mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
12d3e48785
Added some explicit IMGFMT_ constants for qc. Apply contrast after gamma, instead of before, should give a slightly more colourful result. Version command now lists supported image formats (separately from extensions). More BIH fixes. Add patchDefWS parsing in .map files, for rgba vertex colours. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5444 fc73d0e0-1445-4013-8a0c-d673dee63da5
1028 lines
37 KiB
C
1028 lines
37 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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struct shaderparsestate_s;
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typedef void (shader_gen_t)(struct shaderparsestate_s *ps, const char *name, const void *args);
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#define SHADER_TMU_MAX 16
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#define SHADER_PASS_MAX 16
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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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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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SHADER_TCMOD_PAGE //use a texture atlas. horizontal frames, vertical frames, time divisor
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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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DEFORMV_TEXT
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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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#define SBITS_ATEST_SHIFT 12
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SBITS_MISC_DEPTHWRITE = 0x00010000,
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SBITS_MISC_NODEPTHTEST = 0x00020000, //strictly speaking, this is NOT the same as 'depthfunc always', which is unfortunate.
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SBITS_DEPTHFUNC_CLOSEREQUAL = 0x00000000,
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SBITS_DEPTHFUNC_EQUAL = 0x00040000,
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SBITS_DEPTHFUNC_CLOSER = 0x00080000,
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SBITS_DEPTHFUNC_FURTHER = 0x000c0000,
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#define SBITS_DEPTHFUNC_BITS 0x000c0000
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SBITS_TESSELLATION = 0x00100000,
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SBITS_AFFINE = 0x00200000,
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//provided for the backend to hack about with
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SBITS_LINES = 0x80000000
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};
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typedef struct shaderpass_s {
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int numMergedPasses;
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struct programshared_s *prog;
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#ifdef HAVE_MEDIA_DECODER
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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_ENTITY_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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TC_GEN_UNSPECIFIED
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} tcgen;
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vec3_t tcgenvec[2]; //bloat :(
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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_PALETTED, //texture's original paletted data (8bit)
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T_GEN_REFLECTCUBE, //dpreflectcube
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T_GEN_REFLECTMASK, //dpreflectcube mask
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T_GEN_DISPLACEMENT, //displacement texture (probably half-float or something so higher precision than normalmap.a)
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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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#ifdef HAVE_MEDIA_DECODER
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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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#endif
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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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#define GBUFFER_COUNT 8
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#define T_GEN_GBUFFERCASE T_GEN_GBUFFER0:case T_GEN_GBUFFER1:case T_GEN_GBUFFER2:case T_GEN_GBUFFER3:case T_GEN_GBUFFER4:case T_GEN_GBUFFER5:case T_GEN_GBUFFER6:case T_GEN_GBUFFER7
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T_GEN_GBUFFER0, //one of the gbuffer images (deferred lighting).
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T_GEN_GBUFFER1, //one of the gbuffer images (deferred lighting).
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T_GEN_GBUFFER2, //one of the gbuffer images (deferred lighting).
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T_GEN_GBUFFER3, //one of the gbuffer images (deferred lighting).
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T_GEN_GBUFFER4, //one of the gbuffer images (deferred lighting).
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T_GEN_GBUFFER5, //one of the gbuffer images (deferred lighting).
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T_GEN_GBUFFER6, //one of the gbuffer images (deferred lighting).
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T_GEN_GBUFFER7, //one of the gbuffer images (deferred lighting).
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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, MUST MATCH IMAGE FLAGS
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SHADER_PASS_NOMIPMAP = 1<<1, //needed for d3d's sampler states, MUST MATCH IMAGE FLAGS
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SHADER_PASS_NEAREST = 1<<2, //needed for d3d's sampler states, MUST MATCH IMAGE FLAGS
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SHADER_PASS_LINEAR = 1<<3, //needed for d3d's sampler states, MUST MATCH IMAGE FLAGS
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SHADER_PASS_UIPIC = 1<<4, // MUST MATCH IMAGE FLAGS
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SHADER_PASS_DEPTHCMP = 1<<5, //needed for d3d11's sampler states
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SHADER_PASS_SRGB = 1<<6, //d3d9 does srgb via samplers. everyone else does it via texture formats
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#define SHADER_PASS_IMAGE_FLAGS_D3D8 (SHADER_PASS_CLAMP|SHADER_PASS_NOMIPMAP|SHADER_PASS_NEAREST|SHADER_PASS_LINEAR|SHADER_PASS_UIPIC)
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#define SHADER_PASS_IMAGE_FLAGS_D3D9 (SHADER_PASS_CLAMP|SHADER_PASS_NOMIPMAP|SHADER_PASS_NEAREST|SHADER_PASS_LINEAR|SHADER_PASS_UIPIC|SHADER_PASS_SRGB)
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#define SHADER_PASS_IMAGE_FLAGS_D3D11 (SHADER_PASS_CLAMP|SHADER_PASS_NOMIPMAP|SHADER_PASS_NEAREST|SHADER_PASS_LINEAR|SHADER_PASS_UIPIC|SHADER_PASS_DEPTHCMP) //NEEDS to be tightly-packed. indexing will bug out otherwise.
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SHADER_PASS_NOCOLORARRAY = 1<<7,
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//FIXME: remove these
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SHADER_PASS_VIDEOMAP = 1 << 8,
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SHADER_PASS_DETAIL = 1 << 9,
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SHADER_PASS_LIGHTMAP = 1 << 10,
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SHADER_PASS_DELUXMAP = 1 << 11,
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SHADER_PASS_ANIMMAP = 1 << 12
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} flags;
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#if defined(D3D11QUAKE) || defined(VKQUAKE)
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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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#define PERMUTATION_GENERIC 0
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#define PERMUTATION_BUMPMAP (1u<<PERMUTATION_BIT_BUMPMAP)
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PERMUTATION_BIT_BUMPMAP, //FIXME: make argument somehow
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#define PERMUTATION_FULLBRIGHT (1u<<PERMUTATION_BIT_FULLBRIGHT)
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PERMUTATION_BIT_FULLBRIGHT, //FIXME: make argument somehow
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#define PERMUTATION_UPPERLOWER (1u<<PERMUTATION_BIT_UPPERLOWER)
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PERMUTATION_BIT_UPPERLOWER, //FIXME: make argument somehow
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#define PERMUTATION_REFLECTCUBEMASK (1u<<PERMUTATION_BIT_REFLECTCUBEMASK)
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PERMUTATION_BIT_REFLECTCUBEMASK, //FIXME: make argument somehow
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#ifdef SKELETALMODELS
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#define PERMUTATION_SKELETAL (1u<<PERMUTATION_BIT_SKELETAL)
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PERMUTATION_BIT_SKELETAL,
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#else
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#define PERMUTATION_SKELETAL 0u
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#endif
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#define PERMUTATION_FOG (1u<<PERMUTATION_BIT_FOG)
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PERMUTATION_BIT_FOG, //FIXME: remove (recompile shaders if its enabled).
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#ifdef NONSKELETALMODELS
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#define PERMUTATION_FRAMEBLEND (1u<<PERMUTATION_BIT_FRAMEBLEND)
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PERMUTATION_BIT_FRAMEBLEND,
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#else
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#define PERMUTATION_FRAMEBLEND 0u
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#endif
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#if MAXRLIGHTMAPS > 1
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#define PERMUTATION_LIGHTSTYLES (1u<<PERMUTATION_BIT_LIGHTSTYLES)
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PERMUTATION_BIT_LIGHTSTYLES, //FIXME: make argument
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#else
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#define PERMUTATION_LIGHTSTYLES 0u
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#endif
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PERMUTATION_BIT_MAX
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};
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#define PERMUTATIONS (1u<<PERMUTATION_BIT_MAX)
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extern cvar_t r_fog_permutation;
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enum shaderattribs_e
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{
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//GLES2 has a limit of 8.
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//GL2 has a limit of 16.
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//vendors may provide more.
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VATTR_VERTEX1=0, //NOTE: read the comment about VATTR_LEG_VERTEX
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VATTR_VERTEX2=1,
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VATTR_COLOUR=2,
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VATTR_TEXCOORD=3,
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VATTR_LMCOORD=4,
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VATTR_NORMALS=5,
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VATTR_SNORMALS=6,
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VATTR_TNORMALS=7,
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VATTR_BONENUMS=8, /*skeletal only*/
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VATTR_BONEWEIGHTS=9, /*skeletal only*/
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#if MAXRLIGHTMAPS > 1
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VATTR_LMCOORD2=10,
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VATTR_LMCOORD3=11,
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VATTR_LMCOORD4=12,
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VATTR_COLOUR2=13,
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VATTR_COLOUR3=14,
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VATTR_COLOUR4=15,
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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
|
|
SP_E_VLSCALE, //vertex lighting style scales
|
|
SP_E_ORIGIN,
|
|
SP_E_COLOURS,
|
|
SP_E_COLOURSIDENT,
|
|
SP_E_GLOWMOD,
|
|
SP_E_TOPCOLOURS,
|
|
SP_E_BOTTOMCOLOURS,
|
|
SP_E_TIME,
|
|
SP_E_L_DIR, /*these light values are non-dynamic light as in classic quake*/
|
|
SP_E_L_MUL,
|
|
SP_E_L_AMBIENT,
|
|
SP_E_EYEPOS, /*viewer's eyepos, in model space*/
|
|
SP_V_EYEPOS, /*viewer's eyepos, in world space*/
|
|
SP_W_FOG,
|
|
SP_W_USER, //user-specified blob of data.
|
|
|
|
SP_M_ENTBONES_PACKED,
|
|
SP_M_ENTBONES_MAT3X4,
|
|
SP_M_VIEW,
|
|
SP_M_MODEL,
|
|
SP_M_MODELVIEW,
|
|
SP_M_PROJECTION,
|
|
SP_M_MODELVIEWPROJECTION,
|
|
SP_M_INVVIEWPROJECTION,
|
|
SP_M_INVMODELVIEWPROJECTION,
|
|
|
|
SP_RENDERTEXTURESCALE, /*multiplier for currentrender->texcoord*/
|
|
SP_SOURCESIZE, /*size of $sourcecolour*/
|
|
|
|
SP_S_COLOUR,
|
|
|
|
SP_LIGHTRADIUS, /*these light values are realtime lighting*/
|
|
SP_LIGHTCOLOUR,
|
|
SP_LIGHTCOLOURSCALE,
|
|
SP_LIGHTPOSITION,
|
|
SP_LIGHTDIRECTION,
|
|
SP_LIGHTSCREEN,
|
|
SP_LIGHTCUBEMATRIX,
|
|
SP_LIGHTSHADOWMAPPROJ,
|
|
SP_LIGHTSHADOWMAPSCALE,
|
|
|
|
//things that are set immediatly
|
|
SP_FIRSTIMMEDIATE, //never set
|
|
SP_CONSTI,
|
|
SP_CONSTF,
|
|
SP_CVARI,
|
|
SP_CVARF,
|
|
SP_CVAR3F,
|
|
SP_TEXTURE
|
|
} type;
|
|
union
|
|
{
|
|
int ival;
|
|
float fval;
|
|
void *pval;
|
|
};
|
|
unsigned int handle;
|
|
} shaderprogparm_t;
|
|
|
|
struct programpermu_s
|
|
{
|
|
#if defined(GLQUAKE) || defined(D3DQUAKE)
|
|
union programhandle_u
|
|
{
|
|
#ifdef GLQUAKE
|
|
struct
|
|
{
|
|
int handle;
|
|
qboolean usetesselation;
|
|
} glsl;
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
struct
|
|
{
|
|
void *vert;
|
|
void *frag;
|
|
#ifdef D3D9QUAKE
|
|
void *ctabf;
|
|
void *ctabv;
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
int topology; //D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST
|
|
void *hull;
|
|
void *domain;
|
|
void *geom;
|
|
void *layouts[2];
|
|
#endif
|
|
} hlsl;
|
|
#endif
|
|
} h;
|
|
#endif
|
|
#ifdef GLQUAKE
|
|
int factorsuniform;
|
|
#endif
|
|
unsigned int permutation;
|
|
unsigned int attrmask;
|
|
unsigned int texmask; //'standard' textures that are in use
|
|
unsigned int numparms;
|
|
shaderprogparm_t *parm;
|
|
};
|
|
|
|
typedef struct programshared_s
|
|
{
|
|
char *name;
|
|
int refs;
|
|
unsigned nofixedcompat:1;
|
|
unsigned tess:2;
|
|
unsigned geom:1;
|
|
unsigned warned:1; //one of the permutations of this shader has already been warned about. don't warn about all of them because that's potentially spammy.
|
|
unsigned short numsamplers; //shader system can strip any passes above this
|
|
unsigned int defaulttextures; //diffuse etc
|
|
|
|
unsigned int supportedpermutations;
|
|
unsigned char *cvardata;
|
|
unsigned int cvardatasize;
|
|
#ifdef VKQUAKE
|
|
qVkShaderModule vert; //for slightly faster regeneration
|
|
qVkShaderModule frag;
|
|
qVkPipelineLayout layout; //all permutations share the same layout. I'm too lazy not to.
|
|
qVkDescriptorSetLayout desclayout;
|
|
struct pipeline_s *pipelines;
|
|
#endif
|
|
#define DELAYEDSHADERCOMPILE
|
|
#ifdef DELAYEDSHADERCOMPILE
|
|
int shaderver; //glsl version
|
|
char *preshade; //general prefixed #defines
|
|
char *shadertext; //the glsl text
|
|
unsigned char failed[(PERMUTATIONS+7)/8]; //so we don't try recompiling endlessly
|
|
struct programpermu_s *permu[PERMUTATIONS]; //set once compiled.
|
|
#endif
|
|
} program_t;
|
|
|
|
typedef struct {
|
|
float factor;
|
|
float unit;
|
|
} polyoffset_t;
|
|
|
|
enum
|
|
{
|
|
LSHADER_STANDARD=0u, //stencil or shadowless
|
|
LSHADER_CUBE=1u<<0, //has a cubemap filter (FIXME: use custom 2d filter on spot lights)
|
|
LSHADER_SMAP=1u<<1, //filter based upon a shadowmap instead of stencil/unlit
|
|
LSHADER_SPOT=1u<<2, //filter based upon a single spotlight shadowmap
|
|
#ifdef LFLAG_ORTHO
|
|
LSHADER_ORTHO=1u<<3, //uses a parallel projection(ortho) matrix, with the light source being an entire plane instead of a singular point. which is weird. read: infinitely far away sunlight
|
|
LSHADER_MODES=1u<<4
|
|
#else
|
|
LSHADER_ORTHO=0, //so bitmasks return false
|
|
LSHADER_MODES=1u<<3
|
|
#endif
|
|
};
|
|
enum
|
|
{
|
|
//low numbers are used for various rtlight mode combinations
|
|
bemoverride_crepuscular = LSHADER_MODES, //either black (non-sky) or a special crepuscular_sky shader
|
|
bemoverride_depthonly, //depth masked. replace if you want alpha test.
|
|
bemoverride_depthdark, //itself or a pure-black shader. replace for alpha test.
|
|
bemoverride_gbuffer, //prelighting
|
|
bemoverride_fog, //post-render volumetric fog
|
|
bemoverride_max
|
|
};
|
|
//FIXME: split into separate materials and shaders
|
|
struct shader_s
|
|
{
|
|
char name[MAX_QPATH];
|
|
enum {
|
|
SUF_NONE = 0,
|
|
SUF_LIGHTMAP = 1<<0, //$lightmap passes are valid. otherwise collapsed to an rgbgen
|
|
SUF_2D = 1<<1, //any loaded textures will obey 2d picmips rather than 3d picmips
|
|
SUR_FORCEFALLBACK = 1<<2//shader fallback is forced, will not load from disk
|
|
} usageflags; //
|
|
int uses; //released when the uses drops to 0
|
|
int width; //when used as an image, this is the logical 'width' of the image. FIXME.
|
|
int height;
|
|
int numpasses;
|
|
unsigned int numdefaulttextures; //0 is effectively 1.
|
|
float defaulttextures_fps;
|
|
texnums_t *defaulttextures; //must always have at least one entry. multiple will only appear if the diffuse texture was animmapped.
|
|
struct shader_s *next;
|
|
int id;
|
|
|
|
rshader_t *bemoverrides[bemoverride_max];
|
|
material_t *remapto; //render using this material instead. for q3 nonsense.
|
|
float remaptime;
|
|
|
|
byte_vec4_t fog_color;
|
|
float fog_dist;
|
|
float portaldist;
|
|
float portalfboscale; //if we're using texturemaps for portal recursion, this is the scale of the texture relative to the screen.
|
|
|
|
int numdeforms;
|
|
deformv_t deforms[SHADER_DEFORM_MAX];
|
|
|
|
polyoffset_t polyoffset;
|
|
|
|
#define SHADER_CULL_FLIP (SHADER_CULL_FRONT|SHADER_CULL_BACK)
|
|
enum {
|
|
SHADER_SKY = 1 << 0,
|
|
SHADER_NOMIPMAPS = 1 << 1,
|
|
SHADER_NOPICMIP = 1 << 2,
|
|
SHADER_CULL_FRONT = 1 << 3,
|
|
SHADER_CULL_BACK = 1 << 4,
|
|
SHADER_NOMARKS = 1 << 5,
|
|
SHADER_POLYGONOFFSET = 1 << 6,
|
|
SHADER_FLARE = 1 << 7,
|
|
SHADER_NEEDSARRAYS = 1 << 8, //shader uses deforms or rgbmod tcmods or something that will not work well with sparse vbos
|
|
SHADER_ENTITY_MERGABLE = 1 << 9,
|
|
SHADER_VIDEOMAP = 1 << 10,
|
|
SHADER_DEPTHWRITE = 1 << 11, //some pass already wrote depth. not used by the renderer.
|
|
SHADER_AGEN_PORTAL = 1 << 12,
|
|
SHADER_BLEND = 1 << 13, //blend or alphatest (not 100% opaque).
|
|
SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders.
|
|
|
|
SHADER_NODLIGHT = 1 << 15, //from surfaceflags
|
|
SHADER_HASLIGHTMAP = 1 << 16,
|
|
SHADER_HASTOPBOTTOM = 1 << 17,
|
|
// 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
|
|
SHADER_HASREFLECT = 1 << 19, //says that we need to generate a reflection image first
|
|
SHADER_HASREFRACT = 1 << 20, //says that we need to generate a refraction image first
|
|
SHADER_HASREFRACTDEPTH = 1 << 21, //refraction generation needs to generate a depth texture too.
|
|
SHADER_HASNORMALMAP = 1 << 22, //says that we need to load a normalmap texture
|
|
SHADER_HASRIPPLEMAP = 1 << 23, //water surface disturbances for water splashes
|
|
SHADER_HASGLOSS = 1 << 24, //needs a _spec texture, if possible.
|
|
SHADER_NOSHADOWS = 1 << 25, //don't cast shadows
|
|
SHADER_HASFULLBRIGHT = 1 << 26, //needs a fullbright texture, if possible.
|
|
SHADER_HASDIFFUSE = 1 << 27, //has a T_GEN_DIFFUSE pass
|
|
SHADER_HASPALETTED = 1 << 28, //has a T_GEN_PALETTED pass
|
|
SHADER_HASCURRENTRENDER = 1 << 29, //has a $currentrender pass
|
|
SHADER_HASPORTAL = 1 << 30, //reflection image is actually a portal rather than a simple reflection (must be paired with SHADER_HASREFRACT)
|
|
SHADER_HASDISPLACEMENT = (int)(1u << 31)
|
|
} flags;
|
|
|
|
program_t *prog;
|
|
|
|
shaderpass_t passes[SHADER_PASS_MAX];
|
|
|
|
shadersort_t sort;
|
|
|
|
skydome_t *skydome;
|
|
shader_gen_t *generator;
|
|
char *genargs;
|
|
|
|
struct shader_clutter_s
|
|
{
|
|
struct shader_clutter_s *next;
|
|
float scalemin;
|
|
float scalemax;
|
|
float anglemin;
|
|
float anglemax;
|
|
float spacing;
|
|
float zofs;
|
|
char modelname[1];
|
|
} *clutter;
|
|
|
|
bucket_t bucket;
|
|
|
|
#define MATERIAL_FACTOR_BASE 0
|
|
#define MATERIAL_FACTOR_SPEC 1
|
|
#define MATERIAL_FACTOR_EMIT 2
|
|
#define MATERIAL_FACTOR_COUNT 3
|
|
vec4_t factors[MATERIAL_FACTOR_COUNT];
|
|
|
|
//arranged as a series of vec4s
|
|
/* struct
|
|
{
|
|
float offsetmappingscale; //default 1
|
|
float offsetmappingbias; //default 0
|
|
float specularexpscale; //default 1*gl_specular_power
|
|
float specularvalscale; //default 1*gl_specular
|
|
} fragpushdata;
|
|
*/
|
|
};
|
|
|
|
extern unsigned int r_numshaders;
|
|
extern unsigned int r_maxshaders;
|
|
extern shader_t **r_shaders;
|
|
extern int be_maxpasses;
|
|
|
|
|
|
char *Shader_GetShaderBody(shader_t *s, char *fname, size_t fnamesize);
|
|
void R_UnloadShader(shader_t *shader);
|
|
int R_GetShaderSizes(shader_t *shader, int *width, int *height, qboolean blocktillloaded);
|
|
shader_t *R_RegisterPic (const char *name, const char *subdirs);
|
|
shader_t *QDECL R_RegisterShader (const char *name, unsigned int usageflags, const char *shaderscript);
|
|
shader_t *R_RegisterShader_Lightmap (const char *name);
|
|
shader_t *R_RegisterShader_Vertex (const char *name);
|
|
shader_t *R_RegisterShader_Flare (const char *name);
|
|
shader_t *QDECL R_RegisterSkin (const char *shadername, const char *modname);
|
|
shader_t *R_RegisterCustom (const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args);
|
|
//once loaded, most shaders should have one of the following two calls used upon it
|
|
void QDECL R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader, unsigned int imageflags);
|
|
void QDECL R_BuildLegacyTexnums(shader_t *shader, const char *fallbackname, const char *subpath, unsigned int loadflags, unsigned int imageflags, uploadfmt_t basefmt, size_t width, size_t height, qbyte *mipdata[4], qbyte *palette);
|
|
void R_RemapShader(const char *sourcename, const char *destname, float timeoffset);
|
|
|
|
cin_t *R_ShaderGetCinematic(shader_t *s);
|
|
cin_t *R_ShaderFindCinematic(const char *name);
|
|
shader_t *R_ShaderFind(const char *name); //does NOT increase the shader refcount.
|
|
|
|
void Shader_DefaultSkin (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultSkinShell (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_Default2D (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultBSPLM (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultBSPQ1 (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultBSPQ2 (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultWaterShader (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultSkybox (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultCinematic (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_DefaultScript (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
void Shader_PolygonShader (struct shaderparsestate_s *ps, const char *shortname, const void *args);
|
|
|
|
void Shader_ResetRemaps(void); //called on map changes to reset remapped shaders.
|
|
void Shader_DoReload(void); //called when the shader system dies.
|
|
void Shader_Shutdown (void);
|
|
qboolean Shader_Init (void);
|
|
void Shader_NeedReload(qboolean rescanfs);
|
|
void Shader_WriteOutGenerics_f(void);
|
|
void Shader_RemapShader_f(void);
|
|
void Shader_ShowShader_f(void);
|
|
|
|
program_t *Shader_FindGeneric(char *name, int qrtype);
|
|
struct programpermu_s *Shader_LoadPermutation(program_t *prog, unsigned int p);
|
|
void Shader_ReleaseGeneric(program_t *prog);
|
|
|
|
image_t *Mod_CubemapForOrigin(model_t *wmodel, vec3_t org);
|
|
mfog_t *Mod_FogForOrigin(model_t *wmodel, vec3_t org);
|
|
|
|
#define BEF_FORCEDEPTHWRITE (1u<<0)
|
|
#define BEF_FORCEDEPTHTEST (1u<<1)
|
|
#define BEF_FORCEADDITIVE (1u<<2) //blend dest = GL_ONE
|
|
#define BEF_FORCETRANSPARENT (1u<<3) //texenv replace -> modulate
|
|
#define BEF_FORCENODEPTH (1u<<4) //disables any and all depth.
|
|
#ifndef NOLEGACY
|
|
#define BEF_PUSHDEPTH (1u<<5) //additional polygon offset
|
|
#endif
|
|
//FIXME: the above should really be legacy-only
|
|
#define BEF_NODLIGHT (1u<<6) //don't use a dlight pass
|
|
#define BEF_NOSHADOWS (1u<<7) //don't appear in shadows
|
|
#define BEF_FORCECOLOURMOD (1u<<8) //q3 shaders default to 'rgbgen identity', and ignore ent colours. this forces ent colours to be considered
|
|
#define BEF_LINES (1u<<9) //draw line pairs instead of triangles.
|
|
#define BEF_FORCETWOSIDED (1u<<10) //more evilness.s
|
|
//#define BEFF_POLYHASNORMALS (1u<<31) //false flag - for cl_scenetries and not actually used by the backend.
|
|
|
|
typedef struct
|
|
{
|
|
int fbo;
|
|
int rb_size[2];
|
|
int rb_depth;
|
|
int rb_stencil;
|
|
int rb_depthstencil;
|
|
texid_t colour;
|
|
unsigned int enables;
|
|
} fbostate_t;
|
|
#define FBO_RB_DEPTH 2
|
|
#define FBO_RB_STENCIL 4
|
|
#define FBO_RESET 8 //resize all renderbuffers / free any that are not active. implied if the sizes differ
|
|
#define FBO_TEX_DEPTH 32 //internal
|
|
#define FBO_TEX_STENCIL 64 //internal
|
|
|
|
#ifndef __cplusplus //C++ sucks
|
|
typedef struct
|
|
{
|
|
char *progpath; //path to use for glsl/hlsl
|
|
char *blobpath; //path to use for binary glsl/hlsl blobs.
|
|
char *shadernamefmt; //optional postfix for shader names for this renderer FIXME: should probably have multiple, for gles to fallback to desktop gl etc.
|
|
|
|
qboolean progs_supported; //can use programs (all but gles1)
|
|
qboolean progs_required; //no fixed function if this is true (d3d11, gles, gl3core)
|
|
unsigned int minver; //lowest glsl version usable
|
|
unsigned int maxver; //highest glsl version usable
|
|
unsigned int max_gpu_bones; //max number of bones supported by uniforms.
|
|
|
|
qboolean texfmt[PTI_MAX]; //which texture formats are supported (renderable not implied)
|
|
unsigned int texture2d_maxsize; //max size of a 2d texture
|
|
unsigned int texture3d_maxsize; //max size of a 3d texture
|
|
unsigned int texture2darray_maxlayers; //max layers of a 2darray texture
|
|
unsigned int texturecube_maxsize;
|
|
qboolean texture_non_power_of_two; //full support for npot
|
|
qboolean texture_non_power_of_two_pic; //npot only works with clamp-to-edge mipless images.
|
|
qboolean texture_allow_block_padding; //mip 0 of compressed formats can be any size, with implicit padding.
|
|
qboolean npot_rounddown; //memory limited systems can say that they want to use less ram.
|
|
qboolean tex_env_combine;
|
|
qboolean nv_tex_env_combine4;
|
|
qboolean env_add;
|
|
qboolean can_mipcap; //gl1.2+
|
|
qboolean can_mipbias; //gl1.4+
|
|
qboolean havecubemaps; //since gl1.3, so pretty much everyone will have this... should probably only be set if we also have seamless or clamp-to-edge.
|
|
|
|
void (*pDeleteProg) (program_t *prog);
|
|
qboolean (*pLoadBlob) (program_t *prog, unsigned int permu, vfsfile_t *blobfile);
|
|
qboolean (*pCreateProgram) (program_t *prog, struct programpermu_s *permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean noerrors, vfsfile_t *blobfile);
|
|
qboolean (*pValidateProgram)(program_t *prog, struct programpermu_s *permu, qboolean noerrors, vfsfile_t *blobfile);
|
|
void (*pProgAutoFields) (program_t *prog, struct programpermu_s *permu, cvar_t **cvars, char **cvarnames, int *cvartypes);
|
|
} sh_config_t;
|
|
extern sh_config_t sh_config;
|
|
#endif
|
|
extern const struct sh_defaultsamplers_s
|
|
{
|
|
const char *name;
|
|
unsigned int defaulttexbits;
|
|
} sh_defaultsamplers[];
|
|
|
|
#ifdef GLSLONLY
|
|
#define gl_config_nofixedfunc true
|
|
#else
|
|
#define gl_config_nofixedfunc gl_config.nofixedfunc
|
|
#endif
|
|
#ifdef GLESONLY
|
|
#define gl_config_gles true
|
|
#else
|
|
#define gl_config_gles gl_config.gles
|
|
#endif
|
|
|
|
#ifdef VKQUAKE
|
|
qboolean VK_LoadBlob(program_t *prog, void *blobdata, const char *name);
|
|
#endif
|
|
|
|
#ifdef GLQUAKE
|
|
void GLBE_Init(void);
|
|
void GLBE_Shutdown(void);
|
|
void GLBE_SelectMode(backendmode_t mode);
|
|
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
|
|
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
|
|
void GLBE_SubmitBatch(batch_t *batch);
|
|
batch_t *GLBE_GetTempBatch(void);
|
|
void GLBE_GenBrushModelVBO(model_t *mod);
|
|
void GLBE_ClearVBO(vbo_t *vbo, qboolean dataonly);
|
|
void GLBE_UploadAllLightmaps(void);
|
|
void GLBE_DrawWorld (batch_t **worldbatches);
|
|
qboolean GLBE_LightCullModel(vec3_t org, model_t *model);
|
|
void GLBE_SelectEntity(entity_t *ent);
|
|
qboolean GLBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
|
|
void GLBE_Scissor(srect_t *rect);
|
|
void GLBE_SubmitMeshes (batch_t **worldbatches, int start, int stop);
|
|
//void GLBE_RenderToTexture(texid_t sourcecol, texid_t sourcedepth, texid_t destcol, texid_t destdepth, qboolean usedepth);
|
|
void GLBE_RenderToTextureUpdate2d(qboolean destchanged);
|
|
void GLBE_VBO_Begin(vbobctx_t *ctx, size_t maxsize);
|
|
void GLBE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
|
|
void GLBE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
|
|
void GLBE_VBO_Destroy(vboarray_t *vearray, void *mem);
|
|
|
|
void GLBE_FBO_Sources(texid_t sourcecolour, texid_t sourcedepth);
|
|
int GLBE_FBO_Push(fbostate_t *state);
|
|
void GLBE_FBO_Pop(int oldfbo);
|
|
void GLBE_FBO_Destroy(fbostate_t *state);
|
|
int GLBE_FBO_Update(fbostate_t *state, unsigned int enables, texid_t *destcol, int colourbuffers, texid_t destdepth, int width, int height, int layer);
|
|
|
|
qboolean GLBE_BeginShadowMap(int id, int w, int h, int *restorefbo);
|
|
void GLBE_EndShadowMap(int restorefbo);
|
|
void GLBE_SetupForShadowMap(dlight_t *dl, int texwidth, int texheight, float shadowscale);
|
|
|
|
qboolean GLVID_ApplyGammaRamps (unsigned int size, unsigned short *ramps); //called when gamma ramps need to be reapplied
|
|
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette); //the platform-specific function to init gl state
|
|
void GLVID_SwapBuffers(void);
|
|
char *GLVID_GetRGBInfo(int *bytestride, int *truewidth, int *trueheight, enum uploadfmt *fmt);
|
|
void GLVID_SetCaption(const char *caption);
|
|
#endif
|
|
#ifdef D3D8QUAKE
|
|
void D3D8BE_Init(void);
|
|
void D3D8BE_Shutdown(void);
|
|
void D3D8BE_SelectMode(backendmode_t mode);
|
|
void D3D8BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
|
|
void D3D8BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
|
|
void D3D8BE_SubmitBatch(batch_t *batch);
|
|
batch_t *D3D8BE_GetTempBatch(void);
|
|
void D3D8BE_GenBrushModelVBO(model_t *mod);
|
|
void D3D8BE_ClearVBO(vbo_t *vbo, qboolean dataonly);
|
|
void D3D8BE_UploadAllLightmaps(void);
|
|
void D3D8BE_DrawWorld (batch_t **worldbatches);
|
|
qboolean D3D8BE_LightCullModel(vec3_t org, model_t *model);
|
|
void D3D8BE_SelectEntity(entity_t *ent);
|
|
qboolean D3D8BE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
|
|
void D3D8BE_VBO_Begin(vbobctx_t *ctx, size_t maxsize);
|
|
void D3D8BE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
|
|
void D3D8BE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
|
|
void D3D8BE_VBO_Destroy(vboarray_t *vearray, void *mem);
|
|
void D3D8BE_Scissor(srect_t *rect);
|
|
|
|
void D3D8Shader_Init(void);
|
|
void D3D8BE_Reset(qboolean before);
|
|
void D3D8BE_Set2D(void);
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
void D3D9BE_Init(void);
|
|
void D3D9BE_Shutdown(void);
|
|
void D3D9BE_SelectMode(backendmode_t mode);
|
|
void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
|
|
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
|
|
void D3D9BE_SubmitBatch(batch_t *batch);
|
|
batch_t *D3D9BE_GetTempBatch(void);
|
|
void D3D9BE_GenBrushModelVBO(model_t *mod);
|
|
void D3D9BE_ClearVBO(vbo_t *vbo, qboolean dataonly);
|
|
void D3D9BE_UploadAllLightmaps(void);
|
|
void D3D9BE_DrawWorld (batch_t **worldbatches);
|
|
qboolean D3D9BE_LightCullModel(vec3_t org, model_t *model);
|
|
void D3D9BE_SelectEntity(entity_t *ent);
|
|
qboolean D3D9BE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
|
|
void D3D9BE_VBO_Begin(vbobctx_t *ctx, size_t maxsize);
|
|
void D3D9BE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
|
|
void D3D9BE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
|
|
void D3D9BE_VBO_Destroy(vboarray_t *vearray, void *mem);
|
|
void D3D9BE_Scissor(srect_t *rect);
|
|
|
|
void D3D9Shader_Init(void);
|
|
void D3D9BE_Reset(qboolean before);
|
|
void D3D9BE_Set2D(void);
|
|
void D3D9BE_SetViewport(int x, int y, int w, int h);
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
void D3D11BE_Init(void);
|
|
void D3D11BE_Shutdown(void);
|
|
void D3D11BE_SelectMode(backendmode_t mode);
|
|
void D3D11BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
|
|
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
|
|
void D3D11BE_SubmitBatch(batch_t *batch);
|
|
batch_t *D3D11BE_GetTempBatch(void);
|
|
void D3D11BE_GenBrushModelVBO(model_t *mod);
|
|
void D3D11BE_ClearVBO(vbo_t *vbo, qboolean dataonly);
|
|
void D3D11BE_UploadAllLightmaps(void);
|
|
void D3D11BE_DrawWorld (batch_t **worldbatches);
|
|
qboolean D3D11BE_LightCullModel(vec3_t org, model_t *model);
|
|
void D3D11BE_SelectEntity(entity_t *ent);
|
|
qboolean D3D11BE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
|
|
|
|
qboolean D3D11Shader_Init(unsigned int featurelevel);
|
|
void D3D11BE_Reset(qboolean before);
|
|
void D3D11BE_Set2D(void);
|
|
void D3D11_UploadLightmap(lightmapinfo_t *lm);
|
|
void D3D11BE_VBO_Begin(vbobctx_t *ctx, size_t maxsize);
|
|
void D3D11BE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
|
|
void D3D11BE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
|
|
void D3D11BE_VBO_Destroy(vboarray_t *vearray, void *mem);
|
|
void D3D11BE_Scissor(srect_t *rect);
|
|
|
|
qboolean D3D11_BeginShadowMap(int id, int w, int h);
|
|
void D3D11_EndShadowMap(void);
|
|
void D3D11BE_SetupForShadowMap(dlight_t *dl, int texwidth, int texheight, float shadowscale);
|
|
|
|
enum
|
|
{ //these are the buffer indexes
|
|
D3D11_BUFF_POS,
|
|
D3D11_BUFF_COL,
|
|
D3D11_BUFF_TC,
|
|
D3D11_BUFF_LMTC,
|
|
D3D11_BUFF_NORM,
|
|
D3D11_BUFF_SKEL,
|
|
D3D11_BUFF_POS2,
|
|
D3D11_BUFF_MAX
|
|
};
|
|
#endif
|
|
|
|
//Builds a hardware shader from the software representation
|
|
void BE_GenerateProgram(shader_t *shader);
|
|
|
|
void Sh_RegisterCvars(void);
|
|
#ifdef RTLIGHTS
|
|
void R_EditLights_DrawLights(void); //3d light previews
|
|
void R_EditLights_DrawInfo(void); //2d light info display.
|
|
void R_EditLights_RegisterCommands(void);
|
|
//
|
|
#ifdef BEF_PUSHDEPTH
|
|
void GLBE_PolyOffsetStencilShadow(qboolean foobar);
|
|
#else
|
|
void GLBE_PolyOffsetStencilShadow(void);
|
|
#endif
|
|
//Called from shadowmapping code into backend
|
|
void GLBE_BaseEntTextures(qbyte *worldpvs);
|
|
void D3D9BE_BaseEntTextures(qbyte *worldpvs);
|
|
void D3D11BE_BaseEntTextures(qbyte *worldpvs);
|
|
//prebuilds shadow volumes
|
|
void Sh_PreGenerateLights(void);
|
|
//Draws lights, called from the backend
|
|
void Sh_DrawLights(qbyte *vis);
|
|
void Sh_CheckSettings(void);
|
|
void SH_FreeShadowMesh(struct shadowmesh_s *sm);
|
|
//frees all memory
|
|
void Sh_Shutdown(void);
|
|
//resize any textures to match new screen resize
|
|
void Sh_Reset(void);
|
|
qboolean Sh_StencilShadowsActive(void);
|
|
#else
|
|
#define Sh_StencilShadowsActive() false
|
|
#endif
|
|
|
|
struct shader_field_names_s
|
|
{
|
|
char *name;
|
|
int ptype;
|
|
};
|
|
extern struct shader_field_names_s shader_field_names[];
|
|
extern struct shader_field_names_s shader_unif_names[];
|
|
extern struct shader_field_names_s shader_attr_names[];
|
|
|
|
|
|
void CLQ1_AddSpriteQuad(shader_t *shader, vec3_t mid, float radius);
|
|
void CLQ1_DrawLine(shader_t *shader, vec3_t v1, vec3_t v2, float r, float g, float b, float a);
|
|
void CLQ1_AddOrientedCube(shader_t *shader, vec3_t mins, vec3_t maxs, float *matrix, float r, float g, float b, float a);
|
|
void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue);
|
|
void CLQ1_AddOrientedCylinder(shader_t *shader, float radius, float height, qboolean capsule, float *matrix, float r, float g, float b, float a);
|
|
void CLQ1_AddOrientedSphere(shader_t *shader, float radius, float *matrix, float r, float g, float b, float a);
|
|
void CLQ1_AddOrientedHalfSphere(shader_t *shader, float radius, float gap, float *matrix, float r, float g, float b, float a);
|
|
#endif
|