doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/tr_local.h
Simon 15f78d843b Major Merge
Bringing all the changes done (mostly by baggyg) in the OVRPassToVR branch bringing over the major FP related changes to master.
Please refer to that branch for the individual changes that have all been brought over in this single commit.

Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
2020-11-15 18:52:37 +00:00

1559 lines
59 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __TR_LOCAL_H__
#define __TR_LOCAL_H__
class idScreenRect; // yay for include recursion
#include "renderer/Image.h"
#include "renderer/Interaction.h"
#include "renderer/MegaTexture.h"
#include "renderer/ModelDecal.h"
#include "renderer/ModelOverlay.h"
#include "renderer/RenderSystem.h"
#include "renderer/RenderWorld.h"
class idRenderWorldLocal;
// everything that is needed by the backend needs
// to be double buffered to allow it to run in
// parallel on a dual cpu machine
const int SMP_FRAMES = 1;
const int FALLOFF_TEXTURE_SIZE = 64;
const float DEFAULT_FOG_DISTANCE = 500.0f;
const int FOG_ENTER_SIZE = 64;
const float FOG_ENTER = (FOG_ENTER_SIZE+1.0f)/(FOG_ENTER_SIZE*2);
// picky to get the bilerp correct at terminator
struct shaderProgram_s;
// idScreenRect gets carried around with each drawSurf, so it makes sense
// to keep it compact, instead of just using the idBounds class
class idScreenRect {
public:
short x1, y1, x2, y2; // inclusive pixel bounds inside viewport
float zmin, zmax; // for depth bounds test
void Clear(); // clear to backwards values
void AddPoint( float x, float y ); // adds a point
void Expand(); // expand by one pixel each way to fix roundoffs
void Intersect( const idScreenRect &rect );
void Union( const idScreenRect &rect );
bool Equals( const idScreenRect &rect ) const;
bool IsEmpty() const;
};
idScreenRect R_ScreenRectFromViewFrustumBounds( const idBounds &bounds );
void R_ShowColoredScreenRect( const idScreenRect &rect, int colorIndex );
typedef enum {
DC_BAD,
DC_RENDERVIEW,
DC_UPDATE_ENTITYDEF,
DC_DELETE_ENTITYDEF,
DC_UPDATE_LIGHTDEF,
DC_DELETE_LIGHTDEF,
DC_LOADMAP,
DC_CROP_RENDER,
DC_UNCROP_RENDER,
DC_CAPTURE_RENDER,
DC_END_FRAME,
DC_DEFINE_MODEL,
DC_SET_PORTAL_STATE,
DC_UPDATE_SOUNDOCCLUSION,
DC_GUI_MODEL
} demoCommand_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
// drawSurf_t structures command the back end to render surfaces
// a given srfTriangles_t may be used with multiple viewEntity_t,
// as when viewed in a subview or multiple viewport render, or
// with multiple shaders when skinned, or, possibly with multiple
// lights, although currently each lighting interaction creates
// unique srfTriangles_t
// drawSurf_t are always allocated and freed every frame, they are never cached
static const int DSF_VIEW_INSIDE_SHADOW = 1;
typedef struct drawSurf_s {
const srfTriangles_t *geoFrontEnd;
const struct viewEntity_s *space;
const idMaterial *material; // may be NULL for shadow volumes
float sort; // material->sort, modified by gui / entity sort offsets
const float *shaderRegisters; // evaluated and adjusted for referenceShaders
const struct drawSurf_s *nextOnLight; // viewLight chains
idScreenRect scissorRect; // for scissor clipping, local inside renderView viewport
int dsFlags; // DSF_VIEW_INSIDE_SHADOW, etc
float wobbleTransform[16];
int numIndexes;
// data in vertex object space, not directly readable by the CPU
struct vertCache_s * indexCache; // int
struct vertCache_s * ambientCache; // idDrawVert
struct vertCache_s * shadowCache; // shadowCache_t
int numShadowIndexesNoFrontCaps; // shadow volumes with front caps omitted
int numShadowIndexesNoCaps; // shadow volumes with the front and rear caps omitted
int shadowCapPlaneBits; // bits 0-5 are set when that plane of the interacting light has triangles
} drawSurf_t;
typedef struct {
int numPlanes; // this is always 6 for now
idPlane planes[6];
// positive sides facing inward
// plane 5 is always the plane the projection is going to, the
// other planes are just clip planes
// all planes are in global coordinates
bool makeClippedPlanes;
// a projected light with a single frustum needs to make sil planes
// from triangles that clip against side planes, but a point light
// that has adjacent frustums doesn't need to
} shadowFrustum_t;
// areas have references to hold all the lights and entities in them
typedef struct areaReference_s {
struct areaReference_s *areaNext; // chain in the area
struct areaReference_s *areaPrev;
struct areaReference_s *ownerNext; // chain on either the entityDef or lightDef
idRenderEntityLocal * entity; // only one of entity / light will be non-NULL
idRenderLightLocal * light; // only one of entity / light will be non-NULL
struct portalArea_s * area; // so owners can find all the areas they are in
} areaReference_t;
// idRenderLight should become the new public interface replacing the qhandle_t to light defs in the idRenderWorld interface
class idRenderLight {
public:
virtual ~idRenderLight() {}
virtual void FreeRenderLight() = 0;
virtual void UpdateRenderLight( const renderLight_t *re, bool forceUpdate = false ) = 0;
virtual void GetRenderLight( renderLight_t *re ) = 0;
virtual void ForceUpdate() = 0;
virtual int GetIndex() = 0;
};
// idRenderEntity should become the new public interface replacing the qhandle_t to entity defs in the idRenderWorld interface
class idRenderEntity {
public:
virtual ~idRenderEntity() {}
virtual void FreeRenderEntity() = 0;
virtual void UpdateRenderEntity( const renderEntity_t *re, bool forceUpdate = false ) = 0;
virtual void GetRenderEntity( renderEntity_t *re ) = 0;
virtual void ForceUpdate() = 0;
virtual int GetIndex() = 0;
// overlays are extra polygons that deform with animating models for blood and damage marks
virtual void ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial *material ) = 0;
virtual void RemoveDecals() = 0;
};
class idRenderLightLocal : public idRenderLight {
public:
idRenderLightLocal();
virtual void FreeRenderLight();
virtual void UpdateRenderLight( const renderLight_t *re, bool forceUpdate = false );
virtual void GetRenderLight( renderLight_t *re );
virtual void ForceUpdate();
virtual int GetIndex();
renderLight_t parms; // specification
bool lightHasMoved; // the light has changed its position since it was
// first added, so the prelight model is not valid
float modelMatrix[16]; // this is just a rearrangement of parms.axis and parms.origin
idRenderWorldLocal * world;
int index; // in world lightdefs
int areaNum; // if not -1, we may be able to cull all the light's
// interactions if !viewDef->connectedAreas[areaNum]
int lastModifiedFrameNum; // to determine if it is constantly changing,
// and should go in the dynamic frame memory, or kept
// in the cached memory
bool archived; // for demo writing
// derived information
idPlane lightProject[4];
const idMaterial * lightShader; // guaranteed to be valid, even if parms.shader isn't
idImage * falloffImage;
idVec3 globalLightOrigin; // accounting for lightCenter and parallel
idPlane frustum[6]; // in global space, positive side facing out, last two are front/back
idWinding * frustumWindings[6]; // used for culling
srfTriangles_t * frustumTris; // triangulated frustumWindings[]
int numShadowFrustums; // one for projected lights, usually six for point lights
shadowFrustum_t shadowFrustums[6];
int viewCount; // if == tr.viewCount, the light is on the viewDef->viewLights list
struct viewLight_s * viewLight;
areaReference_t * references; // each area the light is present in will have a lightRef
idInteraction * firstInteraction; // doubly linked list
idInteraction * lastInteraction;
struct doublePortal_s * foggedPortals;
};
class idRenderEntityLocal : public idRenderEntity {
public:
idRenderEntityLocal();
virtual void FreeRenderEntity();
virtual void UpdateRenderEntity( const renderEntity_t *re, bool forceUpdate = false );
virtual void GetRenderEntity( renderEntity_t *re );
virtual void ForceUpdate();
virtual int GetIndex();
// overlays are extra polygons that deform with animating models for blood and damage marks
virtual void ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial *material );
virtual void RemoveDecals();
renderEntity_t parms;
float modelMatrix[16]; // this is just a rearrangement of parms.axis and parms.origin
idRenderWorldLocal * world;
int index; // in world entityDefs
int lastModifiedFrameNum; // to determine if it is constantly changing,
// and should go in the dynamic frame memory, or kept
// in the cached memory
bool archived; // for demo writing
idRenderModel * dynamicModel; // if parms.model->IsDynamicModel(), this is the generated data
int dynamicModelFrameCount; // continuously animating dynamic models will recreate
// dynamicModel if this doesn't == tr.viewCount
idRenderModel * cachedDynamicModel;
idBounds referenceBounds; // the local bounds used to place entityRefs, either from parms or a model
// a viewEntity_t is created whenever a idRenderEntityLocal is considered for inclusion
// in a given view, even if it turns out to not be visible
int viewCount; // if tr.viewCount == viewCount, viewEntity is valid,
// but the entity may still be off screen
struct viewEntity_s * viewEntity; // in frame temporary memory
int visibleCount;
// if tr.viewCount == visibleCount, at least one ambient
// surface has actually been added by R_AddAmbientDrawsurfs
// note that an entity could still be in the view frustum and not be visible due
// to portal passing
idRenderModelDecal * decals; // chain of decals that have been projected on this model
idRenderModelOverlay * overlay; // blood overlays on animated models
areaReference_t * entityRefs; // chain of all references
idInteraction * firstInteraction; // doubly linked list
idInteraction * lastInteraction;
bool needsPortalSky;
};
// viewLights are allocated on the frame temporary stack memory
// a viewLight contains everything that the back end needs out of an idRenderLightLocal,
// which the front end may be modifying simultaniously if running in SMP mode.
// a viewLight may exist even without any surfaces, and may be relevent for fogging,
// but should never exist if its volume does not intersect the view frustum
typedef struct viewLight_s {
struct viewLight_s * next;
// back end should NOT reference the lightDef, because it can change when running SMP
idRenderLightLocal * lightDef;
// for scissor clipping, local inside renderView viewport
// scissorRect.Empty() is true if the viewEntity_t was never actually
// seen through any portals
idScreenRect scissorRect;
// if the view isn't inside the light, we can use the non-reversed
// shadow drawing, avoiding the draws of the front and rear caps
bool viewInsideLight;
// true if globalLightOrigin is inside the view frustum, even if it may
// be obscured by geometry. This allows us to skip shadows from non-visible objects
bool viewSeesGlobalLightOrigin;
// if !viewInsideLight, the corresponding bit for each of the shadowFrustum
// projection planes that the view is on the negative side of will be set,
// allowing us to skip drawing the projected caps of shadows if we can't see the face
int viewSeesShadowPlaneBits;
idVec3 globalLightOrigin; // global light origin used by backend
idPlane lightProject[4]; // light project used by backend
idPlane fogPlane; // fog plane for backend fog volume rendering
const srfTriangles_t * frustumTris; // light frustum for backend fog volume rendering
const idMaterial * lightShader; // light shader used by backend
const float * shaderRegisters; // shader registers used by backend
idImage * falloffImage; // falloff image used by backend
const struct drawSurf_s *globalShadows; // shadow everything
const struct drawSurf_s *localInteractions; // don't get local shadows
const struct drawSurf_s *localShadows; // don't shadow local Surfaces
const struct drawSurf_s *globalInteractions; // get shadows from everything
const struct drawSurf_s *translucentInteractions; // get shadows from everything
} viewLight_t;
// a viewEntity is created whenever a idRenderEntityLocal is considered for inclusion
// in the current view, but it may still turn out to be culled.
// viewEntity are allocated on the frame temporary stack memory
// a viewEntity contains everything that the back end needs out of a idRenderEntityLocal,
// which the front end may be modifying simultaniously if running in SMP mode.
// A single entityDef can generate multiple viewEntity_t in a single frame, as when seen in a mirror
typedef struct viewEntity_s {
struct viewEntity_s *next;
// back end should NOT reference the entityDef, because it can change when running SMP
idRenderEntityLocal *entityDef;
// for scissor clipping, local inside renderView viewport
// scissorRect.Empty() is true if the viewEntity_t was never actually
// seen through any portals, but was created for shadow casting.
// a viewEntity can have a non-empty scissorRect, meaning that an area
// that it is in is visible, and still not be visible.
idScreenRect scissorRect;
bool weaponDepthHack;
float modelDepthHack;
float modelMatrix[16]; // local coords to global coords
union {
// local coords to left/right/center eye coords
float eyeViewMatrix[3][16];
// Can also be treated as a float[48]
float viewMatrix[48];
};
} viewEntity_t;
const int MAX_CLIP_PLANES = 1; // we may expand this to six for some subview issues
// viewDefs are allocated on the frame temporary stack memory
typedef struct viewDef_s {
// specified in the call to DrawScene()
renderView_t renderView;
float projectionMatrix[16];
viewEntity_t worldSpace; // left, right and untransformed, Eye World space view entities
idRenderWorldLocal *renderWorld;
float floatTime;
idVec3 initialViewAreaOrigin;
// Used to find the portalArea that view flooding will take place from.
// for a normal view, the initialViewOrigin will be renderView.viewOrg,
// but a mirror may put the projection origin outside
// of any valid area, or in an unconnected area of the map, so the view
// area must be based on a point just off the surface of the mirror / subview.
// It may be possible to get a failed portal pass if the plane of the
// mirror intersects a portal, and the initialViewAreaOrigin is on
// a different side than the renderView.viewOrg is.
bool isSubview; // true if this view is not the main view
bool isMirror; // the portal is a mirror, invert the face culling
bool isXraySubview;
bool isEditor;
int numClipPlanes; // mirrors will often use a single clip plane
idPlane clipPlanes[MAX_CLIP_PLANES]; // in world space, the positive side
// of the plane is the visible side
idScreenRect viewport; // in real pixels and proper Y flip
idScreenRect scissor;
// for scissor clipping, local inside renderView viewport
// subviews may only be rendering part of the main view
// these are real physical pixel values, possibly scaled and offset from the
// renderView x/y/width/height
struct viewDef_s * superView; // never go into an infinite subview loop
struct drawSurf_s * subviewSurface;
// drawSurfs are the visible surfaces of the viewEntities, sorted
// by the material sort parameter
drawSurf_t ** drawSurfs; // we don't use an idList for this, because
int numDrawSurfs; // it is allocated in frame temporary memory
int maxDrawSurfs; // may be resized
struct viewLight_s *viewLights; // chain of all viewLights effecting view
struct viewEntity_s *viewEntitys; // chain of all viewEntities effecting view, including off screen ones casting shadows
// we use viewEntities as a check to see if a given view consists solely
// of 2D rendering, which we can optimize in certain ways. A 2D view will
// not have any viewEntities
idPlane frustum[5]; // positive sides face outward, [4] is the front clip plane
idFrustum viewFrustum;
int areaNum; // -1 = not in a valid area
bool * connectedAreas;
// An array in frame temporary memory that lists if an area can be reached without
// crossing a closed door. This is used to avoid drawing interactions
// when the light is behind a closed door.
} viewDef_t;
// complex light / surface interactions are broken up into multiple passes of a
// simple interaction shader
typedef struct {
const drawSurf_t * surf;
idImage * lightImage;
idImage * lightFalloffImage;
idImage * bumpImage;
idImage * diffuseImage;
idImage * specularImage;
idVec4 diffuseColor; // may have a light color baked into it, will be < tr.backEndRendererMaxLight
idVec4 specularColor; // may have a light color baked into it, will be < tr.backEndRendererMaxLight
stageVertexColor_t vertexColor; // applies to both diffuse and specular
int ambientLight; // use tr.ambientNormalMap instead of normalization cube map
// (not a bool just to avoid an uninitialized memory check of the pad region by valgrind)
// these are loaded into the vertex program
idVec4 localLightOrigin;
idVec4 localViewOrigin;
idMat4 lightProjection; // S,T,R=Falloff,Q // in local coordinates, possibly with a texture matrix baked in
idVec4 bumpMatrix[2];
idVec4 diffuseMatrix[2];
idVec4 specularMatrix[2];
} drawInteraction_t;
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
TR_CMDS
=============================================================
*/
typedef enum {
RC_NOP,
RC_DRAW_VIEW,
RC_SET_BUFFER,
RC_COPY_RENDER,
RC_SWAP_BUFFERS, // can't just assume swap at end of list because
RC_DIRECT_BUFFER_START,
RC_DIRECT_BUFFER_END
// of forced list submission before syncs
} renderCommand_t;
typedef struct {
renderCommand_t commandId, *next;
} emptyCommand_t;
typedef struct {
renderCommand_t commandId, *next;
int buffer;
int frameCount;
} setBufferCommand_t;
typedef struct {
renderCommand_t commandId, *next;
viewDef_t *viewDef;
} drawSurfsCommand_t;
typedef struct {
renderCommand_t commandId, *next;
int x, y, imageWidth, imageHeight;
idImage *image;
int cubeFace; // when copying to a cubeMap
} copyRenderCommand_t;
//=======================================================================
// this is the inital allocation for max number of drawsurfs
// in a given view, but it will automatically grow if needed
const int INITIAL_DRAWSURFS = 0x4000;
// a request for frame memory will never fail
// (until malloc fails), but it may force the
// allocation of a new memory block that will
// be discontinuous with the existing memory
typedef struct frameMemoryBlock_s {
struct frameMemoryBlock_s *next;
int size;
int used;
int poop; // so that base is 16 byte aligned
byte base[4]; // dynamically allocated as [size]
} frameMemoryBlock_t;
// all of the information needed by the back end must be
// contained in a frameData_t. This entire structure is
// duplicated so the front and back end can run in parallel
// on an SMP machine (OBSOLETE: this capability has been removed)
typedef struct {
// one or more blocks of memory for all frame
// temporary allocations
frameMemoryBlock_t *memory;
// alloc will point somewhere into the memory chain
frameMemoryBlock_t *alloc;
srfTriangles_t * firstDeferredFreeTriSurf;
srfTriangles_t * lastDeferredFreeTriSurf;
int memoryHighwater; // max used on any frame
// the currently building command list
// commands can be inserted at the front if needed, as for required
// dynamically generated textures
emptyCommand_t *cmdHead, *cmdTail; // may be of other command type based on commandId
} frameData_t;
extern frameData_t *frameData;
//=======================================================================
void R_LockSurfaceScene( viewDef_t *parms );
void R_ClearCommandChain( void );
void R_AddDrawViewCmd( viewDef_t *parms );
void R_ReloadGuis_f( const idCmdArgs &args );
void R_ListGuis_f( const idCmdArgs &args );
void *R_GetCommandBuffer( int bytes );
// this allows a global override of all materials
bool R_GlobalShaderOverride( const idMaterial **shader );
// this does various checks before calling the idDeclSkin
const idMaterial *R_RemapShaderBySkin( const idMaterial *shader, const idDeclSkin *customSkin, const idMaterial *customShader );
//====================================================
/*
** performanceCounters_t
*/
typedef struct {
int c_sphere_cull_in, c_sphere_cull_clip, c_sphere_cull_out;
int c_box_cull_in, c_box_cull_out;
int c_createInteractions; // number of calls to idInteraction::CreateInteraction
int c_createLightTris;
int c_createShadowVolumes;
int c_generateMd5;
int c_entityDefCallbacks;
int c_alloc, c_free; // counts for R_StaticAllc/R_StaticFree
int c_visibleViewEntities;
int c_shadowViewEntities;
int c_viewLights;
int c_numViews; // number of total views rendered
int c_deformedSurfaces; // idMD5Mesh::GenerateSurface
int c_deformedVerts; // idMD5Mesh::GenerateSurface
int c_deformedIndexes; // idMD5Mesh::GenerateSurface
int c_tangentIndexes; // R_DeriveTangents()
int c_entityUpdates, c_lightUpdates, c_entityReferences, c_lightReferences;
int c_guiSurfs;
int frontEndMsec; // sum of time in all RE_RenderScene's in a frame
} performanceCounters_t;
const int MAX_MULTITEXTURE_UNITS = 8;
typedef struct {
int faceCulling;
int glStateBits;
bool forceGlState; // the next GL_State will ignore glStateBits and set everything
int currentTexture;
shaderProgram_s *currentProgram;
} glstate_t;
typedef struct {
int c_surfaces;
int c_shaders;
int c_vertexes;
int c_indexes; // one set per pass
int c_totalIndexes; // counting all passes
int c_drawElements;
int c_drawIndexes;
int c_drawVertexes;
int c_drawRefIndexes;
int c_drawRefVertexes;
int c_shadowElements;
int c_shadowIndexes;
int c_shadowVertexes;
int c_vboIndexes;
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is separated
// from the front end state
typedef struct {
int frameCount; // used to track all images used in a frame
const viewDef_t * viewDef;
backEndCounters_t pc;
// Current states, for optimizations
const viewEntity_t * currentSpace; // for detecting when a matrix must change
idScreenRect currentScissor; // for scissor clipping, local inside renderView viewport
bool currentRenderCopied; // true if any material has already referenced _currentRender
// our OpenGL state deltas
glstate_t glState;
int c_copyFrameBuffer;
} backEndState_t;
const int MAX_GUI_SURFACES = 1024; // default size of the drawSurfs list for guis, will
// be automatically expanded as needed
typedef struct {
int x, y, width, height; // these are in physical, OpenGL Y-at-bottom pixels
} renderCrop_t;
static const int MAX_RENDER_CROPS = 8;
/*
** 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.
*/
class idRenderSystemLocal : public idRenderSystem {
public:
// external functions
virtual void Init( void );
virtual void Shutdown( void );
virtual void InitOpenGL( void );
virtual void ShutdownOpenGL( void );
virtual bool IsOpenGLRunning( void ) const;
virtual bool IsFullScreen( void ) const;
virtual int GetScreenWidth( void ) const;
virtual int GetScreenHeight( void ) const;
virtual float GetFOV() const;
virtual int GetRefresh() const;
virtual idRenderWorld * AllocRenderWorld( void );
virtual void FreeRenderWorld( idRenderWorld *rw );
virtual void BeginLevelLoad( void );
virtual void EndLevelLoad( void );
virtual bool RegisterFont( const char *fontName, fontInfoEx_t &font );
virtual void SetHudOpacity( float opacity );
virtual void SetColor( const idVec4 &rgba );
virtual void SetColor4( float r, float g, float b, float a );
virtual void DrawStretchPic ( const idDrawVert *verts, const glIndex_t *indexes, int vertCount, int indexCount, const idMaterial *material,
bool clip = true, float x = 0.0f, float y = 0.0f, float w = 640.0f, float h = 0.0f );
virtual void DrawStretchPic ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *material );
virtual void DrawStretchTri ( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material );
virtual void GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc );
virtual void GetGLSettings( int& width, int& height );
virtual void PrintMemInfo( MemInfo_t *mi );
virtual void DrawSmallChar( int x, int y, int ch, const idMaterial *material );
virtual void DrawSmallStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material );
virtual void DrawBigChar( int x, int y, int ch, const idMaterial *material );
virtual void DrawBigStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material );
virtual void WriteDemoPics();
virtual void DrawDemoPics();
virtual void BeginFrame( int windowWidth, int windowHeight );
virtual void EndFrame( int *frontEndMsec, int *backEndMsec );
virtual void TakeScreenshot( int width, int height, const char *fileName, int downSample, renderView_t *ref );
virtual void CropRenderSize( int width, int height, bool makePowerOfTwo = false, bool forceDimensions = false );
virtual void CaptureRenderToImage( const char *imageName );
virtual void CaptureRenderToFile( const char *fileName, bool fixAlpha );
virtual void UnCrop();
virtual bool UploadImage( const char *imageName, const byte *data, int width, int height );
virtual void DirectFrameBufferStart();
virtual void DirectFrameBufferEnd();
public:
// internal functions
idRenderSystemLocal( void );
~idRenderSystemLocal( void );
void Clear( void );
void SetBackEndRenderer(); // sets tr.backEndRenderer based on cvars
void RenderViewToViewport( const renderView_t *renderView, idScreenRect *viewport );
xthreadInfo renderThread = {0};
bool multithreadActive = false;
bool useSpinLock = true;
int spinLockDelay = 1000;
float hudOpacity = 0.0f;
bool windowActive = false; // True when the app is at the foreground and not minimised
volatile bool backendThreadRun = false;
volatile bool backendFinished = true;
volatile bool imagesFinished = false;
volatile bool backendThreadShutdown = false;
volatile frameData_t *fdToRender = NULL;
volatile int vertListToRender = 0;
// These are set if the backend should save pixels
volatile renderCrop_t *pixelsCrop = NULL;
volatile byte *pixels = NULL;
// For FPS limiting
unsigned int lastRenderTime = 0;
// The backend task
void BackendThreadTask();
// The backend thread
void BackendThread();
// Start (and create) the back thread
void BackendThreadExecute();
// Wait for backend thread to finish
void BackendThreadWait();
void BackendThreadShutdown();
// Call this to render the current command buffer.
// If you pass is pixels it will block and perform a glReadPixels
void RenderCommands(renderCrop_t *pixelsCrop, byte *pixels);
// Static runner to start thread
static int BackendThreadRunner(void *localRenderSystem);
public:
// renderer globals
bool registered; // cleared at shutdown, set at InitOpenGL
bool takingScreenshot;
int frameCount; // incremented every frame
int viewCount; // incremented every view (twice a scene if subviewed)
// and every R_MarkFragments call
int staticAllocCount; // running total of bytes allocated
float frameShaderTime; // shader time for all non-world 2D rendering
int viewportOffset[2]; // for doing larger-than-window tiled renderings
int tiledViewport[2];
idVec4 ambientLightVector; // used for "ambient bump mapping"
float sortOffset; // for determinist sorting of equal sort materials
idList<idRenderWorldLocal*>worlds;
idRenderWorldLocal * primaryWorld;
renderView_t primaryRenderView;
viewDef_t * primaryView;
// many console commands need to know which world they should operate on
const idMaterial * defaultMaterial;
idImage * testImage;
idCinematic * testVideo;
float testVideoStartTime;
idImage * ambientCubeImage; // hack for testing dependent ambient lighting
viewDef_t * viewDef;
performanceCounters_t pc; // performance counters
drawSurfsCommand_t lockSurfacesCmd; // use this when r_lockSurfaces = 1
viewEntity_t identitySpace; // can use if we don't know viewDef->worldSpace is valid
renderCrop_t renderCrops[MAX_RENDER_CROPS];
int currentRenderCrop;
// GUI drawing variables for surface creation
int guiRecursionLevel; // to prevent infinite overruns
class idGuiModel * guiModel;
class idGuiModel * demoGuiModel;
// DG: remember the original glConfig.vidWidth/Height values that get overwritten in BeginFrame()
// so they can be reset in EndFrame() (Editors tend to mess up the viewport by using BeginFrame())
int origWidth;
int origHeight;
};
extern backEndState_t backEnd;
extern idRenderSystemLocal tr;
extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
//
// cvars
//
extern idCVar r_mode; // video mode number
extern idCVar r_displayRefresh; // optional display refresh rate option for vid mode
extern idCVar r_fullscreen; // 0 = windowed, 1 = full screen
extern idCVar r_multiSamples; // number of antialiasing samples
extern idCVar r_ignore; // used for random debugging without defining new vars
extern idCVar r_ignore2; // used for random debugging without defining new vars
extern idCVar r_znear; // near Z clip plane
extern idCVar r_finish; // force a call to glFinish() every frame
extern idCVar r_swapInterval; // changes the GL swap interval
extern idCVar r_offsetFactor; // polygon offset parameter
extern idCVar r_offsetUnits; // polygon offset parameter
extern idCVar r_clear; // force screen clear every frame
extern idCVar r_shadows; // enable shadows
extern idCVar r_subviewOnly; // 1 = don't render main view, allowing subviews to be debugged
extern idCVar r_lightScale; // all light intensities are multiplied by this, which is normally 2
extern idCVar r_flareSize; // scale the flare deforms from the material def
extern idCVar r_gamma; // changes gamma tables
extern idCVar r_brightness; // changes gamma tables
extern idCVar r_checkBounds; // compare all surface bounds with precalculated ones
extern idCVar r_usePhong;
extern idCVar r_specularExponent;
extern idCVar r_useLightPortalFlow; // 1 = do a more precise area reference determination
extern idCVar r_useShadowSurfaceScissor;// 1 = scissor shadows by the scissor rect of the interaction surfaces
extern idCVar r_useConstantMaterials; // 1 = use pre-calculated material registers if possible
extern idCVar r_useInteractionTable; // create a full entityDefs * lightDefs table to make finding interactions faster
extern idCVar r_useNodeCommonChildren; // stop pushing reference bounds early when possible
extern idCVar r_useSilRemap; // 1 = consider verts with the same XYZ, but different ST the same for shadows
extern idCVar r_useCulling; // 0 = none, 1 = sphere, 2 = sphere + box
extern idCVar r_useLightCulling; // 0 = none, 1 = box, 2 = exact clip of polyhedron faces
extern idCVar r_useLightScissors; // 1 = use custom scissor rectangle for each light
extern idCVar r_useClippedLightScissors;// 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
extern idCVar r_useEntityCulling; // 0 = none, 1 = box
extern idCVar r_useEntityScissors; // 1 = use custom scissor rectangle for each entity
extern idCVar r_useInteractionCulling; // 1 = cull interactions
extern idCVar r_useInteractionScissors; // 1 = use a custom scissor rectangle for each interaction
extern idCVar r_useFrustumFarDistance; // if != 0 force the view frustum far distance to this distance
extern idCVar r_useShadowCulling; // try to cull shadows from partially visible lights
extern idCVar r_usePreciseTriangleInteractions; // 1 = do winding clipping to determine if each ambiguous tri should be lit
extern idCVar r_useTurboShadow; // 1 = use the infinite projection with W technique for dynamic shadows
extern idCVar r_useExternalShadows; // 1 = skip drawing caps when outside the light volume
extern idCVar r_useOptimizedShadows; // 1 = use the dmap generated static shadow volumes
extern idCVar r_useShadowProjectedCull; // 1 = discard triangles outside light volume before shadowing
extern idCVar r_useDeferredTangents; // 1 = don't always calc tangents after deform
extern idCVar r_useCachedDynamicModels; // 1 = cache snapshots of dynamic models
extern idCVar r_useInfiniteFarZ; // 1 = use the no-far-clip-plane trick
extern idCVar r_useScissor; // 1 = scissor clip as portals and lights are processed
extern idCVar r_usePortals; // 1 = use portals to perform area culling, otherwise draw everything
extern idCVar r_useStateCaching; // avoid redundant state changes in GL_*() calls
extern idCVar r_useEntityCallbacks; // if 0, issue the callback immediately at update time, rather than defering
extern idCVar r_lightAllBackFaces; // light all the back faces, even when they would be shadowed
extern idCVar r_skipPostProcess; // skip all post-process renderings
extern idCVar r_skipSuppress; // ignore the per-view suppressions
extern idCVar r_skipInteractions; // skip all light/surface interaction drawing
extern idCVar r_skipFrontEnd; // bypasses all front end work, but 2D gui rendering still draws
extern idCVar r_skipBackEnd; // don't draw anything
extern idCVar r_skipCopyTexture; // do all rendering, but don't actually copyTexSubImage2D
extern idCVar r_skipRender; // skip 3D rendering, but pass 2D
extern idCVar r_skipTranslucent; // skip the translucent interaction rendering
extern idCVar r_skipAmbient; // bypasses all non-interaction drawing
extern idCVar r_skipNewAmbient; // bypasses all vertex/fragment program ambients
extern idCVar r_skipBlendLights; // skip all blend lights
extern idCVar r_skipFogLights; // skip all fog lights
extern idCVar r_skipSubviews; // 1 = don't render any mirrors / cameras / etc
extern idCVar r_skipGuiShaders; // 1 = don't render any gui elements on surfaces
extern idCVar r_skipParticles; // 1 = don't render any particles
extern idCVar r_skipUpdates; // 1 = don't accept any entity or light updates, making everything static
extern idCVar r_skipDeforms; // leave all deform materials in their original state
extern idCVar r_skipDynamicTextures; // don't dynamically create textures
extern idCVar r_skipBump; // uses a flat surface instead of the bump map
extern idCVar r_skipSpecular; // use black for specular
extern idCVar r_skipDiffuse; // use black for diffuse
extern idCVar r_skipOverlays; // skip overlay surfaces
extern idCVar r_skipROQ;
extern idCVar r_ignoreGLErrors;
extern idCVar r_forceLoadImages; // draw all images to screen after registration
extern idCVar r_demonstrateBug; // used during development to show IHV's their problems
extern idCVar r_screenFraction; // for testing fill rate, the resolution of the entire screen can be changed
extern idCVar r_showUnsmoothedTangents; // highlight geometry rendered with unsmoothed tangents
extern idCVar r_showSilhouette; // highlight edges that are casting shadow planes
extern idCVar r_showVertexColor; // draws all triangles with the solid vertex color
extern idCVar r_showUpdates; // report entity and light updates and ref counts
extern idCVar r_showDemo; // report reads and writes to the demo file
extern idCVar r_showDynamic; // report stats on dynamic surface generation
extern idCVar r_showIntensity; // draw the screen colors based on intensity, red = 0, green = 128, blue = 255
extern idCVar r_showDefs; // report the number of modeDefs and lightDefs in view
extern idCVar r_showDepth; // display the contents of the depth buffer and the depth range
extern idCVar r_showTris; // enables wireframe rendering of the world
extern idCVar r_showSurfaceInfo; // show surface material name under crosshair
extern idCVar r_showNormals; // draws wireframe normals
extern idCVar r_showEdges; // draw the sil edges
extern idCVar r_showViewEntitys; // displays the bounding boxes of all view models and optionally the index
extern idCVar r_showTexturePolarity; // shade triangles by texture area polarity
extern idCVar r_showTangentSpace; // shade triangles by tangent space
extern idCVar r_showDominantTri; // draw lines from vertexes to center of dominant triangles
extern idCVar r_showTextureVectors; // draw each triangles texture (tangent) vectors
extern idCVar r_showLights; // 1 = print light info, 2 = also draw volumes
extern idCVar r_showLightCount; // colors surfaces based on light count
extern idCVar r_showShadowCount; // colors screen based on shadow volume depth complexity
extern idCVar r_showLightScissors; // show light scissor rectangles
extern idCVar r_showEntityScissors; // show entity scissor rectangles
extern idCVar r_showInteractionFrustums;// show a frustum for each interaction
extern idCVar r_showInteractionScissors;// show screen rectangle which contains the interaction frustum
extern idCVar r_showMemory; // print frame memory utilization
extern idCVar r_showCull; // report sphere and box culling stats
extern idCVar r_showInteractions; // report interaction generation activity
extern idCVar r_showSurfaces; // report surface/light/shadow counts
extern idCVar r_showPrimitives; // report vertex/index/draw counts
extern idCVar r_showPortals; // draw portal outlines in color based on passed / not passed
extern idCVar r_showAlloc; // report alloc/free counts
extern idCVar r_showSkel; // draw the skeleton when model animates
extern idCVar r_jointNameScale; // size of joint names when r_showskel is set to 1
extern idCVar r_jointNameOffset; // offset of joint names when r_showskel is set to 1
extern idCVar r_testGamma; // draw a grid pattern to test gamma levels
extern idCVar r_testStepGamma; // draw a grid pattern to test gamma levels
extern idCVar r_testGammaBias; // draw a grid pattern to test gamma levels
extern idCVar r_singleLight; // suppress all but one light
extern idCVar r_singleEntity; // suppress all but one entity
extern idCVar r_singleArea; // only draw the portal area the view is actually in
extern idCVar r_singleSurface; // suppress all but one surface on each entity
extern idCVar r_shadowPolygonOffset; // bias value added to depth test for stencil shadow drawing
extern idCVar r_shadowPolygonFactor; // scale value for stencil shadow drawing
extern idCVar r_jitter; // randomly subpixel jitter the projection matrix
extern idCVar r_lightSourceRadius; // for soft-shadow sampling
extern idCVar r_lockSurfaces;
extern idCVar r_orderIndexes; // perform index reorganization to optimize vertex use
extern idCVar r_debugLineDepthTest; // perform depth test on debug lines
extern idCVar r_debugLineWidth; // width of debug lines
extern idCVar r_debugArrowStep; // step size of arrow cone line rotation in degrees
extern idCVar r_debugPolygonFilled;
extern idCVar r_materialOverride; // override all materials
extern idCVar r_debugRenderToTexture;
extern idCVar r_multithread; // enable multithread
extern idCVar r_noLight; // no lighting
extern idCVar r_useETC1; // ETC1 compression
extern idCVar r_useETC1Cache; // use ETC1 cache
extern idCVar r_useIndexVBO;
extern idCVar r_useVertexVBO;
extern idCVar r_maxFps;
/*
====================================================================
GL wrapper/helper functions
====================================================================
*/
void GL_SelectTexture( int unit );
void GL_CheckErrors( void );
void GL_ClearStateDelta( void );
void GL_State( int stateVector );
void GL_Cull( int cullType );
const int GLS_SRCBLEND_ZERO = 0x00000001;
const int GLS_SRCBLEND_ONE = 0x0;
const int GLS_SRCBLEND_DST_COLOR = 0x00000003;
const int GLS_SRCBLEND_ONE_MINUS_DST_COLOR = 0x00000004;
const int GLS_SRCBLEND_SRC_ALPHA = 0x00000005;
const int GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA = 0x00000006;
const int GLS_SRCBLEND_DST_ALPHA = 0x00000007;
const int GLS_SRCBLEND_ONE_MINUS_DST_ALPHA = 0x00000008;
const int GLS_SRCBLEND_ALPHA_SATURATE = 0x00000009;
const int GLS_SRCBLEND_BITS = 0x0000000f;
const int GLS_DSTBLEND_ZERO = 0x0;
const int GLS_DSTBLEND_ONE = 0x00000020;
const int GLS_DSTBLEND_SRC_COLOR = 0x00000030;
const int GLS_DSTBLEND_ONE_MINUS_SRC_COLOR = 0x00000040;
const int GLS_DSTBLEND_SRC_ALPHA = 0x00000050;
const int GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA = 0x00000060;
const int GLS_DSTBLEND_DST_ALPHA = 0x00000070;
const int GLS_DSTBLEND_ONE_MINUS_DST_ALPHA = 0x00000080;
const int GLS_DSTBLEND_BITS = 0x000000f0;
// these masks are the inverse, meaning when set the glColorMask value will be 0,
// preventing that channel from being written
const int GLS_DEPTHMASK = 0x00000100;
const int GLS_REDMASK = 0x00000200;
const int GLS_GREENMASK = 0x00000400;
const int GLS_BLUEMASK = 0x00000800;
const int GLS_ALPHAMASK = 0x00001000;
const int GLS_COLORMASK = (GLS_REDMASK|GLS_GREENMASK|GLS_BLUEMASK);
const int GLS_DEPTHFUNC_ALWAYS = 0x00010000;
const int GLS_DEPTHFUNC_EQUAL = 0x00020000;
const int GLS_DEPTHFUNC_LESS = 0x0;
const int GLS_DEFAULT = GLS_DEPTHFUNC_ALWAYS;
void R_Init( void );
void R_InitOpenGL( void );
void R_DoneFreeType( void );
void R_SetColorMappings( void );
void R_ScreenShot_f( const idCmdArgs &args );
bool R_CheckExtension( const char *name );
/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
typedef struct {
int width;
int height;
bool fullScreen;
bool stereo;
int displayHz;
int multiSamples;
} glimpParms_t;
bool GLimp_Init( glimpParms_t parms );
// If the desired mode can't be set satisfactorily, false will be returned.
// The renderer will then reset the glimpParms to "safe mode" of 640x480
// fullscreen and try again. If that also fails, the error will be fatal.
bool GLimp_SetScreenParms( glimpParms_t parms );
// will set up gl up with the new parms
void GLimp_Shutdown( void );
// Destroys the rendering context, closes the window, resets the resolution,
// and resets the gamma ramps.
void GLimp_SetupFrame( int );
void GLimp_SwapBuffers( void );
// Calls the system specific swapbuffers routine, and may also perform
// other system specific cvar checks that happen every frame.
// This will not be called if 'r_drawBuffer GL_FRONT'
void GLimp_SetGamma( unsigned short red[256],
unsigned short green[256],
unsigned short blue[256] );
// Sets the hardware gamma ramps for gamma and brightness adjustment.
// These are now taken as 16 bit values, so we can take full advantage
// of dacs with >8 bits of precision
const int GRAB_ENABLE = (1 << 0);
const int GRAB_REENABLE = (1 << 1);
const int GRAB_HIDECURSOR = (1 << 2);
const int GRAB_SETSTATE = (1 << 3);
void GLimp_GrabInput(int flags);
void GLimp_WindowActive(bool active);
/*
====================================================================
MAIN
====================================================================
*/
void R_RenderView( viewDef_t *parms );
// performs radius cull first, then corner cull
bool R_CullLocalBox( const idBounds &bounds, const float modelMatrix[16], int numPlanes, const idPlane *planes );
bool R_RadiusCullLocalBox( const idBounds &bounds, const float modelMatrix[16], int numPlanes, const idPlane *planes );
bool R_CornerCullLocalBox( const idBounds &bounds, const float modelMatrix[16], int numPlanes, const idPlane *planes );
void R_AxisToModelMatrix( const idMat3 &axis, const idVec3 &origin, float modelMatrix[16] );
// note that many of these assume a normalized matrix, and will not work with scaled axis
void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane &in, idPlane &out );
void R_PointTimesMatrix( const float modelMatrix[16], const idVec4 &in, idVec4 &out );
void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane &in, idPlane &out );
void R_TransformEyeZToWin( float src_z, const float *projectionMatrix, float &dst_z );
void R_GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc );
void R_TransformModelToClip( const idVec3 &src, const float *modelMatrix, const float *projectionMatrix, idPlane &eye, idPlane &dst );
void R_TransformClipToDevice( const idPlane &clip, const viewDef_t *view, idVec3 &normalized );
void R_TransposeGLMatrix( const float in[16], float out[16] );
void R_SetViewMatrix( viewDef_t *viewDef );
void myGlMultMatrix( const float *a, const float *b, float *out );
/*
============================================================
LIGHT
============================================================
*/
void R_ListRenderLightDefs_f( const idCmdArgs &args );
void R_ListRenderEntityDefs_f( const idCmdArgs &args );
bool R_IssueEntityDefCallback( idRenderEntityLocal *def );
idRenderModel *R_EntityDefDynamicModel( idRenderEntityLocal *def );
viewEntity_t *R_SetEntityDefViewEntity( idRenderEntityLocal *def );
viewLight_t *R_SetLightDefViewLight( idRenderLightLocal *def );
void R_AddDrawSurf( const srfTriangles_t *tri, const viewEntity_t *space, const renderEntity_t *renderEntity,
const idMaterial *shader, const idScreenRect &scissor );
void R_LinkLightSurf( const drawSurf_t **link, const srfTriangles_t *tri, const viewEntity_t *space,
const idRenderLightLocal *light, const idMaterial *shader, const idScreenRect &scissor, bool viewInsideShadow );
bool R_CreateAmbientCache( srfTriangles_t *tri, bool needsLighting );
bool R_CreateIndexCache( srfTriangles_t *tri );
bool R_CreatePrivateShadowCache( srfTriangles_t *tri );
bool R_CreateVertexProgramShadowCache(srfTriangles_t *tri);
/*
============================================================
LIGHTRUN
============================================================
*/
void R_RegenerateWorld_f( const idCmdArgs &args );
void R_ModulateLights_f( const idCmdArgs &args );
void R_SetLightProject( idPlane lightProject[4], const idVec3 origin, const idVec3 targetPoint,
const idVec3 rightVector, const idVec3 upVector, const idVec3 start, const idVec3 stop );
void R_AddLightSurfaces( void );
void R_AddModelSurfaces( void );
void R_RemoveUnecessaryViewLights( void );
void R_FreeDerivedData( void );
void R_ReCreateWorldReferences( void );
void R_CreateEntityRefs( idRenderEntityLocal *def );
void R_CreateLightRefs( idRenderLightLocal *light );
void R_DeriveLightData( idRenderLightLocal *light );
void R_FreeLightDefDerivedData( idRenderLightLocal *light );
void R_CheckForEntityDefsUsingModel( idRenderModel *model );
void R_ClearEntityDefDynamicModel( idRenderEntityLocal *def );
void R_FreeEntityDefDerivedData( idRenderEntityLocal *def, bool keepDecals, bool keepCachedDynamicModel );
void R_FreeEntityDefCachedDynamicModel( idRenderEntityLocal *def );
void R_FreeEntityDefDecals( idRenderEntityLocal *def );
void R_FreeEntityDefOverlay( idRenderEntityLocal *def );
void R_FreeEntityDefFadedDecals( idRenderEntityLocal *def, int time );
void R_CreateLightDefFogPortals( idRenderLightLocal *ldef );
// Framebuffer stuff
void R_InitFrameBuffer();
void R_FrameBufferStart();
void R_FrameBufferEnd();
/*
============================================================
POLYTOPE
============================================================
*/
srfTriangles_t *R_PolytopeSurface( int numPlanes, const idPlane *planes, idWinding **windings );
/*
============================================================
RENDER BACKEND
NB: Not touching to GLSL shader stuff. This is using classic OGL calls only.
============================================================
*/
void RB_DrawView( const void *data );
void RB_RenderView( void );
void RB_DrawElementsWithCounters( const drawSurf_t *surf );
void RB_DrawShadowElementsWithCounters( const drawSurf_t *surf , int numIndexes );
void RB_SubmittInteraction( drawInteraction_t *din, void (*DrawInteraction)(const drawInteraction_t *) );
void RB_SetDrawInteraction( const shaderStage_t *surfaceStage, const float *surfaceRegs, idImage **image, idVec4 matrix[2], float color[4] );
void RB_BindVariableStageImage( const textureStage_t *texture, const float *shaderRegisters );
void RB_BeginDrawingView (void);
void RB_GetShaderTextureMatrix(const float* shaderRegisters, const textureStage_t* texture, float matrix[16]);
void RB_BakeTextureMatrixIntoTexgen( idMat4 & lightProject, const float* textureMatrix);
/*
============================================================
DRAW_GLSL
NB: Specific to GLSL shader stuff
============================================================
*/
typedef struct shaderProgram_s {
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
GLint glColor;
GLint alphaTest;
GLint specularExponent;
GLint modelMatrix;
//New for multiview - The view and projection matrix uniforms
GLuint projectionMatrixBinding;
GLuint viewMatricesBinding;
GLint modelViewMatrix;
GLint textureMatrix;
GLint localLightOrigin;
GLint localViewOrigin;
GLint lightProjection;
GLint bumpMatrixS;
GLint bumpMatrixT;
GLint diffuseMatrixS;
GLint diffuseMatrixT;
GLint specularMatrixS;
GLint specularMatrixT;
GLint colorModulate;
GLint colorAdd;
GLint diffuseColor;
GLint specularColor;
GLint fogColor;
GLint fogMatrix;
GLint clipPlane;
/* gl_... */
GLint attr_TexCoord;
GLint attr_Tangent;
GLint attr_Bitangent;
GLint attr_Normal;
GLint attr_Vertex;
GLint attr_Color;
GLint u_fragmentMap[MAX_FRAGMENT_IMAGES];
GLint u_fragmentCubeMap[MAX_FRAGMENT_IMAGES];
} shaderProgram_t;
void R_ReloadGLSLPrograms_f(const idCmdArgs &args);
void RB_GLSL_PrepareShaders(void);
void RB_GLSL_FillDepthBuffer(drawSurf_t **drawSurfs, int numDrawSurfs);
void RB_GLSL_DrawInteractions(void);
int RB_GLSL_DrawShaderPasses(drawSurf_t **drawSurfs, int numDrawSurfs);
void RB_GLSL_FogAllLights(void);
/*
============================================================
TR_STENCILSHADOWS
"facing" should have one more element than tri->numIndexes / 3, which should be set to 1
============================================================
*/
void R_MakeShadowFrustums( idRenderLightLocal *def );
typedef enum {
SG_DYNAMIC, // use infinite projections
SG_STATIC, // clip to bounds
} shadowGen_t;
srfTriangles_t *R_CreateShadowVolume( const idRenderEntityLocal *ent,
const srfTriangles_t *tri, const idRenderLightLocal *light,
shadowGen_t optimize, srfCullInfo_t &cullInfo );
/*
============================================================
TR_TURBOSHADOW
Fast, non-clipped overshoot shadow volumes
"facing" should have one more element than tri->numIndexes / 3, which should be set to 1
calling this function may modify "facing" based on culling
============================================================
*/
srfTriangles_t *R_CreateVertexProgramTurboShadowVolume(const idRenderEntityLocal *ent,
const srfTriangles_t *tri, const idRenderLightLocal *light,
srfCullInfo_t &cullInfo);
/*srfTriangles_t *R_CreateTurboShadowVolume( const idRenderEntityLocal *ent,
const srfTriangles_t *tri, const idRenderLightLocal *light,
srfCullInfo_t &cullInfo );*/
/*
============================================================
TRISURF
============================================================
*/
#define USE_TRI_DATA_ALLOCATOR
void R_InitTriSurfData( void );
void R_ShutdownTriSurfData( void );
void R_PurgeTriSurfData( frameData_t *frame );
void R_ShowTriSurfMemory_f( const idCmdArgs &args );
srfTriangles_t * R_AllocStaticTriSurf( void );
srfTriangles_t * R_CopyStaticTriSurf( const srfTriangles_t *tri );
void R_AllocStaticTriSurfVerts( srfTriangles_t *tri, int numVerts );
void R_AllocStaticTriSurfIndexes( srfTriangles_t *tri, int numIndexes );
void R_AllocStaticTriSurfShadowVerts( srfTriangles_t *tri, int numVerts );
void R_AllocStaticTriSurfPlanes( srfTriangles_t *tri, int numIndexes );
void R_ResizeStaticTriSurfVerts( srfTriangles_t *tri, int numVerts );
void R_ResizeStaticTriSurfIndexes( srfTriangles_t *tri, int numIndexes );
void R_ResizeStaticTriSurfShadowVerts( srfTriangles_t *tri, int numVerts );
void R_ReferenceStaticTriSurfVerts( srfTriangles_t *tri, const srfTriangles_t *reference );
void R_ReferenceStaticTriSurfIndexes( srfTriangles_t *tri, const srfTriangles_t *reference );
void R_FreeStaticTriSurfSilIndexes( srfTriangles_t *tri );
void R_FreeStaticTriSurf( srfTriangles_t *tri );
void R_FreeStaticTriSurfVertexCaches( srfTriangles_t *tri );
void R_ReallyFreeStaticTriSurf( srfTriangles_t *tri );
void R_FreeDeferredTriSurfs( frameData_t *frame );
int R_TriSurfMemory( const srfTriangles_t *tri );
void R_BoundTriSurf( srfTriangles_t *tri );
void R_RemoveDuplicatedTriangles( srfTriangles_t *tri );
void R_CreateSilIndexes( srfTriangles_t *tri );
void R_RemoveDegenerateTriangles( srfTriangles_t *tri );
void R_RemoveUnusedVerts( srfTriangles_t *tri );
void R_RangeCheckIndexes( const srfTriangles_t *tri );
void R_CreateVertexNormals( srfTriangles_t *tri ); // also called by dmap
void R_DeriveFacePlanes( srfTriangles_t *tri ); // also called by renderbump
void R_CleanupTriangles( srfTriangles_t *tri, bool createNormals, bool identifySilEdges, bool useUnsmoothedTangents );
void R_ReverseTriangles( srfTriangles_t *tri );
// Only deals with vertexes and indexes, not silhouettes, planes, etc.
// Does NOT perform a cleanup triangles, so there may be duplicated verts in the result.
srfTriangles_t * R_MergeSurfaceList( const srfTriangles_t **surfaces, int numSurfaces );
srfTriangles_t * R_MergeTriangles( const srfTriangles_t *tri1, const srfTriangles_t *tri2 );
// if the deformed verts have significant enough texture coordinate changes to reverse the texture
// polarity of a triangle, the tangents will be incorrect
void R_DeriveTangents( srfTriangles_t *tri, bool allocFacePlanes = true );
// deformable meshes precalculate as much as possible from a base frame, then generate
// complete srfTriangles_t from just a new set of vertexes
typedef struct deformInfo_s {
int numSourceVerts;
// numOutputVerts may be smaller if the input had duplicated or degenerate triangles
// it will often be larger if the input had mirrored texture seams that needed
// to be busted for proper tangent spaces
int numOutputVerts;
idDrawVert* verts;
int numMirroredVerts;
int * mirroredVerts;
int numIndexes;
glIndex_t * indexes;
glIndex_t * silIndexes;
int numDupVerts;
int * dupVerts;
int numSilEdges;
silEdge_t * silEdges;
dominantTri_t * dominantTris;
} deformInfo_t;
deformInfo_t * R_BuildDeformInfo( int numVerts, const idDrawVert *verts, int numIndexes, const int *indexes, bool useUnsmoothedTangents );
void R_FreeDeformInfo( deformInfo_t *deformInfo );
int R_DeformInfoMemoryUsed( deformInfo_t *deformInfo );
/*
============================================================
SUBVIEW
============================================================
*/
bool R_PreciseCullSurface( const drawSurf_t *drawSurf, idBounds &ndcBounds );
bool R_GenerateSubViews( void );
/*
============================================================
SCENE GENERATION
============================================================
*/
void R_InitFrameData( void );
void R_ShutdownFrameData( void );
int R_CountFrameData( void );
void R_ToggleSmpFrame( void );
void *R_FrameAlloc( int bytes );
void *R_ClearedFrameAlloc( int bytes );
void R_FrameFree( void *data );
void *R_StaticAlloc( int bytes ); // just malloc with error checking
void *R_ClearedStaticAlloc( int bytes ); // with memset
void R_StaticFree( void *data );
/*
=============================================================
TR_BACKEND
=============================================================
*/
void RB_SetDefaultGLState( void );
void RB_ExecuteBackEndCommands( const emptyCommand_t *cmds );
/*
=============================================================
TR_GUISURF
=============================================================
*/
void R_SurfaceToTextureAxis( const srfTriangles_t *tri, idVec3 &origin, idVec3 axis[3] );
void R_RenderGuiSurf( idUserInterface *gui, drawSurf_t *drawSurf );
/*
=============================================================
TR_ORDERINDEXES
=============================================================
*/
void R_OrderIndexes( int numIndexes, glIndex_t *indexes );
/*
=============================================================
TR_DEFORM
=============================================================
*/
void R_DeformDrawSurf( drawSurf_t *drawSurf );
/*
=============================================================
TR_TRACE
=============================================================
*/
typedef struct {
float fraction;
// only valid if fraction < 1.0
idVec3 point;
idVec3 normal;
int indexes[3];
} localTrace_t;
localTrace_t R_LocalTrace( const idVec3 &start, const idVec3 &end, const float radius, const srfTriangles_t *tri );
/*
=============================================================
TR_SHADOWBOUNDS
=============================================================
*/
idScreenRect R_CalcIntersectionScissor( const idRenderLightLocal * lightDef,
const idRenderEntityLocal * entityDef,
const viewDef_t * viewDef );
//=============================================
#endif /* !__TR_LOCAL_H__ */