/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef RENDER_H #define RENDER_H #include "svbsp.h" // 1.0f / N table extern float ixtable[4096]; // fog stuff void FOG_clear(void); // sky stuff extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; extern int skyrenderlater, skyrendermasked; int R_SetSkyBox(const char *sky); void R_SkyStartFrame(void); void R_Sky(void); void R_ResetSkyBox(void); // SHOWLMP stuff (Nehahra) void SHOWLMP_decodehide(void); void SHOWLMP_decodeshow(void); void SHOWLMP_drawall(void); // render profiling stuff extern int r_timereport_active; // lighting stuff extern cvar_t r_ambient; extern cvar_t gl_flashblend; // vis stuff extern cvar_t r_novis; extern cvar_t r_trippy; extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; extern cvar_t r_lerplightstyles; extern cvar_t r_waterscroll; extern cvar_t developer_texturelogging; // shadow volume bsp struct with automatically growing nodes buffer extern svbsp_t r_svbsp; typedef struct rmesh_s { // vertices of this mesh int maxvertices; int numvertices; float *vertex3f; float *svector3f; float *tvector3f; float *normal3f; float *texcoord2f; float *texcoordlightmap2f; float *color4f; // triangles of this mesh int maxtriangles; int numtriangles; int *element3i; int *neighbor3i; // snapping epsilon float epsilon2; } rmesh_t; // useful functions for rendering void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b); void R_FillColors(float *out, int verts, float r, float g, float b, float a); int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v); void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f); void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes); #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 //============================================================================= extern cvar_t r_nearclip; // forces all rendering to draw triangle outlines extern cvar_t r_showoverdraw; extern cvar_t r_showtris; extern cvar_t r_shownormals; extern cvar_t r_showlighting; extern cvar_t r_showshadowvolumes; extern cvar_t r_showcollisionbrushes; extern cvar_t r_showcollisionbrushes_polygonfactor; extern cvar_t r_showcollisionbrushes_polygonoffset; extern cvar_t r_showdisabledepthtest; extern cvar_t r_drawentities; extern cvar_t r_draw2d; extern qboolean r_draw2d_force; extern cvar_t r_drawviewmodel; extern cvar_t r_drawworld; extern cvar_t r_speeds; extern cvar_t r_fullbright; extern cvar_t r_wateralpha; extern cvar_t r_dynamic; void R_Init(void); void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView void R_RenderView(); // must set r_refdef and call R_UpdateVariables first void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix} typedef enum r_refdef_scene_type_s { RST_CLIENT, RST_MENU, RST_COUNT } r_refdef_scene_type_t; void R_SelectScene( r_refdef_scene_type_t scenetype ); r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ); void R_SkinFrame_PrepareForPurge(void); void R_SkinFrame_MarkUsed(skinframe_t *skinframe); void R_SkinFrame_Purge(void); // set last to NULL to start from the beginning skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ); skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add); skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain); skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB); skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height); skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette); skinframe_t *R_SkinFrame_LoadMissing(void); rtexture_t *R_GetCubemap(const char *basename); void R_View_WorldVisibility(qboolean forcenovis); void R_DrawDecals(void); void R_DrawParticles(void); void R_DrawExplosions(void); #define gl_solid_format 3 #define gl_alpha_format 4 int R_CullBox(const vec3_t mins, const vec3_t maxs); int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes); #include "r_modules.h" #include "meshqueue.h" /// free all R_FrameData memory void R_FrameData_Reset(void); /// prepare for a new frame, recycles old buffers if a resize occurred previously void R_FrameData_NewFrame(void); /// allocate some temporary memory for your purposes void *R_FrameData_Alloc(size_t size); /// allocate some temporary memory and copy this data into it void *R_FrameData_Store(size_t size, void *data); /// set a marker that allows you to discard the following temporary memory allocations void R_FrameData_SetMark(void); /// discard recent memory allocations (rewind to marker) void R_FrameData_ReturnToMark(void); /// enum of the various types of hardware buffer object used in rendering /// note that the r_buffermegs[] array must be maintained to match this typedef enum r_bufferdata_type_e { R_BUFFERDATA_VERTEX, /// vertex buffer R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares) R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares) R_BUFFERDATA_UNIFORM, /// uniform buffer R_BUFFERDATA_COUNT /// how many kinds of buffer we have } r_bufferdata_type_t; /// free all dynamic vertex/index/uniform buffers void R_BufferData_Reset(void); /// begin a new frame (recycle old buffers) void R_BufferData_NewFrame(void); /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset); /// free all R_AnimCache memory void R_AnimCache_Free(void); /// clear the animcache pointers on all known render entities void R_AnimCache_ClearCache(void); /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents) qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents); /// generate animcache data for all entities marked visible void R_AnimCache_CacheVisibleEntities(void); #include "r_lerpanim.h" extern cvar_t r_render; extern cvar_t r_renderview; extern cvar_t r_waterwarp; extern cvar_t r_textureunits; extern cvar_t r_glsl_offsetmapping; extern cvar_t r_glsl_offsetmapping_reliefmapping; extern cvar_t r_glsl_offsetmapping_scale; extern cvar_t r_glsl_offsetmapping_lod; extern cvar_t r_glsl_offsetmapping_lod_distance; extern cvar_t r_glsl_deluxemapping; extern cvar_t gl_polyblend; extern cvar_t gl_dither; extern cvar_t cl_deathfade; extern cvar_t r_smoothnormals_areaweighting; extern cvar_t r_test; #include "gl_backend.h" extern rtexture_t *r_texture_blanknormalmap; extern rtexture_t *r_texture_white; extern rtexture_t *r_texture_grey128; extern rtexture_t *r_texture_black; extern rtexture_t *r_texture_notexture; extern rtexture_t *r_texture_whitecube; extern rtexture_t *r_texture_normalizationcube; extern rtexture_t *r_texture_fogattenuation; extern rtexture_t *r_texture_fogheighttexture; extern unsigned int r_queries[MAX_OCCLUSION_QUERIES]; extern unsigned int r_numqueries; extern unsigned int r_maxqueries; void R_TimeReport(const char *name); // r_stain void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2); void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width); void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2); extern mempool_t *r_main_mempool; typedef struct rsurfacestate_s { // current model array pointers // these may point to processing buffers if model is animated, // otherwise they point to static data. // these are not directly used for rendering, they are just another level // of processing // // these either point at array_model* buffers (if the model is animated) // or the model->surfmesh.data_* buffers (if the model is not animated) // // these are only set when an entity render begins, they do not change on // a per surface basis. // // this indicates the model* arrays are pointed at array_model* buffers // (in other words, the model has been animated in software) qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha) qboolean modelgeneratedvertex; // skeletal animation can be done by entity (animcache) or per batch, // batch may be non-skeletal even if entity is skeletal, indicating that // the dynamicvertex code path had to apply skeletal manually for a case // where gpu-skinning is not possible, for this reason batch has its own // variables int entityskeletalnumtransforms; // how many transforms are used for this mesh float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer int entityskeletaltransform3x4offset; int entityskeletaltransform3x4size; float *modelvertex3f; const r_meshbuffer_t *modelvertex3f_vertexbuffer; int modelvertex3f_bufferoffset; float *modelsvector3f; const r_meshbuffer_t *modelsvector3f_vertexbuffer; int modelsvector3f_bufferoffset; float *modeltvector3f; const r_meshbuffer_t *modeltvector3f_vertexbuffer; int modeltvector3f_bufferoffset; float *modelnormal3f; const r_meshbuffer_t *modelnormal3f_vertexbuffer; int modelnormal3f_bufferoffset; float *modellightmapcolor4f; const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer; int modellightmapcolor4f_bufferoffset; float *modeltexcoordtexture2f; const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer; int modeltexcoordtexture2f_bufferoffset; float *modeltexcoordlightmap2f; const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer; int modeltexcoordlightmap2f_bufferoffset; unsigned char *modelskeletalindex4ub; const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer; int modelskeletalindex4ub_bufferoffset; unsigned char *modelskeletalweight4ub; const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer; int modelskeletalweight4ub_bufferoffset; r_vertexmesh_t *modelvertexmesh; const r_meshbuffer_t *modelvertexmesh_vertexbuffer; int modelvertexmesh_bufferoffset; int *modelelement3i; const r_meshbuffer_t *modelelement3i_indexbuffer; int modelelement3i_bufferoffset; unsigned short *modelelement3s; const r_meshbuffer_t *modelelement3s_indexbuffer; int modelelement3s_bufferoffset; int *modellightmapoffsets; int modelnumvertices; int modelnumtriangles; const msurface_t *modelsurfaces; // current rendering array pointers // these may point to any of several different buffers depending on how // much processing was needed to prepare this model for rendering // these usually equal the model* pointers, they only differ if // deformvertexes is used in a q3 shader, and consequently these can // change on a per-surface basis (according to rsurface.texture) qboolean batchgeneratedvertex; qboolean batchmultidraw; int batchmultidrawnumsurfaces; const msurface_t **batchmultidrawsurfacelist; int batchfirstvertex; int batchnumvertices; int batchfirsttriangle; int batchnumtriangles; r_vertexmesh_t *batchvertexmesh; const r_meshbuffer_t *batchvertexmesh_vertexbuffer; int batchvertexmesh_bufferoffset; float *batchvertex3f; const r_meshbuffer_t *batchvertex3f_vertexbuffer; int batchvertex3f_bufferoffset; float *batchsvector3f; const r_meshbuffer_t *batchsvector3f_vertexbuffer; int batchsvector3f_bufferoffset; float *batchtvector3f; const r_meshbuffer_t *batchtvector3f_vertexbuffer; int batchtvector3f_bufferoffset; float *batchnormal3f; const r_meshbuffer_t *batchnormal3f_vertexbuffer; int batchnormal3f_bufferoffset; float *batchlightmapcolor4f; const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer; int batchlightmapcolor4f_bufferoffset; float *batchtexcoordtexture2f; const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer; int batchtexcoordtexture2f_bufferoffset; float *batchtexcoordlightmap2f; const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer; int batchtexcoordlightmap2f_bufferoffset; unsigned char *batchskeletalindex4ub; const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer; int batchskeletalindex4ub_bufferoffset; unsigned char *batchskeletalweight4ub; const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer; int batchskeletalweight4ub_bufferoffset; int *batchelement3i; const r_meshbuffer_t *batchelement3i_indexbuffer; int batchelement3i_bufferoffset; unsigned short *batchelement3s; const r_meshbuffer_t *batchelement3s_indexbuffer; int batchelement3s_bufferoffset; int batchskeletalnumtransforms; float *batchskeletaltransform3x4; const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer int batchskeletaltransform3x4offset; int batchskeletaltransform3x4size; // rendering pass processing arrays in GL11 and GL13 paths float *passcolor4f; const r_meshbuffer_t *passcolor4f_vertexbuffer; int passcolor4f_bufferoffset; // some important fields from the entity int ent_skinnum; int ent_qwskin; int ent_flags; int ent_alttextures; // used by q1bsp animated textures (pressed buttons) double shadertime; // r_refdef.scene.time - ent->shadertime // transform matrices to render this entity and effects on this entity matrix4x4_t matrix; matrix4x4_t inversematrix; // scale factors for transforming lengths into/out of entity space float matrixscale; float inversematrixscale; // animation blending state from entity frameblend_t frameblend[MAX_FRAMEBLENDS]; skeleton_t *skeleton; // directional model shading state from entity vec3_t modellight_ambient; vec3_t modellight_diffuse; vec3_t modellight_lightdir; // colormapping state from entity (these are black if colormapping is off) vec3_t colormap_pantscolor; vec3_t colormap_shirtcolor; // special coloring of ambient/diffuse textures (gloss not affected) // colormod[3] is the alpha of the entity float colormod[4]; // special coloring of glow textures float glowmod[3]; // view location in model space vec3_t localvieworigin; // polygon offset data for submodels float basepolygonfactor; float basepolygonoffset; // current textures in batching code texture_t *texture; rtexture_t *lightmaptexture; rtexture_t *deluxemaptexture; // whether lightmapping is active on this batch // (otherwise vertex colored) qboolean uselightmaptexture; // fog plane in model space for direct application to vertices float fograngerecip; float fogmasktabledistmultiplier; float fogplane[4]; float fogheightfade; float fogplaneviewdist; // rtlight rendering // light currently being rendered const rtlight_t *rtlight; // this is the location of the light in entity space vec3_t entitylightorigin; // this transforms entity coordinates to light filter cubemap coordinates // (also often used for other purposes) matrix4x4_t entitytolight; // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes // of attenuation texturing in full 3D (Z result often ignored) matrix4x4_t entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 matrix4x4_t entitytoattenuationz; // user wavefunc parameters (from csqc) float userwavefunc_param[Q3WAVEFUNC_USER_COUNT]; // pointer to an entity_render_t used only by R_GetCurrentTexture and // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within // each frame (see r_frame also) entity_render_t *entity; } rsurfacestate_t; extern rsurfacestate_t rsurface; void R_HDR_UpdateIrisAdaptation(const vec3_t point); void RSurf_ActiveWorldEntity(void); void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass); void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents); void RSurf_SetupDepthAndCulling(void); void R_Mesh_ResizeArrays(int newvertices); texture_t *R_GetCurrentTexture(texture_t *t); void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); void R_AddWaterPlanes(entity_render_t *ent); void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS #define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader #define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others #define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS #define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader #define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps #define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist); void RSurf_DrawBatch(void); void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size); typedef enum rsurfacepass_e { RSURFPASS_BASE, RSURFPASS_BACKGROUND, RSURFPASS_RTLIGHT, RSURFPASS_DEFERREDGEOMETRY } rsurfacepass_t; void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha); void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy); void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal); void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy); void R_SetupShader_DeferredLight(const rtlight_t *rtlight); typedef struct r_waterstate_waterplane_s { rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION rtexture_t *texture_camera; // MATERIALFLAG_CAMERA int fbo_refraction; int fbo_reflection; int fbo_camera; mplane_t plane; int materialflags; // combined flags of all water surfaces on this plane unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps qboolean pvsvalid; int camera_entity; vec3_t mins, maxs; } r_waterstate_waterplane_t; typedef struct r_waterstate_s { int waterwidth, waterheight; int texturewidth, textureheight; int camerawidth, cameraheight; rtexture_t *depthtexture; int maxwaterplanes; // same as MAX_WATERPLANES int numwaterplanes; r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; float screenscale[2]; float screencenter[2]; qboolean enabled; qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces qboolean hideplayer; } r_waterstate_t; typedef struct r_framebufferstate_s { textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar) int fbo; // non-zero if r_viewfbo is enabled and working int screentexturewidth, screentextureheight; // dimensions of texture rtexture_t *colortexture; // non-NULL if fbo is non-zero rtexture_t *depthtexture; // non-NULL if fbo is non-zero rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!) rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing int bloomfbo[2]; // fbos for rendering into bloomtexture[] int bloomindex; // which bloomtexture[] contains the final image int bloomwidth, bloomheight; int bloomtexturewidth, bloomtextureheight; // arrays for rendering the screen passes float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture float bloomtexcoord2f[8]; // texcoords for bloomtexture[] float offsettexcoord2f[8]; // temporary use while updating bloomtexture[] r_viewport_t bloomviewport; r_waterstate_t water; qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway) } r_framebufferstate_t; extern r_framebufferstate_t r_fb; extern cvar_t r_viewfbo; void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); extern const float r_screenvertex3f[12]; extern cvar_t r_shadows; extern cvar_t r_shadows_darken; extern cvar_t r_shadows_drawafterrtlighting; extern cvar_t r_shadows_castfrombmodels; extern cvar_t r_shadows_throwdistance; extern cvar_t r_shadows_throwdirection; extern cvar_t r_shadows_focus; extern cvar_t r_shadows_shadowmapscale; extern cvar_t r_shadows_shadowmapbias; extern cvar_t r_transparent_alphatocoverage; extern cvar_t r_transparent_sortsurfacesbynearest; extern cvar_t r_transparent_useplanardistance; extern cvar_t r_transparent_sortarraysize; extern cvar_t r_transparent_sortmindist; extern cvar_t r_transparent_sortmaxdist; void R_Model_Sprite_Draw(entity_render_t *ent); struct prvm_prog_s; void R_UpdateFog(void); qboolean CL_VM_UpdateView(double frametime); void SCR_DrawConsole(void); void R_Shadow_EditLights_DrawSelectedLightProperties(void); void R_DecalSystem_Reset(decalsystem_t *decalsystem); void R_Shadow_UpdateBounceGridTexture(void); void R_DrawLightningBeams(void); void R_DrawLaserSights(void); void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog); void R_DrawPortals(void); void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); void R_Water_AddWaterPlane(msurface_t *surface, int entno); int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color); dp_font_t *FindFont(const char *title, qboolean allocate_new); void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset); void Render_Init(void); // these are called by Render_Init void R_Textures_Init(void); void GL_Draw_Init(void); void GL_Main_Init(void); void R_Shadow_Init(void); void R_Sky_Init(void); void GL_Surf_Init(void); void R_Particles_Init(void); void R_Explosion_Init(void); void gl_backend_init(void); void Sbar_Init(void); void R_LightningBeams_Init(void); void R_LaserSights_Init(void); void Mod_RenderInit(void); void Font_Init(void); qboolean R_CompileShader_CheckStaticParms(void); void R_GLSL_Restart_f(void); #endif