rallyunlimited-engine/code/renderervk/tr_local.h

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/*
===========================================================================
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
#define USE_VBO // store static world geometry in VBO
#define USE_FOG_ONLY
#define USE_FOG_COLLAPSE // not compatible with legacy dlights
#if defined (USE_VBO) && !defined(USE_FOG_ONLY)
#define USE_FOG_ONLY
#endif
#define USE_LEGACY_DLIGHTS // vq3 dynamic lights
#define USE_PMLIGHT // promode dynamic lights via \r_dlightMode 1|2
#define MAX_REAL_DLIGHTS (MAX_DLIGHTS*2)
#define MAX_LITSURFS (MAX_DRAWSURFS)
#define MAX_FLARES 256
#define MAX_TEXTURE_SIZE 2048 // must be less or equal to 32768
//#define USE_TESS_NEEDS_NORMAL
//#define USE_TESS_NEEDS_ST2
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "../renderercommon/tr_public.h"
#include "tr_common.h"
#include "iqm.h"
#ifdef USE_VULKAN
#include "vk.h"
// GL constants substitutions
typedef enum {
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR,
GL_MODULATE,
GL_ADD,
GL_ADD_NONIDENTITY,
GL_BLEND_MODULATE,
GL_BLEND_ADD,
GL_BLEND_ALPHA,
GL_BLEND_ONE_MINUS_ALPHA,
GL_BLEND_MIX_ALPHA, // SRC_ALPHA + ONE_MINUS_SRC_ALPHA
GL_BLEND_MIX_ONE_MINUS_ALPHA, // ONE_MINUS_SRC_ALPHA + SRC_ALPHA
GL_BLEND_DST_COLOR_SRC_ALPHA, // GLS_SRCBLEND_DST_COLOR + GLS_DSTBLEND_SRC_ALPHA
GL_DECAL,
GL_BACK_LEFT,
GL_BACK_RIGHT
} glCompat;
#define GL_INDEX_TYPE uint32_t
#define GLint int
#define GLuint unsigned int
#define GLboolean VkBool32
#else
#define GL_INDEX_TYPE GL_UNSIGNED_INT
#endif
typedef uint32_t glIndex_t;
#define REFENTITYNUM_BITS 12 // as we actually using only 1 bit for dlight mask in opengl1 renderer
#define REFENTITYNUM_MASK ((1<<REFENTITYNUM_BITS) - 1)
// the last N-bit number (2^REFENTITYNUM_BITS - 1) is reserved for the special world refentity,
// and this is reflected by the value of MAX_REFENTITIES (which therefore is not a power-of-2)
#define MAX_REFENTITIES ((1<<REFENTITYNUM_BITS) - 1)
#define REFENTITYNUM_WORLD ((1<<REFENTITYNUM_BITS) - 1)
// 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 SHADERNUM_MASK (MAX_SHADERS-1)
typedef struct dlight_s {
vec3_t origin;
vec3_t origin2;
vec3_t dir; // origin2 - 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
vec3_t transformed2; // origin2 in local coordinate system
int additive; // texture detail is lost tho when the lightmap is dark
qboolean linear;
#ifdef USE_PMLIGHT
struct litSurf_s *head;
struct litSurf_s *tail;
#endif
} 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
#ifdef USE_LEGACY_DLIGHTS
int needDlights; // 1 for bmodels that touch a dlight
#endif
qboolean lightingCalculated;
vec3_t lightDir; // normalized direction towards light
vec3_t ambientLight; // color normalized to 0-255
int ambientLightInt; // 32 bit rgba packed
vec3_t directedLight;
#ifdef USE_PMLIGHT
vec3_t shadowLightDir; // normalized direction towards light
#endif
qboolean intShaderTime;
} 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];
} orientationr_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 256
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;
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
} 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_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_ENVIRONMENT_MAPPED_FP, // with correct first-person mapping
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 {
float base;
float amplitude;
float phase;
float frequency;
genFunc_t func;
} 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,
TMOD_OFFSET,
TMOD_SCALE_OFFSET,
} 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;
union {
// used for TMOD_TURBULENT and TMOD_STRETCH
waveForm_t wave;
// used for TMOD_TRANSFORM
struct {
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, TMOD_OFFSET, TMOD_SCALE_OFFSET
struct {
float scale[2]; // s' = s * scale[0] + offset[0]
float offset[2]; // t' = t * scale[1] + offset[1]
};
// used for TMOD_SCROLL
float scroll[2]; // s' = s + scroll[0] * time
// t' = t + scroll[1] * time
// used for TMOD_ROTATE
// + = clockwise
// - = counterclockwise
float rotateSpeed;
};
} texModInfo_t;
#define MAX_IMAGE_ANIMATIONS 256
#define MAX_IMAGE_ANIMATIONS_VQ3 256
#define LIGHTMAP_INDEX_NONE 0
#define LIGHTMAP_INDEX_SHADER 1
#define LIGHTMAP_INDEX_OFFSET 2
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
double imageAnimationSpeed; // -EC- set to double
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
int numTexMods;
texModInfo_t *texMods;
waveForm_t rgbWave;
colorGen_t rgbGen;
waveForm_t alphaWave;
alphaGen_t alphaGen;
color4ub_t constantColor; // for CGEN_CONST and AGEN_CONST
acff_t adjustColorsForFog;
int videoMapHandle;
int lightmap; // LIGHTMAP_INDEX_NONE, LIGHTMAP_INDEX_SHADER, LIGHTMAP_INDEX_OFFSET
qboolean isVideoMap;
qboolean isScreenMap;
} textureBundle_t;
#ifdef USE_VULKAN
#define NUM_TEXTURE_BUNDLES 3
#else
#define NUM_TEXTURE_BUNDLES 2
#endif
typedef struct {
qboolean active;
textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
unsigned stateBits; // GLS_xxxx mask
GLint mtEnv; // 0, GL_MODULATE, GL_ADD, GL_DECAL
GLint mtEnv3; // 0, GL_MODULATE, GL_ADD, GL_DECAL
qboolean isDetail;
qboolean depthFragment;
#ifdef USE_VULKAN
uint32_t tessFlags;
uint32_t numTexBundles;
uint32_t vk_pipeline[2]; // normal,fogged
uint32_t vk_mirror_pipeline[2];
uint32_t vk_pipeline_df; // depthFragment
uint32_t vk_mirror_pipeline_df;
#endif
#ifdef USE_VBO
uint32_t rgb_offset[NUM_TEXTURE_BUNDLES]; // within current shader
uint32_t tex_offset[NUM_TEXTURE_BUNDLES]; // within current shader
#endif
} shaderStage_t;
struct shaderCommands_s;
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 translucent, 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 lightmapSearchIndex; // for a shader to match, both name and lightmapIndex must match
int lightmapIndex; // for rendering
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
float portalRangeR;
qboolean multitextureEnv; // if shader has multitexture stage(s)
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
unsigned noMipMaps:1; // for console fonts, 2D elements, etc.
unsigned noPicMip:1; // for images that must always be full resolution
unsigned noLightScale:1;
unsigned noVLcollapse:1; // ignore vertexlight mode
fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
qboolean needsNormal; // not all shaders will need all data to be gathered
//qboolean needsST1;
qboolean needsST2;
//qboolean needsColor;
int numDeforms;
deformStage_t deforms[MAX_SHADER_DEFORMS];
int numUnfoggedPasses;
shaderStage_t *stages[MAX_SHADER_STAGES];
#ifdef USE_PMLIGHT
int lightingStage;
int lightingBundle;
#endif
qboolean fogCollapse;
int tessFlags;
#ifdef USE_VBO
// VBO structures
qboolean isStaticShader;
int svarsSize;
int iboOffset;
int vboOffset;
int normalOffset;
int numIndexes;
int numVertexes;
int curVertexes;
int curIndexes;
#endif
int hasScreenMap;
void (*optimalStageIteratorFunc)( void );
double clampTime; // time this shader is clamped to - set to double for frameloss fix -EC-
double timeOffset; // current time offset for this shader - set to double for frameloss fix -EC-
struct shader_s *remappedShader; // current shader this one is remapped too
struct shader_s *next;
} shader_t;
// trRefdef_t holds everything that comes in refdef_t,
// as well as the locally generated scene information
typedef struct {
int x, y, width, height;
float fov_x, fov_y;
vec3_t vieworg;
vec3_t viewaxis[3]; // transformation matrix
stereoFrame_t stereoFrame;
int time; // time in milliseconds for shader effects and other time dependent rendering issues
int rdflags; // RDF_NOWORLDMODEL, etc
// 1 bits will prevent the associated area from rendering at all
byte areamask[MAX_MAP_AREA_BYTES];
qboolean areamaskModified; // qtrue if areamask changed since last scene
double floatTime; // tr.refdef.time / 1000.0 -EC- set to double
// text messages for deform text shaders
char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
int num_entities;
trRefEntity_t *entities;
unsigned int num_dlights;
struct dlight_s *dlights;
int numPolys;
struct srfPoly_s *polys;
int numDrawSurfs;
struct drawSurf_s *drawSurfs;
#ifdef USE_PMLIGHT
int numLitSurfs;
struct litSurf_s *litSurfs;
#endif
#ifdef USE_VULKAN
qboolean switchRenderPass;
qboolean needScreenMap;
#endif
} trRefdef_t;
typedef struct image_s {
char *imgName; // image path, including extension
char *imgName2; // image path with real file extension
struct image_s *next; // for hash search
int width, height; // source image
int uploadWidth; // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
int uploadHeight;
imgFlags_t flags;
int frameUsed; // for texture usage in frame statistics
#ifdef USE_VULKAN
int internalFormat;
VkSamplerAddressMode wrapClampMode;
VkImage handle;
VkImageView view;
// Descriptor set that contains single descriptor used to access the given image.
// It is updated only once during image initialization.
VkDescriptorSet descriptor;
#else
GLuint texnum; // gl texture binding
GLint internalFormat;
int TMU; // only needed for voodoo2
#endif
} image_t;
//=================================================================================
// max surfaces per-skin
// This is an arbitrary limit. Vanilla Q3 only supported 32 surfaces in skins but failed to
// enforce the maximum limit when reading skin files. It was possile to use more than 32
// surfaces which accessed out of bounds memory past end of skin->surfaces hunk block.
#define MAX_SKIN_SURFACES 256
// skins allow models to be retextured without modifying the model file
typedef struct {
char name[MAX_QPATH];
shader_t *shader;
} skinSurface_t;
typedef struct skin_s {
char name[MAX_QPATH]; // game path, including extension
int numSurfaces;
skinSurface_t *surfaces; // dynamically allocated array of surfaces
} skin_t;
typedef struct {
int originalBrushNumber;
vec3_t bounds[2];
color4ub_t colorInt; // in packed byte format
vec4_t color;
float tcScale; // texture coordinate vector scales
fogParms_t parms;
// for clipping distance in fog when outside
qboolean hasSurface;
float surface[4];
} fog_t;
typedef struct {
float eyeT;
qboolean eyeOutside;
vec4_t fogDistanceVector;
vec4_t fogDepthVector;
const float *fogColor; // vec4_t
} fogProgramParms_t;
typedef enum {
PV_NONE = 0,
PV_PORTAL, // this view is through a portal
PV_MIRROR, // portal + inverted face culling
PV_COUNT
} portalView_t;
typedef struct {
orientationr_t or;
orientationr_t world;
vec3_t pvsOrigin; // may be different than or.origin for portals
portalView_t portalView;
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;
int scissorX, scissorY, scissorWidth, scissorHeight;
float fovX, fovY;
float projectionMatrix[16];
cplane_t frustum[5];
vec3_t visBounds[2];
float zFar;
stereoFrame_t stereoFrame;
#ifdef USE_PMLIGHT
// each view will have its own dlight set
unsigned int num_dlights;
struct dlight_s *dlights;
#endif
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
// 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_MD3,
SF_MDR,
SF_IQM,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_NUM_SURFACE_TYPES,
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
typedef struct drawSurf_s {
unsigned int sort; // bit combination for fast compares
surfaceType_t *surface; // any of surface*_t
} drawSurf_t;
#ifdef USE_PMLIGHT
typedef struct litSurf_s {
unsigned int sort; // bit combination for fast compares
surfaceType_t *surface; // any of surface*_t
struct litSurf_s *next;
} litSurf_t;
#endif
#define MAX_FACE_POINTS 64
#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file
#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory
// when cgame directly specifies a polygon, it becomes a srfPoly_t
// as soon as it is called
typedef struct srfPoly_s {
surfaceType_t surfaceType;
qhandle_t hShader;
int fogIndex;
int numVerts;
polyVert_t *verts;
} srfPoly_t;
typedef struct srfFlare_s {
surfaceType_t surfaceType;
vec3_t origin;
vec3_t normal;
vec3_t color;
} srfFlare_t;
typedef struct srfGridMesh_s {
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits;
// 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;
#ifdef USE_VBO
int vboItemIndex;
int vboExpectIndices;
int vboExpectVertices;
#endif
// vertexes
int width, height;
float *widthLodError;
float *heightLodError;
drawVert_t verts[1]; // variable sized
} srfGridMesh_t;
#define VERTEXSIZE 8
typedef struct {
surfaceType_t surfaceType;
cplane_t plane;
// dynamic lighting information
#ifdef USE_LEGACY_DLIGHTS
int dlightBits;
#endif
#ifdef USE_VBO
int vboItemIndex;
#endif
float *normals;
// triangle definitions (no normals at points)
int numPoints;
int numIndices;
int ofsIndices;
float points[1][VERTEXSIZE]; // variable sized
// there is a variable length list of indices here also
} srfSurfaceFace_t;
// misc_models in maps are turned into direct geometry by q3map
typedef struct {
surfaceType_t surfaceType;
// dynamic lighting information
#ifdef USE_LEGACY_DLIGHTS
int dlightBits;
#endif
#ifdef USE_VBO
int vboItemIndex;
#endif
// culling information (FIXME: use this!)
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
// triangle definitions
int numIndexes;
int *indexes;
int numVerts;
drawVert_t *verts;
} srfTriangles_t;
typedef struct {
vec3_t translate;
quat_t rotate;
vec3_t scale;
} iqmTransform_t;
// inter-quake-model
typedef struct {
int num_vertexes;
int num_triangles;
int num_frames;
int num_surfaces;
int num_joints;
int num_poses;
struct srfIQModel_s *surfaces;
int *triangles;
// vertex arrays
float *positions;
float *texcoords;
float *normals;
float *tangents;
byte *colors;
int *influences; // [num_vertexes] indexes into influenceBlendVertexes
// unique list of vertex blend indexes/weights for faster CPU vertex skinning
byte *influenceBlendIndexes; // [num_influences]
union {
float *f;
byte *b;
} influenceBlendWeights; // [num_influences]
// depending upon the exporter, blend indices and weights might be int/float
// as opposed to the recommended byte/byte, for example Noesis exports
// int/float whereas the official IQM tool exports byte/byte
int blendWeightsType; // IQM_UBYTE or IQM_FLOAT
char *jointNames;
int *jointParents;
float *bindJoints; // [num_joints * 12]
float *invBindJoints; // [num_joints * 12]
iqmTransform_t *poses; // [num_frames * num_poses]
float *bounds;
} iqmData_t;
// inter-quake-model surface
typedef struct srfIQModel_s {
surfaceType_t surfaceType;
char name[MAX_QPATH];
shader_t *shader;
iqmData_t *data;
int first_vertex, num_vertexes;
int first_triangle, num_triangles;
int first_influence, num_influences;
} srfIQModel_t;
extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *);
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
typedef struct msurface_s {
int viewCount; // if == tr.viewCount, already added
struct shader_s *shader;
int fogIndex;
#ifdef USE_PMLIGHT
int vcVisible; // if == tr.viewCount, is actually VISIBLE in this frame, i.e. passed facecull and has been added to the drawsurf list
int lightCount; // if == tr.lightCount, already added to the litsurf list for the current light
#endif // USE_PMLIGHT
surfaceType_t *data; // any of srf*_t
} msurface_t;
typedef struct mnode_s {
// common with leaf and node
int contents; // -1 for nodes, to differentiate from leafs
int visframe; // 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;
msurface_t **firstmarksurface;
int nummarksurfaces;
} mnode_t;
typedef struct {
vec3_t bounds[2]; // for culling
msurface_t *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;
bmodel_t *bmodels;
int numplanes;
cplane_t *planes;
int numnodes; // includes leafs
int numDecisionNodes;
mnode_t *nodes;
int numsurfaces;
msurface_t *surfaces;
int nummarksurfaces;
msurface_t **marksurfaces;
int numfogs;
fog_t *fogs;
vec3_t lightGridOrigin;
vec3_t lightGridSize;
vec3_t lightGridInverseSize;
int lightGridBounds[3];
byte *lightGridData;
int numClusters;
int clusterBytes;
const byte *vis; // may be passed in by CM_LoadMap to save space
byte *novis; // clusterBytes of 0xff
char *entityString;
const char *entityParsePoint;
} world_t;
//======================================================================
typedef enum {
MOD_BAD,
MOD_BRUSH,
MOD_MESH,
MOD_MDR,
MOD_IQM
} modtype_t;
typedef struct model_s {
char name[MAX_QPATH];
modtype_t type;
int index; // model = tr.models[model->index]
int dataSize; // just for listing purposes
bmodel_t *bmodel; // only if type == MOD_BRUSH
md3Header_t *md3[MD3_MAX_LODS]; // only if type == MOD_MESH
void *modelData; // only if type == (MOD_MDR | MOD_IQM)
int numLods;
} model_t;
#define MAX_MOD_KNOWN 1024
void R_ModelInit (void);
model_t *R_GetModelByHandle( qhandle_t hModel );
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
float frac, const char *tagName );
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
void R_Modellist_f (void);
//====================================================
#define MAX_DRAWIMAGES 2048
#define MAX_SKINS 1024
#define MAX_DRAWSURFS 0x1000000
#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
*/
#define DLIGHT_BITS 1 // qboolean in opengl1 renderer
#define DLIGHT_MASK ((1<<DLIGHT_BITS)-1)
#define FOGNUM_BITS 5
#define FOGNUM_MASK ((1<<FOGNUM_BITS)-1)
#define QSORT_FOGNUM_SHIFT DLIGHT_BITS
#define QSORT_REFENTITYNUM_SHIFT (QSORT_FOGNUM_SHIFT + FOGNUM_BITS)
#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_REFENTITYNUM_MASK (REFENTITYNUM_MASK << QSORT_REFENTITYNUM_SHIFT)
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;
#ifdef USE_PMLIGHT
int c_light_cull_out;
int c_light_cull_in;
int c_lit_leafs;
int c_lit_surfs;
int c_lit_culls;
int c_lit_masks;
#endif
} 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 {
GLuint currenttextures[ MAX_TEXTURE_UNITS ];
int currenttmu;
qboolean finishCalled;
GLint texEnv[2];
cullType_t faceCulling;
unsigned glStateBits;
unsigned glClientStateBits[ MAX_TEXTURE_UNITS ];
int currentArray;
} glstate_t;
typedef struct glstatic_s {
// unmodified width/height according to actual \r_mode*
int windowWidth;
int windowHeight;
int captureWidth;
int captureHeight;
int initTime;
qboolean deviceSupportsGamma;
} glstatic_t;
typedef struct {
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
float c_overDraw;
int c_dlightVertexes;
int c_dlightIndexes;
int c_flareAdds;
int c_flareTests;
int c_flareRenders;
int msec; // total msec for backend run
#ifdef USE_PMLIGHT
int c_lit_batches;
int c_lit_vertices;
int c_lit_indices;
int c_lit_indices_latecull_in;
int c_lit_indices_latecull_out;
int c_lit_vertices_lateculltest;
#endif
} backEndCounters_t;
typedef struct videoFrameCommand_s {
int commandId;
int width;
int height;
byte *captureBuffer;
byte *encodeBuffer;
qboolean motionJpeg;
} videoFrameCommand_t;
enum {
SCREENSHOT_TGA = 1<<0,
SCREENSHOT_JPG = 1<<1,
SCREENSHOT_BMP = 1<<2,
SCREENSHOT_BMP_CLIPBOARD = 1<<3,
SCREENSHOT_AVI = 1<<4 // take video frame
};
// all state modified by the back end is separated
// from the front end state
typedef struct {
trRefdef_t refdef;
viewParms_t viewParms;
orientationr_t or;
backEndCounters_t pc;
qboolean isHyperspace;
const trRefEntity_t *currentEntity;
qboolean skyRenderedThisView; // flag for drawing sun
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
color4ub_t color2D;
qboolean doneSurfaces; // done any 3d surfaces already
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
int screenshotMask; // tga | jpg | bmp
char screenshotTGA[ MAX_OSPATH ];
char screenshotJPG[ MAX_OSPATH ];
char screenshotBMP[ MAX_OSPATH ];
qboolean screenShotTGAsilent;
qboolean screenShotJPGsilent;
qboolean screenShotBMPsilent;
videoFrameCommand_t vcmd; // avi capture
qboolean throttle;
qboolean drawConsole;
qboolean doneShadows;
qboolean screenMapDone;
qboolean doneBloom;
} backEndState_t;
typedef struct drawSurfsCommand_s drawSurfsCommand_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
qboolean inited; // cleared at shutdown, set at InitOpenGL
int visCount; // 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
#ifdef USE_PMLIGHT
int lightCount; // incremented for each dlight in the view
#endif
int frameSceneNum; // zeroed at RE_BeginFrame
qboolean worldMapLoaded;
world_t *world;
const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load
image_t *defaultImage;
image_t *scratchImage[ MAX_VIDEO_HANDLES ];
image_t *fogImage;
image_t *dlightImage; // inverse-quare highlight for projective adding
image_t *flareImage;
image_t *blackImage;
image_t *whiteImage; // full of 0xff
image_t *identityLightImage; // full of tr.identityLightByte
shader_t *defaultShader;
shader_t *whiteShader;
shader_t *cinematicShader;
shader_t *shadowShader;
shader_t *projectionShadowShader;
shader_t *flareShader;
shader_t *sunShader;
int numLightmaps;
image_t **lightmaps;
float lightmapOffset[2]; // current shader lightmap offset
float lightmapScale[2]; // for lightmap atlases
int lightmapMod; // for lightmap atlases
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
model_t *currentModel;
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;
#ifdef USE_PMLIGHT
dlight_t *light; // current light during R_RecursiveLightNode
#endif
vec3_t sunLight; // from the sky shader for this level
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];
// 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];
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];
qboolean mapLoading;
int needScreenMap;
#ifdef USE_VULKAN
drawSurfsCommand_t *drawSurfCmd;
int numDrawSurfCmds;
int lastRenderCommand;
#endif
qboolean vertexLightingAllowed;
} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
extern int gl_clamp_mode;
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
extern glstatic_t gls;
extern void myGlMultMatrix(const float *a, const float *b, float *out);
#ifdef USE_VULKAN
extern Vk_Instance vk; // shouldn't be cleared during ref re-init
extern Vk_World vk_world; // this data is cleared during ref re-init
#endif
//
// cvars
//
extern cvar_t *r_flareSize;
extern cvar_t *r_flareFade;
extern cvar_t *r_flareCoeff; // coefficient for the flare intensity falloff function.
extern cvar_t *r_railWidth;
extern cvar_t *r_railCoreWidth;
extern cvar_t *r_railSegmentLength;
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_lodbias; // push/pull LOD transitions
extern cvar_t *r_lodscale;
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
extern cvar_t *r_neatsky; // nomip and nopicmip for skyboxes, cnq3 like look
extern cvar_t *r_drawSun; // controls drawing of sun quad
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
extern cvar_t *r_mergeLightmaps;
#ifdef USE_PMLIGHT
extern cvar_t *r_dlightMode; // 0 - vq3, 1 - pmlight
//extern cvar_t *r_dlightSpecPower; // 1 - 32
//extern cvar_t *r_dlightSpecColor; // -1.0 - 1.0
extern cvar_t *r_dlightScale; // 0.1 - 1.0
extern cvar_t *r_dlightIntensity; // 0.1 - 1.0
#endif
extern cvar_t *r_dlightSaturation; // 0.0 - 1.0
#ifdef USE_VULKAN
extern cvar_t *r_device;
#ifdef USE_VBO
extern cvar_t *r_vbo;
#endif
extern cvar_t *r_fbo;
extern cvar_t *r_hdr;
extern cvar_t *r_bloom;
extern cvar_t *r_bloom_threshold;
extern cvar_t *r_bloom_intensity;
extern cvar_t *r_ext_multisample;
extern cvar_t *r_ext_supersample;
extern cvar_t *r_ext_alpha_to_coverage;
extern cvar_t *r_renderWidth;
extern cvar_t *r_renderHeight;
extern cvar_t *r_renderScale;
#endif
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_gamma;
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_nomip; // apply picmip only on worldspawn textures
extern cvar_t *r_finish;
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_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_skipBackEnd;
extern cvar_t *r_greyscale;
extern cvar_t *r_dither;
extern cvar_t *r_presentBits;
extern cvar_t *r_ignoreGLErrors;
extern cvar_t *r_overBrightBits;
extern cvar_t *r_mapOverBrightBits;
extern cvar_t *r_mapGreyScale;
extern cvar_t *r_mapColorScale;
extern cvar_t *r_mapColorRed;
extern cvar_t *r_mapColorGreen;
extern cvar_t *r_mapColorBlue;
extern cvar_t *r_mapColorRedW;
extern cvar_t *r_mapColorGreenW;
extern cvar_t *r_mapColorBlueW;
extern cvar_t *r_mapColorRedT;
extern cvar_t *r_mapColorGreenT;
extern cvar_t *r_mapColorBlueT;
extern cvar_t *r_debugSurface;
extern cvar_t *r_simpleMipMaps;
extern cvar_t *r_showImages;
extern cvar_t *r_defaultImage;
extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_marksOnTriangleMeshes;
//====================================================================
void R_SwapBuffers( int );
void R_RenderView( const viewParms_t *parms );
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 );
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, int fogIndex, int dlightMap );
#ifdef USE_PMLIGHT
void R_DecomposeLitSort( unsigned sort, int *entityNum, shader_t **shader, int *fogNum );
void R_AddLitSurf( surfaceType_t *surface, shader_t *shader, int fogIndex );
#endif
#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_LocalPointToWorld( const vec3_t local, vec3_t world );
int R_CullLocalBox( const vec3_t bounds[2] );
int R_CullPointAndRadius( const vec3_t origin, float radius );
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
int R_CullDlight( const dlight_t *dl );
void R_SetupProjection( viewParms_t *dest, float zProj, qboolean computeFrustum );
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
/*
** GL wrapper/helper functions
*/
const float *GL_Ortho( const float left, const float right, const float bottom, const float top, const float znear, const float zfar );
void GL_Bind( image_t *image );
void GL_SelectTexture( int unit );
void GL_TextureMode( const char *string );
void GL_CheckErrors( void );
void GL_State( unsigned stateVector );
void GL_ClientState( int unit, unsigned stateVector );
#ifndef USE_VULKAN
void GL_TexEnv( GLint env );
void GL_Cull( cullType_t cullType );
#endif
#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_BLEND_BITS (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS)
#define GLS_DEPTHMASK_TRUE 0x00000100
#define GLS_POLYMODE_LINE 0x00000200
#define GLS_DEPTHTEST_DISABLE 0x00000400
#define GLS_DEPTHFUNC_EQUAL 0x00000800
#define GLS_ATEST_GT_0 0x00001000
#define GLS_ATEST_LT_80 0x00002000
#define GLS_ATEST_GE_80 0x00003000
#define GLS_ATEST_BITS 0x00003000
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
// vertex array states
#define CLS_NONE 0x00000000
#define CLS_COLOR_ARRAY 0x00000001
#define CLS_TEXCOORD_ARRAY 0x00000002
#define CLS_NORMAL_ARRAY 0x00000004
void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, byte *data, int client, qboolean dirty );
void RE_UploadCinematic( int w, int h, int cols, int rows, 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 );
qboolean RE_GetEntityToken( char *buffer, int size );
model_t *R_AllocModel( void );
void R_Init( void );
void R_SetColorMappings( void );
void R_GammaCorrect( byte *buffer, int bufSize );
void R_ColorShiftLightingBytes( const byte in[4], byte out[4], qboolean hasAlpha );
void R_ImageList_f( void );
void R_SkinList_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
//
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 RE_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
//
// tr_surface.c
//
void RB_SurfaceGridEstimate( srfGridMesh_t *cv, int *numVertexes, int *numIndexes );
/*
====================================================================
TESSELATOR/SHADER DECLARATIONS
====================================================================
*/
typedef struct stageVars
{
color4ub_t colors[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES]; // we need at least 2xSHADER_MAX_VERTEXES for shadows and normals
vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
vec2_t *texcoordPtr[NUM_TEXTURE_BUNDLES];
} stageVars_t;
typedef struct shaderCommands_s
{
#pragma pack(push,16)
glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
vec4_t xyz[SHADER_MAX_VERTEXES*2] QALIGN(16); // 2x needed for shadows
vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
vec2_t texCoords[2][SHADER_MAX_VERTEXES] QALIGN(16);
vec2_t texCoords00[SHADER_MAX_VERTEXES] QALIGN(16);
color4ub_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
#ifdef USE_LEGACY_DLIGHTS
int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
#endif
stageVars_t svars QALIGN(16);
color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
#pragma pack(pop)
#ifdef USE_VBO
surfaceType_t surfType;
int vboIndex;
int vboStage;
qboolean allowVBO;
#endif
shader_t *shader;
double shaderTime; // -EC- set to double for frameloss fix
int fogNum;
#ifdef USE_LEGACY_DLIGHTS
int dlightBits; // or together of all vertexDlightBits
#endif
int numIndexes;
int numVertexes;
#ifdef USE_PMLIGHT
const dlight_t* light;
qboolean dlightPass;
qboolean dlightUpdateParams;
#endif
#ifdef USE_VULKAN
Vk_Depth_Range depthRange;
#endif
// info extracted from current shader
#ifdef USE_TESS_NEEDS_NORMAL
int needsNormal;
#endif
#ifdef USE_TESS_NEEDS_ST2
int needsST2;
#endif
int numPasses;
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) RB_CheckOverflow(v,i)
void RB_StageIteratorGeneric( void );
void RB_StageIteratorSky( void );
void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color );
void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color, float s1, float t1, float s2, float t2 );
void RB_AddQuadStamp2( float x, float y, float w, float h, float s1, float t1, float s2, float t2, color4ub_t color );
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 );
#ifdef USE_PMLIGHT
void VK_LightingPass( void );
qboolean R_LightCullBounds( const dlight_t* dl, const vec3_t mins, const vec3_t maxs );
#endif // USE_PMLIGHT
void R_DrawElements( int numIndexes, const glIndex_t *indexes );
void R_ComputeColors( const int bundle, color4ub_t *dest, const shaderStage_t *pStage );
void R_ComputeTexCoords( const int b, const textureBundle_t *bundle );
/*
============================================================
SHADOWS
============================================================
*/
void RB_ShadowTessEnd( void );
void RB_ShadowFinish( void );
void RB_ProjectionShadowDeform( void );
/*
============================================================
SKIES
============================================================
*/
void R_InitSkyTexCoords( float cloudLayerHeight );
void R_DrawSkyBox( const shaderCommands_t *shader );
void RB_DrawSun( float scale, shader_t *shader );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
drawVert_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 );
/*
============================================================
SCENE GENERATION
============================================================
*/
void R_InitNextFrame( void );
void RE_ClearScene( void );
void RE_AddRefEntityToScene( const refEntity_t *ent, qboolean intShaderTime );
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_AddLinearLightToScene( const vec3_t start, const vec3_t end, float intensity, float r, float g, float b );
void RE_RenderScene( const refdef_t *fd );
/*
=============================================================
UNCOMPRESSING BONES
=============================================================
*/
#define MC_BITS_X (16)
#define MC_BITS_Y (16)
#define MC_BITS_Z (16)
#define MC_BITS_VECT (16)
#define MC_SCALE_X (1.0f/64)
#define MC_SCALE_Y (1.0f/64)
#define MC_SCALE_Z (1.0f/64)
void MC_UnCompress(float mat[3][4],const unsigned char * comp);
/*
=============================================================
ANIMATED MODELS
=============================================================
*/
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
void RB_MDRSurfaceAnim( mdrSurface_t *surface );
qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
void R_AddIQMSurfaces( trRefEntity_t *ent );
void RB_IQMSurfaceAnim( const surfaceType_t *surface );
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
int startFrame, int endFrame,
float frac, const char *tagName );
/*
=============================================================
=============================================================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst );
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
void RB_DeformTessGeometry( void );
void RB_CalcEnvironmentTexCoords( float *dstTexCoords );
void RB_CalcEnvironmentTexCoordsFP( float *dstTexCoords, int screenMap );
void RB_CalcFogTexCoords( float *dstTexCoords );
const fogProgramParms_t *RB_CalcFogProgramParms( void );
void RB_CalcScrollTexCoords( const float scroll[2], float *srcTexCoords, float *dstTexCoords );
void RB_CalcRotateTexCoords( float rotSpeed, float *srcTexCoords, float *dstTexCoords );
void RB_CalcScaleTexCoords( const float scale[2], float *srcTexCoords, float *dstTexCoords );
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *srcTexCoords, float *dstTexCoords );
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *srcTexCoords, float *dstTexCoords );
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 );
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
void RB_CalcAlphaFromEntity( unsigned char *dstColors );
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *srcTexCoords, float *dstTexCoords );
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_ExecuteRenderCommands( const void *data );
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x80000
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;
} finishBloomCommand_t;
typedef struct {
int commandId;
shader_t *shader;
float x, y;
float w, h;
float s1, t1;
float s2, t2;
} stretchPicCommand_t;
typedef struct drawSurfsCommand_s {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
drawSurf_t *drawSurfs;
int numDrawSurfs;
} drawSurfsCommand_t;
typedef struct
{
int commandId;
GLboolean rgba[4];
} colorMaskCommand_t;
typedef struct
{
int commandId;
} clearDepthCommand_t;
typedef struct
{
int commandId;
} clearColorCommand_t;
typedef enum {
RC_END_OF_LIST,
RC_SET_COLOR,
RC_STRETCH_PIC,
RC_DRAW_SURFS,
RC_DRAW_BUFFER,
RC_SWAP_BUFFERS,
RC_FINISHBLOOM,
RC_COLORMASK,
RC_CLEARDEPTH,
RC_CLEARCOLOR
} 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 327680
#define MAX_POLYVERTS 655360
// all of the information needed by the back end must be
// contained in a backEndData_t
typedef struct {
drawSurf_t drawSurfs[MAX_DRAWSURFS];
#ifdef USE_PMLIGHT
litSurf_t litSurfs[MAX_LITSURFS];
dlight_t dlights[MAX_REAL_DLIGHTS];
#else
dlight_t dlights[MAX_DLIGHTS];
#endif
trRefEntity_t entities[MAX_REFENTITIES];
srfPoly_t *polys;//[MAX_POLYS];
polyVert_t *polyVerts;//[MAX_POLYVERTS];
renderCommandList_t commands;
} backEndData_t;
extern int max_polys;
extern int max_polyverts;
extern backEndData_t *backEndData;
void RB_ExecuteRenderCommands( const void *data );
void RB_TakeScreenshot( int x, int y, int width, int height, const char *fileName );
void RB_TakeScreenshotJPEG( int x, int y, int width, int height, const char *fileName );
void RB_TakeScreenshotBMP( int x, int y, int width, int height, const char *fileName, int clipboard );
void R_IssuePendingRenderCommands( void );
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
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_TakeVideoFrame( int width, int height,
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
void RE_FinishBloom( void );
void RE_ThrottleBackend( void );
qboolean RE_CanMinimize( void );
const glconfig_t *RE_GetConfig( void );
void RE_VertexLighting( qboolean allowed );
#ifndef USE_VULKAN
#define GLE( ret, name, ... ) extern ret ( APIENTRY * q##name )( __VA_ARGS__ );
QGL_Core_PROCS;
QGL_Ext_PROCS;
#undef GLE
#endif
#ifdef USE_VBO
// VBO functions
extern void R_BuildWorldVBO( msurface_t *surf, int surfCount );
extern void VBO_PushData( int itemIndex, shaderCommands_t *input );
extern void VBO_UnBind( void );
extern void VBO_Cleanup( void );
extern void VBO_QueueItem( int itemIndex );
extern void VBO_ClearQueue( void );
extern void VBO_Flush( void );
#endif
int R_GetLightmapCoords( const int lightmapIndex, float *x, float *y );
#endif //TR_LOCAL_H