are casting shadow planes extern idCVar r_showVertexColor; // draws all triangles with the solid vertex color extern idCVar r_showUpdates; // report entity and light updates and ref counts extern idCVar r_showDemo; // report reads and writes to the demo file extern idCVar r_showDynamic; // report stats on dynamic surface generation extern idCVar r_showIntensity; // draw the screen colors based on intensity, red = 0, green = 128, blue = 255 extern idCVar r_showTrace; // show the intersection of an eye trace with the world extern idCVar r_showDepth; // display the contents of the depth buffer and the depth range extern idCVar r_showTris; // enables wireframe rendering of the world extern idCVar r_showSurfaceInfo; // show surface material name under crosshair extern idCVar r_showNormals; // draws wireframe normals extern idCVar r_showEdges; // draw the sil edges extern idCVar r_showViewEntitys; // displays the bounding boxes of all view models and optionally the index extern idCVar r_showTexturePolarity; // shade triangles by texture area polarity extern idCVar r_showTangentSpace; // shade triangles by tangent space extern idCVar r_showDominantTri; // draw lines from vertexes to center of dominant triangles extern idCVar r_showTextureVectors; // draw each triangles texture (tangent) vectors extern idCVar r_showLights; // 1 = print light info, 2 = also draw volumes extern idCVar r_showLightCount; // colors surfaces based on light count extern idCVar r_showShadows; // visualize the stencil shadow volumes extern idCVar r_showLightScissors; // show light scissor rectangles extern idCVar r_showMemory; // print frame memory utilization extern idCVar r_showCull; // report sphere and box culling stats extern idCVar r_showAddModel; // report stats from tr_addModel extern idCVar r_showSurfaces; // report surface/light/shadow counts extern idCVar r_showPrimitives; // report vertex/index/draw counts extern idCVar r_showPortals; // draw portal outlines in color based on passed / not passed extern idCVar r_showSkel; // draw the skeleton when model animates extern idCVar r_showOverDraw; // show overdraw // RB begin extern idCVar r_showShadowMaps; extern idCVar r_showShadowMapLODs; // RB end extern idCVar r_jointNameScale; // size of joint names when r_showskel is set to 1 extern idCVar r_jointNameOffset; // offset of joint names when r_showskel is set to 1 extern idCVar r_testGamma; // draw a grid pattern to test gamma levels extern idCVar r_testGammaBias; // draw a grid pattern to test gamma levels extern idCVar r_singleLight; // suppress all but one light extern idCVar r_singleEntity; // suppress all but one entity extern idCVar r_singleArea; // only draw the portal area the view is actually in extern idCVar r_singleSurface; // suppress all but one surface on each entity extern idCVar r_shadowPolygonOffset; // bias value added to depth test for stencil shadow drawing extern idCVar r_shadowPolygonFactor; // scale value for stencil shadow drawing extern idCVar r_jitter; // randomly subpixel jitter the projection matrix extern idCVar r_orderIndexes; // perform index reorganization to optimize vertex use extern idCVar r_debugLineDepthTest; // perform depth test on debug lines extern idCVar r_debugLineWidth; // width of debug lines extern idCVar r_debugArrowStep; // step size of arrow cone line rotation in degrees extern idCVar r_debugPolygonFilled; extern idCVar r_materialOverride; // override all materials extern idCVar r_debugRenderToTexture; extern idCVar stereoRender_deGhost; // subtract from opposite eye to reduce ghosting extern idCVar r_useGPUSkinning; // RB begin extern idCVar r_shadowMapFrustumFOV; extern idCVar r_shadowMapSingleSide; extern idCVar r_shadowMapImageSize; extern idCVar r_shadowMapJitterScale; extern idCVar r_shadowMapBiasScale; extern idCVar r_shadowMapRandomizeJitter; extern idCVar r_shadowMapSamples; extern idCVar r_shadowMapSplits; extern idCVar r_shadowMapSplitWeight; extern idCVar r_shadowMapLodScale; extern idCVar r_shadowMapLodBias; extern idCVar r_shadowMapPolygonFactor; extern idCVar r_shadowMapPolygonOffset; extern idCVar r_shadowMapOccluderFacing; // RB end /* ==================================================================== INITIALIZATION ==================================================================== */ void R_Init(); void R_InitOpenGL(); void R_SetColorMappings(); void R_ScreenShot_f( const idCmdArgs& args ); void R_StencilShot(); /* ==================================================================== IMPLEMENTATION SPECIFIC FUNCTIONS ==================================================================== */ struct vidMode_t { int width; int height; int displayHz; // RB begin vidMode_t() { width = 640; height = 480; displayHz = 60; } vidMode_t( int width, int height, int displayHz ) : width( width ), height( height ), displayHz( displayHz ) {} // RB end bool operator==( const vidMode_t& a ) { return a.width == width && a.height == height && a.displayHz == displayHz; } }; // the number of displays can be found by itterating this until it returns false // displayNum is the 0 based value passed to EnumDisplayDevices(), you must add // 1 to this to get an r_fullScreen value. bool R_GetModeListForDisplay( const int displayNum, idList& modeList ); struct glimpParms_t { int x; // ignored in fullscreen int y; // ignored in fullscreen int width; int height; int fullScreen; // 0 = windowed, otherwise 1 based monitor number to go full screen on // -1 = borderless window for spanning multiple displays bool stereo; int displayHz; int multiSamples; }; // DG: R_GetModeListForDisplay is called before GLimp_Init(), but SDL needs SDL_Init() first. // So add PreInit for platforms that need it, others can just stub it. void GLimp_PreInit(); // If the desired mode can't be set satisfactorily, false will be returned. // If succesful, sets glConfig.nativeScreenWidth, glConfig.nativeScreenHeight, and glConfig.pixelAspect // The renderer will then reset the glimpParms to "safe mode" of 640x480 // fullscreen and try again. If that also fails, the error will be fatal. bool GLimp_Init( glimpParms_t parms ); // will set up gl up with the new parms bool GLimp_SetScreenParms( glimpParms_t parms ); // Destroys the rendering context, closes the window, resets the resolution, // and resets the gamma ramps. void GLimp_Shutdown(); // Sets the hardware gamma ramps for gamma and brightness adjustment. // These are now taken as 16 bit values, so we can take full advantage // of dacs with >8 bits of precision void GLimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] ); /* ============================================================ RENDERWORLD_DEFS ============================================================ */ void R_DeriveEntityData( idRenderEntityLocal* def ); void R_CreateEntityRefs( idRenderEntityLocal* def ); void R_FreeEntityDefDerivedData( idRenderEntityLocal* def, bool keepDecals, bool keepCachedDynamicModel ); void R_FreeEntityDefCachedDynamicModel( idRenderEntityLocal* def ); void R_FreeEntityDefDecals( idRenderEntityLocal* def ); void R_FreeEntityDefOverlay( idRenderEntityLocal* def ); void R_FreeEntityDefFadedDecals( idRenderEntityLocal* def, int time ); // RB: for dmap void R_DeriveLightData( idRenderLightLocal* light ); // Called by the editor and dmap to operate on light volumes void R_RenderLightFrustum( const renderLight_t& renderLight, idPlane lightFrustum[6] ); srfTriangles_t* R_PolytopeSurface( int numPlanes, const idPlane* planes, idWinding** windings ); // RB end void R_CreateLightRefs( idRenderLightLocal* light ); void R_FreeLightDefDerivedData( idRenderLightLocal* light ); void R_FreeDerivedData(); void R_ReCreateWorldReferences(); void R_CheckForEntityDefsUsingModel( idRenderModel* model ); void R_ModulateLights_f( const idCmdArgs& args ); /* ============================================================ RENDERWORLD_PORTALS ============================================================ */ viewEntity_t* R_SetEntityDefViewEntity( idRenderEntityLocal* def ); viewLight_t* R_SetLightDefViewLight( idRenderLightLocal* def ); /* ==================================================================== TR_FRONTEND_MAIN ==================================================================== */ void R_InitFrameData(); void R_ShutdownFrameData(); void R_ToggleSmpFrame(); void* R_FrameAlloc( int bytes, frameAllocType_t type = FRAME_ALLOC_UNKNOWN ); void* R_ClearedFrameAlloc( int bytes, frameAllocType_t type = FRAME_ALLOC_UNKNOWN ); void* R_StaticAlloc( int bytes, const memTag_t tag = TAG_RENDER_STATIC ); // just malloc with error checking void* R_ClearedStaticAlloc( int bytes ); // with memset void R_StaticFree( void* data ); void R_RenderView( viewDef_t* parms ); void R_RenderPostProcess( viewDef_t* parms ); /* ============================================================ TR_FRONTEND_ADDLIGHTS ============================================================ */ void R_ShadowBounds( const idBounds& modelBounds, const idBounds& lightBounds, const idVec3& lightOrigin, idBounds& shadowBounds ); ID_INLINE bool R_CullModelBoundsToLight( const idRenderLightLocal* light, const idBounds& localBounds, const idRenderMatrix& modelRenderMatrix ) { idRenderMatrix modelLightProject; idRenderMatrix::Multiply( light->baseLightProject, modelRenderMatrix, modelLightProject ); return idRenderMatrix::CullBoundsToMVP( modelLightProject, localBounds, true ); } void R_AddLights(); void R_OptimizeViewLightsList(); /* ============================================================ TR_FRONTEND_ADDMODELS ============================================================ */ bool R_IssueEntityDefCallback( idRenderEntityLocal* def ); idRenderModel* R_EntityDefDynamicModel( idRenderEntityLocal* def ); void R_ClearEntityDefDynamicModel( idRenderEntityLocal* def ); void R_SetupDrawSurfShader( drawSurf_t* drawSurf, const idMaterial* shader, const renderEntity_t* renderEntity ); void R_SetupDrawSurfJoints( drawSurf_t* drawSurf, const srfTriangles_t* tri, const idMaterial* shader ); void R_LinkDrawSurfToView( drawSurf_t* drawSurf, viewDef_t* viewDef ); void R_AddModels(); /* ============================================================= TR_FRONTEND_DEFORM ============================================================= */ drawSurf_t* R_DeformDrawSurf( drawSurf_t* drawSurf ); /* ============================================================= TR_FRONTEND_GUISURF ============================================================= */ void R_SurfaceToTextureAxis( const srfTriangles_t* tri, idVec3& origin, idVec3 axis[3] ); void R_AddInGameGuis( const drawSurf_t* const drawSurfs[], const int numDrawSurfs ); /* ============================================================ TR_FRONTEND_SUBVIEW ============================================================ */ bool R_PreciseCullSurface( const drawSurf_t* drawSurf, idBounds& ndcBounds ); bool R_GenerateSubViews( const drawSurf_t* const drawSurfs[], const int numDrawSurfs ); /* ============================================================ TR_TRISURF ============================================================ */ srfTriangles_t* R_AllocStaticTriSurf(); void R_AllocStaticTriSurfVerts( srfTriangles_t* tri, int numVerts ); void R_AllocStaticTriSurfIndexes( srfTriangles_t* tri, int numIndexes ); void R_AllocStaticTriSurfPreLightShadowVerts( srfTriangles_t* tri, int numVerts ); void R_AllocStaticTriSurfSilIndexes( srfTriangles_t* tri, int numIndexes ); void R_AllocStaticTriSurfDominantTris( srfTriangles_t* tri, int numVerts ); void R_AllocStaticTriSurfSilEdges( srfTriangles_t* tri, int numSilEdges ); void R_AllocStaticTriSurfMirroredVerts( srfTriangles_t* tri, int numMirroredVerts ); void R_AllocStaticTriSurfDupVerts( srfTriangles_t* tri, int numDupVerts ); srfTriangles_t* R_CopyStaticTriSurf( const srfTriangles_t* tri ); void R_ResizeStaticTriSurfVerts( srfTriangles_t* tri, int numVerts ); void R_ResizeStaticTriSurfIndexes( srfTriangles_t* tri, int numIndexes ); void R_ReferenceStaticTriSurfVerts( srfTriangles_t* tri, const srfTriangles_t* reference ); void R_ReferenceStaticTriSurfIndexes( srfTriangles_t* tri, const srfTriangles_t* reference ); void R_FreeStaticTriSurfSilIndexes( srfTriangles_t* tri ); void R_FreeStaticTriSurf( srfTriangles_t* tri ); void R_FreeStaticTriSurfVerts( srfTriangles_t* tri ); void R_FreeStaticTriSurfVertexCaches( srfTriangles_t* tri ); int R_TriSurfMemory( const srfTriangles_t* tri ); void R_BoundTriSurf( srfTriangles_t* tri ); void R_RemoveDuplicatedTriangles( srfTriangles_t* tri ); void R_CreateSilIndexes( srfTriangles_t* tri ); void R_RemoveDegenerateTriangles( srfTriangles_t* tri ); void R_RemoveUnusedVerts( srfTriangles_t* tri ); void R_RangeCheckIndexes( const srfTriangles_t* tri ); void R_CreateVertexNormals( srfTriangles_t* tri ); // also called by dmap void R_CleanupTriangles( srfTriangles_t* tri, bool createNormals, bool identifySilEdges, bool useUnsmoothedTangents ); void R_ReverseTriangles( srfTriangles_t* tri ); // Only deals with vertexes and indexes, not silhouettes, planes, etc. // Does NOT perform a cleanup triangles, so there may be duplicated verts in the result. srfTriangles_t* R_MergeSurfaceList( const srfTriangles_t** surfaces, int numSurfaces ); srfTriangles_t* R_MergeTriangles( const srfTriangles_t* tri1, const srfTriangles_t* tri2 ); // if the deformed verts have significant enough texture coordinate changes to reverse the texture // polarity of a triangle, the tangents will be incorrect void R_DeriveTangents( srfTriangles_t* tri ); // copy data from a front-end srfTriangles_t to a back-end drawSurf_t void R_InitDrawSurfFromTri( drawSurf_t& ds, srfTriangles_t& tri ); // For static surfaces, the indexes, ambient, and shadow buffers can be pre-created at load // time, rather than being re-created each frame in the frame temporary buffers. void R_CreateStaticBuffersForTri( srfTriangles_t& tri ); // deformable meshes precalculate as much as possible from a base frame, then generate // complete srfTriangles_t from just a new set of vertexes struct deformInfo_t { int numSourceVerts; // numOutputVerts may be smaller if the input had duplicated or degenerate triangles // it will often be larger if the input had mirrored texture seams that needed // to be busted for proper tangent spaces int numOutputVerts; idDrawVert* verts; int numIndexes; triIndex_t* indexes; triIndex_t* silIndexes; // indexes changed to be the first vertex with same XYZ, ignoring normal and texcoords int numMirroredVerts; // this many verts at the end of the vert list are tangent mirrors int* mirroredVerts; // tri->mirroredVerts[0] is the mirror of tri->numVerts - tri->numMirroredVerts + 0 int numDupVerts; // number of duplicate vertexes int* dupVerts; // pairs of the number of the first vertex and the number of the duplicate vertex int numSilEdges; // number of silhouette edges silEdge_t* silEdges; // silhouette edges vertCacheHandle_t staticIndexCache; // GL_INDEX_TYPE vertCacheHandle_t staticAmbientCache; // idDrawVert vertCacheHandle_t staticShadowCache; // idShadowCacheSkinned }; // if outputVertexes is not NULL, it will point to a newly allocated set of verts that includes the mirrored ones deformInfo_t* R_BuildDeformInfo( int numVerts, const idDrawVert* verts, int numIndexes, const int* indexes, bool useUnsmoothedTangents ); void R_FreeDeformInfo( deformInfo_t* deformInfo ); int R_DeformInfoMemoryUsed( deformInfo_t* deformInfo ); /* ============================================================= TR_TRACE ============================================================= */ struct localTrace_t { float fraction; // only valid if fraction < 1.0 idVec3 point; idVec3 normal; int indexes[3]; }; localTrace_t R_LocalTrace( const idVec3& start, const idVec3& end, const float radius, const srfTriangles_t* tri ); void RB_ShowTrace( drawSurf_t** drawSurfs, int numDrawSurfs ); /* ============================================================= BACKEND ============================================================= */ void RB_ExecuteBackEndCommands( const emptyCommand_t* cmds ); /* ============================================================ TR_BACKEND_DRAW ============================================================ */ void RB_SetMVP( const idRenderMatrix& mvp ); void RB_DrawElementsWithCounters( const drawSurf_t* surf ); void RB_DrawViewInternal( const viewDef_t* viewDef, const int stereoEye ); void RB_DrawView( const void* data, const int stereoEye ); void RB_CopyRender( const void* data ); void RB_PostProcess( const void* data ); /* ============================================================= TR_BACKEND_RENDERTOOLS ============================================================= */ float RB_DrawTextLength( const char* text, float scale, int len ); void RB_AddDebugText( const char* text, const idVec3& origin, float scale, const idVec4& color, const idMat3& viewAxis, const int align, const int lifetime, const bool depthTest ); void RB_ClearDebugText( int time ); void RB_AddDebugLine( const idVec4& color, const idVec3& start, const idVec3& end, const int lifeTime, const bool depthTest ); void RB_ClearDebugLines( int time ); void RB_AddDebugPolygon( const idVec4& color, const idWinding& winding, const int lifeTime, const bool depthTest ); void RB_ClearDebugPolygons( int time ); void RB_DrawBounds( const idBounds& bounds ); void RB_ShowLights( drawSurf_t** drawSurfs, int numDrawSurfs ); void RB_ShowLightCount( drawSurf_t** drawSurfs, int numDrawSurfs ); void RB_PolygonClear(); void RB_ScanStencilBuffer(); void RB_ShowDestinationAlpha(); void RB_ShowOverdraw(); void RB_RenderDebugTools( drawSurf_t** drawSurfs, int numDrawSurfs ); void RB_ShutdownDebugTools(); //============================================= #include "ResolutionScale.h" #include "RenderLog.h" //#include "AutoRender.h" //#include "AutoRenderBink.h" #include "jobs/ShadowShared.h" #include "jobs/prelightshadowvolume/PreLightShadowVolume.h" #include "jobs/staticshadowvolume/StaticShadowVolume.h" #include "jobs/dynamicshadowvolume/DynamicShadowVolume.h" #include "GraphicsAPIWrapper.h" #include "GLMatrix.h" #include "BufferObject.h" #include "RenderProgs.h" #include "RenderWorld_local.h" #include "GuiModel.h" #include "VertexCache.h" #endif /* !__TR_LOCAL_H__ */