q3rally/engine/code/rend2/tr_local.h
zturtleman 3b4f4cdfa9 ioquake3 resync to revision 2369 from 2317.
Some revision messages:

Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources.
Play correct team sounds when in spectator mode and following a player.
Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.)
When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.)
really fix the confusion with game entity and refentity numbers
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
Added Rend2, an alternate renderer. (Bug #4358)
Fix restoring fs_game when default.cfg is missing.
Fix restoring old fs_game upon leaving a server. Patch by Ensiform.
Change more operator commands to require sv_running to be usable. Patch by Ensiform.
Fix some "> MAX_*" to be ">= MAX_*".
Fix follow command to find clients whose name begins with a number.
Fix up "gc" command, make it more like "tell". Based on patch by Ensiform.
Add usage messages for gc, tell, vtell, and votell commands.
Check player names in gc, tell, vtell, and votell commands.
#5799 - Change messagemode text box to display colors like in console input box.
Improve "play" command, based on a patch from Ensiform.
Check for invalid filename in OpenAL's RegisterSound function.
Changed Base sound system to warn not error when sound filename is empty or too long.
Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00

2884 lines
76 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef TR_LOCAL_H
#define TR_LOCAL_H
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "../renderer/tr_public.h"
#include "tr_extratypes.h"
#include "tr_extramath.h"
#include "tr_fbo.h"
#include "tr_postprocess.h"
#include "qgl.h"
#include "../renderer/iqm.h"
#define GL_INDEX_TYPE GL_UNSIGNED_INT
typedef unsigned int glIndex_t;
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// everything that is needed by the backend needs
// to be double buffered to allow it to run in
// parallel on a dual cpu machine
#define SMP_FRAMES 2
// 14 bits
// can't be increased without changing bit packing for drawsurfs
// see QSORT_SHADERNUM_SHIFT
#define SHADERNUM_BITS 14
#define MAX_SHADERS (1<<SHADERNUM_BITS)
//#define MAX_SHADER_STATES 2048
#define MAX_STATES_PER_SHADER 32
#define MAX_STATE_NAME 32
#define MAX_FBOS 64
#define MAX_VISCOUNTS 5
#define MAX_VBOS 4096
#define MAX_IBOS 4096
#define MAX_CALC_PSHADOWS 64
#define MAX_DRAWN_PSHADOWS 16 // do not increase past 32, because bit flags are used on surfaces
#define PSHADOW_MAP_SIZE 512
#define USE_VERT_TANGENT_SPACE
typedef struct dlight_s {
vec3_t origin;
vec3_t color; // range from 0.0 to 1.0, should be color normalized
float radius;
vec3_t transformed; // origin in local coordinate system
int additive; // texture detail is lost tho when the lightmap is dark
} dlight_t;
// a trRefEntity_t has all the information passed in by
// the client game, as well as some locally derived info
typedef struct {
refEntity_t e;
float axisLength; // compensate for non-normalized axis
qboolean needDlights; // true for bmodels that touch a dlight
qboolean lightingCalculated;
#ifdef REACTION
// JBravo: Mirrored models
qboolean mirrored; // mirrored matrix, needs reversed culling
#endif
vec3_t lightDir; // normalized direction towards light
vec3_t ambientLight; // color normalized to 0-255
int ambientLightInt; // 32 bit rgba packed
vec3_t directedLight;
} trRefEntity_t;
typedef struct {
vec3_t origin; // in world coordinates
vec3_t axis[3]; // orientation in world
vec3_t viewOrigin; // viewParms->or.origin in local coordinates
float modelMatrix[16];
float transformMatrix[16];
} orientationr_t;
typedef enum
{
IMGTYPE_COLORALPHA, // for color, lightmap, diffuse, and specular
IMGTYPE_NORMAL,
IMGTYPE_NORMALHEIGHT,
IMGTYPE_DELUXE, // normals are swizzled, deluxe are not
} imgType_t;
typedef enum
{
IMGFLAG_NONE = 0x0000,
IMGFLAG_MIPMAP = 0x0001,
IMGFLAG_PICMIP = 0x0002,
IMGFLAG_CUBEMAP = 0x0004,
IMGFLAG_NO_COMPRESSION = 0x0010,
IMGFLAG_NOLIGHTSCALE = 0x0020,
IMGFLAG_CLAMPTOEDGE = 0x0040,
IMGFLAG_SRGB = 0x0080,
IMGFLAG_GENNORMALMAP = 0x0100,
} imgFlags_t;
typedef struct image_s {
char imgName[MAX_QPATH]; // game path, including extension
int width, height; // source image
int uploadWidth, uploadHeight; // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
GLuint texnum; // gl texture binding
int frameUsed; // for texture usage in frame statistics
int internalFormat;
int TMU; // only needed for voodoo2
imgType_t type;
imgFlags_t flags;
struct image_s* next;
} image_t;
typedef enum
{
VBO_USAGE_STATIC,
VBO_USAGE_DYNAMIC
} vboUsage_t;
typedef struct VBO_s
{
char name[MAX_QPATH];
uint32_t vertexesVBO;
int vertexesSize; // amount of memory data allocated for all vertices in bytes
uint32_t ofs_xyz;
uint32_t ofs_normal;
uint32_t ofs_st;
uint32_t ofs_lightmap;
uint32_t ofs_vertexcolor;
uint32_t ofs_lightdir;
#ifdef USE_VERT_TANGENT_SPACE
uint32_t ofs_tangent;
uint32_t ofs_bitangent;
#endif
uint32_t stride_xyz;
uint32_t stride_normal;
uint32_t stride_st;
uint32_t stride_lightmap;
uint32_t stride_vertexcolor;
uint32_t stride_lightdir;
#ifdef USE_VERT_TANGENT_SPACE
uint32_t stride_tangent;
uint32_t stride_bitangent;
#endif
uint32_t size_xyz;
uint32_t size_normal;
int attribs;
} VBO_t;
typedef struct IBO_s
{
char name[MAX_QPATH];
uint32_t indexesVBO;
int indexesSize; // amount of memory data allocated for all triangles in bytes
// uint32_t ofsIndexes;
} IBO_t;
//===============================================================================
typedef enum {
SS_BAD,
SS_PORTAL, // mirrors, portals, viewscreens
SS_ENVIRONMENT, // sky box
SS_OPAQUE, // opaque
SS_DECAL, // scorch marks, etc.
SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges
// in addition to alpha test
SS_BANNER,
SS_FOG,
SS_UNDERWATER, // for items that should be drawn in front of the water plane
SS_BLEND0, // regular transparency and filters
SS_BLEND1, // generally only used for additive type effects
SS_BLEND2,
SS_BLEND3,
SS_BLEND6,
SS_STENCIL_SHADOW,
SS_ALMOST_NEAREST, // gun smoke puffs
SS_NEAREST // blood blobs
} shaderSort_t;
#define MAX_SHADER_STAGES 8
typedef enum {
GF_NONE,
GF_SIN,
GF_SQUARE,
GF_TRIANGLE,
GF_SAWTOOTH,
GF_INVERSE_SAWTOOTH,
GF_NOISE
} genFunc_t;
typedef enum {
DEFORM_NONE,
DEFORM_WAVE,
DEFORM_NORMALS,
DEFORM_BULGE,
DEFORM_MOVE,
DEFORM_PROJECTION_SHADOW,
DEFORM_AUTOSPRITE,
DEFORM_AUTOSPRITE2,
DEFORM_TEXT0,
DEFORM_TEXT1,
DEFORM_TEXT2,
DEFORM_TEXT3,
DEFORM_TEXT4,
DEFORM_TEXT5,
DEFORM_TEXT6,
DEFORM_TEXT7
} deform_t;
// deformVertexes types that can be handled by the GPU
typedef enum
{
// do not edit: same as genFunc_t
DGEN_NONE,
DGEN_WAVE_SIN,
DGEN_WAVE_SQUARE,
DGEN_WAVE_TRIANGLE,
DGEN_WAVE_SAWTOOTH,
DGEN_WAVE_INVERSE_SAWTOOTH,
DGEN_WAVE_NOISE,
// do not edit until this line
DGEN_BULGE,
DGEN_MOVE
} deformGen_t;
typedef enum {
AGEN_IDENTITY,
AGEN_SKIP,
AGEN_ENTITY,
AGEN_ONE_MINUS_ENTITY,
AGEN_VERTEX,
AGEN_ONE_MINUS_VERTEX,
AGEN_LIGHTING_SPECULAR,
AGEN_WAVEFORM,
AGEN_PORTAL,
AGEN_CONST,
AGEN_FRESNEL
} alphaGen_t;
typedef enum {
CGEN_BAD,
CGEN_IDENTITY_LIGHTING, // tr.identityLight
CGEN_IDENTITY, // always (1,1,1,1)
CGEN_ENTITY, // grabbed from entity's modulate field
CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate
CGEN_EXACT_VERTEX, // tess.vertexColors
CGEN_VERTEX, // tess.vertexColors * tr.identityLight
CGEN_EXACT_VERTEX_LIT, // like CGEN_EXACT_VERTEX but takes a light direction from the lightgrid
CGEN_VERTEX_LIT, // like CGEN_VERTEX but takes a light direction from the lightgrid
CGEN_ONE_MINUS_VERTEX,
CGEN_WAVEFORM, // programmatically generated
CGEN_LIGHTING_DIFFUSE,
CGEN_FOG, // standard fog
CGEN_CONST // fixed color
} colorGen_t;
typedef enum {
TCGEN_BAD,
TCGEN_IDENTITY, // clear to 0,0
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_FOG,
TCGEN_VECTOR // S and T from world coordinates
} texCoordGen_t;
typedef enum {
ACFF_NONE,
ACFF_MODULATE_RGB,
ACFF_MODULATE_RGBA,
ACFF_MODULATE_ALPHA
} acff_t;
typedef struct {
genFunc_t func;
float base;
float amplitude;
float phase;
float frequency;
} waveForm_t;
#define TR_MAX_TEXMODS 4
typedef enum {
TMOD_NONE,
TMOD_TRANSFORM,
TMOD_TURBULENT,
TMOD_SCROLL,
TMOD_SCALE,
TMOD_STRETCH,
TMOD_ROTATE,
TMOD_ENTITY_TRANSLATE
} texMod_t;
#define MAX_SHADER_DEFORMS 3
typedef struct {
deform_t deformation; // vertex coordinate modification type
vec3_t moveVector;
waveForm_t deformationWave;
float deformationSpread;
float bulgeWidth;
float bulgeHeight;
float bulgeSpeed;
} deformStage_t;
typedef struct {
texMod_t type;
// used for TMOD_TURBULENT and TMOD_STRETCH
waveForm_t wave;
// used for TMOD_TRANSFORM
float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0]
float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1]
// used for TMOD_SCALE
float scale[2]; // s *= scale[0]
// t *= scale[1]
// used for TMOD_SCROLL
float scroll[2]; // s' = s + scroll[0] * time
// t' = t + scroll[1] * time
// + = clockwise
// - = counterclockwise
float rotateSpeed;
} texModInfo_t;
#define MAX_IMAGE_ANIMATIONS 8
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
float imageAnimationSpeed;
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
int numTexMods;
texModInfo_t *texMods;
int videoMapHandle;
qboolean isLightmap;
qboolean vertexLightmap;
qboolean isVideoMap;
} textureBundle_t;
enum
{
TB_COLORMAP = 0,
TB_DIFFUSEMAP = 0,
TB_LIGHTMAP = 1,
TB_LEVELSMAP = 1,
TB_SHADOWMAP = 1,
TB_NORMALMAP = 2,
TB_DELUXEMAP = 3,
TB_SHADOWMAP2 = 3,
TB_SPECULARMAP = 4,
TB_SHADOWMAP3 = 5,
NUM_TEXTURE_BUNDLES = 6
};
typedef enum
{
// material shader stage types
ST_COLORMAP = 0, // vanilla Q3A style shader treatening
ST_DIFFUSEMAP = 0, // treat color and diffusemap the same
ST_NORMALMAP,
ST_NORMALPARALLAXMAP,
ST_SPECULARMAP,
ST_GLSL
} stageType_t;
typedef struct {
qboolean active;
textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
waveForm_t rgbWave;
colorGen_t rgbGen;
waveForm_t alphaWave;
alphaGen_t alphaGen;
byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
unsigned stateBits; // GLS_xxxx mask
acff_t adjustColorsForFog;
qboolean isDetail;
stageType_t type;
struct shaderProgram_s *glslShaderGroup;
int glslShaderIndex;
vec2_t materialInfo;
} shaderStage_t;
struct shaderCommands_s;
// any change in the LIGHTMAP_* defines here MUST be reflected in
// R_FindShader() in tr_bsp.c
#define LIGHTMAP_2D -4 // shader is for 2D rendering
#define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models
#define LIGHTMAP_WHITEIMAGE -2
#define LIGHTMAP_NONE -1
typedef enum {
CT_FRONT_SIDED,
CT_BACK_SIDED,
CT_TWO_SIDED
} cullType_t;
typedef enum {
FP_NONE, // surface is translucent and will just be adjusted properly
FP_EQUAL, // surface is opaque but possibly alpha tested
FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface)
} fogPass_t;
typedef struct {
float cloudHeight;
image_t *outerbox[6], *innerbox[6];
} skyParms_t;
typedef struct {
vec3_t color;
float depthForOpaque;
} fogParms_t;
typedef struct shader_s {
char name[MAX_QPATH]; // game path, including extension
int lightmapIndex; // for a shader to match, both name and lightmapIndex must match
int index; // this shader == tr.shaders[index]
int sortedIndex; // this shader == tr.sortedShaders[sortedIndex]
float sort; // lower numbered shaders draw before higher numbered
qboolean defaultShader; // we want to return index 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
qboolean explicitlyDefined; // found in a .shader file
int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags
int contentFlags;
qboolean entityMergable; // merge across entites optimizable (smoke, blood)
qboolean isSky;
skyParms_t sky;
fogParms_t fogParms;
float portalRange; // distance to fog out at
qboolean isPortal;
int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
qboolean polygonOffset; // set for decals and other items that must be offset
qboolean noMipMaps; // for console fonts, 2D elements, etc.
qboolean noPicMip; // for images that must always be full resolution
fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
int vertexAttribs; // not all shaders will need all data to be gathered
int numDeforms;
deformStage_t deforms[MAX_SHADER_DEFORMS];
int numUnfoggedPasses;
shaderStage_t *stages[MAX_SHADER_STAGES];
void (*optimalStageIteratorFunc)( void );
float clampTime; // time this shader is clamped to
float timeOffset; // current time offset for this shader
int numStates; // if non-zero this is a state shader
struct shader_s *currentShader; // current state if this is a state shader
struct shader_s *parentShader; // current state if this is a state shader
int currentState; // current state index for cycle purposes
long expireTime; // time in milliseconds this expires
struct shader_s *remappedShader; // current shader this one is remapped too
int shaderStates[MAX_STATES_PER_SHADER]; // index to valid shader states
struct shader_s *next;
} shader_t;
static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
if(shader->numDeforms)
{
const deformStage_t *ds = &shader->deforms[0];
if (shader->numDeforms > 1)
return qtrue;
switch (ds->deformation)
{
case DEFORM_WAVE:
case DEFORM_BULGE:
return qfalse;
default:
return qtrue;
}
}
return qfalse;
}
typedef struct shaderState_s {
char shaderName[MAX_QPATH]; // name of shader this state belongs to
char name[MAX_STATE_NAME]; // name of this state
char stateShader[MAX_QPATH]; // shader this name invokes
int cycleTime; // time this cycle lasts, <= 0 is forever
shader_t *shader;
} shaderState_t;
enum
{
ATTR_INDEX_POSITION = 0,
ATTR_INDEX_TEXCOORD0 = 1,
ATTR_INDEX_TEXCOORD1 = 2,
ATTR_INDEX_TANGENT = 3,
ATTR_INDEX_BITANGENT = 4,
ATTR_INDEX_NORMAL = 5,
ATTR_INDEX_COLOR = 6,
ATTR_INDEX_PAINTCOLOR = 7,
ATTR_INDEX_LIGHTDIRECTION = 8,
ATTR_INDEX_BONE_INDEXES = 9,
ATTR_INDEX_BONE_WEIGHTS = 10,
// GPU vertex animations
ATTR_INDEX_POSITION2 = 11,
ATTR_INDEX_TANGENT2 = 12,
ATTR_INDEX_BITANGENT2 = 13,
ATTR_INDEX_NORMAL2 = 14
};
enum
{
GLS_SRCBLEND_ZERO = (1 << 0),
GLS_SRCBLEND_ONE = (1 << 1),
GLS_SRCBLEND_DST_COLOR = (1 << 2),
GLS_SRCBLEND_ONE_MINUS_DST_COLOR = (1 << 3),
GLS_SRCBLEND_SRC_ALPHA = (1 << 4),
GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA = (1 << 5),
GLS_SRCBLEND_DST_ALPHA = (1 << 6),
GLS_SRCBLEND_ONE_MINUS_DST_ALPHA = (1 << 7),
GLS_SRCBLEND_ALPHA_SATURATE = (1 << 8),
GLS_SRCBLEND_BITS = GLS_SRCBLEND_ZERO
| GLS_SRCBLEND_ONE
| GLS_SRCBLEND_DST_COLOR
| GLS_SRCBLEND_ONE_MINUS_DST_COLOR
| GLS_SRCBLEND_SRC_ALPHA
| GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA
| GLS_SRCBLEND_DST_ALPHA
| GLS_SRCBLEND_ONE_MINUS_DST_ALPHA
| GLS_SRCBLEND_ALPHA_SATURATE,
GLS_DSTBLEND_ZERO = (1 << 9),
GLS_DSTBLEND_ONE = (1 << 10),
GLS_DSTBLEND_SRC_COLOR = (1 << 11),
GLS_DSTBLEND_ONE_MINUS_SRC_COLOR = (1 << 12),
GLS_DSTBLEND_SRC_ALPHA = (1 << 13),
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA = (1 << 14),
GLS_DSTBLEND_DST_ALPHA = (1 << 15),
GLS_DSTBLEND_ONE_MINUS_DST_ALPHA = (1 << 16),
GLS_DSTBLEND_BITS = GLS_DSTBLEND_ZERO
| GLS_DSTBLEND_ONE
| GLS_DSTBLEND_SRC_COLOR
| GLS_DSTBLEND_ONE_MINUS_SRC_COLOR
| GLS_DSTBLEND_SRC_ALPHA
| GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA
| GLS_DSTBLEND_DST_ALPHA
| GLS_DSTBLEND_ONE_MINUS_DST_ALPHA,
GLS_DEPTHMASK_TRUE = (1 << 17),
GLS_POLYMODE_LINE = (1 << 18),
GLS_DEPTHTEST_DISABLE = (1 << 19),
GLS_DEPTHFUNC_LESS = (1 << 20),
GLS_DEPTHFUNC_EQUAL = (1 << 21),
GLS_DEPTHFUNC_BITS = GLS_DEPTHFUNC_LESS
| GLS_DEPTHFUNC_EQUAL,
GLS_ATEST_GT_0 = (1 << 22),
GLS_ATEST_LT_128 = (1 << 23),
GLS_ATEST_GE_128 = (1 << 24),
// GLS_ATEST_GE_CUSTOM = (1 << 25),
GLS_ATEST_BITS = GLS_ATEST_GT_0
| GLS_ATEST_LT_128
| GLS_ATEST_GE_128,
// | GLS_ATEST_GT_CUSTOM,
GLS_REDMASK_FALSE = (1 << 26),
GLS_GREENMASK_FALSE = (1 << 27),
GLS_BLUEMASK_FALSE = (1 << 28),
GLS_ALPHAMASK_FALSE = (1 << 29),
GLS_COLORMASK_BITS = GLS_REDMASK_FALSE
| GLS_GREENMASK_FALSE
| GLS_BLUEMASK_FALSE
| GLS_ALPHAMASK_FALSE,
GLS_STENCILTEST_ENABLE = (1 << 30),
GLS_DEFAULT = GLS_DEPTHMASK_TRUE
};
enum
{
ATTR_POSITION = 0x0001,
ATTR_TEXCOORD = 0x0002,
ATTR_LIGHTCOORD = 0x0004,
ATTR_TANGENT = 0x0008,
ATTR_BITANGENT = 0x0010,
ATTR_NORMAL = 0x0020,
ATTR_COLOR = 0x0040,
ATTR_PAINTCOLOR = 0x0080,
ATTR_LIGHTDIRECTION = 0x0100,
ATTR_BONE_INDEXES = 0x0200,
ATTR_BONE_WEIGHTS = 0x0400,
// for .md3 interpolation
ATTR_POSITION2 = 0x0800,
ATTR_TANGENT2 = 0x1000,
ATTR_BITANGENT2 = 0x2000,
ATTR_NORMAL2 = 0x4000,
ATTR_DEFAULT = ATTR_POSITION,
ATTR_BITS = ATTR_POSITION |
ATTR_TEXCOORD |
ATTR_LIGHTCOORD |
ATTR_TANGENT |
ATTR_BITANGENT |
ATTR_NORMAL |
ATTR_COLOR |
ATTR_PAINTCOLOR |
ATTR_LIGHTDIRECTION |
ATTR_BONE_INDEXES |
ATTR_BONE_WEIGHTS |
ATTR_POSITION2 |
ATTR_TANGENT2 |
ATTR_BITANGENT2 |
ATTR_NORMAL2
};
enum
{
GENERICDEF_USE_DEFORM_VERTEXES = 0x0001,
GENERICDEF_USE_TCGEN_AND_TCMOD = 0x0002,
GENERICDEF_USE_VERTEX_ANIMATION = 0x0004,
GENERICDEF_USE_FOG = 0x0008,
GENERICDEF_USE_RGBAGEN = 0x0010,
GENERICDEF_USE_LIGHTMAP = 0x0020,
GENERICDEF_ALL = 0x003F,
GENERICDEF_COUNT = 0x0040,
};
enum
{
FOGDEF_USE_DEFORM_VERTEXES = 0x0001,
FOGDEF_USE_VERTEX_ANIMATION = 0x0002,
FOGDEF_ALL = 0x0003,
FOGDEF_COUNT = 0x0004,
};
enum
{
DLIGHTDEF_USE_DEFORM_VERTEXES = 0x0001,
DLIGHTDEF_ALL = 0x0001,
DLIGHTDEF_COUNT = 0x0002,
};
enum
{
LIGHTDEF_USE_LIGHTMAP = 0x0001,
LIGHTDEF_USE_LIGHT_VECTOR = 0x0002,
LIGHTDEF_USE_LIGHT_VERTEX = 0x0003,
LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
LIGHTDEF_ENTITY = 0x0004,
LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
LIGHTDEF_USE_NORMALMAP = 0x0010,
LIGHTDEF_USE_SPECULARMAP = 0x0020,
LIGHTDEF_USE_DELUXEMAP = 0x0040,
LIGHTDEF_USE_PARALLAXMAP = 0x0080,
LIGHTDEF_USE_SHADOWMAP = 0x0100,
LIGHTDEF_ALL = 0x01FF,
LIGHTDEF_COUNT = 0x0200
};
enum
{
GLSL_INT,
GLSL_FLOAT,
GLSL_FLOAT5,
GLSL_VEC2,
GLSL_VEC3,
GLSL_VEC4,
GLSL_MAT16
};
// Tr3B - shaderProgram_t represents a pair of one
// GLSL vertex and one GLSL fragment shader
typedef struct shaderProgram_s
{
char name[MAX_QPATH];
GLhandleARB program;
GLhandleARB vertexShader;
GLhandleARB fragmentShader;
uint32_t attribs; // vertex array attributes
// uniform parameters
int numUniforms;
GLint *uniforms;
char *uniformTypes; // max 127 uniform types
short *uniformBufferOffsets; // max 32767/64=511 uniforms
char *uniformBuffer;
} shaderProgram_t;
enum
{
TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX = 0,
TEXTURECOLOR_UNIFORM_INVTEXRES,
TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX,
TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR,
TEXTURECOLOR_UNIFORM_TEXTUREMAP,
TEXTURECOLOR_UNIFORM_LEVELSMAP,
TEXTURECOLOR_UNIFORM_COLOR,
TEXTURECOLOR_UNIFORM_COUNT
};
enum
{
FOGPASS_UNIFORM_FOGDISTANCE = 0,
FOGPASS_UNIFORM_FOGDEPTH,
FOGPASS_UNIFORM_FOGEYET,
FOGPASS_UNIFORM_DEFORMGEN,
FOGPASS_UNIFORM_DEFORMPARAMS,
FOGPASS_UNIFORM_TIME,
FOGPASS_UNIFORM_COLOR,
FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX,
FOGPASS_UNIFORM_VERTEXLERP,
FOGPASS_UNIFORM_COUNT
};
enum
{
DLIGHT_UNIFORM_DIFFUSEMAP = 0,
DLIGHT_UNIFORM_DLIGHTINFO,
DLIGHT_UNIFORM_DEFORMGEN,
DLIGHT_UNIFORM_DEFORMPARAMS,
DLIGHT_UNIFORM_TIME,
DLIGHT_UNIFORM_COLOR,
DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX,
DLIGHT_UNIFORM_VERTEXLERP,
DLIGHT_UNIFORM_COUNT
};
enum
{
PSHADOW_UNIFORM_SHADOWMAP = 0,
PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX,
PSHADOW_UNIFORM_LIGHTFORWARD,
PSHADOW_UNIFORM_LIGHTUP,
PSHADOW_UNIFORM_LIGHTRIGHT,
PSHADOW_UNIFORM_LIGHTORIGIN,
PSHADOW_UNIFORM_LIGHTRADIUS,
PSHADOW_UNIFORM_COUNT
};
enum
{
GENERIC_UNIFORM_DIFFUSEMAP = 0,
GENERIC_UNIFORM_LIGHTMAP,
GENERIC_UNIFORM_NORMALMAP,
GENERIC_UNIFORM_DELUXEMAP,
GENERIC_UNIFORM_SPECULARMAP,
GENERIC_UNIFORM_SHADOWMAP,
GENERIC_UNIFORM_DIFFUSETEXMATRIX,
GENERIC_UNIFORM_DIFFUSETEXOFFTURB,
//GENERIC_UNIFORM_NORMALTEXMATRIX,
//GENERIC_UNIFORM_SPECULARTEXMATRIX,
GENERIC_UNIFORM_TEXTURE1ENV,
GENERIC_UNIFORM_VIEWORIGIN,
GENERIC_UNIFORM_TCGEN0,
GENERIC_UNIFORM_TCGEN0VECTOR0,
GENERIC_UNIFORM_TCGEN0VECTOR1,
GENERIC_UNIFORM_DEFORMGEN,
GENERIC_UNIFORM_DEFORMPARAMS,
GENERIC_UNIFORM_COLORGEN,
GENERIC_UNIFORM_ALPHAGEN,
GENERIC_UNIFORM_BASECOLOR,
GENERIC_UNIFORM_VERTCOLOR,
GENERIC_UNIFORM_AMBIENTLIGHT,
GENERIC_UNIFORM_DIRECTEDLIGHT,
GENERIC_UNIFORM_LIGHTORIGIN,
GENERIC_UNIFORM_LIGHTRADIUS,
GENERIC_UNIFORM_PORTALRANGE,
GENERIC_UNIFORM_FOGDISTANCE,
GENERIC_UNIFORM_FOGDEPTH,
GENERIC_UNIFORM_FOGEYET,
GENERIC_UNIFORM_FOGCOLORMASK,
GENERIC_UNIFORM_MODELMATRIX,
GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX,
GENERIC_UNIFORM_TIME,
GENERIC_UNIFORM_VERTEXLERP,
GENERIC_UNIFORM_MATERIALINFO,
GENERIC_UNIFORM_COUNT
};
enum
{
SHADOWMASK_UNIFORM_SCREENDEPTHMAP = 0,
SHADOWMASK_UNIFORM_SHADOWMAP,
SHADOWMASK_UNIFORM_SHADOWMAP2,
SHADOWMASK_UNIFORM_SHADOWMAP3,
SHADOWMASK_UNIFORM_SHADOWMVP,
SHADOWMASK_UNIFORM_SHADOWMVP2,
SHADOWMASK_UNIFORM_SHADOWMVP3,
SHADOWMASK_UNIFORM_VIEWORIGIN,
SHADOWMASK_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
SHADOWMASK_UNIFORM_VIEWFORWARD,
SHADOWMASK_UNIFORM_VIEWLEFT,
SHADOWMASK_UNIFORM_VIEWUP,
SHADOWMASK_UNIFORM_COUNT
};
enum
{
SSAO_UNIFORM_SCREENDEPTHMAP = 0,
SSAO_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
SSAO_UNIFORM_COUNT
};
enum
{
DEPTHBLUR_UNIFORM_SCREENIMAGEMAP = 0,
DEPTHBLUR_UNIFORM_SCREENDEPTHMAP,
DEPTHBLUR_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
DEPTHBLUR_UNIFORM_COUNT
};
//
// Tr3B: these are fire wall functions to avoid expensive redundant glUniform* calls
//#define USE_UNIFORM_FIREWALL 1
//#define LOG_GLSL_UNIFORMS 1
// trRefdef_t holds everything that comes in refdef_t,
// as well as the locally generated scene information
typedef struct {
int x, y, width, height;
float fov_x, fov_y;
vec3_t vieworg;
vec3_t viewaxis[3]; // transformation matrix
stereoFrame_t stereoFrame;
int time; // time in milliseconds for shader effects and other time dependent rendering issues
int rdflags; // RDF_NOWORLDMODEL, etc
// 1 bits will prevent the associated area from rendering at all
byte areamask[MAX_MAP_AREA_BYTES];
qboolean areamaskModified; // qtrue if areamask changed since last scene
float floatTime; // tr.refdef.time / 1000.0
float blurFactor;
// text messages for deform text shaders
char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
int num_entities;
trRefEntity_t *entities;
int num_dlights;
struct dlight_s *dlights;
int numPolys;
struct srfPoly_s *polys;
int numDrawSurfs;
struct drawSurf_s *drawSurfs;
unsigned int dlightMask;
int num_pshadows;
struct pshadow_s *pshadows;
float sunShadowMvp[3][16];
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
float colorScale;
float autoExposureMinMax[2];
float toneMinAvgMaxLinear[3];
} trRefdef_t;
//=================================================================================
// skins allow models to be retextured without modifying the model file
typedef struct {
char name[MAX_QPATH];
shader_t *shader;
} skinSurface_t;
typedef struct skin_s {
char name[MAX_QPATH]; // game path, including extension
int numSurfaces;
skinSurface_t *surfaces[MD3_MAX_SURFACES];
} skin_t;
typedef struct {
int originalBrushNumber;
vec3_t bounds[2];
unsigned colorInt; // in packed byte format
float tcScale; // texture coordinate vector scales
fogParms_t parms;
// for clipping distance in fog when outside
qboolean hasSurface;
float surface[4];
} fog_t;
typedef enum {
VPF_NONE = 0x00,
VPF_SHADOWMAP = 0x01,
VPF_DEPTHSHADOW = 0x02,
VPF_DEPTHCLAMP = 0x04,
VPF_ORTHOGRAPHIC = 0x08,
VPF_USESUNLIGHT = 0x10,
} viewParmFlags_t;
typedef struct {
orientationr_t or;
orientationr_t world;
vec3_t pvsOrigin; // may be different than or.origin for portals
qboolean isPortal; // true if this view is through a portal
qboolean isMirror; // the portal is a mirror, invert the face culling
viewParmFlags_t flags;
int frameSceneNum; // copied from tr.frameSceneNum
int frameCount; // copied from tr.frameCount
cplane_t portalPlane; // clip anything behind this if mirroring
int viewportX, viewportY, viewportWidth, viewportHeight;
FBO_t *targetFbo;
float fovX, fovY;
float projectionMatrix[16];
cplane_t frustum[5];
vec3_t visBounds[2];
float zFar;
float zNear;
stereoFrame_t stereoFrame;
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
typedef byte color4ub_t[4];
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
typedef enum {
SF_BAD,
SF_SKIP, // ignore
SF_FACE,
SF_GRID,
SF_TRIANGLES,
SF_POLY,
SF_MDV,
SF_MD4,
#ifdef RAVENMD4
SF_MDR,
#endif
SF_IQM,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_DISPLAY_LIST,
SF_VBO_MESH,
SF_VBO_MDVMESH,
SF_NUM_SURFACE_TYPES,
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
typedef struct drawSurf_s {
unsigned sort; // bit combination for fast compares
surfaceType_t *surface; // any of surface*_t
} drawSurf_t;
#define MAX_FACE_POINTS 64
#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file
#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory
// when cgame directly specifies a polygon, it becomes a srfPoly_t
// as soon as it is called
typedef struct srfPoly_s {
surfaceType_t surfaceType;
qhandle_t hShader;
int fogIndex;
int numVerts;
polyVert_t *verts;
} srfPoly_t;
typedef struct srfDisplayList_s {
surfaceType_t surfaceType;
int listNum;
} srfDisplayList_t;
typedef struct srfFlare_s {
surfaceType_t surfaceType;
vec3_t origin;
vec3_t normal;
vec3_t color;
} srfFlare_t;
typedef struct
{
vec3_t xyz;
vec2_t st;
vec2_t lightmap;
vec3_t normal;
#ifdef USE_VERT_TANGENT_SPACE
vec3_t tangent;
vec3_t bitangent;
#endif
vec3_t lightdir;
vec4_t vertexColors;
#if DEBUG_OPTIMIZEVERTICES
unsigned int id;
#endif
} srfVert_t;
#ifdef USE_VERT_TANGENT_SPACE
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
#else
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
#endif
typedef struct
{
int indexes[3];
int neighbors[3];
vec4_t plane;
qboolean facingLight;
qboolean degenerated;
} srfTriangle_t;
typedef struct srfGridMesh_s
{
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits[SMP_FRAMES];
int pshadowBits[SMP_FRAMES];
// culling information
vec3_t meshBounds[2];
vec3_t localOrigin;
float meshRadius;
// lod information, which may be different
// than the culling information to allow for
// groups of curves that LOD as a unit
vec3_t lodOrigin;
float lodRadius;
int lodFixed;
int lodStitched;
// vertexes
int width, height;
float *widthLodError;
float *heightLodError;
int numTriangles;
srfTriangle_t *triangles;
int numVerts;
srfVert_t *verts;
// BSP VBO offsets
int firstVert;
int firstIndex;
glIndex_t minIndex;
glIndex_t maxIndex;
// static render data
VBO_t *vbo; // points to bsp model VBO
IBO_t *ibo;
} srfGridMesh_t;
typedef struct
{
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits[SMP_FRAMES];
int pshadowBits[SMP_FRAMES];
// culling information
cplane_t plane;
// vec3_t bounds[2];
// triangle definitions
int numTriangles;
srfTriangle_t *triangles;
int numVerts;
srfVert_t *verts;
// BSP VBO offsets
int firstVert;
int firstIndex;
glIndex_t minIndex;
glIndex_t maxIndex;
// static render data
VBO_t *vbo; // points to bsp model VBO
IBO_t *ibo;
} srfSurfaceFace_t;
// misc_models in maps are turned into direct geometry by xmap
typedef struct
{
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits[SMP_FRAMES];
int pshadowBits[SMP_FRAMES];
// culling information
// vec3_t bounds[2];
// triangle definitions
int numTriangles;
srfTriangle_t *triangles;
int numVerts;
srfVert_t *verts;
// BSP VBO offsets
int firstVert;
int firstIndex;
glIndex_t minIndex;
glIndex_t maxIndex;
// static render data
VBO_t *vbo; // points to bsp model VBO
IBO_t *ibo;
} srfTriangles_t;
// inter-quake-model
typedef struct {
int num_vertexes;
int num_triangles;
int num_frames;
int num_surfaces;
int num_joints;
struct srfIQModel_s *surfaces;
float *positions;
float *texcoords;
float *normals;
float *tangents;
byte *blendIndexes;
byte *blendWeights;
byte *colors;
int *triangles;
int *jointParents;
float *poseMats;
float *bounds;
char *names;
} iqmData_t;
// inter-quake-model surface
typedef struct srfIQModel_s {
surfaceType_t surfaceType;
char name[MAX_QPATH];
shader_t *shader;
iqmData_t *data;
int first_vertex, num_vertexes;
int first_triangle, num_triangles;
} srfIQModel_t;
typedef struct srfVBOMesh_s
{
surfaceType_t surfaceType;
struct shader_s *shader; // FIXME move this to somewhere else
int fogIndex;
// dynamic lighting information
int dlightBits[SMP_FRAMES];
int pshadowBits[SMP_FRAMES];
// culling information
vec3_t bounds[2];
// backEnd stats
int numIndexes;
int numVerts;
int firstIndex;
glIndex_t minIndex;
glIndex_t maxIndex;
// static render data
VBO_t *vbo;
IBO_t *ibo;
} srfVBOMesh_t;
typedef struct srfVBOMDVMesh_s
{
surfaceType_t surfaceType;
struct mdvModel_s *mdvModel;
struct mdvSurface_s *mdvSurface;
// backEnd stats
int numIndexes;
int numVerts;
glIndex_t minIndex;
glIndex_t maxIndex;
// static render data
VBO_t *vbo;
IBO_t *ibo;
} srfVBOMDVMesh_t;
extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *);
/*
==============================================================================
SHADOWS
==============================================================================
*/
typedef struct pshadow_s
{
float sort;
int numEntities;
int entityNums[8];
vec3_t entityOrigins[8];
float entityRadiuses[8];
float viewRadius;
vec3_t viewOrigin;
vec3_t lightViewAxis[3];
vec3_t lightOrigin;
float lightRadius;
cplane_t cullPlane;
} pshadow_t;
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
#define CULLINFO_NONE 0
#define CULLINFO_BOX 1
#define CULLINFO_SPHERE 2
#define CULLINFO_PLANE 4
typedef struct cullinfo_s {
int type;
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
cplane_t plane;
} cullinfo_t;
typedef struct msurface_s {
//int viewCount; // if == tr.viewCount, already added
struct shader_s *shader;
int fogIndex;
cullinfo_t cullinfo;
surfaceType_t *data; // any of srf*_t
} msurface_t;
#define CONTENTS_NODE -1
typedef struct mnode_s {
// common with leaf and node
int contents; // -1 for nodes, to differentiate from leafs
int visCounts[MAX_VISCOUNTS]; // node needs to be traversed if current
vec3_t mins, maxs; // for bounding box culling
struct mnode_s *parent;
// node specific
cplane_t *plane;
struct mnode_s *children[2];
// leaf specific
int cluster;
int area;
int firstmarksurface;
int nummarksurfaces;
} mnode_t;
typedef struct {
vec3_t bounds[2]; // for culling
int firstSurface;
int numSurfaces;
} bmodel_t;
typedef struct {
char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
char baseName[MAX_QPATH]; // ie: tim_dm2
int dataSize;
int numShaders;
dshader_t *shaders;
int numBModels;
bmodel_t *bmodels;
int numplanes;
cplane_t *planes;
int numnodes; // includes leafs
int numDecisionNodes;
mnode_t *nodes;
VBO_t *vbo;
IBO_t *ibo;
int numWorldSurfaces;
int numsurfaces;
msurface_t *surfaces;
int *surfacesViewCount;
int *surfacesDlightBits;
int *surfacesPshadowBits;
int numMergedSurfaces;
msurface_t *mergedSurfaces;
int *mergedSurfacesViewCount;
int *mergedSurfacesDlightBits;
int *mergedSurfacesPshadowBits;
int nummarksurfaces;
int *marksurfaces;
int *viewSurfaces;
int numfogs;
fog_t *fogs;
vec3_t lightGridOrigin;
vec3_t lightGridSize;
vec3_t lightGridInverseSize;
int lightGridBounds[3];
byte *lightGridData;
float *hdrLightGrid;
int numClusters;
int clusterBytes;
const byte *vis; // may be passed in by CM_LoadMap to save space
byte *novis; // clusterBytes of 0xff
char *entityString;
char *entityParsePoint;
} world_t;
/*
==============================================================================
MDV MODELS - meta format for vertex animation models like .md2, .md3, .mdc
==============================================================================
*/
typedef struct
{
float bounds[2][3];
float localOrigin[3];
float radius;
} mdvFrame_t;
typedef struct
{
float origin[3];
float axis[3][3];
} mdvTag_t;
typedef struct
{
char name[MAX_QPATH]; // tag name
} mdvTagName_t;
typedef struct
{
vec3_t xyz;
vec3_t normal;
#ifdef USE_VERT_TANGENT_SPACE
vec3_t tangent;
vec3_t bitangent;
#endif
} mdvVertex_t;
typedef struct
{
float st[2];
} mdvSt_t;
typedef struct mdvSurface_s
{
surfaceType_t surfaceType;
char name[MAX_QPATH]; // polyset name
int numShaderIndexes;
int *shaderIndexes;
int numVerts;
mdvVertex_t *verts;
mdvSt_t *st;
int numTriangles;
srfTriangle_t *triangles;
struct mdvModel_s *model;
} mdvSurface_t;
typedef struct mdvModel_s
{
int numFrames;
mdvFrame_t *frames;
int numTags;
mdvTag_t *tags;
mdvTagName_t *tagNames;
int numSurfaces;
mdvSurface_t *surfaces;
int numVBOSurfaces;
srfVBOMDVMesh_t *vboSurfaces;
int numSkins;
} mdvModel_t;
//======================================================================
typedef enum {
MOD_BAD,
MOD_BRUSH,
MOD_MESH,
MOD_MD4,
#ifdef RAVENMD4
MOD_MDR,
#endif
MOD_IQM
} modtype_t;
typedef struct model_s {
char name[MAX_QPATH];
modtype_t type;
int index; // model = tr.models[model->index]
int dataSize; // just for listing purposes
bmodel_t *bmodel; // only if type == MOD_BRUSH
mdvModel_t *mdv[MD3_MAX_LODS]; // only if type == MOD_MESH
void *modelData; // only if type == (MOD_MD4 | MOD_MDR | MOD_IQM)
int numLods;
} model_t;
#define MAX_MOD_KNOWN 1024
void R_ModelInit (void);
model_t *R_GetModelByHandle( qhandle_t hModel );
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
float frac, const char *tagName );
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
void R_Modellist_f (void);
//====================================================
extern refimport_t ri;
#define MAX_DRAWIMAGES 2048
#define MAX_SKINS 1024
#define MAX_DRAWSURFS 0x10000
#define DRAWSURF_MASK (MAX_DRAWSURFS-1)
/*
the drawsurf sort data is packed into a single 32 bit value so it can be
compared quickly during the qsorting process
the bits are allocated as follows:
0 - 1 : dlightmap index
//2 : used to be clipped flag REMOVED - 03.21.00 rad
2 - 6 : fog index
11 - 20 : entity index
21 - 31 : sorted shader index
TTimo - 1.32
0-1 : dlightmap index
2-6 : fog index
7-16 : entity index
17-30 : sorted shader index
SmileTheory - for pshadows
17-31 : sorted shader index
7-16 : entity index
2-6 : fog index
1 : pshadow flag
0 : dlight flag
*/
#define QSORT_FOGNUM_SHIFT 2
#define QSORT_REFENTITYNUM_SHIFT 7
#define QSORT_SHADERNUM_SHIFT (QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
#error "Need to update sorting, too many bits."
#endif
#define QSORT_PSHADOW_SHIFT 1
extern int gl_filter_min, gl_filter_max;
/*
** performanceCounters_t
*/
typedef struct {
int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
int c_leafs;
int c_dlightSurfaces;
int c_dlightSurfacesCulled;
} frontEndCounters_t;
#define FOG_TABLE_SIZE 256
#define FUNCTABLE_SIZE 1024
#define FUNCTABLE_SIZE2 10
#define FUNCTABLE_MASK (FUNCTABLE_SIZE-1)
// the renderer front end should never modify glstate_t
typedef struct {
int currenttextures[NUM_TEXTURE_BUNDLES];
int currenttmu;
qboolean finishCalled;
int texEnv[2];
int faceCulling;
unsigned long glStateBits;
uint32_t vertexAttribsState;
uint32_t vertexAttribPointersSet;
uint32_t vertexAttribsNewFrame;
uint32_t vertexAttribsOldFrame;
float vertexAttribsInterpolation;
shaderProgram_t *currentProgram;
FBO_t *currentFBO;
VBO_t *currentVBO;
IBO_t *currentIBO;
matrix_t modelview;
matrix_t projection;
matrix_t modelviewProjection;
} glstate_t;
typedef enum {
MI_NONE,
MI_NVX,
MI_ATI
} memInfo_t;
typedef enum {
TCR_NONE = 0x0000,
TCR_LATC = 0x0001,
TCR_BPTC = 0x0002,
} textureCompressionRef_t;
// We can't change glConfig_t without breaking DLL/vms compatibility, so
// store extensions we have here.
typedef struct {
qboolean drawRangeElements;
qboolean multiDrawArrays;
qboolean occlusionQuery;
int glslMajorVersion;
int glslMinorVersion;
memInfo_t memInfo;
qboolean framebufferObject;
int maxRenderbufferSize;
int maxColorAttachments;
qboolean textureNonPowerOfTwo;
qboolean textureFloat;
qboolean halfFloatPixel;
qboolean packedDepthStencil;
textureCompressionRef_t textureCompression;
qboolean framebufferMultisample;
qboolean framebufferBlit;
qboolean texture_srgb;
qboolean framebuffer_srgb;
qboolean depthClamp;
} glRefConfig_t;
typedef struct {
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
int c_surfBatches;
float c_overDraw;
int c_vboVertexBuffers;
int c_vboIndexBuffers;
int c_vboVertexes;
int c_vboIndexes;
int c_staticVboDraws;
int c_dynamicVboDraws;
int c_multidraws;
int c_multidrawsMerged;
int c_dlightVertexes;
int c_dlightIndexes;
int c_flareAdds;
int c_flareTests;
int c_flareRenders;
int c_glslShaderBinds;
int c_genericDraws;
int c_lightallDraws;
int c_fogDraws;
int c_dlightDraws;
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is seperated
// from the front end state
typedef struct {
int smpFrame;
trRefdef_t refdef;
viewParms_t viewParms;
orientationr_t or;
backEndCounters_t pc;
qboolean isHyperspace;
trRefEntity_t *currentEntity;
qboolean skyRenderedThisView; // flag for drawing sun
#ifdef REACTION
vec3_t sunFlarePos;
qboolean viewHasSunFlare;
qboolean frameHasSunFlare;
#endif
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
byte color2D[4];
qboolean vertexes2D; // shader needs to be finished
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
FBO_t *last2DFBO;
qboolean colorMask[4];
qboolean framePostProcessed;
qboolean depthFill;
} backEndState_t;
/*
** trGlobals_t
**
** Most renderer globals are defined here.
** backend functions should never modify any of these fields,
** but may read fields that aren't dynamically modified
** by the frontend.
*/
typedef struct {
qboolean registered; // cleared at shutdown, set at beginRegistration
int visIndex;
int visClusters[MAX_VISCOUNTS];
int visCounts[MAX_VISCOUNTS]; // incremented every time a new vis cluster is entered
int frameCount; // incremented every frame
int sceneCount; // incremented every scene
int viewCount; // incremented every view (twice a scene if portaled)
// and every R_MarkFragments call
int smpFrame; // toggles from 0 to 1 every endFrame
int frameSceneNum; // zeroed at RE_BeginFrame
qboolean worldMapLoaded;
qboolean worldDeluxeMapping;
vec2_t autoExposureMinMax;
vec3_t toneMinAvgMaxLevel;
world_t *world;
const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load
image_t *defaultImage;
image_t *scratchImage[32];
image_t *fogImage;
image_t *dlightImage; // inverse-quare highlight for projective adding
image_t *flareImage;
image_t *whiteImage; // full of 0xff
image_t *identityLightImage; // full of tr.identityLightByte
image_t *shadowCubemaps[MAX_DLIGHTS];
image_t *renderImage;
image_t *godRaysImage;
image_t *renderDepthImage;
image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
image_t *textureScratchImage[2];
image_t *screenScratchImage;
image_t *quarterImage[2];
image_t *calcLevelsImage;
image_t *targetLevelsImage;
image_t *fixedLevelsImage;
image_t *sunShadowDepthImage[3];
image_t *screenShadowImage;
image_t *screenSsaoImage;
image_t *hdrDepthImage;
image_t *textureDepthImage;
FBO_t *renderFbo;
FBO_t *msaaResolveFbo;
FBO_t *godRaysFbo;
FBO_t *depthFbo;
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
FBO_t *textureScratchFbo[2];
FBO_t *screenScratchFbo;
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
FBO_t *sunShadowFbo[3];
FBO_t *screenShadowFbo;
FBO_t *screenSsaoFbo;
FBO_t *hdrDepthFbo;
shader_t *defaultShader;
shader_t *shadowShader;
shader_t *projectionShadowShader;
shader_t *flareShader;
shader_t *sunShader;
int numLightmaps;
int lightmapSize;
image_t **lightmaps;
image_t **deluxemaps;
int fatLightmapSize;
int fatLightmapStep;
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
model_t *currentModel;
//
// GPU shader programs
//
shaderProgram_t genericShader[GENERICDEF_COUNT];
shaderProgram_t textureColorShader;
shaderProgram_t fogShader[FOGDEF_COUNT];
shaderProgram_t dlightShader[DLIGHTDEF_COUNT];
shaderProgram_t lightallShader[LIGHTDEF_COUNT];
shaderProgram_t shadowmapShader;
shaderProgram_t pshadowShader;
shaderProgram_t down4xShader;
shaderProgram_t bokehShader;
shaderProgram_t tonemapShader;
shaderProgram_t calclevels4xShader[2];
shaderProgram_t shadowmaskShader;
shaderProgram_t ssaoShader;
shaderProgram_t depthBlurShader[2];
// -----------------------------------------
viewParms_t viewParms;
float identityLight; // 1.0 / ( 1 << overbrightBits )
int identityLightByte; // identityLight * 255
int overbrightBits; // r_overbrightBits->integer, but set to 0 if no hw gamma
orientationr_t or; // for current entity
trRefdef_t refdef;
int viewCluster;
float mapLightScale;
qboolean sunShadows;
vec3_t sunLight; // from the sky shader for this level
vec3_t sunAmbient;
vec3_t sunDirection;
frontEndCounters_t pc;
int frontEndMsec; // not in pc due to clearing issue
//
// put large tables at the end, so most elements will be
// within the +/32K indexed range on risc processors
//
model_t *models[MAX_MOD_KNOWN];
int numModels;
int numImages;
image_t *images[MAX_DRAWIMAGES];
int numFBOs;
FBO_t *fbos[MAX_FBOS];
int numVBOs;
VBO_t *vbos[MAX_VBOS];
int numIBOs;
IBO_t *ibos[MAX_IBOS];
// shader indexes from other modules will be looked up in tr.shaders[]
// shader indexes from drawsurfs will be looked up in sortedShaders[]
// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
int numShaders;
shader_t *shaders[MAX_SHADERS];
shader_t *sortedShaders[MAX_SHADERS];
int numSkins;
skin_t *skins[MAX_SKINS];
#ifdef REACTION
GLuint sunFlareQuery[2];
int sunFlareQueryIndex;
qboolean sunFlareQueryActive[2];
#endif
float sinTable[FUNCTABLE_SIZE];
float squareTable[FUNCTABLE_SIZE];
float triangleTable[FUNCTABLE_SIZE];
float sawToothTable[FUNCTABLE_SIZE];
float inverseSawToothTable[FUNCTABLE_SIZE];
float fogTable[FOG_TABLE_SIZE];
} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
// These three variables should live inside glConfig but can't because of compatibility issues to the original ID vms.
// If you release a stand-alone game and your mod uses tr_types.h from this build you can safely move them to
// the glconfig_t struct.
extern qboolean textureFilterAnisotropic;
extern int maxAnisotropy;
extern glRefConfig_t glRefConfig;
extern float displayAspect;
//
// cvars
//
extern cvar_t *r_flareSize;
extern cvar_t *r_flareFade;
// coefficient for the flare intensity falloff function.
#define FLARE_STDCOEFF "150"
extern cvar_t *r_flareCoeff;
extern cvar_t *r_railWidth;
extern cvar_t *r_railCoreWidth;
extern cvar_t *r_railSegmentLength;
extern cvar_t *r_ignore; // used for debugging anything
extern cvar_t *r_verbose; // used for verbose debug spew
extern cvar_t *r_znear; // near Z clip plane
extern cvar_t *r_zproj; // z distance of projection plane
extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
extern cvar_t *r_stencilbits; // number of desired stencil bits
extern cvar_t *r_depthbits; // number of desired depth bits
extern cvar_t *r_colorbits; // number of desired color bits, only relevant for fullscreen
extern cvar_t *r_texturebits; // number of desired texture bits
extern cvar_t *r_ext_multisample;
// 0 = use framebuffer depth
// 16 = use 16-bit textures
// 32 = use 32-bit textures
// all else = error
extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
extern cvar_t *r_lodbias; // push/pull LOD transitions
extern cvar_t *r_lodscale;
extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
extern cvar_t *r_drawSun; // controls drawing of sun quad
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity
extern cvar_t *r_norefresh; // bypasses the ref rendering
extern cvar_t *r_drawentities; // disable/enable entity rendering
extern cvar_t *r_drawworld; // disable/enable world rendering
extern cvar_t *r_speeds; // various levels of information display
extern cvar_t *r_detailTextures; // enables/disables detail texturing stages
extern cvar_t *r_novis; // disable/enable usage of PVS
extern cvar_t *r_nocull;
extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test
extern cvar_t *r_nocurves;
extern cvar_t *r_showcluster;
extern cvar_t *r_mode; // video mode
extern cvar_t *r_fullscreen;
extern cvar_t *r_noborder;
extern cvar_t *r_gamma;
extern cvar_t *r_ignorehwgamma; // overrides hardware gamma capabilities
extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions
extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions
extern cvar_t *r_ext_multitexture;
extern cvar_t *r_ext_compiled_vertex_array;
extern cvar_t *r_ext_texture_env_add;
extern cvar_t *r_ext_texture_filter_anisotropic;
extern cvar_t *r_ext_max_anisotropy;
extern cvar_t *r_ext_draw_range_elements;
extern cvar_t *r_ext_multi_draw_arrays;
extern cvar_t *r_ext_framebuffer_object;
extern cvar_t *r_ext_texture_float;
extern cvar_t *r_arb_half_float_pixel;
extern cvar_t *r_ext_framebuffer_multisample;
extern cvar_t *r_nobind; // turns off binding to appropriate textures
extern cvar_t *r_singleShader; // make most world faces use default shader
extern cvar_t *r_roundImagesDown;
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
extern cvar_t *r_picmip; // controls picmip values
extern cvar_t *r_finish;
extern cvar_t *r_drawBuffer;
extern cvar_t *r_swapInterval;
extern cvar_t *r_textureMode;
extern cvar_t *r_offsetFactor;
extern cvar_t *r_offsetUnits;
extern cvar_t *r_fullbright; // avoid lightmap pass
extern cvar_t *r_lightmap; // render lightmaps only
extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
extern cvar_t *r_uiFullScreen; // ui is running fullscreen
extern cvar_t *r_logFile; // number of frames to emit GL logs
extern cvar_t *r_showtris; // enables wireframe rendering of the world
extern cvar_t *r_showsky; // forces sky in front of all surfaces
extern cvar_t *r_shownormals; // draws wireframe normals
extern cvar_t *r_clear; // force screen clear every frame
extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
extern cvar_t *r_flares; // light flares
extern cvar_t *r_intensity;
extern cvar_t *r_lockpvs;
extern cvar_t *r_noportals;
extern cvar_t *r_portalOnly;
extern cvar_t *r_subdivisions;
extern cvar_t *r_lodCurveError;
extern cvar_t *r_smp;
extern cvar_t *r_showSmp;
extern cvar_t *r_skipBackEnd;
extern cvar_t *r_stereoEnabled;
extern cvar_t *r_anaglyphMode;
extern cvar_t *r_mergeMultidraws;
extern cvar_t *r_mergeLeafSurfaces;
extern cvar_t *r_softOverbright;
extern cvar_t *r_hdr;
extern cvar_t *r_postProcess;
extern cvar_t *r_toneMap;
extern cvar_t *r_forceToneMap;
extern cvar_t *r_forceToneMapMin;
extern cvar_t *r_forceToneMapAvg;
extern cvar_t *r_forceToneMapMax;
extern cvar_t *r_autoExposure;
extern cvar_t *r_forceAutoExposure;
extern cvar_t *r_forceAutoExposureMin;
extern cvar_t *r_forceAutoExposureMax;
extern cvar_t *r_cameraExposure;
extern cvar_t *r_srgb;
extern cvar_t *r_depthPrepass;
extern cvar_t *r_ssao;
extern cvar_t *r_normalMapping;
extern cvar_t *r_specularMapping;
extern cvar_t *r_deluxeMapping;
extern cvar_t *r_parallaxMapping;
extern cvar_t *r_normalAmbient;
extern cvar_t *r_dlightMode;
extern cvar_t *r_pshadowDist;
extern cvar_t *r_recalcMD3Normals;
extern cvar_t *r_mergeLightmaps;
extern cvar_t *r_imageUpsample;
extern cvar_t *r_imageUpsampleMaxSize;
extern cvar_t *r_imageUpsampleType;
extern cvar_t *r_genNormalMaps;
extern cvar_t *r_forceSun;
extern cvar_t *r_forceSunMapLightScale;
extern cvar_t *r_forceSunLightScale;
extern cvar_t *r_forceSunAmbientScale;
extern cvar_t *r_sunShadows;
extern cvar_t *r_shadowFilter;
extern cvar_t *r_shadowMapSize;
extern cvar_t *r_shadowCascadeZNear;
extern cvar_t *r_shadowCascadeZFar;
extern cvar_t *r_shadowCascadeZBias;
extern cvar_t *r_greyscale;
extern cvar_t *r_ignoreGLErrors;
extern cvar_t *r_overBrightBits;
extern cvar_t *r_mapOverBrightBits;
extern cvar_t *r_debugSurface;
extern cvar_t *r_simpleMipMaps;
extern cvar_t *r_showImages;
extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_saveFontData;
extern cvar_t *r_marksOnTriangleMeshes;
//====================================================================
float R_NoiseGet4f( float x, float y, float z, float t );
void R_NoiseInit( void );
void R_SwapBuffers( int );
void R_RenderView( viewParms_t *parms );
void R_RenderDlightCubemaps(const refdef_t *fd);
void R_RenderPshadowMaps(const refdef_t *fd);
void R_RenderSunShadowMaps(const refdef_t *fd, int level);
void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddNullModelSurfaces( trRefEntity_t *e );
void R_AddBeamSurfaces( trRefEntity_t *e );
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
void R_AddLightningBoltSurfaces( trRefEntity_t *e );
void R_AddPolygonSurfaces( void );
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap, int *pshadowMap );
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap, int pshadowMap );
void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2);
qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
void R_CalcSurfaceTriangleNeighbors(int numTriangles, srfTriangle_t * triangles);
void R_CalcSurfaceTrianglePlanes(int numTriangles, srfTriangle_t * triangles, srfVert_t * verts);
#define CULL_IN 0 // completely unclipped
#define CULL_CLIP 1 // clipped by one or more planes
#define CULL_OUT 2 // completely outside the clipping planes
void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
void R_LocalPointToWorld (const vec3_t local, vec3_t world);
int R_CullBox (vec3_t bounds[2]);
int R_CullLocalBox (vec3_t bounds[2]);
int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes );
int R_CullPointAndRadius( const vec3_t origin, float radius );
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum);
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
/*
** GL wrapper/helper functions
*/
void GL_Bind( image_t *image );
void GL_BindCubemap( image_t *image );
void GL_BindToTMU( image_t *image, int tmu );
void GL_SetDefaultState (void);
void GL_SelectTexture( int unit );
void GL_TextureMode( const char *string );
void GL_CheckErrs( char *file, int line );
#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
void GL_State( unsigned long stateVector );
void GL_SetProjectionMatrix(matrix_t matrix);
void GL_SetModelviewMatrix(matrix_t matrix);
void GL_TexEnv( int env );
void GL_Cull( int cullType );
#define GLS_SRCBLEND_ZERO 0x00000001
#define GLS_SRCBLEND_ONE 0x00000002
#define GLS_SRCBLEND_DST_COLOR 0x00000003
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
#define GLS_SRCBLEND_DST_ALPHA 0x00000007
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
#define GLS_SRCBLEND_BITS 0x0000000f
#define GLS_DSTBLEND_ZERO 0x00000010
#define GLS_DSTBLEND_ONE 0x00000020
#define GLS_DSTBLEND_SRC_COLOR 0x00000030
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
#define GLS_DSTBLEND_DST_ALPHA 0x00000070
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
#define GLS_DSTBLEND_BITS 0x000000f0
#define GLS_DEPTHMASK_TRUE 0x00000100
#define GLS_POLYMODE_LINE 0x00001000
#define GLS_DEPTHTEST_DISABLE 0x00010000
#define GLS_DEPTHFUNC_EQUAL 0x00020000
#define GLS_DEPTHFUNC_GREATER 0x00040000
#define GLS_DEPTHFUNC_BITS 0x00060000
#define GLS_ATEST_GT_0 0x10000000
#define GLS_ATEST_LT_80 0x20000000
#define GLS_ATEST_GE_80 0x40000000
#define GLS_ATEST_BITS 0x70000000
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_BeginRegistration( glconfig_t *glconfig );
void RE_LoadWorldMap( const char *mapname );
void RE_SetWorldVisData( const byte *vis );
qhandle_t RE_RegisterModel( const char *name );
qhandle_t RE_RegisterSkin( const char *name );
void RE_Shutdown( qboolean destroyWindow );
qboolean R_GetEntityToken( char *buffer, int size );
model_t *R_AllocModel( void );
void R_Init( void );
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat );
void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height );
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
void R_SetColorMappings( void );
void R_GammaCorrect( byte *buffer, int bufSize );
void R_ImageList_f( void );
void R_SkinList_f( void );
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
const void *RB_TakeScreenshotCmd( const void *data );
void R_ScreenShot_f( void );
void R_InitFogTable( void );
float R_FogFactor( float s, float t );
void R_InitImages( void );
void R_DeleteTextures( void );
int R_SumOfUsedImages( void );
void R_InitSkins( void );
skin_t *R_GetSkinByHandle( qhandle_t hSkin );
int R_ComputeLOD( trRefEntity_t *ent );
const void *RB_TakeVideoFrameCmd( const void *data );
//
// tr_shader.c
//
qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
qhandle_t RE_RegisterShader( const char *name );
qhandle_t RE_RegisterShaderNoMip( const char *name );
qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage);
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
shader_t *R_GetShaderByHandle( qhandle_t hShader );
shader_t *R_GetShaderByState( int index, long *cycleTime );
shader_t *R_FindShaderByName( const char *name );
void R_InitShaders( void );
void R_ShaderList_f( void );
void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
void GLimp_Init( void );
void GLimp_Shutdown( void );
void GLimp_EndFrame( void );
qboolean GLimp_SpawnRenderThread( void (*function)( void ) );
void *GLimp_RendererSleep( void );
void GLimp_FrontEndSleep( void );
void GLimp_WakeRenderer( void *data );
void GLimp_LogComment( char *comment );
void GLimp_Minimize(void);
// NOTE TTimo linux works with float gamma value, not the gamma table
// the params won't be used, getting the r_gamma cvar directly
void GLimp_SetGamma( unsigned char red[256],
unsigned char green[256],
unsigned char blue[256] );
void GLimp_InitExtraExtensions( void );
/*
====================================================================
TESSELATOR/SHADER DECLARATIONS
====================================================================
*/
typedef struct stageVars
{
color4ub_t colors[SHADER_MAX_VERTEXES];
vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
} stageVars_t;
#define MAX_MULTIDRAW_PRIMITIVES 16384
typedef struct shaderCommands_s
{
glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
#ifdef USE_VERT_TANGENT_SPACE
vec4_t tangent[SHADER_MAX_VERTEXES] QALIGN(16);
vec4_t bitangent[SHADER_MAX_VERTEXES] QALIGN(16);
#endif
vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
vec4_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
vec4_t lightdir[SHADER_MAX_VERTEXES] QALIGN(16);
//int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
VBO_t *vbo;
IBO_t *ibo;
qboolean useInternalVBO;
stageVars_t svars QALIGN(16);
//color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
shader_t *shader;
float shaderTime;
int fogNum;
int dlightBits; // or together of all vertexDlightBits
int pshadowBits;
int firstIndex;
int numIndexes;
int numVertexes;
glIndex_t minIndex;
glIndex_t maxIndex;
int multiDrawPrimitives;
GLsizei multiDrawNumIndexes[MAX_MULTIDRAW_PRIMITIVES];
glIndex_t *multiDrawFirstIndex[MAX_MULTIDRAW_PRIMITIVES];
glIndex_t *multiDrawLastIndex[MAX_MULTIDRAW_PRIMITIVES];
glIndex_t multiDrawMinIndex[MAX_MULTIDRAW_PRIMITIVES];
glIndex_t multiDrawMaxIndex[MAX_MULTIDRAW_PRIMITIVES];
// info extracted from current shader
int numPasses;
void (*currentStageIteratorFunc)( void );
shaderStage_t **xstages;
} shaderCommands_t;
extern shaderCommands_t tess;
void RB_BeginSurface(shader_t *shader, int fogNum );
void RB_EndSurface(void);
void RB_CheckOverflow( int verts, int indexes );
#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
void R_DrawElementsVBO( int numIndexes, glIndex_t firstIndex, glIndex_t minIndex, glIndex_t maxIndex );
void RB_StageIteratorGeneric( void );
void RB_StageIteratorSky( void );
void RB_StageIteratorVertexLitTexture( void );
void RB_StageIteratorLightmappedMultitexture( void );
void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] );
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 );
void RB_InstantQuad( vec4_t quadVerts[4] );
//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes);
void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]);
void RB_ShowImages( void );
/*
============================================================
WORLD MAP
============================================================
*/
void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_AddWorldSurfaces( void );
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
/*
============================================================
FLARES
============================================================
*/
void R_ClearFlares( void );
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
void RB_AddDlightFlares( void );
void RB_RenderFlares (void);
/*
============================================================
LIGHTS
============================================================
*/
void R_DlightBmodel( bmodel_t *bmodel );
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or );
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world );
/*
============================================================
SHADOWS
============================================================
*/
void RB_ShadowTessEnd( void );
void RB_ShadowFinish( void );
void RB_ProjectionShadowDeform( void );
/*
============================================================
SKIES
============================================================
*/
void R_BuildCloudData( shaderCommands_t *shader );
void R_InitSkyTexCoords( float cloudLayerHeight );
void R_DrawSkyBox( shaderCommands_t *shader );
void RB_DrawSun( void );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror );
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror );
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid );
/*
============================================================
MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
============================================================
*/
int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
/*
============================================================
VERTEX BUFFER OBJECTS
============================================================
*/
VBO_t *R_CreateVBO(const char *name, byte * vertexes, int vertexesSize, vboUsage_t usage);
VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vertexes, uint32_t stateBits, vboUsage_t usage);
IBO_t *R_CreateIBO(const char *name, byte * indexes, int indexesSize, vboUsage_t usage);
IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t * triangles, vboUsage_t usage);
void R_BindVBO(VBO_t * vbo);
void R_BindNullVBO(void);
void R_BindIBO(IBO_t * ibo);
void R_BindNullIBO(void);
void R_InitVBOs(void);
void R_ShutdownVBOs(void);
void R_VBOList_f(void);
void RB_UpdateVBOs(unsigned int attribBits);
/*
============================================================
GLSL
============================================================
*/
void GLSL_InitGPUShaders(void);
void GLSL_ShutdownGPUShaders(void);
void GLSL_VertexAttribsState(uint32_t stateBits);
void GLSL_VertexAttribPointers(uint32_t attribBits);
void GLSL_BindProgram(shaderProgram_t * program);
void GLSL_BindNullProgram(void);
void GLSL_SetNumUniforms(shaderProgram_t *program, int numUniforms);
void GLSL_SetUniformName(shaderProgram_t *program, int uniformNum, const char *name);
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v);
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v);
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v);
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v);
void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix);
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage);
/*
============================================================
SCENE GENERATION
============================================================
*/
void R_ToggleSmpFrame( void );
void RE_ClearScene( void );
void RE_AddRefEntityToScene( const refEntity_t *ent );
void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void RE_RenderScene( const refdef_t *fd );
#ifdef RAVENMD4
/*
=============================================================
UNCOMPRESSING BONES
=============================================================
*/
#define MC_BITS_X (16)
#define MC_BITS_Y (16)
#define MC_BITS_Z (16)
#define MC_BITS_VECT (16)
#define MC_SCALE_X (1.0f/64)
#define MC_SCALE_Y (1.0f/64)
#define MC_SCALE_Z (1.0f/64)
void MC_UnCompress(float mat[3][4],const unsigned char * comp);
#endif
/*
=============================================================
ANIMATED MODELS
=============================================================
*/
// void R_MakeAnimModel( model_t *model ); haven't seen this one really, so not needed I guess.
void R_AddAnimSurfaces( trRefEntity_t *ent );
void RB_SurfaceAnim( md4Surface_t *surfType );
#ifdef RAVENMD4
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
void RB_MDRSurfaceAnim( md4Surface_t *surface );
#endif
qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
void R_AddIQMSurfaces( trRefEntity_t *ent );
void RB_IQMSurfaceAnim( surfaceType_t *surface );
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
int startFrame, int endFrame,
float frac, const char *tagName );
/*
=============================================================
IMAGE LOADERS
=============================================================
*/
void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
void R_LoadTGA( const char *name, byte **pic, int *width, int *height );
/*
=============================================================
=============================================================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst );
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
void RB_DeformTessGeometry( void );
void RB_CalcEnvironmentTexCoords( float *dstTexCoords );
void RB_CalcFogTexCoords( float *dstTexCoords );
void RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
void RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords );
void RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords );
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords );
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix );
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix );
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );
void RB_CalcModulateColorsByFog( unsigned char *dstColors );
void RB_CalcModulateAlphasByFog( unsigned char *dstColors );
void RB_CalcModulateRGBAsByFog( unsigned char *dstColors );
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
float RB_CalcWaveAlphaSingle( const waveForm_t *wf );
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
float RB_CalcWaveColorSingle( const waveForm_t *wf );
void RB_CalcAlphaFromEntity( unsigned char *dstColors );
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *texCoords );
void RB_CalcColorFromEntity( unsigned char *dstColors );
void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors );
void RB_CalcSpecularAlpha( unsigned char *alphas );
void RB_CalcDiffuseColor( unsigned char *colors );
/*
=============================================================
RENDERER BACK END FUNCTIONS
=============================================================
*/
void RB_RenderThread( void );
void RB_ExecuteRenderCommands( const void *data );
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x40000
typedef struct {
byte cmds[MAX_RENDER_COMMANDS];
int used;
} renderCommandList_t;
typedef struct {
int commandId;
float color[4];
} setColorCommand_t;
typedef struct {
int commandId;
int buffer;
} drawBufferCommand_t;
typedef struct {
int commandId;
image_t *image;
int width;
int height;
void *data;
} subImageCommand_t;
typedef struct {
int commandId;
} swapBuffersCommand_t;
typedef struct {
int commandId;
int buffer;
} endFrameCommand_t;
typedef struct {
int commandId;
shader_t *shader;
float x, y;
float w, h;
float s1, t1;
float s2, t2;
} stretchPicCommand_t;
typedef struct {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
drawSurf_t *drawSurfs;
int numDrawSurfs;
} drawSurfsCommand_t;
typedef struct {
int commandId;
int x;
int y;
int width;
int height;
char *fileName;
qboolean jpeg;
} screenshotCommand_t;
typedef struct {
int commandId;
int width;
int height;
byte *captureBuffer;
byte *encodeBuffer;
qboolean motionJpeg;
} videoFrameCommand_t;
typedef struct
{
int commandId;
GLboolean rgba[4];
} colorMaskCommand_t;
typedef struct
{
int commandId;
} clearDepthCommand_t;
typedef struct {
int commandId;
int map;
int cubeSide;
} capShadowmapCommand_t;
typedef struct {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
} postProcessCommand_t;
typedef enum {
RC_END_OF_LIST,
RC_SET_COLOR,
RC_STRETCH_PIC,
RC_DRAW_SURFS,
RC_DRAW_BUFFER,
RC_SWAP_BUFFERS,
RC_SCREENSHOT,
RC_VIDEOFRAME,
RC_COLORMASK,
RC_CLEARDEPTH,
RC_CAPSHADOWMAP,
RC_POSTPROCESS
} renderCommand_t;
// these are sort of arbitrary limits.
// the limits apply to the sum of all scenes in a frame --
// the main view, all the 3D icons, etc
#define MAX_POLYS 600
#define MAX_POLYVERTS 3000
// all of the information needed by the back end must be
// contained in a backEndData_t. This entire structure is
// duplicated so the front and back end can run in parallel
// on an SMP machine
typedef struct {
drawSurf_t drawSurfs[MAX_DRAWSURFS];
dlight_t dlights[MAX_DLIGHTS];
trRefEntity_t entities[MAX_REFENTITIES];
srfPoly_t *polys;//[MAX_POLYS];
polyVert_t *polyVerts;//[MAX_POLYVERTS];
pshadow_t pshadows[MAX_CALC_PSHADOWS];
renderCommandList_t commands;
} backEndData_t;
extern int max_polys;
extern int max_polyverts;
extern backEndData_t *backEndData[SMP_FRAMES]; // the second one may not be allocated
extern volatile renderCommandList_t *renderCommandList;
extern volatile qboolean renderThreadActive;
void *R_GetCommandBuffer( int bytes );
void RB_ExecuteRenderCommands( const void *data );
void R_InitCommandBuffers( void );
void R_ShutdownCommandBuffers( void );
void R_SyncRenderThread( void );
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
void R_AddCapShadowmapCmd( int dlight, int cubeSide );
void R_AddPostProcessCmd (void);
void RE_SetColor( const float *rgba );
void RE_StretchPic ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
unsigned char *image_buffer, int padding);
size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
int image_width, int image_height, byte *image_buffer, int padding);
void RE_TakeVideoFrame( int width, int height,
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
// font stuff
void R_InitFreeType( void );
void R_DoneFreeType( void );
void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
#endif //TR_LOCAL_H