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https://github.com/ioquake/ioq3.git
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d404519cce
For lerped frames (refEntity_t frame not equal oldframe) IQM joint matrices may have incorrect axis scale. This can cause significant model distortion. The matrix lerp is linear causing each vector to move in a straight line between frames instead of arcing like a circle. Each joint frame can have a different scale so can't just normalize the joint matrix. Store joints as quaternions and spherical lerp between them and then convert to a matrix. For my test model, setting up the skeleton is four times slower now but it still seems to be fast enough to be usable.
2499 lines
64 KiB
C
2499 lines
64 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef TR_LOCAL_H
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#define TR_LOCAL_H
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qfiles.h"
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#include "../qcommon/qcommon.h"
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#include "../renderercommon/tr_public.h"
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#include "../renderercommon/tr_common.h"
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#include "tr_extratypes.h"
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#include "tr_extramath.h"
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#include "tr_fbo.h"
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#include "tr_postprocess.h"
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#include "../renderercommon/iqm.h"
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#include "../renderercommon/qgl.h"
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#define GLE(ret, name, ...) extern name##proc * qgl##name;
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QGL_1_1_PROCS;
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QGL_DESKTOP_1_1_PROCS;
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QGL_1_3_PROCS;
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QGL_1_5_PROCS;
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QGL_2_0_PROCS;
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QGL_3_0_PROCS;
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QGL_ARB_occlusion_query_PROCS;
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QGL_ARB_framebuffer_object_PROCS;
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QGL_ARB_vertex_array_object_PROCS;
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QGL_EXT_direct_state_access_PROCS;
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#undef GLE
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#define GL_INDEX_TYPE GL_UNSIGNED_INT
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typedef unsigned int glIndex_t;
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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// 14 bits
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// can't be increased without changing bit packing for drawsurfs
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// see QSORT_SHADERNUM_SHIFT
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#define SHADERNUM_BITS 14
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#define MAX_SHADERS (1<<SHADERNUM_BITS)
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#define MAX_FBOS 64
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#define MAX_VISCOUNTS 5
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#define MAX_VAOS 4096
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#define MAX_CALC_PSHADOWS 64
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#define MAX_DRAWN_PSHADOWS 16 // do not increase past 32, because bit flags are used on surfaces
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#define PSHADOW_MAP_SIZE 512
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typedef struct cubemap_s {
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char name[MAX_QPATH];
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vec3_t origin;
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float parallaxRadius;
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image_t *image;
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} cubemap_t;
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typedef struct dlight_s {
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vec3_t origin;
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vec3_t color; // range from 0.0 to 1.0, should be color normalized
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float radius;
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vec3_t transformed; // origin in local coordinate system
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int additive; // texture detail is lost tho when the lightmap is dark
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} dlight_t;
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// a trRefEntity_t has all the information passed in by
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// the client game, as well as some locally derived info
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typedef struct {
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refEntity_t e;
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float axisLength; // compensate for non-normalized axis
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qboolean needDlights; // true for bmodels that touch a dlight
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qboolean lightingCalculated;
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qboolean mirrored; // mirrored matrix, needs reversed culling
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vec3_t lightDir; // normalized direction towards light, in world space
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vec3_t modelLightDir; // normalized direction towards light, in model space
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vec3_t ambientLight; // color normalized to 0-255
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int ambientLightInt; // 32 bit rgba packed
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vec3_t directedLight;
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} trRefEntity_t;
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typedef struct {
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vec3_t origin; // in world coordinates
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vec3_t axis[3]; // orientation in world
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vec3_t viewOrigin; // viewParms->or.origin in local coordinates
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float modelMatrix[16];
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float transformMatrix[16];
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} orientationr_t;
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// Ensure this is >= the ATTR_INDEX_COUNT enum below
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#define VAO_MAX_ATTRIBS 16
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typedef enum
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{
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VAO_USAGE_STATIC,
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VAO_USAGE_DYNAMIC
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} vaoUsage_t;
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typedef struct vaoAttrib_s
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{
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uint32_t enabled;
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uint32_t count;
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uint32_t type;
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uint32_t normalized;
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uint32_t stride;
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uint32_t offset;
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}
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vaoAttrib_t;
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typedef struct vao_s
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{
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char name[MAX_QPATH];
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uint32_t vao;
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uint32_t vertexesVBO;
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int vertexesSize; // amount of memory data allocated for all vertices in bytes
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vaoAttrib_t attribs[VAO_MAX_ATTRIBS];
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uint32_t frameSize; // bytes to skip per frame when doing vertex animation
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uint32_t indexesIBO;
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int indexesSize; // amount of memory data allocated for all triangles in bytes
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} vao_t;
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//===============================================================================
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typedef enum {
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SS_BAD,
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SS_PORTAL, // mirrors, portals, viewscreens
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SS_ENVIRONMENT, // sky box
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SS_OPAQUE, // opaque
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SS_DECAL, // scorch marks, etc.
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SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges
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// in addition to alpha test
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SS_BANNER,
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SS_FOG,
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SS_UNDERWATER, // for items that should be drawn in front of the water plane
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SS_BLEND0, // regular transparency and filters
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SS_BLEND1, // generally only used for additive type effects
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SS_BLEND2,
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SS_BLEND3,
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SS_BLEND6,
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SS_STENCIL_SHADOW,
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SS_ALMOST_NEAREST, // gun smoke puffs
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SS_NEAREST // blood blobs
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} shaderSort_t;
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#define MAX_SHADER_STAGES 8
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typedef enum {
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GF_NONE,
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GF_SIN,
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GF_SQUARE,
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GF_TRIANGLE,
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GF_SAWTOOTH,
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GF_INVERSE_SAWTOOTH,
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GF_NOISE
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} genFunc_t;
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typedef enum {
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DEFORM_NONE,
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DEFORM_WAVE,
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DEFORM_NORMALS,
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DEFORM_BULGE,
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DEFORM_MOVE,
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DEFORM_PROJECTION_SHADOW,
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DEFORM_AUTOSPRITE,
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DEFORM_AUTOSPRITE2,
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DEFORM_TEXT0,
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DEFORM_TEXT1,
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DEFORM_TEXT2,
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DEFORM_TEXT3,
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DEFORM_TEXT4,
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DEFORM_TEXT5,
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DEFORM_TEXT6,
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DEFORM_TEXT7
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} deform_t;
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// deformVertexes types that can be handled by the GPU
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typedef enum
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{
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// do not edit: same as genFunc_t
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DGEN_NONE,
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DGEN_WAVE_SIN,
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DGEN_WAVE_SQUARE,
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DGEN_WAVE_TRIANGLE,
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DGEN_WAVE_SAWTOOTH,
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DGEN_WAVE_INVERSE_SAWTOOTH,
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DGEN_WAVE_NOISE,
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// do not edit until this line
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DGEN_BULGE,
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DGEN_MOVE
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} deformGen_t;
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typedef enum {
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AGEN_IDENTITY,
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AGEN_SKIP,
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AGEN_ENTITY,
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AGEN_ONE_MINUS_ENTITY,
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AGEN_VERTEX,
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AGEN_ONE_MINUS_VERTEX,
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AGEN_LIGHTING_SPECULAR,
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AGEN_WAVEFORM,
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AGEN_PORTAL,
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AGEN_CONST,
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} alphaGen_t;
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typedef enum {
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CGEN_BAD,
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CGEN_IDENTITY_LIGHTING, // tr.identityLight
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CGEN_IDENTITY, // always (1,1,1,1)
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CGEN_ENTITY, // grabbed from entity's modulate field
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CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate
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CGEN_EXACT_VERTEX, // tess.vertexColors
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CGEN_VERTEX, // tess.vertexColors * tr.identityLight
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CGEN_EXACT_VERTEX_LIT, // like CGEN_EXACT_VERTEX but takes a light direction from the lightgrid
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CGEN_VERTEX_LIT, // like CGEN_VERTEX but takes a light direction from the lightgrid
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CGEN_ONE_MINUS_VERTEX,
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CGEN_WAVEFORM, // programmatically generated
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CGEN_LIGHTING_DIFFUSE,
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CGEN_FOG, // standard fog
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CGEN_CONST // fixed color
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} colorGen_t;
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typedef enum {
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TCGEN_BAD,
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TCGEN_IDENTITY, // clear to 0,0
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TCGEN_LIGHTMAP,
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TCGEN_TEXTURE,
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TCGEN_ENVIRONMENT_MAPPED,
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TCGEN_FOG,
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TCGEN_VECTOR // S and T from world coordinates
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} texCoordGen_t;
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typedef enum {
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ACFF_NONE,
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ACFF_MODULATE_RGB,
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ACFF_MODULATE_RGBA,
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ACFF_MODULATE_ALPHA
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} acff_t;
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typedef struct {
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genFunc_t func;
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float base;
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float amplitude;
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float phase;
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float frequency;
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} waveForm_t;
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#define TR_MAX_TEXMODS 4
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typedef enum {
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TMOD_NONE,
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TMOD_TRANSFORM,
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TMOD_TURBULENT,
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TMOD_SCROLL,
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TMOD_SCALE,
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TMOD_STRETCH,
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TMOD_ROTATE,
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TMOD_ENTITY_TRANSLATE
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} texMod_t;
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#define MAX_SHADER_DEFORMS 3
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typedef struct {
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deform_t deformation; // vertex coordinate modification type
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vec3_t moveVector;
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waveForm_t deformationWave;
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float deformationSpread;
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float bulgeWidth;
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float bulgeHeight;
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float bulgeSpeed;
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} deformStage_t;
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typedef struct {
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texMod_t type;
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// used for TMOD_TURBULENT and TMOD_STRETCH
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waveForm_t wave;
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// used for TMOD_TRANSFORM
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float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0]
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float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1]
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// used for TMOD_SCALE
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float scale[2]; // s *= scale[0]
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// t *= scale[1]
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// used for TMOD_SCROLL
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float scroll[2]; // s' = s + scroll[0] * time
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// t' = t + scroll[1] * time
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// + = clockwise
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// - = counterclockwise
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float rotateSpeed;
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} texModInfo_t;
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#define MAX_IMAGE_ANIMATIONS 8
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typedef struct {
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image_t *image[MAX_IMAGE_ANIMATIONS];
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int numImageAnimations;
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float imageAnimationSpeed;
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texCoordGen_t tcGen;
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vec3_t tcGenVectors[2];
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int numTexMods;
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texModInfo_t *texMods;
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int videoMapHandle;
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qboolean isLightmap;
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qboolean isVideoMap;
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} textureBundle_t;
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enum
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{
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TB_COLORMAP = 0,
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TB_DIFFUSEMAP = 0,
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TB_LIGHTMAP = 1,
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TB_LEVELSMAP = 1,
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TB_SHADOWMAP3 = 1,
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TB_NORMALMAP = 2,
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TB_DELUXEMAP = 3,
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TB_SHADOWMAP2 = 3,
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TB_SPECULARMAP = 4,
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TB_SHADOWMAP = 5,
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TB_CUBEMAP = 6,
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TB_SHADOWMAP4 = 6,
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NUM_TEXTURE_BUNDLES = 7
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};
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typedef enum
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{
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// material shader stage types
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ST_COLORMAP = 0, // vanilla Q3A style shader treatening
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ST_DIFFUSEMAP = 0, // treat color and diffusemap the same
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ST_NORMALMAP,
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ST_NORMALPARALLAXMAP,
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ST_SPECULARMAP,
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ST_GLSL
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} stageType_t;
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typedef struct {
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qboolean active;
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textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
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waveForm_t rgbWave;
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colorGen_t rgbGen;
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waveForm_t alphaWave;
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alphaGen_t alphaGen;
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byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
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unsigned stateBits; // GLS_xxxx mask
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acff_t adjustColorsForFog;
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qboolean isDetail;
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stageType_t type;
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struct shaderProgram_s *glslShaderGroup;
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int glslShaderIndex;
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vec4_t normalScale;
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vec4_t specularScale;
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} shaderStage_t;
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struct shaderCommands_s;
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typedef enum {
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CT_FRONT_SIDED,
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CT_BACK_SIDED,
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CT_TWO_SIDED
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} cullType_t;
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typedef enum {
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FP_NONE, // surface is translucent and will just be adjusted properly
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FP_EQUAL, // surface is opaque but possibly alpha tested
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FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface)
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} fogPass_t;
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typedef struct {
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float cloudHeight;
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image_t *outerbox[6], *innerbox[6];
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} skyParms_t;
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typedef struct {
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vec3_t color;
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float depthForOpaque;
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} fogParms_t;
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typedef struct shader_s {
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char name[MAX_QPATH]; // game path, including extension
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int lightmapIndex; // for a shader to match, both name and lightmapIndex must match
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int index; // this shader == tr.shaders[index]
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int sortedIndex; // this shader == tr.sortedShaders[sortedIndex]
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float sort; // lower numbered shaders draw before higher numbered
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qboolean defaultShader; // we want to return index 0 if the shader failed to
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// load for some reason, but R_FindShader should
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// still keep a name allocated for it, so if
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// something calls RE_RegisterShader again with
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// the same name, we don't try looking for it again
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qboolean explicitlyDefined; // found in a .shader file
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int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags
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int contentFlags;
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qboolean entityMergable; // merge across entites optimizable (smoke, blood)
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qboolean isSky;
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skyParms_t sky;
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fogParms_t fogParms;
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float portalRange; // distance to fog out at
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qboolean isPortal;
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cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
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qboolean polygonOffset; // set for decals and other items that must be offset
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qboolean noMipMaps; // for console fonts, 2D elements, etc.
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qboolean noPicMip; // for images that must always be full resolution
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fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
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int vertexAttribs; // not all shaders will need all data to be gathered
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int numDeforms;
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deformStage_t deforms[MAX_SHADER_DEFORMS];
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int numUnfoggedPasses;
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shaderStage_t *stages[MAX_SHADER_STAGES];
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void (*optimalStageIteratorFunc)( void );
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double clampTime; // time this shader is clamped to
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double timeOffset; // current time offset for this shader
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struct shader_s *remappedShader; // current shader this one is remapped too
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struct shader_s *next;
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} shader_t;
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enum
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{
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ATTR_INDEX_POSITION = 0,
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ATTR_INDEX_TEXCOORD = 1,
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ATTR_INDEX_LIGHTCOORD = 2,
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ATTR_INDEX_TANGENT = 3,
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ATTR_INDEX_NORMAL = 4,
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ATTR_INDEX_COLOR = 5,
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ATTR_INDEX_PAINTCOLOR = 6,
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ATTR_INDEX_LIGHTDIRECTION = 7,
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ATTR_INDEX_BONE_INDEXES = 8,
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ATTR_INDEX_BONE_WEIGHTS = 9,
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// GPU vertex animations
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ATTR_INDEX_POSITION2 = 10,
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ATTR_INDEX_TANGENT2 = 11,
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ATTR_INDEX_NORMAL2 = 12,
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ATTR_INDEX_COUNT = 13
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};
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enum
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{
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ATTR_POSITION = 1 << ATTR_INDEX_POSITION,
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ATTR_TEXCOORD = 1 << ATTR_INDEX_TEXCOORD,
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ATTR_LIGHTCOORD = 1 << ATTR_INDEX_LIGHTCOORD,
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ATTR_TANGENT = 1 << ATTR_INDEX_TANGENT,
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ATTR_NORMAL = 1 << ATTR_INDEX_NORMAL,
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ATTR_COLOR = 1 << ATTR_INDEX_COLOR,
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ATTR_PAINTCOLOR = 1 << ATTR_INDEX_PAINTCOLOR,
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ATTR_LIGHTDIRECTION = 1 << ATTR_INDEX_LIGHTDIRECTION,
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ATTR_BONE_INDEXES = 1 << ATTR_INDEX_BONE_INDEXES,
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ATTR_BONE_WEIGHTS = 1 << ATTR_INDEX_BONE_WEIGHTS,
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// for .md3 interpolation
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ATTR_POSITION2 = 1 << ATTR_INDEX_POSITION2,
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ATTR_TANGENT2 = 1 << ATTR_INDEX_TANGENT2,
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ATTR_NORMAL2 = 1 << ATTR_INDEX_NORMAL2,
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ATTR_DEFAULT = ATTR_POSITION,
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ATTR_BITS = ATTR_POSITION |
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ATTR_TEXCOORD |
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ATTR_LIGHTCOORD |
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|
ATTR_TANGENT |
|
|
ATTR_NORMAL |
|
|
ATTR_COLOR |
|
|
ATTR_PAINTCOLOR |
|
|
ATTR_LIGHTDIRECTION |
|
|
ATTR_BONE_INDEXES |
|
|
ATTR_BONE_WEIGHTS |
|
|
ATTR_POSITION2 |
|
|
ATTR_TANGENT2 |
|
|
ATTR_NORMAL2
|
|
};
|
|
|
|
enum
|
|
{
|
|
GENERICDEF_USE_DEFORM_VERTEXES = 0x0001,
|
|
GENERICDEF_USE_TCGEN_AND_TCMOD = 0x0002,
|
|
GENERICDEF_USE_VERTEX_ANIMATION = 0x0004,
|
|
GENERICDEF_USE_FOG = 0x0008,
|
|
GENERICDEF_USE_RGBAGEN = 0x0010,
|
|
GENERICDEF_USE_BONE_ANIMATION = 0x0020,
|
|
GENERICDEF_ALL = 0x003F,
|
|
GENERICDEF_COUNT = 0x0040,
|
|
};
|
|
|
|
enum
|
|
{
|
|
FOGDEF_USE_DEFORM_VERTEXES = 0x0001,
|
|
FOGDEF_USE_VERTEX_ANIMATION = 0x0002,
|
|
FOGDEF_USE_BONE_ANIMATION = 0x0004,
|
|
FOGDEF_ALL = 0x0007,
|
|
FOGDEF_COUNT = 0x0008,
|
|
};
|
|
|
|
enum
|
|
{
|
|
DLIGHTDEF_USE_DEFORM_VERTEXES = 0x0001,
|
|
DLIGHTDEF_ALL = 0x0001,
|
|
DLIGHTDEF_COUNT = 0x0002,
|
|
};
|
|
|
|
enum
|
|
{
|
|
LIGHTDEF_USE_LIGHTMAP = 0x0001,
|
|
LIGHTDEF_USE_LIGHT_VECTOR = 0x0002,
|
|
LIGHTDEF_USE_LIGHT_VERTEX = 0x0003,
|
|
LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
|
|
LIGHTDEF_ENTITY_VERTEX_ANIMATION = 0x0004,
|
|
LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
|
|
LIGHTDEF_USE_PARALLAXMAP = 0x0010,
|
|
LIGHTDEF_USE_SHADOWMAP = 0x0020,
|
|
LIGHTDEF_ENTITY_BONE_ANIMATION = 0x0040,
|
|
LIGHTDEF_ALL = 0x007F,
|
|
LIGHTDEF_COUNT = 0x0080
|
|
};
|
|
|
|
enum
|
|
{
|
|
SHADOWMAPDEF_USE_VERTEX_ANIMATION = 0x0001,
|
|
SHADOWMAPDEF_USE_BONE_ANIMATION = 0x0002,
|
|
SHADOWMAPDEF_ALL = 0x0003,
|
|
SHADOWMAPDEF_COUNT = 0x0004
|
|
};
|
|
|
|
enum
|
|
{
|
|
GLSL_INT,
|
|
GLSL_FLOAT,
|
|
GLSL_FLOAT5,
|
|
GLSL_VEC2,
|
|
GLSL_VEC3,
|
|
GLSL_VEC4,
|
|
GLSL_MAT16,
|
|
GLSL_MAT16_BONEMATRIX
|
|
};
|
|
|
|
typedef enum
|
|
{
|
|
UNIFORM_DIFFUSEMAP = 0,
|
|
UNIFORM_LIGHTMAP,
|
|
UNIFORM_NORMALMAP,
|
|
UNIFORM_DELUXEMAP,
|
|
UNIFORM_SPECULARMAP,
|
|
|
|
UNIFORM_TEXTUREMAP,
|
|
UNIFORM_LEVELSMAP,
|
|
UNIFORM_CUBEMAP,
|
|
|
|
UNIFORM_SCREENIMAGEMAP,
|
|
UNIFORM_SCREENDEPTHMAP,
|
|
|
|
UNIFORM_SHADOWMAP,
|
|
UNIFORM_SHADOWMAP2,
|
|
UNIFORM_SHADOWMAP3,
|
|
UNIFORM_SHADOWMAP4,
|
|
|
|
UNIFORM_SHADOWMVP,
|
|
UNIFORM_SHADOWMVP2,
|
|
UNIFORM_SHADOWMVP3,
|
|
UNIFORM_SHADOWMVP4,
|
|
|
|
UNIFORM_ENABLETEXTURES,
|
|
|
|
UNIFORM_DIFFUSETEXMATRIX,
|
|
UNIFORM_DIFFUSETEXOFFTURB,
|
|
|
|
UNIFORM_TCGEN0,
|
|
UNIFORM_TCGEN0VECTOR0,
|
|
UNIFORM_TCGEN0VECTOR1,
|
|
|
|
UNIFORM_DEFORMGEN,
|
|
UNIFORM_DEFORMPARAMS,
|
|
|
|
UNIFORM_COLORGEN,
|
|
UNIFORM_ALPHAGEN,
|
|
UNIFORM_COLOR,
|
|
UNIFORM_BASECOLOR,
|
|
UNIFORM_VERTCOLOR,
|
|
|
|
UNIFORM_DLIGHTINFO,
|
|
UNIFORM_LIGHTFORWARD,
|
|
UNIFORM_LIGHTUP,
|
|
UNIFORM_LIGHTRIGHT,
|
|
UNIFORM_LIGHTORIGIN,
|
|
UNIFORM_MODELLIGHTDIR,
|
|
UNIFORM_LIGHTRADIUS,
|
|
UNIFORM_AMBIENTLIGHT,
|
|
UNIFORM_DIRECTEDLIGHT,
|
|
|
|
UNIFORM_PORTALRANGE,
|
|
|
|
UNIFORM_FOGDISTANCE,
|
|
UNIFORM_FOGDEPTH,
|
|
UNIFORM_FOGEYET,
|
|
UNIFORM_FOGCOLORMASK,
|
|
|
|
UNIFORM_MODELMATRIX,
|
|
UNIFORM_MODELVIEWPROJECTIONMATRIX,
|
|
|
|
UNIFORM_TIME,
|
|
UNIFORM_VERTEXLERP,
|
|
UNIFORM_NORMALSCALE,
|
|
UNIFORM_SPECULARSCALE,
|
|
|
|
UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
|
|
UNIFORM_VIEWORIGIN,
|
|
UNIFORM_LOCALVIEWORIGIN,
|
|
UNIFORM_VIEWFORWARD,
|
|
UNIFORM_VIEWLEFT,
|
|
UNIFORM_VIEWUP,
|
|
|
|
UNIFORM_INVTEXRES,
|
|
UNIFORM_AUTOEXPOSUREMINMAX,
|
|
UNIFORM_TONEMINAVGMAXLINEAR,
|
|
|
|
UNIFORM_PRIMARYLIGHTORIGIN,
|
|
UNIFORM_PRIMARYLIGHTCOLOR,
|
|
UNIFORM_PRIMARYLIGHTAMBIENT,
|
|
UNIFORM_PRIMARYLIGHTRADIUS,
|
|
|
|
UNIFORM_CUBEMAPINFO,
|
|
|
|
UNIFORM_ALPHATEST,
|
|
|
|
UNIFORM_BONEMATRIX,
|
|
|
|
UNIFORM_COUNT
|
|
} uniform_t;
|
|
|
|
// shaderProgram_t represents a pair of one
|
|
// GLSL vertex and one GLSL fragment shader
|
|
typedef struct shaderProgram_s
|
|
{
|
|
char name[MAX_QPATH];
|
|
|
|
GLuint program;
|
|
GLuint vertexShader;
|
|
GLuint fragmentShader;
|
|
uint32_t attribs; // vertex array attributes
|
|
|
|
// uniform parameters
|
|
GLint uniforms[UNIFORM_COUNT];
|
|
short uniformBufferOffsets[UNIFORM_COUNT]; // max 32767/64=511 uniforms
|
|
char *uniformBuffer;
|
|
} shaderProgram_t;
|
|
|
|
// trRefdef_t holds everything that comes in refdef_t,
|
|
// as well as the locally generated scene information
|
|
typedef struct {
|
|
int x, y, width, height;
|
|
float fov_x, fov_y;
|
|
vec3_t vieworg;
|
|
vec3_t viewaxis[3]; // transformation matrix
|
|
|
|
stereoFrame_t stereoFrame;
|
|
|
|
int time; // time in milliseconds for shader effects and other time dependent rendering issues
|
|
int rdflags; // RDF_NOWORLDMODEL, etc
|
|
|
|
// 1 bits will prevent the associated area from rendering at all
|
|
byte areamask[MAX_MAP_AREA_BYTES];
|
|
qboolean areamaskModified; // qtrue if areamask changed since last scene
|
|
|
|
double floatTime; // tr.refdef.time / 1000.0
|
|
|
|
float blurFactor;
|
|
|
|
// text messages for deform text shaders
|
|
char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
|
|
|
|
int num_entities;
|
|
trRefEntity_t *entities;
|
|
|
|
int num_dlights;
|
|
struct dlight_s *dlights;
|
|
|
|
int numPolys;
|
|
struct srfPoly_s *polys;
|
|
|
|
int numDrawSurfs;
|
|
struct drawSurf_s *drawSurfs;
|
|
|
|
unsigned int dlightMask;
|
|
int num_pshadows;
|
|
struct pshadow_s *pshadows;
|
|
|
|
float sunShadowMvp[4][16];
|
|
float sunDir[4];
|
|
float sunCol[4];
|
|
float sunAmbCol[4];
|
|
|
|
float autoExposureMinMax[2];
|
|
float toneMinAvgMaxLinear[3];
|
|
} trRefdef_t;
|
|
|
|
|
|
//=================================================================================
|
|
|
|
// max surfaces per-skin
|
|
// This is an arbitry limit. Vanilla Q3 only supported 32 surfaces in skins but failed to
|
|
// enforce the maximum limit when reading skin files. It was possile to use more than 32
|
|
// surfaces which accessed out of bounds memory past end of skin->surfaces hunk block.
|
|
#define MAX_SKIN_SURFACES 256
|
|
|
|
// skins allow models to be retextured without modifying the model file
|
|
typedef struct {
|
|
char name[MAX_QPATH];
|
|
shader_t *shader;
|
|
} skinSurface_t;
|
|
|
|
typedef struct skin_s {
|
|
char name[MAX_QPATH]; // game path, including extension
|
|
int numSurfaces;
|
|
skinSurface_t *surfaces; // dynamically allocated array of surfaces
|
|
} skin_t;
|
|
|
|
|
|
typedef struct {
|
|
int originalBrushNumber;
|
|
vec3_t bounds[2];
|
|
|
|
unsigned colorInt; // in packed byte format
|
|
float tcScale; // texture coordinate vector scales
|
|
fogParms_t parms;
|
|
|
|
// for clipping distance in fog when outside
|
|
qboolean hasSurface;
|
|
float surface[4];
|
|
} fog_t;
|
|
|
|
typedef enum {
|
|
VPF_NONE = 0x00,
|
|
VPF_NOVIEWMODEL = 0x01,
|
|
VPF_SHADOWMAP = 0x02,
|
|
VPF_DEPTHSHADOW = 0x04,
|
|
VPF_DEPTHCLAMP = 0x08,
|
|
VPF_ORTHOGRAPHIC = 0x10,
|
|
VPF_USESUNLIGHT = 0x20,
|
|
VPF_FARPLANEFRUSTUM = 0x40,
|
|
VPF_NOCUBEMAPS = 0x80
|
|
} viewParmFlags_t;
|
|
|
|
typedef struct {
|
|
orientationr_t or;
|
|
orientationr_t world;
|
|
vec3_t pvsOrigin; // may be different than or.origin for portals
|
|
qboolean isPortal; // true if this view is through a portal
|
|
qboolean isMirror; // the portal is a mirror, invert the face culling
|
|
viewParmFlags_t flags;
|
|
int frameSceneNum; // copied from tr.frameSceneNum
|
|
int frameCount; // copied from tr.frameCount
|
|
cplane_t portalPlane; // clip anything behind this if mirroring
|
|
int viewportX, viewportY, viewportWidth, viewportHeight;
|
|
FBO_t *targetFbo;
|
|
int targetFboLayer;
|
|
int targetFboCubemapIndex;
|
|
float fovX, fovY;
|
|
float projectionMatrix[16];
|
|
cplane_t frustum[5];
|
|
vec3_t visBounds[2];
|
|
float zFar;
|
|
float zNear;
|
|
stereoFrame_t stereoFrame;
|
|
} viewParms_t;
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
SURFACES
|
|
|
|
==============================================================================
|
|
*/
|
|
typedef byte color4ub_t[4];
|
|
|
|
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
|
|
typedef enum {
|
|
SF_BAD,
|
|
SF_SKIP, // ignore
|
|
SF_FACE,
|
|
SF_GRID,
|
|
SF_TRIANGLES,
|
|
SF_POLY,
|
|
SF_MDV,
|
|
SF_MDR,
|
|
SF_IQM,
|
|
SF_FLARE,
|
|
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
|
|
SF_VAO_MDVMESH,
|
|
SF_VAO_IQM,
|
|
|
|
SF_NUM_SURFACE_TYPES,
|
|
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
|
|
} surfaceType_t;
|
|
|
|
typedef struct drawSurf_s {
|
|
unsigned int sort; // bit combination for fast compares
|
|
int cubemapIndex;
|
|
surfaceType_t *surface; // any of surface*_t
|
|
} drawSurf_t;
|
|
|
|
#define MAX_FACE_POINTS 64
|
|
|
|
#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file
|
|
#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory
|
|
|
|
// when cgame directly specifies a polygon, it becomes a srfPoly_t
|
|
// as soon as it is called
|
|
typedef struct srfPoly_s {
|
|
surfaceType_t surfaceType;
|
|
qhandle_t hShader;
|
|
int fogIndex;
|
|
int numVerts;
|
|
polyVert_t *verts;
|
|
} srfPoly_t;
|
|
|
|
|
|
typedef struct srfFlare_s {
|
|
surfaceType_t surfaceType;
|
|
vec3_t origin;
|
|
vec3_t normal;
|
|
vec3_t color;
|
|
} srfFlare_t;
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t xyz;
|
|
vec2_t st;
|
|
vec2_t lightmap;
|
|
int16_t normal[4];
|
|
int16_t tangent[4];
|
|
int16_t lightdir[4];
|
|
uint16_t color[4];
|
|
|
|
#if DEBUG_OPTIMIZEVERTICES
|
|
unsigned int id;
|
|
#endif
|
|
} srfVert_t;
|
|
|
|
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}
|
|
|
|
// srfBspSurface_t covers SF_GRID, SF_TRIANGLES, and SF_POLY
|
|
typedef struct srfBspSurface_s
|
|
{
|
|
surfaceType_t surfaceType;
|
|
|
|
// dynamic lighting information
|
|
int dlightBits;
|
|
int pshadowBits;
|
|
|
|
// culling information
|
|
vec3_t cullBounds[2];
|
|
vec3_t cullOrigin;
|
|
float cullRadius;
|
|
cplane_t cullPlane;
|
|
|
|
// indexes
|
|
int numIndexes;
|
|
glIndex_t *indexes;
|
|
|
|
// vertexes
|
|
int numVerts;
|
|
srfVert_t *verts;
|
|
|
|
// SF_GRID specific variables after here
|
|
|
|
// lod information, which may be different
|
|
// than the culling information to allow for
|
|
// groups of curves that LOD as a unit
|
|
vec3_t lodOrigin;
|
|
float lodRadius;
|
|
int lodFixed;
|
|
int lodStitched;
|
|
|
|
// vertexes
|
|
int width, height;
|
|
float *widthLodError;
|
|
float *heightLodError;
|
|
} srfBspSurface_t;
|
|
|
|
typedef struct {
|
|
vec3_t translate;
|
|
quat_t rotate;
|
|
vec3_t scale;
|
|
} iqmTransform_t;
|
|
|
|
// inter-quake-model
|
|
typedef struct {
|
|
int num_vertexes;
|
|
int num_triangles;
|
|
int num_frames;
|
|
int num_surfaces;
|
|
int num_joints;
|
|
int num_poses;
|
|
struct srfIQModel_s *surfaces;
|
|
|
|
int *triangles;
|
|
|
|
// vertex arrays
|
|
float *positions;
|
|
float *texcoords;
|
|
float *normals;
|
|
float *tangents;
|
|
byte *colors;
|
|
int *influences; // [num_vertexes] indexes into influenceBlendVertexes
|
|
|
|
// unique list of vertex blend indexes/weights for faster CPU vertex skinning
|
|
byte *influenceBlendIndexes; // [num_influences]
|
|
union {
|
|
float *f;
|
|
byte *b;
|
|
} influenceBlendWeights; // [num_influences]
|
|
|
|
// depending upon the exporter, blend indices and weights might be int/float
|
|
// as opposed to the recommended byte/byte, for example Noesis exports
|
|
// int/float whereas the official IQM tool exports byte/byte
|
|
int blendWeightsType; // IQM_UBYTE or IQM_FLOAT
|
|
|
|
char *jointNames;
|
|
int *jointParents;
|
|
float *bindJoints; // [num_joints * 12]
|
|
float *invBindJoints; // [num_joints * 12]
|
|
iqmTransform_t *poses; // [num_frames * num_poses]
|
|
float *bounds;
|
|
|
|
int numVaoSurfaces;
|
|
struct srfVaoIQModel_s *vaoSurfaces;
|
|
} iqmData_t;
|
|
|
|
// inter-quake-model surface
|
|
typedef struct srfIQModel_s {
|
|
surfaceType_t surfaceType;
|
|
char name[MAX_QPATH];
|
|
shader_t *shader;
|
|
iqmData_t *data;
|
|
int first_vertex, num_vertexes;
|
|
int first_triangle, num_triangles;
|
|
int first_influence, num_influences;
|
|
} srfIQModel_t;
|
|
|
|
typedef struct srfVaoIQModel_s
|
|
{
|
|
surfaceType_t surfaceType;
|
|
|
|
iqmData_t *iqmData;
|
|
struct srfIQModel_s *iqmSurface;
|
|
|
|
// backEnd stats
|
|
int numIndexes;
|
|
int numVerts;
|
|
|
|
// static render data
|
|
vao_t *vao;
|
|
} srfVaoIQModel_t;
|
|
|
|
typedef struct srfVaoMdvMesh_s
|
|
{
|
|
surfaceType_t surfaceType;
|
|
|
|
struct mdvModel_s *mdvModel;
|
|
struct mdvSurface_s *mdvSurface;
|
|
|
|
// backEnd stats
|
|
int numIndexes;
|
|
int numVerts;
|
|
|
|
// static render data
|
|
vao_t *vao;
|
|
} srfVaoMdvMesh_t;
|
|
|
|
extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *);
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
SHADOWS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
typedef struct pshadow_s
|
|
{
|
|
float sort;
|
|
|
|
int numEntities;
|
|
int entityNums[8];
|
|
vec3_t entityOrigins[8];
|
|
float entityRadiuses[8];
|
|
|
|
float viewRadius;
|
|
vec3_t viewOrigin;
|
|
|
|
vec3_t lightViewAxis[3];
|
|
vec3_t lightOrigin;
|
|
float lightRadius;
|
|
cplane_t cullPlane;
|
|
} pshadow_t;
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
BRUSH MODELS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
|
|
//
|
|
// in memory representation
|
|
//
|
|
|
|
#define SIDE_FRONT 0
|
|
#define SIDE_BACK 1
|
|
#define SIDE_ON 2
|
|
|
|
#define CULLINFO_NONE 0
|
|
#define CULLINFO_BOX 1
|
|
#define CULLINFO_SPHERE 2
|
|
#define CULLINFO_PLANE 4
|
|
|
|
typedef struct cullinfo_s {
|
|
int type;
|
|
vec3_t bounds[2];
|
|
vec3_t localOrigin;
|
|
float radius;
|
|
cplane_t plane;
|
|
} cullinfo_t;
|
|
|
|
typedef struct msurface_s {
|
|
//int viewCount; // if == tr.viewCount, already added
|
|
struct shader_s *shader;
|
|
int fogIndex;
|
|
int cubemapIndex;
|
|
cullinfo_t cullinfo;
|
|
|
|
surfaceType_t *data; // any of srf*_t
|
|
} msurface_t;
|
|
|
|
|
|
#define CONTENTS_NODE -1
|
|
typedef struct mnode_s {
|
|
// common with leaf and node
|
|
int contents; // -1 for nodes, to differentiate from leafs
|
|
int visCounts[MAX_VISCOUNTS]; // node needs to be traversed if current
|
|
vec3_t mins, maxs; // for bounding box culling
|
|
struct mnode_s *parent;
|
|
|
|
// node specific
|
|
cplane_t *plane;
|
|
struct mnode_s *children[2];
|
|
|
|
// leaf specific
|
|
int cluster;
|
|
int area;
|
|
|
|
int firstmarksurface;
|
|
int nummarksurfaces;
|
|
} mnode_t;
|
|
|
|
typedef struct {
|
|
vec3_t bounds[2]; // for culling
|
|
int firstSurface;
|
|
int numSurfaces;
|
|
} bmodel_t;
|
|
|
|
typedef struct {
|
|
char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
|
|
char baseName[MAX_QPATH]; // ie: tim_dm2
|
|
|
|
int dataSize;
|
|
|
|
int numShaders;
|
|
dshader_t *shaders;
|
|
|
|
int numBModels;
|
|
bmodel_t *bmodels;
|
|
|
|
int numplanes;
|
|
cplane_t *planes;
|
|
|
|
int numnodes; // includes leafs
|
|
int numDecisionNodes;
|
|
mnode_t *nodes;
|
|
|
|
int numWorldSurfaces;
|
|
|
|
int numsurfaces;
|
|
msurface_t *surfaces;
|
|
int *surfacesViewCount;
|
|
int *surfacesDlightBits;
|
|
int *surfacesPshadowBits;
|
|
|
|
int nummarksurfaces;
|
|
int *marksurfaces;
|
|
|
|
int numfogs;
|
|
fog_t *fogs;
|
|
|
|
vec3_t lightGridOrigin;
|
|
vec3_t lightGridSize;
|
|
vec3_t lightGridInverseSize;
|
|
int lightGridBounds[3];
|
|
byte *lightGridData;
|
|
uint16_t *lightGrid16;
|
|
|
|
|
|
int numClusters;
|
|
int clusterBytes;
|
|
const byte *vis; // may be passed in by CM_LoadMap to save space
|
|
|
|
char *entityString;
|
|
char *entityParsePoint;
|
|
} world_t;
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
MDV MODELS - meta format for vertex animation models like .md2, .md3, .mdc
|
|
==============================================================================
|
|
*/
|
|
typedef struct
|
|
{
|
|
float bounds[2][3];
|
|
float localOrigin[3];
|
|
float radius;
|
|
} mdvFrame_t;
|
|
|
|
typedef struct
|
|
{
|
|
float origin[3];
|
|
float axis[3][3];
|
|
} mdvTag_t;
|
|
|
|
typedef struct
|
|
{
|
|
char name[MAX_QPATH]; // tag name
|
|
} mdvTagName_t;
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t xyz;
|
|
int16_t normal[4];
|
|
int16_t tangent[4];
|
|
} mdvVertex_t;
|
|
|
|
typedef struct
|
|
{
|
|
float st[2];
|
|
} mdvSt_t;
|
|
|
|
typedef struct mdvSurface_s
|
|
{
|
|
surfaceType_t surfaceType;
|
|
|
|
char name[MAX_QPATH]; // polyset name
|
|
|
|
int numShaderIndexes;
|
|
int *shaderIndexes;
|
|
|
|
int numVerts;
|
|
mdvVertex_t *verts;
|
|
mdvSt_t *st;
|
|
|
|
int numIndexes;
|
|
glIndex_t *indexes;
|
|
|
|
struct mdvModel_s *model;
|
|
} mdvSurface_t;
|
|
|
|
typedef struct mdvModel_s
|
|
{
|
|
int numFrames;
|
|
mdvFrame_t *frames;
|
|
|
|
int numTags;
|
|
mdvTag_t *tags;
|
|
mdvTagName_t *tagNames;
|
|
|
|
int numSurfaces;
|
|
mdvSurface_t *surfaces;
|
|
|
|
int numVaoSurfaces;
|
|
srfVaoMdvMesh_t *vaoSurfaces;
|
|
|
|
int numSkins;
|
|
} mdvModel_t;
|
|
|
|
|
|
//======================================================================
|
|
|
|
typedef enum {
|
|
MOD_BAD,
|
|
MOD_BRUSH,
|
|
MOD_MESH,
|
|
MOD_MDR,
|
|
MOD_IQM
|
|
} modtype_t;
|
|
|
|
typedef struct model_s {
|
|
char name[MAX_QPATH];
|
|
modtype_t type;
|
|
int index; // model = tr.models[model->index]
|
|
|
|
int dataSize; // just for listing purposes
|
|
bmodel_t *bmodel; // only if type == MOD_BRUSH
|
|
mdvModel_t *mdv[MD3_MAX_LODS]; // only if type == MOD_MESH
|
|
void *modelData; // only if type == (MOD_MDR | MOD_IQM)
|
|
|
|
int numLods;
|
|
} model_t;
|
|
|
|
|
|
#define MAX_MOD_KNOWN 1024
|
|
|
|
void R_ModelInit (void);
|
|
model_t *R_GetModelByHandle( qhandle_t hModel );
|
|
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
|
|
float frac, const char *tagName );
|
|
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
|
|
|
|
void R_Modellist_f (void);
|
|
|
|
//====================================================
|
|
|
|
#define MAX_DRAWIMAGES 2048
|
|
#define MAX_SKINS 1024
|
|
|
|
|
|
#define MAX_DRAWSURFS 0x10000
|
|
#define DRAWSURF_MASK (MAX_DRAWSURFS-1)
|
|
|
|
/*
|
|
|
|
the drawsurf sort data is packed into a single 32 bit value so it can be
|
|
compared quickly during the qsorting process
|
|
|
|
the bits are allocated as follows:
|
|
|
|
0 - 1 : dlightmap index
|
|
//2 : used to be clipped flag REMOVED - 03.21.00 rad
|
|
2 - 6 : fog index
|
|
11 - 20 : entity index
|
|
21 - 31 : sorted shader index
|
|
|
|
TTimo - 1.32
|
|
0-1 : dlightmap index
|
|
2-6 : fog index
|
|
7-16 : entity index
|
|
17-30 : sorted shader index
|
|
|
|
SmileTheory - for pshadows
|
|
17-31 : sorted shader index
|
|
7-16 : entity index
|
|
2-6 : fog index
|
|
1 : pshadow flag
|
|
0 : dlight flag
|
|
*/
|
|
#define QSORT_FOGNUM_SHIFT 2
|
|
#define QSORT_REFENTITYNUM_SHIFT 7
|
|
#define QSORT_SHADERNUM_SHIFT (QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
|
|
#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
|
|
#error "Need to update sorting, too many bits."
|
|
#endif
|
|
#define QSORT_PSHADOW_SHIFT 1
|
|
|
|
extern int gl_filter_min, gl_filter_max;
|
|
|
|
/*
|
|
** performanceCounters_t
|
|
*/
|
|
typedef struct {
|
|
int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
|
|
int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
|
|
int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
|
|
int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
|
|
|
|
int c_leafs;
|
|
int c_dlightSurfaces;
|
|
int c_dlightSurfacesCulled;
|
|
} frontEndCounters_t;
|
|
|
|
#define FOG_TABLE_SIZE 256
|
|
#define FUNCTABLE_SIZE 1024
|
|
#define FUNCTABLE_SIZE2 10
|
|
#define FUNCTABLE_MASK (FUNCTABLE_SIZE-1)
|
|
|
|
|
|
// the renderer front end should never modify glstate_t
|
|
typedef struct {
|
|
qboolean finishCalled;
|
|
int texEnv[2];
|
|
int faceCulling;
|
|
int faceCullFront;
|
|
uint32_t glStateBits;
|
|
uint32_t storedGlState;
|
|
float vertexAttribsInterpolation;
|
|
qboolean vertexAnimation;
|
|
int boneAnimation; // number of bones
|
|
mat4_t boneMatrix[IQM_MAX_JOINTS];
|
|
uint32_t vertexAttribsEnabled; // global if no VAOs, tess only otherwise
|
|
FBO_t *currentFBO;
|
|
vao_t *currentVao;
|
|
mat4_t modelview;
|
|
mat4_t projection;
|
|
mat4_t modelviewProjection;
|
|
} glstate_t;
|
|
|
|
typedef enum {
|
|
MI_NONE,
|
|
MI_NVX,
|
|
MI_ATI
|
|
} memInfo_t;
|
|
|
|
typedef enum {
|
|
TCR_NONE = 0x0000,
|
|
TCR_RGTC = 0x0001,
|
|
TCR_BPTC = 0x0002,
|
|
} textureCompressionRef_t;
|
|
|
|
// We can't change glConfig_t without breaking DLL/vms compatibility, so
|
|
// store extensions we have here.
|
|
typedef struct {
|
|
qboolean intelGraphics;
|
|
|
|
qboolean occlusionQuery;
|
|
|
|
int glslMajorVersion;
|
|
int glslMinorVersion;
|
|
int glslMaxAnimatedBones;
|
|
|
|
memInfo_t memInfo;
|
|
|
|
qboolean framebufferObject;
|
|
int maxRenderbufferSize;
|
|
int maxColorAttachments;
|
|
|
|
qboolean textureFloat;
|
|
textureCompressionRef_t textureCompression;
|
|
qboolean swizzleNormalmap;
|
|
|
|
qboolean framebufferMultisample;
|
|
qboolean framebufferBlit;
|
|
|
|
qboolean depthClamp;
|
|
qboolean seamlessCubeMap;
|
|
|
|
qboolean vertexArrayObject;
|
|
qboolean directStateAccess;
|
|
} glRefConfig_t;
|
|
|
|
|
|
typedef struct {
|
|
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
|
|
int c_surfBatches;
|
|
float c_overDraw;
|
|
|
|
int c_vaoBinds;
|
|
int c_vaoVertexes;
|
|
int c_vaoIndexes;
|
|
|
|
int c_staticVaoDraws;
|
|
int c_dynamicVaoDraws;
|
|
|
|
int c_dlightVertexes;
|
|
int c_dlightIndexes;
|
|
|
|
int c_flareAdds;
|
|
int c_flareTests;
|
|
int c_flareRenders;
|
|
|
|
int c_glslShaderBinds;
|
|
int c_genericDraws;
|
|
int c_lightallDraws;
|
|
int c_fogDraws;
|
|
int c_dlightDraws;
|
|
|
|
int msec; // total msec for backend run
|
|
} backEndCounters_t;
|
|
|
|
// all state modified by the back end is separated
|
|
// from the front end state
|
|
typedef struct {
|
|
trRefdef_t refdef;
|
|
viewParms_t viewParms;
|
|
orientationr_t or;
|
|
backEndCounters_t pc;
|
|
qboolean isHyperspace;
|
|
trRefEntity_t *currentEntity;
|
|
qboolean skyRenderedThisView; // flag for drawing sun
|
|
|
|
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
|
|
byte color2D[4];
|
|
qboolean vertexes2D; // shader needs to be finished
|
|
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
|
|
|
|
FBO_t *last2DFBO;
|
|
qboolean colorMask[4];
|
|
qboolean framePostProcessed;
|
|
qboolean depthFill;
|
|
} backEndState_t;
|
|
|
|
/*
|
|
** trGlobals_t
|
|
**
|
|
** 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.
|
|
*/
|
|
typedef struct {
|
|
qboolean registered; // cleared at shutdown, set at beginRegistration
|
|
|
|
int visIndex;
|
|
int visClusters[MAX_VISCOUNTS];
|
|
int visCounts[MAX_VISCOUNTS]; // incremented every time a new vis cluster is entered
|
|
|
|
int frameCount; // incremented every frame
|
|
int sceneCount; // incremented every scene
|
|
int viewCount; // incremented every view (twice a scene if portaled)
|
|
// and every R_MarkFragments call
|
|
|
|
int frameSceneNum; // zeroed at RE_BeginFrame
|
|
|
|
qboolean worldMapLoaded;
|
|
qboolean worldDeluxeMapping;
|
|
vec2_t autoExposureMinMax;
|
|
vec3_t toneMinAvgMaxLevel;
|
|
world_t *world;
|
|
|
|
const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load
|
|
|
|
image_t *defaultImage;
|
|
image_t *scratchImage[32];
|
|
image_t *fogImage;
|
|
image_t *dlightImage; // inverse-quare highlight for projective adding
|
|
image_t *flareImage;
|
|
image_t *whiteImage; // full of 0xff
|
|
image_t *identityLightImage; // full of tr.identityLightByte
|
|
|
|
image_t *shadowCubemaps[MAX_DLIGHTS];
|
|
|
|
|
|
image_t *renderImage;
|
|
image_t *sunRaysImage;
|
|
image_t *renderDepthImage;
|
|
image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
|
|
image_t *screenScratchImage;
|
|
image_t *textureScratchImage[2];
|
|
image_t *quarterImage[2];
|
|
image_t *calcLevelsImage;
|
|
image_t *targetLevelsImage;
|
|
image_t *fixedLevelsImage;
|
|
image_t *sunShadowDepthImage[4];
|
|
image_t *screenShadowImage;
|
|
image_t *screenSsaoImage;
|
|
image_t *hdrDepthImage;
|
|
image_t *renderCubeImage;
|
|
|
|
image_t *textureDepthImage;
|
|
|
|
FBO_t *renderFbo;
|
|
FBO_t *msaaResolveFbo;
|
|
FBO_t *sunRaysFbo;
|
|
FBO_t *depthFbo;
|
|
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
|
|
FBO_t *screenScratchFbo;
|
|
FBO_t *textureScratchFbo[2];
|
|
FBO_t *quarterFbo[2];
|
|
FBO_t *calcLevelsFbo;
|
|
FBO_t *targetLevelsFbo;
|
|
FBO_t *sunShadowFbo[4];
|
|
FBO_t *screenShadowFbo;
|
|
FBO_t *screenSsaoFbo;
|
|
FBO_t *hdrDepthFbo;
|
|
FBO_t *renderCubeFbo;
|
|
|
|
shader_t *defaultShader;
|
|
shader_t *shadowShader;
|
|
shader_t *projectionShadowShader;
|
|
|
|
shader_t *flareShader;
|
|
shader_t *sunShader;
|
|
shader_t *sunFlareShader;
|
|
|
|
int numLightmaps;
|
|
int lightmapSize;
|
|
image_t **lightmaps;
|
|
image_t **deluxemaps;
|
|
|
|
int fatLightmapCols;
|
|
int fatLightmapRows;
|
|
|
|
int numCubemaps;
|
|
cubemap_t *cubemaps;
|
|
|
|
trRefEntity_t *currentEntity;
|
|
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
|
|
int currentEntityNum;
|
|
int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
|
|
model_t *currentModel;
|
|
|
|
//
|
|
// GPU shader programs
|
|
//
|
|
shaderProgram_t genericShader[GENERICDEF_COUNT];
|
|
shaderProgram_t textureColorShader;
|
|
shaderProgram_t fogShader[FOGDEF_COUNT];
|
|
shaderProgram_t dlightShader[DLIGHTDEF_COUNT];
|
|
shaderProgram_t lightallShader[LIGHTDEF_COUNT];
|
|
shaderProgram_t shadowmapShader[SHADOWMAPDEF_COUNT];
|
|
shaderProgram_t pshadowShader;
|
|
shaderProgram_t down4xShader;
|
|
shaderProgram_t bokehShader;
|
|
shaderProgram_t tonemapShader;
|
|
shaderProgram_t calclevels4xShader[2];
|
|
shaderProgram_t shadowmaskShader;
|
|
shaderProgram_t ssaoShader;
|
|
shaderProgram_t depthBlurShader[4];
|
|
shaderProgram_t testcubeShader;
|
|
|
|
|
|
// -----------------------------------------
|
|
|
|
viewParms_t viewParms;
|
|
|
|
float identityLight; // 1.0 / ( 1 << overbrightBits )
|
|
int identityLightByte; // identityLight * 255
|
|
int overbrightBits; // r_overbrightBits->integer, but set to 0 if no hw gamma
|
|
|
|
orientationr_t or; // for current entity
|
|
|
|
trRefdef_t refdef;
|
|
|
|
int viewCluster;
|
|
|
|
float sunShadowScale;
|
|
|
|
qboolean sunShadows;
|
|
vec3_t sunLight; // from the sky shader for this level
|
|
vec3_t sunDirection;
|
|
vec3_t lastCascadeSunDirection;
|
|
float lastCascadeSunMvp[16];
|
|
|
|
frontEndCounters_t pc;
|
|
int frontEndMsec; // not in pc due to clearing issue
|
|
|
|
//
|
|
// put large tables at the end, so most elements will be
|
|
// within the +/32K indexed range on risc processors
|
|
//
|
|
model_t *models[MAX_MOD_KNOWN];
|
|
int numModels;
|
|
|
|
int numImages;
|
|
image_t *images[MAX_DRAWIMAGES];
|
|
|
|
int numFBOs;
|
|
FBO_t *fbos[MAX_FBOS];
|
|
|
|
int numVaos;
|
|
vao_t *vaos[MAX_VAOS];
|
|
|
|
// shader indexes from other modules will be looked up in tr.shaders[]
|
|
// shader indexes from drawsurfs will be looked up in sortedShaders[]
|
|
// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
|
|
int numShaders;
|
|
shader_t *shaders[MAX_SHADERS];
|
|
shader_t *sortedShaders[MAX_SHADERS];
|
|
|
|
int numSkins;
|
|
skin_t *skins[MAX_SKINS];
|
|
|
|
GLuint sunFlareQuery[2];
|
|
int sunFlareQueryIndex;
|
|
qboolean sunFlareQueryActive[2];
|
|
|
|
float sinTable[FUNCTABLE_SIZE];
|
|
float squareTable[FUNCTABLE_SIZE];
|
|
float triangleTable[FUNCTABLE_SIZE];
|
|
float sawToothTable[FUNCTABLE_SIZE];
|
|
float inverseSawToothTable[FUNCTABLE_SIZE];
|
|
float fogTable[FOG_TABLE_SIZE];
|
|
} trGlobals_t;
|
|
|
|
extern backEndState_t backEnd;
|
|
extern trGlobals_t tr;
|
|
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
|
|
extern glRefConfig_t glRefConfig;
|
|
|
|
//
|
|
// cvars
|
|
//
|
|
extern cvar_t *r_flareSize;
|
|
extern cvar_t *r_flareFade;
|
|
// coefficient for the flare intensity falloff function.
|
|
#define FLARE_STDCOEFF "150"
|
|
extern cvar_t *r_flareCoeff;
|
|
|
|
extern cvar_t *r_railWidth;
|
|
extern cvar_t *r_railCoreWidth;
|
|
extern cvar_t *r_railSegmentLength;
|
|
|
|
extern cvar_t *r_ignore; // used for debugging anything
|
|
extern cvar_t *r_verbose; // used for verbose debug spew
|
|
|
|
extern cvar_t *r_znear; // near Z clip plane
|
|
extern cvar_t *r_zproj; // z distance of projection plane
|
|
extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
|
|
|
|
extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
|
|
|
|
extern cvar_t *r_lodbias; // push/pull LOD transitions
|
|
extern cvar_t *r_lodscale;
|
|
|
|
extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
|
|
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
|
|
extern cvar_t *r_drawSun; // controls drawing of sun quad
|
|
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
|
|
extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity
|
|
|
|
extern cvar_t *r_norefresh; // bypasses the ref rendering
|
|
extern cvar_t *r_drawentities; // disable/enable entity rendering
|
|
extern cvar_t *r_drawworld; // disable/enable world rendering
|
|
extern cvar_t *r_speeds; // various levels of information display
|
|
extern cvar_t *r_detailTextures; // enables/disables detail texturing stages
|
|
extern cvar_t *r_novis; // disable/enable usage of PVS
|
|
extern cvar_t *r_nocull;
|
|
extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test
|
|
extern cvar_t *r_nocurves;
|
|
extern cvar_t *r_showcluster;
|
|
|
|
extern cvar_t *r_gamma;
|
|
extern cvar_t *r_displayRefresh; // optional display refresh option
|
|
|
|
extern cvar_t *r_ext_framebuffer_object;
|
|
extern cvar_t *r_ext_texture_float;
|
|
extern cvar_t *r_ext_framebuffer_multisample;
|
|
extern cvar_t *r_arb_seamless_cube_map;
|
|
extern cvar_t *r_arb_vertex_array_object;
|
|
extern cvar_t *r_ext_direct_state_access;
|
|
|
|
extern cvar_t *r_nobind; // turns off binding to appropriate textures
|
|
extern cvar_t *r_singleShader; // make most world faces use default shader
|
|
extern cvar_t *r_roundImagesDown;
|
|
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
|
|
extern cvar_t *r_picmip; // controls picmip values
|
|
extern cvar_t *r_finish;
|
|
extern cvar_t *r_textureMode;
|
|
extern cvar_t *r_offsetFactor;
|
|
extern cvar_t *r_offsetUnits;
|
|
|
|
extern cvar_t *r_fullbright; // avoid lightmap pass
|
|
extern cvar_t *r_lightmap; // render lightmaps only
|
|
extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
|
|
extern cvar_t *r_uiFullScreen; // ui is running fullscreen
|
|
|
|
extern cvar_t *r_logFile; // number of frames to emit GL logs
|
|
extern cvar_t *r_showtris; // enables wireframe rendering of the world
|
|
extern cvar_t *r_showsky; // forces sky in front of all surfaces
|
|
extern cvar_t *r_shownormals; // draws wireframe normals
|
|
extern cvar_t *r_clear; // force screen clear every frame
|
|
|
|
extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
|
|
extern cvar_t *r_flares; // light flares
|
|
|
|
extern cvar_t *r_intensity;
|
|
|
|
extern cvar_t *r_lockpvs;
|
|
extern cvar_t *r_noportals;
|
|
extern cvar_t *r_portalOnly;
|
|
|
|
extern cvar_t *r_subdivisions;
|
|
extern cvar_t *r_lodCurveError;
|
|
extern cvar_t *r_skipBackEnd;
|
|
|
|
extern cvar_t *r_anaglyphMode;
|
|
|
|
extern cvar_t *r_externalGLSL;
|
|
|
|
extern cvar_t *r_hdr;
|
|
extern cvar_t *r_floatLightmap;
|
|
extern cvar_t *r_postProcess;
|
|
|
|
extern cvar_t *r_toneMap;
|
|
extern cvar_t *r_forceToneMap;
|
|
extern cvar_t *r_forceToneMapMin;
|
|
extern cvar_t *r_forceToneMapAvg;
|
|
extern cvar_t *r_forceToneMapMax;
|
|
|
|
extern cvar_t *r_autoExposure;
|
|
extern cvar_t *r_forceAutoExposure;
|
|
extern cvar_t *r_forceAutoExposureMin;
|
|
extern cvar_t *r_forceAutoExposureMax;
|
|
|
|
extern cvar_t *r_cameraExposure;
|
|
|
|
extern cvar_t *r_depthPrepass;
|
|
extern cvar_t *r_ssao;
|
|
|
|
extern cvar_t *r_normalMapping;
|
|
extern cvar_t *r_specularMapping;
|
|
extern cvar_t *r_deluxeMapping;
|
|
extern cvar_t *r_parallaxMapping;
|
|
extern cvar_t *r_parallaxMapShadows;
|
|
extern cvar_t *r_cubeMapping;
|
|
extern cvar_t *r_cubemapSize;
|
|
extern cvar_t *r_deluxeSpecular;
|
|
extern cvar_t *r_pbr;
|
|
extern cvar_t *r_baseNormalX;
|
|
extern cvar_t *r_baseNormalY;
|
|
extern cvar_t *r_baseParallax;
|
|
extern cvar_t *r_baseSpecular;
|
|
extern cvar_t *r_baseGloss;
|
|
extern cvar_t *r_glossType;
|
|
extern cvar_t *r_dlightMode;
|
|
extern cvar_t *r_pshadowDist;
|
|
extern cvar_t *r_mergeLightmaps;
|
|
extern cvar_t *r_imageUpsample;
|
|
extern cvar_t *r_imageUpsampleMaxSize;
|
|
extern cvar_t *r_imageUpsampleType;
|
|
extern cvar_t *r_genNormalMaps;
|
|
extern cvar_t *r_forceSun;
|
|
extern cvar_t *r_forceSunLightScale;
|
|
extern cvar_t *r_forceSunAmbientScale;
|
|
extern cvar_t *r_sunlightMode;
|
|
extern cvar_t *r_drawSunRays;
|
|
extern cvar_t *r_sunShadows;
|
|
extern cvar_t *r_shadowFilter;
|
|
extern cvar_t *r_shadowBlur;
|
|
extern cvar_t *r_shadowMapSize;
|
|
extern cvar_t *r_shadowCascadeZNear;
|
|
extern cvar_t *r_shadowCascadeZFar;
|
|
extern cvar_t *r_shadowCascadeZBias;
|
|
extern cvar_t *r_ignoreDstAlpha;
|
|
|
|
extern cvar_t *r_greyscale;
|
|
|
|
extern cvar_t *r_ignoreGLErrors;
|
|
|
|
extern cvar_t *r_overBrightBits;
|
|
extern cvar_t *r_mapOverBrightBits;
|
|
|
|
extern cvar_t *r_debugSurface;
|
|
extern cvar_t *r_simpleMipMaps;
|
|
|
|
extern cvar_t *r_showImages;
|
|
extern cvar_t *r_debugSort;
|
|
|
|
extern cvar_t *r_printShaders;
|
|
|
|
extern cvar_t *r_marksOnTriangleMeshes;
|
|
|
|
//====================================================================
|
|
|
|
static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
|
|
{
|
|
if(shader->numDeforms)
|
|
{
|
|
const deformStage_t *ds = &shader->deforms[0];
|
|
|
|
if (shader->numDeforms > 1)
|
|
return qtrue;
|
|
|
|
switch (ds->deformation)
|
|
{
|
|
case DEFORM_WAVE:
|
|
case DEFORM_BULGE:
|
|
// need CPU deforms at high level-times to avoid floating point percision loss
|
|
return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime );
|
|
|
|
default:
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
//====================================================================
|
|
|
|
void R_SwapBuffers( int );
|
|
|
|
void R_RenderView( viewParms_t *parms );
|
|
void R_RenderDlightCubemaps(const refdef_t *fd);
|
|
void R_RenderPshadowMaps(const refdef_t *fd);
|
|
void R_RenderSunShadowMaps(const refdef_t *fd, int level);
|
|
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene );
|
|
|
|
void R_AddMD3Surfaces( trRefEntity_t *e );
|
|
void R_AddNullModelSurfaces( trRefEntity_t *e );
|
|
void R_AddBeamSurfaces( trRefEntity_t *e );
|
|
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
|
|
void R_AddLightningBoltSurfaces( trRefEntity_t *e );
|
|
|
|
void R_AddPolygonSurfaces( void );
|
|
|
|
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
|
|
int *fogNum, int *dlightMap, int *pshadowMap );
|
|
|
|
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
|
|
int fogIndex, int dlightMap, int pshadowMap, int cubemap );
|
|
|
|
void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
|
|
const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
|
|
vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir);
|
|
qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
|
|
|
|
#define CULL_IN 0 // completely unclipped
|
|
#define CULL_CLIP 1 // clipped by one or more planes
|
|
#define CULL_OUT 2 // completely outside the clipping planes
|
|
void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
|
|
void R_LocalPointToWorld (const vec3_t local, vec3_t world);
|
|
int R_CullBox (vec3_t bounds[2]);
|
|
int R_CullLocalBox (vec3_t bounds[2]);
|
|
int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes );
|
|
int R_CullPointAndRadius( const vec3_t origin, float radius );
|
|
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
|
|
|
|
void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum);
|
|
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
|
|
|
|
/*
|
|
** GL wrapper/helper functions
|
|
*/
|
|
void GL_BindToTMU( image_t *image, int tmu );
|
|
void GL_SetDefaultState (void);
|
|
void GL_TextureMode( const char *string );
|
|
void GL_CheckErrs( char *file, int line );
|
|
#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
|
|
void GL_State( unsigned long stateVector );
|
|
void GL_SetProjectionMatrix(mat4_t matrix);
|
|
void GL_SetModelviewMatrix(mat4_t matrix);
|
|
void GL_Cull( int cullType );
|
|
|
|
#define GLS_SRCBLEND_ZERO 0x00000001
|
|
#define GLS_SRCBLEND_ONE 0x00000002
|
|
#define GLS_SRCBLEND_DST_COLOR 0x00000003
|
|
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
|
|
#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
|
|
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
|
|
#define GLS_SRCBLEND_DST_ALPHA 0x00000007
|
|
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
|
|
#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
|
|
#define GLS_SRCBLEND_BITS 0x0000000f
|
|
|
|
#define GLS_DSTBLEND_ZERO 0x00000010
|
|
#define GLS_DSTBLEND_ONE 0x00000020
|
|
#define GLS_DSTBLEND_SRC_COLOR 0x00000030
|
|
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
|
|
#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
|
|
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
|
|
#define GLS_DSTBLEND_DST_ALPHA 0x00000070
|
|
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
|
|
#define GLS_DSTBLEND_BITS 0x000000f0
|
|
|
|
#define GLS_DEPTHMASK_TRUE 0x00000100
|
|
|
|
#define GLS_POLYMODE_LINE 0x00001000
|
|
|
|
#define GLS_DEPTHTEST_DISABLE 0x00010000
|
|
#define GLS_DEPTHFUNC_EQUAL 0x00020000
|
|
#define GLS_DEPTHFUNC_GREATER 0x00040000
|
|
#define GLS_DEPTHFUNC_BITS 0x00060000
|
|
|
|
#define GLS_ATEST_GT_0 0x10000000
|
|
#define GLS_ATEST_LT_80 0x20000000
|
|
#define GLS_ATEST_GE_80 0x40000000
|
|
#define GLS_ATEST_BITS 0x70000000
|
|
|
|
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
|
|
|
|
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
|
|
void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
|
|
|
|
void RE_BeginFrame( stereoFrame_t stereoFrame );
|
|
void RE_BeginRegistration( glconfig_t *glconfig );
|
|
void RE_LoadWorldMap( const char *mapname );
|
|
void RE_SetWorldVisData( const byte *vis );
|
|
qhandle_t RE_RegisterModel( const char *name );
|
|
qhandle_t RE_RegisterSkin( const char *name );
|
|
void RE_Shutdown( qboolean destroyWindow );
|
|
|
|
qboolean R_GetEntityToken( char *buffer, int size );
|
|
|
|
model_t *R_AllocModel( void );
|
|
|
|
void R_Init( void );
|
|
void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat );
|
|
|
|
void R_SetColorMappings( void );
|
|
void R_GammaCorrect( byte *buffer, int bufSize );
|
|
|
|
void R_ImageList_f( void );
|
|
void R_SkinList_f( void );
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
|
|
const void *RB_TakeScreenshotCmd( const void *data );
|
|
void R_ScreenShot_f( void );
|
|
|
|
void R_InitFogTable( void );
|
|
float R_FogFactor( float s, float t );
|
|
void R_InitImages( void );
|
|
void R_DeleteTextures( void );
|
|
int R_SumOfUsedImages( void );
|
|
void R_InitSkins( void );
|
|
skin_t *R_GetSkinByHandle( qhandle_t hSkin );
|
|
|
|
int R_ComputeLOD( trRefEntity_t *ent );
|
|
|
|
const void *RB_TakeVideoFrameCmd( const void *data );
|
|
|
|
//
|
|
// tr_shader.c
|
|
//
|
|
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
|
|
shader_t *R_GetShaderByHandle( qhandle_t hShader );
|
|
shader_t *R_GetShaderByState( int index, long *cycleTime );
|
|
shader_t *R_FindShaderByName( const char *name );
|
|
void R_InitShaders( void );
|
|
void R_ShaderList_f( void );
|
|
void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
IMPLEMENTATION SPECIFIC FUNCTIONS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
void GLimp_InitExtraExtensions( void );
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
TESSELATOR/SHADER DECLARATIONS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
typedef struct stageVars
|
|
{
|
|
color4ub_t colors[SHADER_MAX_VERTEXES];
|
|
vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
|
|
} stageVars_t;
|
|
|
|
typedef struct shaderCommands_s
|
|
{
|
|
glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
|
|
vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
|
|
int16_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
|
int16_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
|
vec2_t texCoords[SHADER_MAX_VERTEXES] QALIGN(16);
|
|
vec2_t lightCoords[SHADER_MAX_VERTEXES] QALIGN(16);
|
|
uint16_t color[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
|
int16_t lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
|
//int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
|
|
|
|
void *attribPointers[ATTR_INDEX_COUNT];
|
|
vao_t *vao;
|
|
qboolean useInternalVao;
|
|
qboolean useCacheVao;
|
|
|
|
stageVars_t svars QALIGN(16);
|
|
|
|
//color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
|
|
|
|
shader_t *shader;
|
|
double shaderTime;
|
|
int fogNum;
|
|
int cubemapIndex;
|
|
|
|
int dlightBits; // or together of all vertexDlightBits
|
|
int pshadowBits;
|
|
|
|
int firstIndex;
|
|
int numIndexes;
|
|
int numVertexes;
|
|
|
|
// info extracted from current shader
|
|
int numPasses;
|
|
void (*currentStageIteratorFunc)( void );
|
|
shaderStage_t **xstages;
|
|
} shaderCommands_t;
|
|
|
|
extern shaderCommands_t tess;
|
|
|
|
void RB_BeginSurface(shader_t *shader, int fogNum, int cubemapIndex );
|
|
void RB_EndSurface(void);
|
|
void RB_CheckOverflow( int verts, int indexes );
|
|
#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
|
|
|
|
void R_DrawElements( int numIndexes, int firstIndex );
|
|
void RB_StageIteratorGeneric( void );
|
|
void RB_StageIteratorSky( void );
|
|
void RB_StageIteratorVertexLitTexture( void );
|
|
void RB_StageIteratorLightmappedMultitexture( void );
|
|
|
|
void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] );
|
|
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 );
|
|
void RB_InstantQuad( vec4_t quadVerts[4] );
|
|
//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes);
|
|
void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]);
|
|
|
|
void RB_ShowImages( void );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
WORLD MAP
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_AddBrushModelSurfaces( trRefEntity_t *e );
|
|
void R_AddWorldSurfaces( void );
|
|
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
FLARES
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_ClearFlares( void );
|
|
|
|
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
|
|
void RB_AddDlightFlares( void );
|
|
void RB_RenderFlares (void);
|
|
|
|
/*
|
|
============================================================
|
|
|
|
LIGHTS
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_DlightBmodel( bmodel_t *bmodel );
|
|
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
|
|
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or );
|
|
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
|
|
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world );
|
|
int R_CubemapForPoint( vec3_t point );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
SHADOWS
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void RB_ShadowTessEnd( void );
|
|
void RB_ShadowFinish( void );
|
|
void RB_ProjectionShadowDeform( void );
|
|
|
|
/*
|
|
============================================================
|
|
|
|
SKIES
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_BuildCloudData( shaderCommands_t *shader );
|
|
void R_InitSkyTexCoords( float cloudLayerHeight );
|
|
void R_DrawSkyBox( shaderCommands_t *shader );
|
|
void RB_DrawSun( float scale, shader_t *shader );
|
|
void RB_ClipSkyPolygons( shaderCommands_t *shader );
|
|
|
|
/*
|
|
============================================================
|
|
|
|
CURVE TESSELATION
|
|
|
|
============================================================
|
|
*/
|
|
|
|
#define PATCH_STITCHING
|
|
|
|
void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height,
|
|
srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
|
|
void R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t point, float loderror );
|
|
void R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point, float loderror );
|
|
|
|
/*
|
|
============================================================
|
|
|
|
MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
|
|
|
|
============================================================
|
|
*/
|
|
|
|
int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
|
|
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
|
|
|
|
|
|
/*
|
|
============================================================
|
|
|
|
VERTEX BUFFER OBJECTS
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_VaoPackTangent(int16_t *out, vec4_t v);
|
|
void R_VaoPackNormal(int16_t *out, vec3_t v);
|
|
void R_VaoPackColor(uint16_t *out, vec4_t c);
|
|
void R_VaoUnpackTangent(vec4_t v, int16_t *pack);
|
|
void R_VaoUnpackNormal(vec3_t v, int16_t *pack);
|
|
|
|
vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage);
|
|
vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *inIndexes);
|
|
|
|
void R_BindVao(vao_t *vao);
|
|
void R_BindNullVao(void);
|
|
|
|
void Vao_SetVertexPointers(vao_t *vao);
|
|
|
|
void R_InitVaos(void);
|
|
void R_ShutdownVaos(void);
|
|
void R_VaoList_f(void);
|
|
|
|
void RB_UpdateTessVao(unsigned int attribBits);
|
|
|
|
void VaoCache_Commit(void);
|
|
void VaoCache_Init(void);
|
|
void VaoCache_BindVao(void);
|
|
void VaoCache_CheckAdd(qboolean *endSurface, qboolean *recycleVertexBuffer, qboolean *recycleIndexBuffer, int numVerts, int numIndexes);
|
|
void VaoCache_RecycleVertexBuffer(void);
|
|
void VaoCache_RecycleIndexBuffer(void);
|
|
void VaoCache_InitQueue(void);
|
|
void VaoCache_AddSurface(srfVert_t *verts, int numVerts, glIndex_t *indexes, int numIndexes);
|
|
|
|
/*
|
|
============================================================
|
|
|
|
GLSL
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void GLSL_InitGPUShaders(void);
|
|
void GLSL_ShutdownGPUShaders(void);
|
|
void GLSL_VertexAttribPointers(uint32_t attribBits);
|
|
void GLSL_BindProgram(shaderProgram_t * program);
|
|
|
|
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
|
|
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);
|
|
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v);
|
|
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v);
|
|
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v);
|
|
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v);
|
|
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix);
|
|
void GLSL_SetUniformMat4BoneMatrix(shaderProgram_t *program, int uniformNum, /*const*/ mat4_t *matrix, int numMatricies);
|
|
|
|
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage);
|
|
|
|
/*
|
|
============================================================
|
|
|
|
SCENE GENERATION
|
|
|
|
============================================================
|
|
*/
|
|
|
|
void R_InitNextFrame( void );
|
|
|
|
void RE_ClearScene( void );
|
|
void RE_AddRefEntityToScene( const refEntity_t *ent );
|
|
void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
|
|
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
|
|
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
|
|
void RE_BeginScene( const refdef_t *fd );
|
|
void RE_RenderScene( const refdef_t *fd );
|
|
void RE_EndScene( void );
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
UNCOMPRESSING BONES
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
#define MC_BITS_X (16)
|
|
#define MC_BITS_Y (16)
|
|
#define MC_BITS_Z (16)
|
|
#define MC_BITS_VECT (16)
|
|
|
|
#define MC_SCALE_X (1.0f/64)
|
|
#define MC_SCALE_Y (1.0f/64)
|
|
#define MC_SCALE_Z (1.0f/64)
|
|
|
|
void MC_UnCompress(float mat[3][4],const unsigned char * comp);
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
ANIMATED MODELS
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
|
|
void RB_MDRSurfaceAnim( mdrSurface_t *surface );
|
|
qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
|
|
void R_AddIQMSurfaces( trRefEntity_t *ent );
|
|
void RB_IQMSurfaceAnim( surfaceType_t *surface );
|
|
void RB_IQMSurfaceAnimVao( srfVaoIQModel_t *surface );
|
|
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
|
|
int startFrame, int endFrame,
|
|
float frac, const char *tagName );
|
|
|
|
/*
|
|
=============================================================
|
|
=============================================================
|
|
*/
|
|
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
|
|
vec4_t eye, vec4_t dst );
|
|
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
|
|
|
|
void RB_DeformTessGeometry( void );
|
|
|
|
void RB_CalcFogTexCoords( float *dstTexCoords );
|
|
|
|
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
|
|
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
|
|
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
|
|
void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now );
|
|
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix );
|
|
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );
|
|
|
|
void RB_CalcModulateColorsByFog( unsigned char *dstColors );
|
|
float RB_CalcWaveAlphaSingle( const waveForm_t *wf );
|
|
float RB_CalcWaveColorSingle( const waveForm_t *wf );
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
RENDERER BACK END FUNCTIONS
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
void RB_ExecuteRenderCommands( const void *data );
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
RENDERER BACK END COMMAND QUEUE
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
#define MAX_RENDER_COMMANDS 0x40000
|
|
|
|
typedef struct {
|
|
byte cmds[MAX_RENDER_COMMANDS];
|
|
int used;
|
|
} renderCommandList_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
float color[4];
|
|
} setColorCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
int buffer;
|
|
} drawBufferCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
image_t *image;
|
|
int width;
|
|
int height;
|
|
void *data;
|
|
} subImageCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
} swapBuffersCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
int buffer;
|
|
} endFrameCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
shader_t *shader;
|
|
float x, y;
|
|
float w, h;
|
|
float s1, t1;
|
|
float s2, t2;
|
|
} stretchPicCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
trRefdef_t refdef;
|
|
viewParms_t viewParms;
|
|
drawSurf_t *drawSurfs;
|
|
int numDrawSurfs;
|
|
} drawSurfsCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
int x;
|
|
int y;
|
|
int width;
|
|
int height;
|
|
char *fileName;
|
|
qboolean jpeg;
|
|
} screenshotCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
int width;
|
|
int height;
|
|
byte *captureBuffer;
|
|
byte *encodeBuffer;
|
|
qboolean motionJpeg;
|
|
} videoFrameCommand_t;
|
|
|
|
typedef struct
|
|
{
|
|
int commandId;
|
|
|
|
GLboolean rgba[4];
|
|
} colorMaskCommand_t;
|
|
|
|
typedef struct
|
|
{
|
|
int commandId;
|
|
} clearDepthCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
int map;
|
|
int cubeSide;
|
|
} capShadowmapCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
trRefdef_t refdef;
|
|
viewParms_t viewParms;
|
|
} postProcessCommand_t;
|
|
|
|
typedef struct {
|
|
int commandId;
|
|
} exportCubemapsCommand_t;
|
|
|
|
typedef enum {
|
|
RC_END_OF_LIST,
|
|
RC_SET_COLOR,
|
|
RC_STRETCH_PIC,
|
|
RC_DRAW_SURFS,
|
|
RC_DRAW_BUFFER,
|
|
RC_SWAP_BUFFERS,
|
|
RC_SCREENSHOT,
|
|
RC_VIDEOFRAME,
|
|
RC_COLORMASK,
|
|
RC_CLEARDEPTH,
|
|
RC_CAPSHADOWMAP,
|
|
RC_POSTPROCESS,
|
|
RC_EXPORT_CUBEMAPS
|
|
} renderCommand_t;
|
|
|
|
|
|
// these are sort of arbitrary limits.
|
|
// the limits apply to the sum of all scenes in a frame --
|
|
// the main view, all the 3D icons, etc
|
|
#define MAX_POLYS 600
|
|
#define MAX_POLYVERTS 3000
|
|
|
|
// all of the information needed by the back end must be
|
|
// contained in a backEndData_t
|
|
typedef struct {
|
|
drawSurf_t drawSurfs[MAX_DRAWSURFS];
|
|
dlight_t dlights[MAX_DLIGHTS];
|
|
trRefEntity_t entities[MAX_REFENTITIES];
|
|
srfPoly_t *polys;//[MAX_POLYS];
|
|
polyVert_t *polyVerts;//[MAX_POLYVERTS];
|
|
pshadow_t pshadows[MAX_CALC_PSHADOWS];
|
|
renderCommandList_t commands;
|
|
} backEndData_t;
|
|
|
|
extern int max_polys;
|
|
extern int max_polyverts;
|
|
|
|
extern backEndData_t *backEndData; // the second one may not be allocated
|
|
|
|
|
|
void *R_GetCommandBuffer( int bytes );
|
|
void RB_ExecuteRenderCommands( const void *data );
|
|
|
|
void R_IssuePendingRenderCommands( void );
|
|
|
|
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
|
|
void R_AddCapShadowmapCmd( int dlight, int cubeSide );
|
|
void R_AddPostProcessCmd (void);
|
|
|
|
void RE_SetColor( const float *rgba );
|
|
void RE_StretchPic ( float x, float y, float w, float h,
|
|
float s1, float t1, float s2, float t2, qhandle_t hShader );
|
|
void RE_BeginFrame( stereoFrame_t stereoFrame );
|
|
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
|
|
void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
|
|
unsigned char *image_buffer, int padding);
|
|
size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
|
|
int image_width, int image_height, byte *image_buffer, int padding);
|
|
void RE_TakeVideoFrame( int width, int height,
|
|
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
|
|
|
|
|
|
#endif //TR_LOCAL_H
|