/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // refresh.h -- public interface to refresh functions // default soldier colors #define TOP_DEFAULT 1 #define BOTTOM_DEFAULT 6 #define TOP_RANGE (TOP_DEFAULT<<4) #define BOTTOM_RANGE (BOTTOM_DEFAULT<<4) extern int r_framecount; struct msurface_s; struct batch_s; struct model_s; struct texnums_s; struct texture_s; static const texid_t r_nulltex = NULL; //GLES2 requires GL_UNSIGNED_SHORT //geforce4 only does shorts. gffx can do ints, but with a performance hit (like most things on that gpu) //ati is generally more capable, but generally also has a smaller market share //desktop-gl will generally cope with ints, but expect a performance hit from that with old gpus (so we don't bother) //vulkan+dx10 can cope with ints, but might be 24bit //either way, all renderers in the same build need to use the same thing. #if (defined(GLQUAKE) && !defined(NOLEGACY)) || defined(MINIMAL) || defined(D3D8QUAKE) || defined(D3D9QUAKE) || defined(ANDROID) #define sizeof_index_t 2 #endif #if sizeof_index_t == 2 #define GL_INDEX_TYPE GL_UNSIGNED_SHORT #define D3DFMT_QINDEX D3DFMT_INDEX16 #define DXGI_FORMAT_INDEX_UINT DXGI_FORMAT_R16_UINT #define VK_INDEX_TYPE VK_INDEX_TYPE_UINT16 typedef unsigned short index_t; #define MAX_INDICIES 0xffffu #else #define GL_INDEX_TYPE GL_UNSIGNED_INT #define D3DFMT_QINDEX D3DFMT_INDEX32 #define DXGI_FORMAT_INDEX_UINT DXGI_FORMAT_R32_UINT #define VK_INDEX_TYPE VK_INDEX_TYPE_UINT32 typedef unsigned int index_t; #define MAX_INDICIES 0x00ffffffu #endif //============================================================================= //the eye doesn't see different colours in the same proportion. //must add to slightly less than 1 #define NTSC_RED 0.299 #define NTSC_GREEN 0.587 #define NTSC_BLUE 0.114 #define NTSC_SUM (NTSC_RED + NTSC_GREEN + NTSC_BLUE) typedef enum { RT_MODEL, RT_POLY, RT_SPRITE, RT_BEAM, RT_RAIL_CORE, RT_RAIL_RINGS, RT_LIGHTNING, RT_PORTALSURFACE, // doesn't draw anything, just info for portals //q3 ones stop here. //fte ones start here RT_PORTALCAMERA, // an alternative to RT_PORTALSURFACE. RT_MAX_REF_ENTITY_TYPE } refEntityType_t; typedef unsigned int skinid_t; //skin 0 is 'unused' struct dlight_s; typedef struct entity_s { //FIXME: instancing somehow. separate visentity+visinstance. only viable with full glsl though. //will need to generate a vbo somehow for the instances. int keynum; // for matching entities in different frames vec3_t origin; vec3_t angles; // fixme: should be redundant. vec3_t axis[3]; vec4_t shaderRGBAf; /*colormod+alpha, available for shaders to mix*/ float shaderTime; /*timestamp, for syncing shader times to spawns*/ vec3_t glowmod; /*meant to be a multiplier for the fullbrights*/ int light_known; /*bsp lighting has been calced*/ vec3_t light_avg; /*midpoint level*/ vec3_t light_range; /*avg + this = max, avg - this = min*/ vec3_t light_dir; vec3_t oldorigin; /*for q2/q3 beams*/ struct model_s *model; // NULL = no model int skinnum; // for Alias models skinid_t customskin; // quake3 style skins int playerindex; //for qw skins int topcolour; //colourmapping int bottomcolour; //colourmapping #ifdef HEXEN2 int h2playerclass; //hexen2's quirky colourmapping #endif // struct efrag_s *efrag; // linked list of efrags (FIXME) // int visframe; // last frame this entity was // found in an active leaf // only used for static objects // int dlightframe; // dynamic lighting // int dlightbits; // FIXME: could turn these into a union // int trivial_accept; // struct mnode_s *topnode; // for bmodels, first world node // that splits bmodel, or NULL if // not split framestate_t framestate; int flags; refEntityType_t rtype; float rotation; struct shader_s *forcedshader; #ifdef PEXT_SCALE float scale; #endif #ifdef PEXT_FATNESS float fatness; #endif #ifdef HEXEN2 int drawflags; int abslight; #endif } entity_t; #define MAX_GEOMSETS 32 #define Q1UNSPECIFIED 0x00ffffff //0xffRRGGBB or 0x0000000V are both valid values. so this is an otherwise-illegal value to say its not been set. typedef struct { char skinname[MAX_QPATH]; int nummappings; int maxmappings; qbyte geomset[MAX_GEOMSETS]; //allows selecting a single set of geometry from alternatives. this might be a can of worms. char qwskinname[MAX_QPATH]; struct qwskin_s *qwskin; unsigned int q1upper; //Q1UNSPECIFIED unsigned int q1lower; //Q1UNSPECIFIED struct { char surface[MAX_QPATH]; shader_t *shader; texnums_t texnums; int needsfree; //which textures need to be freed. } mappings[1]; } skinfile_t; // plane_t structure typedef struct mplane_s { vec3_t normal; float dist; qbyte type; // for texture axis selection and fast side tests qbyte signbits; // signx + signy<<1 + signz<<1 qbyte pad[2]; } mplane_t; #define MAXFRUSTUMPLANES 7 //4 side, 1 near, 1 far (fog), 1 water plane. typedef struct { //note: uniforms expect specific padding/ordering. be really careful with reordering this vec3_t colour; //w_fog[0].xyz float alpha; //w_fog[0].w scales clamped fog value float density; //w_fog[1].x egads, everyone has a different opinion. float depthbias; //w_fog[1].y distance until the fog actually starts float glslpad1; //w_fog[1].z float glslpad2; //w_fog[1].w // float alpha; // float start; // float end; // float height; // float fadedepth; float time; //timestamp for when its current. } fogstate_t; void CL_BlendFog(fogstate_t *result, fogstate_t *oldf, float time, fogstate_t *newf); void CL_ResetFog(int fogtype); typedef enum { STEREO_OFF, STEREO_QUAD, STEREO_RED_CYAN, STEREO_RED_BLUE, STEREO_RED_GREEN, STEREO_CROSSEYED, #ifdef FTE_TARGET_WEB STEREO_WEBVR, #endif //these are internal methods and do not form part of any public API STEREO_LEFTONLY, STEREO_RIGHTONLY } stereomethod_t; typedef enum { PROJ_STANDARD = 0, PROJ_STEREOGRAPHIC = 1, //aka panini PROJ_FISHEYE = 2, //standard fisheye PROJ_PANORAMA = 3, //for nice panoramas PROJ_LAEA = 4, //lambert azimuthal equal-area PROJ_EQUIRECTANGULAR = 5 //projects a sphere into 2d. used by vr screenshots. } qprojection_t; typedef struct { char texname[MAX_QPATH]; } rtname_t; #define R_MAX_RENDERTARGETS 8 #ifndef R_MAX_RECURSE #define R_MAX_RECURSE 6 #endif #define RDFD_FOV 1 typedef struct { vrect_t grect; // game rectangle. fullscreen except for csqc/splitscreen/hud. vrect_t vrect; // subwindow in grect for 3d view. equal to grect if no hud. vec3_t pvsorigin; /*render the view using this point for pvs (useful for mirror views)*/ vec3_t vieworg; /*logical view center*/ vec3_t viewangles; vec3_t viewaxis[3]; /*forward, left, up (NOT RIGHT)*/ vec3_t headaxis[3]; /*this is for head mounted displays. this is relative to the view*/ vec3_t eyeoffset; /*world space, for vr screenies*/ float fov_x, fov_y, afov; float mindist, maxdist; //maxdist may be 0, for 'infinite', in which case mindist probably isn't valid either. qboolean drawsbar; qboolean drawcrosshair; int flags; //(Q2)RDF_ flags int dirty; playerview_t *playerview; // int currentplayernum; float time; // float waterheight; //updated by the renderer. stuff sitting at this height generate ripple effects float m_projection[16]; float m_view[16]; qbyte *scenevis; /*this is the vis that's currently being draw*/ mplane_t frustum[MAXFRUSTUMPLANES]; int frustum_numworldplanes; //all but far, which isn't culled because this wouldn't cover the entire screen. int frustum_numplanes; //includes far plane (which is reduced with fog). fogstate_t globalfog; float hdr_value; pxrect_t pxrect; /*vrect, but in pixels rather than virtual coords*/ qboolean externalview; /*draw external models and not viewmodels*/ int recurse; /*in a mirror/portal/half way through drawing something else*/ qboolean forcevis; /*if true, vis comes from the forcedvis field instead of recalculated*/ unsigned int flipcull; /*reflected/flipped view, requires inverted culling (should be set to SHADER_CULL_FLIPPED or 0)*/ qboolean useperspective; /*not orthographic*/ stereomethod_t stereomethod; rtname_t rt_destcolour[R_MAX_RENDERTARGETS]; /*used for 2d. written by 3d*/ rtname_t rt_sourcecolour; /*read by 2d. not used for 3d. */ rtname_t rt_depth; /*read by 2d. used by 3d (renderbuffer used if not set)*/ rtname_t rt_ripplemap; /*read by 2d. used by 3d (internal ripplemap buffer used if not set)*/ rtname_t nearenvmap; /*provides a fallback endmap cubemap to render with*/ qbyte *forcedvis; /*set if forcevis is set*/ qboolean areabitsknown; qbyte areabits[MAX_MAP_AREA_BYTES]; vec4_t userdata[16]; /*for custom glsl*/ } refdef_t; extern refdef_t r_refdef; extern vec3_t r_origin, vpn, vright, vup; extern struct texture_s *r_notexture_mip; extern entity_t r_worldentity; void BE_GenModelBatches(struct batch_s **batches, const struct dlight_s *dl, unsigned int bemode); //if dl, filters based upon the dlight. //gl_alias.c void R_GAliasFlushSkinCache(qboolean final); void R_GAlias_DrawBatch(struct batch_s *batch); void R_GAlias_GenerateBatches(entity_t *e, struct batch_s **batches); void R_LightArraysByte_BGR(const entity_t *entity, vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals, qboolean colormod); void R_LightArrays(const entity_t *entity, vecV_t *coords, avec4_t *colours, int vertcount, vec3_t *normals, float scale, qboolean colormod); qboolean R_DrawSkyChain (struct batch_s *batch); /*called from the backend, and calls back into it*/ void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height); /*generate q1 sky texnums*/ void R_Clutter_Emit(struct batch_s **batches); void R_Clutter_Purge(void); //r_surf.c void Surf_NewMap (void); void Surf_PreNewMap(void); void Surf_SetupFrame(void); //determine pvs+viewcontents void Surf_DrawWorld(void); void Surf_GenBrushBatches(struct batch_s **batches, entity_t *ent); void Surf_StainSurf(struct msurface_s *surf, float *parms); void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius); void Surf_LessenStains(void); void Surf_WipeStains(void); void Surf_DeInit(void); void Surf_Clear(struct model_s *mod); void Surf_BuildLightmaps(void); //enables Surf_BuildModelLightmaps, calls it for each bsp. void Surf_ClearLightmaps(void); //stops Surf_BuildModelLightmaps from working. void Surf_BuildModelLightmaps (struct model_s *m); //rebuild lightmaps for a single bsp. beware of submodels. void Surf_RenderDynamicLightmaps (struct msurface_s *fa); void Surf_RenderAmbientLightmaps (struct msurface_s *fa, int ambient); int Surf_LightmapShift (struct model_s *model); #define LMBLOCK_SIZE_MAX 2048 //single axis typedef struct glRect_s { unsigned short l,t,r,b; } glRect_t; typedef unsigned char stmap; struct mesh_s; typedef struct { texid_t lightmap_texture; qboolean modified; qboolean external; qboolean hasdeluxe; int width; int height; glRect_t rectchange; qbyte *lightmaps;//[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; stmap *stainmaps;//[3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //rgb no a. added to lightmap for added (hopefully) speed. } lightmapinfo_t; extern lightmapinfo_t **lightmap; extern int numlightmaps; //extern texid_t *lightmap_textures; //extern texid_t *deluxmap_textures; extern int lightmap_bytes; // 1, 3, or 4 extern uploadfmt_t lightmap_fmt; //bgra32, rgba32, rgb24, lum8 void QDECL Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue); void R_SkyShutdown(void); void R_SetSky(const char *skyname); #if defined(GLQUAKE) void GLR_Init (void); void GLR_InitTextures (void); void GLR_InitEfrags (void); void GLR_RenderView (void); // must set r_refdef first // called whenever r_refdef or vid change void GLR_DrawPortal(struct batch_s *batch, struct batch_s **blist, struct batch_s *depthmasklist[2], int portaltype); void GLR_PushDlights (void); void GLR_DrawWaterSurfaces (void); void GLVID_DeInit (void); void GLR_DeInit (void); void GLSCR_DeInit (void); void GLVID_Console_Resize(void); #endif int R_LightPoint (vec3_t p); void R_RenderDlights (void); enum imageflags { /*warning: many of these flags only apply the first time it is requested*/ IF_CLAMP = 1<<0, //disable texture coord wrapping. IF_NOMIPMAP = 1<<1, //disable mipmaps. IF_NEAREST = 1<<2, //force nearest IF_LINEAR = 1<<3, //force linear IF_UIPIC = 1<<4, //subject to texturemode2d //IF_DEPTHCMD=1<<5, //Reserved for d3d11 IF_SRGB = 1<<6, //texture data is srgb /*WARNING: If the above are changed, be sure to change shader pass flags*/ IF_NOPICMIP = 1<<7, IF_NOALPHA = 1<<8, /*hint rather than requirement*/ IF_NOGAMMA = 1<<9, IF_3DMAP = 1<<10, /*waning - don't test directly*/ IF_CUBEMAP = 1<<11, /*waning - don't test directly*/ IF_TEXTYPE = (1<<10) | (1<<11), /*0=2d, 1=3d, 2=cubeface, 3=?*/ IF_TEXTYPESHIFT = 10, /*0=2d, 1=3d, 2-7=cubeface*/ IF_MIPCAP = 1<<12, IF_PREMULTIPLYALPHA = 1<<13, //rgb *= alpha IF_NOSRGB = 1<<20, //ignore srgb when loading. this is guarenteed to be linear, for normalmaps etc. IF_PALETTIZE = 1<<21, IF_NOPURGE = 1<<22, IF_HIGHPRIORITY = 1<<23, IF_LOWPRIORITY = 1<<24, IF_LOADNOW = 1<<25, /*hit the disk now, and delay the gl load until its actually needed. this is used only so that the width+height are known in advance*/ IF_NOPCX = 1<<26, /*block pcx format. meaning qw skins can use team colours and cropping*/ IF_TRYBUMP = 1<<27, /*attempt to load _bump if the specified _norm texture wasn't found*/ IF_RENDERTARGET = 1<<28, /*never loaded from disk, loading can't fail*/ IF_EXACTEXTENSION = 1<<29, /*don't mangle extensions, use what is specified and ONLY that*/ IF_NOREPLACE = 1<<30, /*don't load a replacement, for some reason*/ IF_NOWORKER = 1u<<31 /*don't pass the work to a loader thread. this gives fully synchronous loading. only valid from the main thread.*/ }; #define R_LoadTexture8(id,w,h,d,f,t) Image_GetTexture(id, NULL, f, d, NULL, w, h, t?TF_TRANS8:TF_SOLID8) #define R_LoadTexture32(id,w,h,d,f) Image_GetTexture(id, NULL, f, d, NULL, w, h, TF_RGBA32) #define R_LoadTextureFB(id,w,h,d,f) Image_GetTexture(id, NULL, f, d, NULL, w, h, TF_TRANS8_FULLBRIGHT) #define R_LoadTexture(id,w,h,fmt,d,fl) Image_GetTexture(id, NULL, fl, d, NULL, w, h, fmt) image_t *Image_FindTexture (const char *identifier, const char *subpath, unsigned int flags); image_t *Image_CreateTexture(const char *identifier, const char *subpath, unsigned int flags); image_t *Image_GetTexture (const char *identifier, const char *subpath, unsigned int flags, void *fallbackdata, void *fallbackpalette, int fallbackwidth, int fallbackheight, uploadfmt_t fallbackfmt); qboolean Image_UnloadTexture(image_t *tex); //true if it did something. void Image_DestroyTexture (image_t *tex); qboolean Image_LoadTextureFromMemory(texid_t tex, int flags, const char *iname, char *fname, qbyte *filedata, int filesize); //intended really for worker threads, but should be fine from the main thread too void Image_Upload (texid_t tex, uploadfmt_t fmt, void *data, void *palette, int width, int height, unsigned int flags); void Image_Purge(void); //purge any textures which are not needed any more (releases memory, but doesn't give null pointers). void Image_Init(void); void Image_Shutdown(void); image_t *Image_LoadTexture (const char *identifier, int width, int height, uploadfmt_t fmt, void *data, unsigned int flags); #ifdef D3D8QUAKE void D3D8_Set2D (void); void D3D8_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis); qboolean D3D8_LoadTextureMips (texid_t tex, const struct pendingtextureinfo *mips); void D3D8_DestroyTexture (texid_t tex); #endif #ifdef D3D9QUAKE void D3D9_Set2D (void); void D3D9_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis); qboolean D3D9_LoadTextureMips (texid_t tex, const struct pendingtextureinfo *mips); void D3D9_DestroyTexture (texid_t tex); #endif #ifdef D3D11QUAKE void D3D11_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis); qboolean D3D11_LoadTextureMips (texid_t tex, const struct pendingtextureinfo *mips); void D3D11_DestroyTexture (texid_t tex); #endif //extern int image_width, image_height; texid_t R_LoadReplacementTexture(const char *name, const char *subpath, unsigned int flags, void *lowres, int lowreswidth, int lowresheight, uploadfmt_t fmt); texid_tf R_LoadHiResTexture(const char *name, const char *subpath, unsigned int flags); texid_tf R_LoadBumpmapTexture(const char *name, const char *subpath); void R_LoadNumberedLightTexture(struct dlight_s *dl, int cubetexnum); qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, const char *fname); extern texid_t particletexture; extern texid_t particlecqtexture; extern texid_t explosiontexture; extern texid_t balltexture; extern texid_t beamtexture; extern texid_t ptritexture; skinid_t Mod_RegisterSkinFile(const char *skinname); skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext); void Mod_WipeSkin(skinid_t id); skinfile_t *Mod_LookupSkin(skinid_t id); void Mod_Init (qboolean initial); void Mod_Shutdown (qboolean final); int Mod_TagNumForName(struct model_s *model, const char *name); int Mod_SkinNumForName(struct model_s *model, int surfaceidx, const char *name); int Mod_FrameNumForName(struct model_s *model, int surfaceidx, const char *name); float Mod_GetFrameDuration(struct model_s *model, int surfaceidx, int frameno); void Mod_ResortShaders(void); void Mod_ClearAll (void); struct model_s *Mod_FindName (const char *name); void *Mod_Extradata (struct model_s *mod); // handles caching void Mod_TouchModel (const char *name); void Mod_RebuildLightmaps (void); typedef struct { unsigned int *offsets; unsigned short *extents; unsigned char *styles; unsigned char *shifts; } lightmapoverrides_t; void Mod_LoadLighting (struct model_s *loadmodel, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe, lightmapoverrides_t *overrides); struct mleaf_s *Mod_PointInLeaf (struct model_s *model, float *p); void Mod_Think (void); void Mod_NowLoadExternal(struct model_s *loadmodel); void GLR_LoadSkys (void); void R_BloomRegister(void); int Mod_RegisterModelFormatText(void *module, const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize)); int Mod_RegisterModelFormatMagic(void *module, const char *formatname, unsigned int magic, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize)); void Mod_UnRegisterModelFormat(void *module, int idx); void Mod_UnRegisterAllModelFormats(void *module); void Mod_ModelLoaded(void *ctx, void *data, size_t a, size_t b); #ifdef RUNTIMELIGHTING struct relight_ctx_s; struct llightinfo_s; void LightFace (struct relight_ctx_s *ctx, struct llightinfo_s *threadctx, int surfnum); //version that is aware of bsp trees void LightPlane (struct relight_ctx_s *ctx, struct llightinfo_s *threadctx, qbyte surf_styles[4], qbyte *surf_rgbsamples, qbyte *surf_deluxesamples, vec4_t surf_plane, vec4_t surf_texplanes[2], vec2_t exactmins, vec2_t exactmaxs, int texmins[2], int texsize[2], float lmscale); //special version that doesn't know what a face is or anything. struct relight_ctx_s *LightStartup(struct relight_ctx_s *ctx, struct model_s *model, qboolean shadows, qboolean skiplit); void LightReloadEntities(struct relight_ctx_s *ctx, const char *entstring, qboolean ignorestyles); void LightShutdown(struct relight_ctx_s *ctx, struct model_s *mod); extern const size_t lightthreadctxsize; #endif extern struct model_s *currentmodel; qboolean Media_ShowFilm(void); void Media_CaptureDemoEnd(void); void Media_RecordFrame (void); qboolean Media_PausedDemo (qboolean fortiming); int Media_Capturing (void); double Media_TweekCaptureFrameTime(double oldtime, double time); void Media_WriteCurrentTrack(sizebuf_t *buf); void Media_VideoRestarting(void); void Media_VideoRestarted(void); void MYgluPerspective(double fovx, double fovy, double zNear, double zFar); void R_PushDlights (void); qbyte *R_MarkLeaves_Q1 (qboolean getvisonly); qbyte *R_CalcVis_Q1 (void); qbyte *R_MarkLeaves_Q2 (void); qbyte *R_MarkLeaves_Q3 (void); void R_SetFrustum (float projmat[16], float viewmat[16]); void R_SetRenderer(rendererinfo_t *ri); void R_RegisterRenderer(rendererinfo_t *ri); void R_AnimateLight (void); void R_UpdateHDR(vec3_t org); void R_UpdateLightStyle(unsigned int style, const char *stylestring, float r, float g, float b); struct texture_s *R_TextureAnimation (int frame, struct texture_s *base); //mostly deprecated, only lingers for rtlights so world only. struct texture_s *R_TextureAnimation_Q2 (struct texture_s *base); //mostly deprecated, only lingers for rtlights so world only. void RQ_Init(void); void RQ_Shutdown(void); void WritePCXfile (const char *filename, enum fs_relative fsroot, qbyte *data, int width, int height, int rowbytes, qbyte *palette, qboolean upload); //data is 8bit. qbyte *ReadPCXFile(qbyte *buf, int length, int *width, int *height); qbyte *ReadTargaFile(qbyte *buf, int length, int *width, int *height, qboolean *hasalpha, int asgrey); qbyte *ReadJPEGFile(qbyte *infile, int length, int *width, int *height); qbyte *ReadPNGFile(qbyte *buf, int length, int *width, int *height, const char *name); qbyte *ReadPCXPalette(qbyte *buf, int len, qbyte *out); void Image_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight); void BoostGamma(qbyte *rgba, int width, int height); void SaturateR8G8B8(qbyte *data, int size, float sat); void AddOcranaLEDsIndexed (qbyte *image, int h, int w); void Renderer_Init(void); void Renderer_Start(void); qboolean Renderer_Started(void); void R_ShutdownRenderer(qboolean videotoo); void R_RestartRenderer_f (void);//this goes here so we can save some stack when first initing the sw renderer. //used to live in glquake.h qbyte GetPaletteIndex(int red, int green, int blue); extern cvar_t r_norefresh; extern cvar_t r_drawentities; extern cvar_t r_drawworld; extern cvar_t r_drawviewmodel; extern cvar_t r_drawviewmodelinvis; extern cvar_t r_speeds; extern cvar_t r_waterwarp; extern cvar_t r_fullbright; extern cvar_t r_lightmap; extern cvar_t r_glsl_offsetmapping; extern cvar_t r_shadow_playershadows; extern cvar_t r_shadow_realtime_dlight, r_shadow_realtime_dlight_shadows; extern cvar_t r_shadow_realtime_dlight_ambient; extern cvar_t r_shadow_realtime_dlight_diffuse; extern cvar_t r_shadow_realtime_dlight_specular; extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_shadows, r_shadow_realtime_world_lightmaps; extern cvar_t r_shadow_shadowmapping; extern cvar_t r_editlights_import_radius; extern cvar_t r_editlights_import_ambient; extern cvar_t r_editlights_import_diffuse; extern cvar_t r_editlights_import_specular; extern cvar_t r_mirroralpha; extern cvar_t r_wateralpha; extern cvar_t r_lavaalpha; extern cvar_t r_slimealpha; extern cvar_t r_telealpha; extern cvar_t r_waterstyle; extern cvar_t r_lavastyle; extern cvar_t r_slimestyle; extern cvar_t r_telestyle; extern cvar_t r_dynamic; extern cvar_t r_novis; extern cvar_t r_netgraph; extern cvar_t r_deluxmapping_cvar; extern qboolean r_deluxmapping; extern cvar_t r_softwarebanding_cvar; extern qboolean r_softwarebanding; extern cvar_t r_lightprepass_cvar; extern int r_lightprepass; //0=off,1=16bit,2=32bit #ifdef R_XFLIP extern cvar_t r_xflip; #endif extern cvar_t gl_mindist, gl_maxdist; extern cvar_t r_clear; extern cvar_t gl_poly; extern cvar_t gl_affinemodels; extern cvar_t r_renderscale; extern cvar_t gl_nohwblend; extern cvar_t r_coronas, r_coronas_occlusion, r_coronas_mindist, r_coronas_fadedist, r_flashblend, r_flashblendscale; extern cvar_t r_lightstylesmooth; extern cvar_t r_lightstylesmooth_limit; extern cvar_t r_lightstylespeed; extern cvar_t r_lightstylescale; extern cvar_t r_lightmap_scale; extern cvar_t gl_nocolors; extern cvar_t gl_load24bit; extern cvar_t gl_finish; extern cvar_t gl_max_size; extern cvar_t gl_playermip; extern cvar_t r_lightmap_saturation; extern cvar_t r_meshpitch; extern cvar_t vid_hardwaregamma; enum { RSPEED_TOTALREFRESH, RSPEED_CSQCPHYSICS, RSPEED_CSQCREDRAW, RSPEED_LINKENTITIES, RSPEED_WORLDNODE, RSPEED_DYNAMIC, RSPEED_OPAQUE, RSPEED_RTLIGHTS, RSPEED_TRANSPARENTS, RSPEED_PROTOCOL, RSPEED_PARTICLES, RSPEED_PARTICLESDRAW, RSPEED_PALETTEFLASHES, RSPEED_2D, RSPEED_SERVER, RSPEED_SETUP, RSPEED_SUBMIT, RSPEED_PRESENT, RSPEED_ACQUIRE, RSPEED_MAX }; extern int rspeeds[RSPEED_MAX]; enum { RQUANT_MSECS, //old r_speeds RQUANT_PRIMITIVEINDICIES, RQUANT_DRAWS, RQUANT_ENTBATCHES, RQUANT_WORLDBATCHES, RQUANT_2DBATCHES, RQUANT_SHADOWINDICIES, RQUANT_SHADOWEDGES, RQUANT_SHADOWSIDES, RQUANT_LITFACES, RQUANT_RTLIGHT_DRAWN, RQUANT_RTLIGHT_CULL_FRUSTUM, RQUANT_RTLIGHT_CULL_PVS, RQUANT_RTLIGHT_CULL_SCISSOR, RQUANT_MAX }; extern int rquant[RQUANT_MAX]; #define RQuantAdd(type,quant) rquant[type] += quant #if 0//defined(NDEBUG) || !defined(_WIN32) #define RSpeedLocals() #define RSpeedMark() #define RSpeedRemark() #define RSpeedEnd(spt) #else #define RSpeedLocals() double rsp #define RSpeedMark() double rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0 #define RSpeedRemark() rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0 #if defined(_WIN32) && defined(GLQUAKE) extern void (_stdcall *qglFinish) (void); #define RSpeedEnd(spt) do {if(r_speeds.ival > 1){if(r_speeds.ival > 2 && qglFinish)qglFinish(); rspeeds[spt] += (double)(Sys_DoubleTime()*1000000) - rsp;}}while (0) #else #define RSpeedEnd(spt) rspeeds[spt] += (r_speeds.ival>1)?Sys_DoubleTime()*1000000 - rsp:0 #endif #endif