mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
758 lines
24 KiB
C
758 lines
24 KiB
C
/*
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Copyright spike. GNU GPL V2. etc.
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Much of this file and the parser derives originally from qfusion by vic.
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Quake1 rendering works by:
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Draw everything in depth order and stall lots from switching textures.
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draw transparent water surfaces last.
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Quake3 rendering works by:
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generate a batch for every model+shader in the world.
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sort batches by shader sort key, entity, shader.
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draw surfaces.
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Doom3 rendering works by:
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generate a batch for every model+shader in the world.
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sort batches by shader sort key, entity, shader.
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depth is drawn (yay alpha masked surfaces)
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for each light+batch
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draw each bump/diffuse/specular stage. combine to one pass if that ordering is not maintained. switch diffuse/specular if needed
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ambient stages from each batch are added over the top.
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FTE rtlight rendering works by:
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generate a batch for every model+shader in the world.
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sort batches by shader sort key, entity, shader.
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draw surfaces. if rtworld_lightmaps is 0 and there's no additive stuff, draw as black, otherwise just scale lightmap passes.
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lights are then added over the top based upon the diffusemap, bumpmap and specularmap, and without any pass-specific info (no tcmods).
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*/
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#ifndef SHADER_H
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#define SHADER_H
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typedef void (shader_gen_t)(char *name, shader_t*, const void *args);
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#define SHADER_TMU_MAX 16
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#define SHADER_PASS_MAX 8
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#define SHADER_MAX_TC_MODS 8
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#define SHADER_DEFORM_MAX 8
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#define SHADER_MAX_ANIMFRAMES 16
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#define SHADER_PROGPARMS_MAX 16
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typedef enum {
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SHADER_BSP,
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SHADER_BSP_VERTEX,
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SHADER_BSP_FLARE,
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SHADER_MD3,
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SHADER_2D
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} shadertype_t;
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/*
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typedef enum {
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MF_NONE = 1<<0,
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MF_NORMALS = 1<<1,
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MF_TRNORMALS = 1<<2,
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MF_COLORS = 1<<3,
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MF_STCOORDS = 1<<4,
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MF_LMCOORDS = 1<<5,
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MF_NOCULL = 1<<6,
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MF_NONBATCHED = 1<<7
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} meshfeatures_t;
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*/
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//colour manipulation
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typedef struct
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{
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enum {
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SHADER_FUNC_SIN,
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SHADER_FUNC_TRIANGLE,
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SHADER_FUNC_SQUARE,
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SHADER_FUNC_SAWTOOTH,
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SHADER_FUNC_INVERSESAWTOOTH,
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SHADER_FUNC_NOISE,
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SHADER_FUNC_CONSTANT
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} type; // SHADER_FUNC enum
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float args[4]; // offset, amplitude, phase_offset, rate
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} shaderfunc_t;
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//tecture coordinate manipulation
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typedef struct
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{
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enum {
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SHADER_TCMOD_NONE, //bug
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SHADER_TCMOD_SCALE, //some sorta tabled deformation
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SHADER_TCMOD_SCROLL, //boring moving texcoords with time
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SHADER_TCMOD_STRETCH, //constant factor
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SHADER_TCMOD_ROTATE,
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SHADER_TCMOD_TRANSFORM,
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SHADER_TCMOD_TURB
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} type;
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float args[6];
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} tcmod_t;
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//vertex positioning manipulation.
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typedef struct
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{
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enum {
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DEFORMV_NONE, //bug
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DEFORMV_MOVE,
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DEFORMV_WAVE,
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DEFORMV_NORMAL,
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DEFORMV_BULGE,
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DEFORMV_AUTOSPRITE,
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DEFORMV_AUTOSPRITE2,
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DEFORMV_PROJECTION_SHADOW
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} type;
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float args[4];
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shaderfunc_t func;
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} deformv_t;
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enum
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{
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/*source and dest factors match each other for easier parsing
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but they're not meant to ever be set on the shader itself
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NONE is also invalid, and is used to signify disabled, it should never be set on only one
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*/
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SBITS_SRCBLEND_NONE = 0x00000000,
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SBITS_SRCBLEND_ZERO = 0x00000001,
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SBITS_SRCBLEND_ONE = 0x00000002,
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SBITS_SRCBLEND_DST_COLOR = 0x00000003,
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SBITS_SRCBLEND_ONE_MINUS_DST_COLOR = 0x00000004,
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SBITS_SRCBLEND_SRC_ALPHA = 0x00000005,
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SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA = 0x00000006,
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SBITS_SRCBLEND_DST_ALPHA = 0x00000007,
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SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA = 0x00000008,
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SBITS_SRCBLEND_SRC_COLOR_INVALID = 0x00000009,
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SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID = 0x0000000a,
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SBITS_SRCBLEND_ALPHA_SATURATE = 0x0000000b,
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#define SBITS_SRCBLEND_BITS 0x0000000f
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/*must match src factors, just shifted 4*/
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SBITS_DSTBLEND_NONE = 0x00000000,
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SBITS_DSTBLEND_ZERO = 0x00000010,
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SBITS_DSTBLEND_ONE = 0x00000020,
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SBITS_DSTBLEND_DST_COLOR_INVALID = 0x00000030,
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SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID = 0x00000040,
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SBITS_DSTBLEND_SRC_ALPHA = 0x00000050,
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SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA = 0x00000060,
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SBITS_DSTBLEND_DST_ALPHA = 0x00000070,
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SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA = 0x00000080,
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SBITS_DSTBLEND_SRC_COLOR = 0x00000090,
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SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR = 0x000000a0,
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SBITS_DSTBLEND_ALPHA_SATURATE_INVALID = 0x000000b0,
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#define SBITS_DSTBLEND_BITS 0x000000f0
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#define SBITS_BLEND_BITS (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)
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SBITS_MASK_RED = 0x00000100,
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SBITS_MASK_GREEN = 0x00000200,
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SBITS_MASK_BLUE = 0x00000400,
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SBITS_MASK_ALPHA = 0x00000800,
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#define SBITS_MASK_BITS 0x00000f00
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SBITS_ATEST_NONE = 0x00000000,
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SBITS_ATEST_GT0 = 0x00001000,
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SBITS_ATEST_LT128 = 0x00002000,
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SBITS_ATEST_GE128 = 0x00003000,
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#define SBITS_ATEST_BITS 0x0000f000
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SBITS_MISC_DEPTHWRITE = 0x00010000,
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SBITS_MISC_NODEPTHTEST = 0x00020000,
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SBITS_MISC_DEPTHEQUALONLY = 0x00040000,
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SBITS_MISC_DEPTHCLOSERONLY = 0x00080000,
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//#define SBITS_MISC_BITS 0x000f0000
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SBITS_TRUFORM = 0x00100000,
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SBITS_AFFINE = 0x00200000,
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};
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typedef struct shaderpass_s {
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int numMergedPasses;
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#ifndef NOMEDIA
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struct cin_s *cin;
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#endif
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unsigned int shaderbits;
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enum {
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PBM_MODULATE,
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PBM_OVERBRIGHT,
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PBM_DECAL,
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PBM_ADD,
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PBM_DOTPRODUCT,
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PBM_REPLACE,
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PBM_REPLACELIGHT,
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PBM_MODULATE_PREV_COLOUR
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} blendmode;
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enum {
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RGB_GEN_WAVE,
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RGB_GEN_ENTITY,
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RGB_GEN_ONE_MINUS_ENTITY,
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RGB_GEN_VERTEX_LIGHTING,
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RGB_GEN_VERTEX_EXACT,
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RGB_GEN_ONE_MINUS_VERTEX,
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RGB_GEN_IDENTITY_LIGHTING,
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RGB_GEN_IDENTITY_OVERBRIGHT,
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RGB_GEN_IDENTITY,
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RGB_GEN_CONST,
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RGB_GEN_UNKNOWN,
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RGB_GEN_LIGHTING_DIFFUSE,
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RGB_GEN_TOPCOLOR,
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RGB_GEN_BOTTOMCOLOR
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} rgbgen;
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shaderfunc_t rgbgen_func;
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enum {
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ALPHA_GEN_ENTITY,
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ALPHA_GEN_WAVE,
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ALPHA_GEN_PORTAL,
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ALPHA_GEN_SPECULAR,
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ALPHA_GEN_IDENTITY,
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ALPHA_GEN_VERTEX,
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ALPHA_GEN_CONST
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} alphagen;
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shaderfunc_t alphagen_func;
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enum {
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TC_GEN_BASE, //basic specified texture coords
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TC_GEN_LIGHTMAP, //use loaded lightmap coords
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TC_GEN_ENVIRONMENT,
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TC_GEN_DOTPRODUCT,
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TC_GEN_VECTOR,
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//these are really for use only in glsl stuff or perhaps cubemaps, as they generate 3d coords.
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TC_GEN_NORMAL,
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TC_GEN_SVECTOR,
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TC_GEN_TVECTOR,
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TC_GEN_SKYBOX,
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TC_GEN_WOBBLESKY,
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TC_GEN_REFLECT,
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} tcgen;
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int numtcmods;
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tcmod_t tcmods[SHADER_MAX_TC_MODS];
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int anim_numframes;
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texid_t anim_frames[SHADER_MAX_ANIMFRAMES];
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float anim_fps;
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// unsigned int texturetype;
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enum {
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T_GEN_SINGLEMAP, //single texture specified in the shader
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T_GEN_ANIMMAP, //animating sequence of textures specified in the shader
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T_GEN_LIGHTMAP, //world light samples
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T_GEN_DELUXMAP, //world light directions
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T_GEN_SHADOWMAP, //light's depth values.
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T_GEN_LIGHTCUBEMAP, //light's projected cubemap
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T_GEN_DIFFUSE, //texture's default diffuse texture
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T_GEN_NORMALMAP, //texture's default normalmap
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T_GEN_SPECULAR, //texture's default specular texture
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T_GEN_UPPEROVERLAY, //texture's default personal colour
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T_GEN_LOWEROVERLAY, //texture's default team colour
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T_GEN_FULLBRIGHT, //texture's default fullbright overlay
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T_GEN_CURRENTRENDER,//copy the current screen to a texture, and draw that
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T_GEN_SOURCECOLOUR, //used for render-to-texture targets
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T_GEN_SOURCEDEPTH, //used for render-to-texture targets
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T_GEN_REFLECTION, //reflection image (mirror-as-fbo)
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T_GEN_REFRACTION, //refraction image (portal-as-fbo)
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T_GEN_REFRACTIONDEPTH, //refraction image (portal-as-fbo)
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T_GEN_RIPPLEMAP, //ripplemap image (water surface distortions-as-fbo)
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T_GEN_SOURCECUBE, //used for render-to-texture targets
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T_GEN_VIDEOMAP, //use the media playback as an image source, updating each frame for which it is visible
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T_GEN_CUBEMAP, //use a cubemap instead, otherwise like T_GEN_SINGLEMAP
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T_GEN_3DMAP, //use a 3d texture instead, otherwise T_GEN_SINGLEMAP.
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} texgen;
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enum {
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ST_DIFFUSEMAP,
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ST_AMBIENT,
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ST_BUMPMAP,
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ST_SPECULARMAP
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} stagetype;
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enum {
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SHADER_PASS_CLAMP = 1<<0, //needed for d3d's sampler states, infects image flags
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SHADER_PASS_NEAREST = 1<<1, //needed for d3d's sampler states, infects image flags
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SHADER_PASS_DEPTHCMP = 1<<2, //needed for d3d's sampler states
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SHADER_PASS_NOMIPMAP = 1<<3, //infects image flags
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SHADER_PASS_NOCOLORARRAY = 1<< 4,
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//FIXME: remove these
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SHADER_PASS_VIDEOMAP = 1 << 5,
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SHADER_PASS_DETAIL = 1 << 6,
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SHADER_PASS_LIGHTMAP = 1 << 7,
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SHADER_PASS_DELUXMAP = 1 << 8,
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SHADER_PASS_ANIMMAP = 1 << 9
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} flags;
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#ifdef D3D11QUAKE
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void *becache; //cache for blendstate objects.
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#endif
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} shaderpass_t;
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typedef struct
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{
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texid_t farbox_textures[6];
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texid_t nearbox_textures[6];
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} skydome_t;
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enum{
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PERMUTATION_GENERIC = 0,
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PERMUTATION_BUMPMAP = 1,
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PERMUTATION_FULLBRIGHT = 2,
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PERMUTATION_UPPERLOWER = 4,
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PERMUTATION_DELUXE = 8,
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PERMUTATION_SKELETAL = 16,
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PERMUTATION_FOG = 32,
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PERMUTATION_FRAMEBLEND = 64,
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#if MAXRLIGHTMAPS > 1
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PERMUTATION_LIGHTSTYLES = 128,
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#endif
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PERMUTATIONS = 256
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};
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enum shaderattribs_e
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{
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VATTR_VERTEX1,
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VATTR_VERTEX2,
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VATTR_COLOUR,
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VATTR_TEXCOORD,
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VATTR_LMCOORD,
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VATTR_NORMALS,
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VATTR_SNORMALS,
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VATTR_TNORMALS,
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VATTR_BONENUMS, /*skeletal only*/
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VATTR_BONEWEIGHTS, /*skeletal only*/
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#if MAXRLIGHTMAPS > 1
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VATTR_LMCOORD2,
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VATTR_LMCOORD3,
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VATTR_LMCOORD4,
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VATTR_COLOUR2,
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VATTR_COLOUR3,
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VATTR_COLOUR4,
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#endif
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VATTR_LEG_VERTEX, //note: traditionally this is actually index 0.
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//however, implementations are allowed to directly alias, or remap,
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//so we're never quite sure if 0 is enabled or not when using legacy functions.
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//as a result, we use legacy verticies always and never custom attribute 0 if we have any fixed function support.
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//we then depend upon gl_Vertex always being supported by the glsl compiler.
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//this is likely needed anyway to ensure that ftransform works properly and in all cases for stencil shadows.
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VATTR_LEG_COLOUR,
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VATTR_LEG_ELEMENTS,
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VATTR_LEG_TMU0,
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VATTR_LEG_FIRST=VATTR_LEG_VERTEX
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};
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typedef struct {
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enum shaderprogparmtype_e {
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SP_BAD, //never set (hopefully)
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/*entity properties*/
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SP_E_VBLEND,
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SP_E_LMSCALE, //lightmap scales
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SP_E_VLSCALE, //vertex lighting style scales
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SP_E_ORIGIN,
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SP_E_COLOURS,
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SP_E_COLOURSIDENT,
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SP_E_GLOWMOD,
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SP_E_TOPCOLOURS,
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SP_E_BOTTOMCOLOURS,
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SP_E_TIME,
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SP_E_L_DIR, /*these light values are non-dynamic light as in classic quake*/
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SP_E_L_MUL,
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SP_E_L_AMBIENT,
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SP_E_EYEPOS, /*viewer's eyepos, in model space*/
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SP_V_EYEPOS, /*viewer's eyepos, in world space*/
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SP_W_FOG,
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SP_M_ENTBONES,
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SP_M_VIEW,
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SP_M_MODEL,
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SP_M_MODELVIEW,
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SP_M_PROJECTION,
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SP_M_MODELVIEWPROJECTION,
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SP_M_INVVIEWPROJECTION,
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SP_M_INVMODELVIEWPROJECTION,
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SP_RENDERTEXTURESCALE, /*multiplier for currentrender->texcoord*/
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SP_LIGHTRADIUS, /*these light values are realtime lighting*/
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SP_LIGHTCOLOUR,
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SP_LIGHTCOLOURSCALE,
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SP_LIGHTPOSITION,
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SP_LIGHTSCREEN,
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SP_LIGHTCUBEMATRIX,
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SP_LIGHTSHADOWMAPPROJ,
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SP_LIGHTSHADOWMAPSCALE,
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//things that are set immediatly
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SP_FIRSTIMMEDIATE, //never set
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SP_CONSTI,
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SP_CONSTF,
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SP_CVARI,
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SP_CVARF,
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SP_CVAR3F,
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SP_TEXTURE
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} type;
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union
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{
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int ival;
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float fval;
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void *pval;
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};
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} shaderprogparm_t;
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union programhandle_u
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{
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int glsl;
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#ifdef D3DQUAKE
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struct
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{
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void *vert;
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void *frag;
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#ifdef D3D9QUAKE
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void *ctabf;
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void *ctabv;
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#endif
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#ifdef D3D11QUAKE
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int topology; //D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST
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void *hull;
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void *domain;
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void *layout;
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#endif
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} hlsl;
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#endif
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};
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typedef struct programshared_s
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{
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int refs;
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qboolean nofixedcompat;
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int numparams;
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shaderprogparm_t parm[SHADER_PROGPARMS_MAX];
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struct {
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union programhandle_u handle;
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unsigned int attrmask;
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unsigned int parm[SHADER_PROGPARMS_MAX];
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} permu[PERMUTATIONS];
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} program_t;
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typedef struct {
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float factor;
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float unit;
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} polyoffset_t;
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enum
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{
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LSHADER_STANDARD=0u, //stencil or shadowless
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LSHADER_CUBE=1u<<0, //has a cubemap
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LSHADER_SMAP=1u<<1, //filter based upon 6 directions of a shadowmap
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LSHADER_SPOT=1u<<2, //filter based upon a single spotlight shadowmap
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LSHADER_MODES=1u<<3
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};
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enum
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{
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//low numbers are used for various rtlight mode combinations
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bemoverride_crepuscular = LSHADER_MODES, //either black (non-sky) or a special crepuscular_sky shader
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bemoverride_depthonly, //depth masked. replace if you want alpha test.
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bemoverride_depthdark, //itself or a pure-black shader. replace for alpha test.
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bemoverride_prelight, //prelighting
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bemoverride_fog, //post-render volumetric fog
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bemoverride_max
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};
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struct shader_s
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{
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char name[MAX_QPATH];
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enum {
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SUF_NONE = 0,
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SUF_LIGHTMAP = 1<<0, //$lightmap passes are valid. otherwise collapsed to an rgbgen
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SUF_2D = 1<<1 //any loaded textures will obey 2d picmips rather than 3d picmips
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} usageflags; //
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int uses; //released when the uses drops to 0
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int width; //when used as an image, this is the logical 'width' of the image
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int height;
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int numpasses;
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texnums_t defaulttextures;
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struct shader_s *next;
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int id;
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//end of shared fields.
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shader_t *bemoverrides[bemoverride_max];
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shader_t *remapto; //render using this shader instead. for q3 nonsense.
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float remaptime;
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byte_vec4_t fog_color;
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float fog_dist;
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float portaldist;
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int numdeforms;
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deformv_t deforms[SHADER_DEFORM_MAX];
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polyoffset_t polyoffset;
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#define SHADER_CULL_FLIP (SHADER_CULL_FRONT|SHADER_CULL_BACK)
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enum {
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SHADER_SKY = 1 << 0,
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SHADER_NOMIPMAPS = 1 << 1,
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SHADER_NOPICMIP = 1 << 2,
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SHADER_CULL_FRONT = 1 << 3,
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SHADER_CULL_BACK = 1 << 4,
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SHADER_DEFORMV_BULGE = 1 << 5,
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SHADER_AUTOSPRITE = 1 << 6,
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SHADER_FLARE = 1 << 7,
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SHADER_NOIMAGE = 1 << 8,
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SHADER_ENTITY_MERGABLE = 1 << 9,
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SHADER_VIDEOMAP = 1 << 10,
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SHADER_DEPTHWRITE = 1 << 11, //some pass already wrote depth. not used by the renderer.
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SHADER_AGEN_PORTAL = 1 << 12,
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SHADER_BLEND = 1 << 13, //blend or alphatest (not 100% opaque).
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SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders.
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SHADER_NODLIGHT = 1 << 15, //from surfaceflags
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SHADER_HASLIGHTMAP = 1 << 16,
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SHADER_HASTOPBOTTOM = 1 << 17,
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SHADER_STATICDATA = 1 << 18, //set if true: no deforms, no tcgen, rgbgen=identitylighting, alphagen=identity, tmu0=st + tmu1=lm(if available) for every pass, no norms
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SHADER_HASREFLECT = 1 << 19, //says that we need to generate a reflection image first
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SHADER_HASREFRACT = 1 << 20, //says that we need to generate a refraction image first
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SHADER_HASREFRACTDEPTH = 1 << 21, //refraction generation needs to generate a depth texture too.
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SHADER_HASNORMALMAP = 1 << 22, //says that we need to load a normalmap texture
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SHADER_HASRIPPLEMAP = 1 << 23, //water surface disturbances for water splashes
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SHADER_HASGLOSS = 1 << 24, //
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SHADER_NOSHADOWS = 1 << 25, //don't cast shadows
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} flags;
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program_t *prog;
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shaderpass_t passes[SHADER_PASS_MAX];
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shadersort_t sort;
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skydome_t *skydome;
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shader_gen_t *generator;
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char *genargs;
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// meshfeatures_t features;
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bucket_t bucket;
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};
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extern unsigned int r_numshaders;
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extern unsigned int r_maxshaders;
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extern shader_t **r_shaders;
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extern int be_maxpasses;
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void R_UnloadShader(shader_t *shader);
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shader_t *R_RegisterPic (const char *name);
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shader_t *R_RegisterShader (const char *name, unsigned int usageflags, const char *shaderscript);
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shader_t *R_RegisterShader_Lightmap (const char *name);
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shader_t *R_RegisterShader_Vertex (const char *name);
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shader_t *R_RegisterShader_Flare (const char *name);
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shader_t *R_RegisterSkin (const char *shadername, const char *modname);
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shader_t *R_RegisterCustom (const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args);
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void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader);
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void R_RemapShader(const char *sourcename, const char *destname, float timeoffset);
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cin_t *R_ShaderGetCinematic(shader_t *s);
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cin_t *R_ShaderFindCinematic(const char *name);
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void Shader_DefaultSkinShell(const char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPLM(const char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPQ1(const char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPQ2(const char *shortname, shader_t *s, const void *args);
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void Shader_DefaultWaterShader(const char *shortname, shader_t *s, const void *args);
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void Shader_DefaultSkybox(const char *shortname, shader_t *s, const void *args);
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void Shader_DefaultCinematic(const char *shortname, shader_t *s, const void *args);
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void Shader_DefaultScript(const char *shortname, shader_t *s, const void *args);
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void Shader_ResetRemaps(void); //called on map changes to reset remapped shaders.
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void Shader_DoReload(void); //called when the shader system dies.
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void Shader_Shutdown (void);
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qboolean Shader_Init (void);
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void Shader_NeedReload(qboolean rescanfs);
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void Shader_WriteOutGenerics_f(void);
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void Shader_RemapShader_f(void);
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mfog_t *CM_FogForOrigin(vec3_t org);
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#define BEF_FORCEDEPTHWRITE 1
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#define BEF_FORCEDEPTHTEST 2
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#define BEF_FORCEADDITIVE 4 //blend dest = GL_ONE
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#define BEF_FORCETRANSPARENT 8 //texenv replace -> modulate
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#define BEF_FORCENODEPTH 16 //disables any and all depth.
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#define BEF_PUSHDEPTH 32 //additional polygon offset
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#define BEF_NODLIGHT 64 //don't use a dlight pass
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#define BEF_NOSHADOWS 128 //don't appear in shadows
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#define BEF_FORCECOLOURMOD 256 //q3 shaders default to 'rgbgen identity', and ignore ent colours. this forces ent colours to be considered
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#define BEF_LINES 512 //draw line pairs instead of triangles.
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typedef struct
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{
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int fbo;
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int rb_size[2];
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int rb_depth;
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int rb_stencil;
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int rb_depthstencil;
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texid_t colour;
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unsigned int enables;
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} fbostate_t;
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#define FBO_RB_COLOUR 1
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#define FBO_RB_DEPTH 2
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#define FBO_RB_STENCIL 4
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#define FBO_RESET 8 //resize all renderbuffers / free any that are not active. implied if the sizes differ
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#define FBO_TEX_COLOUR 16 //internal
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#define FBO_TEX_DEPTH 32 //internal
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#define FBO_TEX_STENCIL 64 //internal
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typedef struct
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{
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char *progpath; //path to use for glsl/hlsl
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char *blobpath; //path to use for binary glsl/hlsl blobs.
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char *shadernamefmt; //optional postfix for shader names for this renderer FIXME: should probably have multiple, for gles to fallback to desktop gl etc.
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qboolean progs_supported; //can use programs (all but gles1)
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qboolean progs_required; //no fixed function if this is true (d3d11, gles, gl3core)
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unsigned int minver; //lowest glsl version usable
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unsigned int maxver; //highest glsl version usable
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qboolean tex_env_combine;
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qboolean nv_tex_env_combine4;
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qboolean env_add;
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void (*pDeleteProg) (program_t *prog, unsigned int permu);
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qboolean (*pLoadBlob) (program_t *prog, const char *name, unsigned int permu, vfsfile_t *blobfile);
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qboolean (*pCreateProgram) (program_t *prog, const char *name, unsigned int permu, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *frag, qboolean noerrors, vfsfile_t *blobfile);
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void (*pProgAutoFields) (program_t *prog, char **cvarnames, int *cvartypes);
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} sh_config_t;
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extern sh_config_t sh_config;
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#ifdef GLQUAKE
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void GLBE_Init(void);
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void GLBE_Shutdown(void);
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void GLBE_SelectMode(backendmode_t mode);
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void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void GLBE_SubmitBatch(batch_t *batch);
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batch_t *GLBE_GetTempBatch(void);
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void GLBE_GenBrushModelVBO(model_t *mod);
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void GLBE_ClearVBO(vbo_t *vbo);
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void GLBE_UploadAllLightmaps(void);
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void GLBE_DrawWorld (qboolean drawworld, qbyte *vis);
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qboolean GLBE_LightCullModel(vec3_t org, model_t *model);
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void GLBE_SelectEntity(entity_t *ent);
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qboolean GLBE_SelectDLight(dlight_t *dl, vec3_t colour, unsigned int lmode);
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void GLBE_Scissor(srect_t *rect);
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void GLBE_SubmitMeshes (qboolean drawworld, int start, int stop);
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//void GLBE_RenderToTexture(texid_t sourcecol, texid_t sourcedepth, texid_t destcol, texid_t destdepth, qboolean usedepth);
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void GLBE_RenderToTextureUpdate2d(qboolean destchanged);
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void GLBE_VBO_Begin(vbobctx_t *ctx, unsigned int maxsize);
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void GLBE_VBO_Data(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray);
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void GLBE_VBO_Finish(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray);
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void GLBE_VBO_Destroy(vboarray_t *vearray);
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void GLBE_FBO_Sources(texid_t sourcecolour, texid_t sourcedepth);
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int GLBE_FBO_Push(fbostate_t *state);
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void GLBE_FBO_Pop(int oldfbo);
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void GLBE_FBO_Destroy(fbostate_t *state);
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int GLBE_FBO_Update(fbostate_t *state, qboolean bind, unsigned int enables, texid_t destcol, texid_t destdepth, int width, int height);
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#endif
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#ifdef D3D9QUAKE
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void D3D9BE_Init(void);
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void D3D9BE_Shutdown(void);
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void D3D9BE_SelectMode(backendmode_t mode);
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void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3D9BE_SubmitBatch(batch_t *batch);
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batch_t *D3D9BE_GetTempBatch(void);
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void D3D9BE_GenBrushModelVBO(model_t *mod);
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void D3D9BE_ClearVBO(vbo_t *vbo);
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void D3D9BE_UploadAllLightmaps(void);
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void D3D9BE_DrawWorld (qboolean drawworld, qbyte *vis);
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qboolean D3D9BE_LightCullModel(vec3_t org, model_t *model);
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void D3D9BE_SelectEntity(entity_t *ent);
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qboolean D3D9BE_SelectDLight(dlight_t *dl, vec3_t colour, unsigned int lmode);
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void D3D9BE_VBO_Begin(vbobctx_t *ctx, unsigned int maxsize);
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void D3D9BE_VBO_Data(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray);
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void D3D9BE_VBO_Finish(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray);
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void D3D9BE_VBO_Destroy(vboarray_t *vearray);
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void D3D9BE_Scissor(srect_t *rect);
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void D3D9Shader_Init(void);
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void D3D9BE_Reset(qboolean before);
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#endif
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#ifdef D3D11QUAKE
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void D3D11BE_Init(void);
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void D3D11BE_Shutdown(void);
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void D3D11BE_SelectMode(backendmode_t mode);
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void D3D11BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3D11BE_SubmitBatch(batch_t *batch);
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batch_t *D3D11BE_GetTempBatch(void);
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void D3D11BE_GenBrushModelVBO(model_t *mod);
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void D3D11BE_ClearVBO(vbo_t *vbo);
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void D3D11BE_UploadAllLightmaps(void);
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void D3D11BE_DrawWorld (qboolean drawworld, qbyte *vis);
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qboolean D3D11BE_LightCullModel(vec3_t org, model_t *model);
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void D3D11BE_SelectEntity(entity_t *ent);
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qboolean D3D11BE_SelectDLight(dlight_t *dl, vec3_t colour, unsigned int lmode);
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qboolean D3D11Shader_Init(unsigned int featurelevel);
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void D3D11BE_Reset(qboolean before);
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void D3D11BE_SetupViewCBuffer(void);
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void D3D11_UploadLightmap(lightmapinfo_t *lm);
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void D3D11BE_VBO_Begin(vbobctx_t *ctx, unsigned int maxsize);
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void D3D11BE_VBO_Data(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray);
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void D3D11BE_VBO_Finish(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray);
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void D3D11BE_VBO_Destroy(vboarray_t *vearray);
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void D3D11BE_Scissor(srect_t *rect);
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#endif
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//Builds a hardware shader from the software representation
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void BE_GenerateProgram(shader_t *shader);
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void Sh_RegisterCvars(void);
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#ifdef RTLIGHTS
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//
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void GLBE_PushOffsetShadow(qboolean foobar);
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//sets up gl for depth-only FIXME
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int GLBE_SetupForShadowMap(texid_t shadowmaptex, int texwidth, int texheight, float shadowscale);
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//Called from shadowmapping code into backend
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void GLBE_BaseEntTextures(void);
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void D3D9BE_BaseEntTextures(void);
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void D3D11BE_BaseEntTextures(void);
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//prebuilds shadow volumes
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void Sh_PreGenerateLights(void);
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//Draws lights, called from the backend
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void Sh_DrawLights(qbyte *vis);
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void Sh_CheckSettings(void);
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void SH_FreeShadowMesh(struct shadowmesh_s *sm);
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//frees all memory
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void Sh_Shutdown(void);
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//resize any textures to match new screen resize
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void Sh_Reset(void);
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qboolean Sh_StencilShadowsActive(void);
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#else
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#define Sh_StencilShadowsActive() false
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#endif
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struct shader_field_names_s
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{
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char *name;
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enum shaderprogparmtype_e ptype;
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};
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extern struct shader_field_names_s shader_field_names[];
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extern struct shader_field_names_s shader_unif_names[];
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extern struct shader_field_names_s shader_attr_names[];
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#endif
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