mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
93abc60a5b
Shader stage tcMods for matrix and turb effects need to be applied in order for turb to be correct and all tcMod turb need to be applied instead of only the last one. Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale. OpenGL2 applied the matrix first and then turb which had the wrong result.
2505 lines
65 KiB
C
2505 lines
65 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 |
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ATTR_NORMAL |
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ATTR_COLOR |
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|
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_DIFFUSETEXMATRIX0,
|
|
UNIFORM_DIFFUSETEXMATRIX1,
|
|
UNIFORM_DIFFUSETEXMATRIX2,
|
|
UNIFORM_DIFFUSETEXMATRIX3,
|
|
UNIFORM_DIFFUSETEXMATRIX4,
|
|
UNIFORM_DIFFUSETEXMATRIX5,
|
|
UNIFORM_DIFFUSETEXMATRIX6,
|
|
UNIFORM_DIFFUSETEXMATRIX7,
|
|
|
|
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 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
|
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//
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extern cvar_t *r_flareSize;
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extern cvar_t *r_flareFade;
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// coefficient for the flare intensity falloff function.
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#define FLARE_STDCOEFF "150"
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extern cvar_t *r_flareCoeff;
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extern cvar_t *r_railWidth;
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extern cvar_t *r_railCoreWidth;
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extern cvar_t *r_railSegmentLength;
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extern cvar_t *r_ignore; // used for debugging anything
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extern cvar_t *r_verbose; // used for verbose debug spew
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extern cvar_t *r_znear; // near Z clip plane
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extern cvar_t *r_zproj; // z distance of projection plane
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extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
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extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
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extern cvar_t *r_lodbias; // push/pull LOD transitions
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extern cvar_t *r_lodscale;
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extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
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extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
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extern cvar_t *r_drawSun; // controls drawing of sun quad
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extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
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extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity
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extern cvar_t *r_norefresh; // bypasses the ref rendering
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extern cvar_t *r_drawentities; // disable/enable entity rendering
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extern cvar_t *r_drawworld; // disable/enable world rendering
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extern cvar_t *r_speeds; // various levels of information display
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extern cvar_t *r_detailTextures; // enables/disables detail texturing stages
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extern cvar_t *r_novis; // disable/enable usage of PVS
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extern cvar_t *r_nocull;
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extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test
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extern cvar_t *r_nocurves;
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extern cvar_t *r_showcluster;
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extern cvar_t *r_gamma;
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extern cvar_t *r_displayRefresh; // optional display refresh option
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extern cvar_t *r_ext_framebuffer_object;
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extern cvar_t *r_ext_texture_float;
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extern cvar_t *r_ext_framebuffer_multisample;
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extern cvar_t *r_arb_seamless_cube_map;
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extern cvar_t *r_arb_vertex_array_object;
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extern cvar_t *r_ext_direct_state_access;
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extern cvar_t *r_nobind; // turns off binding to appropriate textures
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extern cvar_t *r_singleShader; // make most world faces use default shader
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extern cvar_t *r_roundImagesDown;
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extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
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extern cvar_t *r_picmip; // controls picmip values
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extern cvar_t *r_finish;
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extern cvar_t *r_textureMode;
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extern cvar_t *r_offsetFactor;
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extern cvar_t *r_offsetUnits;
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extern cvar_t *r_fullbright; // avoid lightmap pass
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extern cvar_t *r_lightmap; // render lightmaps only
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extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
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extern cvar_t *r_uiFullScreen; // ui is running fullscreen
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extern cvar_t *r_logFile; // number of frames to emit GL logs
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extern cvar_t *r_showtris; // enables wireframe rendering of the world
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extern cvar_t *r_showsky; // forces sky in front of all surfaces
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extern cvar_t *r_shownormals; // draws wireframe normals
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extern cvar_t *r_clear; // force screen clear every frame
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extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
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extern cvar_t *r_flares; // light flares
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extern cvar_t *r_intensity;
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extern cvar_t *r_lockpvs;
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extern cvar_t *r_noportals;
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extern cvar_t *r_portalOnly;
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extern cvar_t *r_subdivisions;
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extern cvar_t *r_lodCurveError;
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extern cvar_t *r_skipBackEnd;
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extern cvar_t *r_anaglyphMode;
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extern cvar_t *r_externalGLSL;
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extern cvar_t *r_hdr;
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extern cvar_t *r_floatLightmap;
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extern cvar_t *r_postProcess;
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extern cvar_t *r_toneMap;
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extern cvar_t *r_forceToneMap;
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extern cvar_t *r_forceToneMapMin;
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extern cvar_t *r_forceToneMapAvg;
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extern cvar_t *r_forceToneMapMax;
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extern cvar_t *r_autoExposure;
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extern cvar_t *r_forceAutoExposure;
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extern cvar_t *r_forceAutoExposureMin;
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extern cvar_t *r_forceAutoExposureMax;
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extern cvar_t *r_cameraExposure;
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extern cvar_t *r_depthPrepass;
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extern cvar_t *r_ssao;
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extern cvar_t *r_normalMapping;
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extern cvar_t *r_specularMapping;
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extern cvar_t *r_deluxeMapping;
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extern cvar_t *r_parallaxMapping;
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extern cvar_t *r_parallaxMapOffset;
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extern cvar_t *r_parallaxMapShadows;
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extern cvar_t *r_cubeMapping;
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extern cvar_t *r_cubemapSize;
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extern cvar_t *r_deluxeSpecular;
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extern cvar_t *r_pbr;
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extern cvar_t *r_baseNormalX;
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extern cvar_t *r_baseNormalY;
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extern cvar_t *r_baseParallax;
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extern cvar_t *r_baseSpecular;
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extern cvar_t *r_baseGloss;
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extern cvar_t *r_glossType;
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extern cvar_t *r_dlightMode;
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extern cvar_t *r_pshadowDist;
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extern cvar_t *r_mergeLightmaps;
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extern cvar_t *r_imageUpsample;
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extern cvar_t *r_imageUpsampleMaxSize;
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extern cvar_t *r_imageUpsampleType;
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extern cvar_t *r_genNormalMaps;
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extern cvar_t *r_forceSun;
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extern cvar_t *r_forceSunLightScale;
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extern cvar_t *r_forceSunAmbientScale;
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extern cvar_t *r_sunlightMode;
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extern cvar_t *r_drawSunRays;
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extern cvar_t *r_sunShadows;
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extern cvar_t *r_shadowFilter;
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extern cvar_t *r_shadowBlur;
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extern cvar_t *r_shadowMapSize;
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extern cvar_t *r_shadowCascadeZNear;
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extern cvar_t *r_shadowCascadeZFar;
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extern cvar_t *r_shadowCascadeZBias;
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extern cvar_t *r_ignoreDstAlpha;
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extern cvar_t *r_greyscale;
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extern cvar_t *r_ignoreGLErrors;
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extern cvar_t *r_overBrightBits;
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extern cvar_t *r_mapOverBrightBits;
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extern cvar_t *r_debugSurface;
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extern cvar_t *r_simpleMipMaps;
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extern cvar_t *r_showImages;
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extern cvar_t *r_debugSort;
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extern cvar_t *r_printShaders;
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extern cvar_t *r_marksOnTriangleMeshes;
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//====================================================================
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static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
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{
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if(shader->numDeforms)
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{
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const deformStage_t *ds = &shader->deforms[0];
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if (shader->numDeforms > 1)
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return qtrue;
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switch (ds->deformation)
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{
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case DEFORM_WAVE:
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case DEFORM_BULGE:
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// need CPU deforms at high level-times to avoid floating point percision loss
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return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime );
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default:
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return qtrue;
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}
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}
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return qfalse;
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}
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//====================================================================
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void R_SwapBuffers( int );
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void R_RenderView( viewParms_t *parms );
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void R_RenderDlightCubemaps(const refdef_t *fd);
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void R_RenderPshadowMaps(const refdef_t *fd);
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void R_RenderSunShadowMaps(const refdef_t *fd, int level);
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void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene );
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void R_AddMD3Surfaces( trRefEntity_t *e );
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void R_AddNullModelSurfaces( trRefEntity_t *e );
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void R_AddBeamSurfaces( trRefEntity_t *e );
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void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
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void R_AddLightningBoltSurfaces( trRefEntity_t *e );
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void R_AddPolygonSurfaces( void );
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void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
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int *fogNum, int *dlightMap, int *pshadowMap );
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void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
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int fogIndex, int dlightMap, int pshadowMap, int cubemap );
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void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
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const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
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vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir);
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qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
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#define CULL_IN 0 // completely unclipped
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#define CULL_CLIP 1 // clipped by one or more planes
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#define CULL_OUT 2 // completely outside the clipping planes
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void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
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void R_LocalPointToWorld (const vec3_t local, vec3_t world);
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int R_CullBox (vec3_t bounds[2]);
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int R_CullLocalBox (vec3_t bounds[2]);
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int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes );
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int R_CullPointAndRadius( const vec3_t origin, float radius );
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int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
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void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum);
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void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
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/*
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** GL wrapper/helper functions
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*/
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void GL_BindToTMU( image_t *image, int tmu );
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void GL_SetDefaultState (void);
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void GL_TextureMode( const char *string );
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void GL_CheckErrs( char *file, int line );
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#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
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void GL_State( unsigned long stateVector );
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void GL_SetProjectionMatrix(mat4_t matrix);
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void GL_SetModelviewMatrix(mat4_t matrix);
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void GL_Cull( int cullType );
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#define GLS_SRCBLEND_ZERO 0x00000001
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#define GLS_SRCBLEND_ONE 0x00000002
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#define GLS_SRCBLEND_DST_COLOR 0x00000003
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#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
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#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
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#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
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#define GLS_SRCBLEND_DST_ALPHA 0x00000007
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#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
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#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
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#define GLS_SRCBLEND_BITS 0x0000000f
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#define GLS_DSTBLEND_ZERO 0x00000010
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#define GLS_DSTBLEND_ONE 0x00000020
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#define GLS_DSTBLEND_SRC_COLOR 0x00000030
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#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
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#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
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#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
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#define GLS_DSTBLEND_DST_ALPHA 0x00000070
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#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
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#define GLS_DSTBLEND_BITS 0x000000f0
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#define GLS_DEPTHMASK_TRUE 0x00000100
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#define GLS_POLYMODE_LINE 0x00001000
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#define GLS_DEPTHTEST_DISABLE 0x00010000
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#define GLS_DEPTHFUNC_EQUAL 0x00020000
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#define GLS_DEPTHFUNC_GREATER 0x00040000
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#define GLS_DEPTHFUNC_BITS 0x00060000
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#define GLS_ATEST_GT_0 0x10000000
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#define GLS_ATEST_LT_80 0x20000000
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#define GLS_ATEST_GE_80 0x40000000
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#define GLS_ATEST_BITS 0x70000000
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#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
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void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void RE_BeginFrame( stereoFrame_t stereoFrame );
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void RE_BeginRegistration( glconfig_t *glconfig );
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void RE_LoadWorldMap( const char *mapname );
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void RE_SetWorldVisData( const byte *vis );
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qhandle_t RE_RegisterModel( const char *name );
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qhandle_t RE_RegisterSkin( const char *name );
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void RE_Shutdown( qboolean destroyWindow );
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qboolean R_GetEntityToken( char *buffer, int size );
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model_t *R_AllocModel( void );
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void R_Init( void );
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void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat );
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void R_SetColorMappings( void );
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void R_GammaCorrect( byte *buffer, int bufSize );
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void R_ImageList_f( void );
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void R_SkinList_f( void );
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
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const void *RB_TakeScreenshotCmd( const void *data );
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void R_ScreenShot_f( void );
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void R_InitFogTable( void );
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float R_FogFactor( float s, float t );
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void R_InitImages( void );
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void R_DeleteTextures( void );
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int R_SumOfUsedImages( void );
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void R_InitSkins( void );
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skin_t *R_GetSkinByHandle( qhandle_t hSkin );
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int R_ComputeLOD( trRefEntity_t *ent );
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const void *RB_TakeVideoFrameCmd( const void *data );
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//
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// tr_shader.c
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//
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shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
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shader_t *R_GetShaderByHandle( qhandle_t hShader );
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shader_t *R_GetShaderByState( int index, long *cycleTime );
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shader_t *R_FindShaderByName( const char *name );
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void R_InitShaders( void );
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void R_ShaderList_f( void );
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void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
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/*
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====================================================================
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IMPLEMENTATION SPECIFIC FUNCTIONS
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====================================================================
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*/
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void GLimp_InitExtraExtensions( void );
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|
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/*
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====================================================================
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TESSELATOR/SHADER DECLARATIONS
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====================================================================
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*/
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typedef struct stageVars
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{
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color4ub_t colors[SHADER_MAX_VERTEXES];
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vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
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} stageVars_t;
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typedef struct shaderCommands_s
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{
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glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
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vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
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int16_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
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int16_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
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vec2_t texCoords[SHADER_MAX_VERTEXES] QALIGN(16);
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vec2_t lightCoords[SHADER_MAX_VERTEXES] QALIGN(16);
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uint16_t color[SHADER_MAX_VERTEXES][4] QALIGN(16);
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int16_t lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16);
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//int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
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|
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void *attribPointers[ATTR_INDEX_COUNT];
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vao_t *vao;
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qboolean useInternalVao;
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qboolean useCacheVao;
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stageVars_t svars QALIGN(16);
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|
|
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//color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
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|
|
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shader_t *shader;
|
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double shaderTime;
|
|
int fogNum;
|
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int cubemapIndex;
|
|
|
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int dlightBits; // or together of all vertexDlightBits
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int pshadowBits;
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|
|
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int firstIndex;
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int numIndexes;
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int numVertexes;
|
|
|
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// info extracted from current shader
|
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int numPasses;
|
|
void (*currentStageIteratorFunc)( void );
|
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shaderStage_t **xstages;
|
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} shaderCommands_t;
|
|
|
|
extern shaderCommands_t tess;
|
|
|
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void RB_BeginSurface(shader_t *shader, int fogNum, int cubemapIndex );
|
|
void RB_EndSurface(void);
|
|
void RB_CheckOverflow( int verts, int indexes );
|
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#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
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|
|
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void R_DrawElements( int numIndexes, int firstIndex );
|
|
void RB_StageIteratorGeneric( void );
|
|
void RB_StageIteratorSky( void );
|
|
void RB_StageIteratorVertexLitTexture( void );
|
|
void RB_StageIteratorLightmappedMultitexture( void );
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|
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] );
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void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 );
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void RB_InstantQuad( vec4_t quadVerts[4] );
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//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes);
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void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]);
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|
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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
|