/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #ifndef TR_LOCAL_H #define TR_LOCAL_H #include "../qcommon/q_shared.h" #include "../qcommon/qfiles.h" #include "../qcommon/qcommon.h" #include "tr_public.h" #include "qgl.h" #define GL_INDEX_TYPE GL_UNSIGNED_INT typedef unsigned int glIndex_t; // fast float to int conversion #if id386 && !defined(__GNUC__) long myftol( float f ); #else #define myftol(x) ((int)(x)) #endif // everything that is needed by the backend needs // to be double buffered to allow it to run in // parallel on a dual cpu machine #define SMP_FRAMES 2 // 12 bits // see QSORT_SHADERNUM_SHIFT #define MAX_SHADERS 16384 //#define MAX_SHADER_STATES 2048 #define MAX_STATES_PER_SHADER 32 #define MAX_STATE_NAME 32 // can't be increased without changing bit packing for drawsurfs typedef struct dlight_s { vec3_t origin; vec3_t color; // range from 0.0 to 1.0, should be color normalized float radius; vec3_t transformed; // origin in local coordinate system int additive; // texture detail is lost tho when the lightmap is dark } dlight_t; // a trRefEntity_t has all the information passed in by // the client game, as well as some locally derived info typedef struct { refEntity_t e; float axisLength; // compensate for non-normalized axis qboolean needDlights; // true for bmodels that touch a dlight qboolean lightingCalculated; vec3_t lightDir; // normalized direction towards light vec3_t ambientLight; // color normalized to 0-255 int ambientLightInt; // 32 bit rgba packed vec3_t directedLight; } trRefEntity_t; typedef struct { vec3_t origin; // in world coordinates vec3_t axis[3]; // orientation in world vec3_t viewOrigin; // viewParms->or.origin in local coordinates float modelMatrix[16]; } orientationr_t; typedef struct image_s { char imgName[MAX_QPATH]; // game path, including extension int width, height; // source image int uploadWidth, uploadHeight; // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE GLuint texnum; // gl texture binding int frameUsed; // for texture usage in frame statistics int internalFormat; int TMU; // only needed for voodoo2 qboolean mipmap; qboolean allowPicmip; int wrapClampMode; // GL_CLAMP_TO_EDGE or GL_REPEAT struct image_s* next; } image_t; //=============================================================================== typedef enum { SS_BAD, SS_PORTAL, // mirrors, portals, viewscreens SS_ENVIRONMENT, // sky box SS_OPAQUE, // opaque SS_DECAL, // scorch marks, etc. SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges // in addition to alpha test SS_BANNER, SS_FOG, SS_UNDERWATER, // for items that should be drawn in front of the water plane SS_BLEND0, // regular transparency and filters SS_BLEND1, // generally only used for additive type effects SS_BLEND2, SS_BLEND3, SS_BLEND6, SS_STENCIL_SHADOW, SS_ALMOST_NEAREST, // gun smoke puffs SS_NEAREST // blood blobs } shaderSort_t; #define MAX_SHADER_STAGES 8 typedef enum { GF_NONE, GF_SIN, GF_SQUARE, GF_TRIANGLE, GF_SAWTOOTH, GF_INVERSE_SAWTOOTH, GF_NOISE } genFunc_t; typedef enum { DEFORM_NONE, DEFORM_WAVE, DEFORM_NORMALS, DEFORM_BULGE, DEFORM_MOVE, DEFORM_PROJECTION_SHADOW, DEFORM_AUTOSPRITE, DEFORM_AUTOSPRITE2, DEFORM_TEXT0, DEFORM_TEXT1, DEFORM_TEXT2, DEFORM_TEXT3, DEFORM_TEXT4, DEFORM_TEXT5, DEFORM_TEXT6, DEFORM_TEXT7 } deform_t; 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_FOG, TCGEN_VECTOR // S and T from world coordinates } texCoordGen_t; typedef enum { ACFF_NONE, ACFF_MODULATE_RGB, ACFF_MODULATE_RGBA, ACFF_MODULATE_ALPHA } acff_t; typedef struct { genFunc_t func; float base; float amplitude; float phase; float frequency; } waveForm_t; #define TR_MAX_TEXMODS 4 typedef enum { TMOD_NONE, TMOD_TRANSFORM, TMOD_TURBULENT, TMOD_SCROLL, TMOD_SCALE, TMOD_STRETCH, TMOD_ROTATE, TMOD_ENTITY_TRANSLATE } texMod_t; #define MAX_SHADER_DEFORMS 3 typedef struct { deform_t deformation; // vertex coordinate modification type vec3_t moveVector; waveForm_t deformationWave; float deformationSpread; float bulgeWidth; float bulgeHeight; float bulgeSpeed; } deformStage_t; typedef struct { texMod_t type; // used for TMOD_TURBULENT and TMOD_STRETCH waveForm_t wave; // used for TMOD_TRANSFORM float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0] float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1] // used for TMOD_SCALE float scale[2]; // s *= scale[0] // t *= scale[1] // used for TMOD_SCROLL float scroll[2]; // s' = s + scroll[0] * time // t' = t + scroll[1] * time // + = clockwise // - = counterclockwise float rotateSpeed; } texModInfo_t; #define MAX_IMAGE_ANIMATIONS 8 typedef struct { image_t *image[MAX_IMAGE_ANIMATIONS]; int numImageAnimations; float imageAnimationSpeed; texCoordGen_t tcGen; vec3_t tcGenVectors[2]; int numTexMods; texModInfo_t *texMods; int videoMapHandle; qboolean isLightmap; qboolean vertexLightmap; qboolean isVideoMap; } textureBundle_t; #define NUM_TEXTURE_BUNDLES 2 typedef struct { qboolean active; textureBundle_t bundle[NUM_TEXTURE_BUNDLES]; waveForm_t rgbWave; colorGen_t rgbGen; waveForm_t alphaWave; alphaGen_t alphaGen; byte constantColor[4]; // for CGEN_CONST and AGEN_CONST unsigned stateBits; // GLS_xxxx mask acff_t adjustColorsForFog; qboolean isDetail; } shaderStage_t; struct shaderCommands_s; // any change in the LIGHTMAP_* defines here MUST be reflected in // R_FindShader() in tr_bsp.c #define LIGHTMAP_2D -4 // shader is for 2D rendering #define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models #define LIGHTMAP_WHITEIMAGE -2 #define LIGHTMAP_NONE -1 typedef enum { CT_FRONT_SIDED, CT_BACK_SIDED, CT_TWO_SIDED } cullType_t; typedef enum { FP_NONE, // surface is translucent and will just be adjusted properly FP_EQUAL, // surface is opaque but possibly alpha tested FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface) } fogPass_t; typedef struct { float cloudHeight; image_t *outerbox[6], *innerbox[6]; } skyParms_t; typedef struct { vec3_t color; float depthForOpaque; } fogParms_t; typedef struct shader_s { char name[MAX_QPATH]; // game path, including extension int lightmapIndex; // for a shader to match, both name and lightmapIndex must match int index; // this shader == tr.shaders[index] int sortedIndex; // this shader == tr.sortedShaders[sortedIndex] float sort; // lower numbered shaders draw before higher numbered qboolean defaultShader; // we want to return index 0 if the shader failed to // load for some reason, but R_FindShader should // still keep a name allocated for it, so if // something calls RE_RegisterShader again with // the same name, we don't try looking for it again qboolean explicitlyDefined; // found in a .shader file int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags int contentFlags; qboolean entityMergable; // merge across entites optimizable (smoke, blood) qboolean isSky; skyParms_t sky; fogParms_t fogParms; float portalRange; // distance to fog out at int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage) cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED qboolean polygonOffset; // set for decals and other items that must be offset qboolean noMipMaps; // for console fonts, 2D elements, etc. qboolean noPicMip; // for images that must always be full resolution fogPass_t fogPass; // draw a blended pass, possibly with depth test equals 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]; void (*optimalStageIteratorFunc)( void ); float clampTime; // time this shader is clamped to float timeOffset; // current time offset for this shader int numStates; // if non-zero this is a state shader struct shader_s *currentShader; // current state if this is a state shader struct shader_s *parentShader; // current state if this is a state shader int currentState; // current state index for cycle purposes long expireTime; // time in milliseconds this expires struct shader_s *remappedShader; // current shader this one is remapped too int shaderStates[MAX_STATES_PER_SHADER]; // index to valid shader states struct shader_s *next; } shader_t; typedef struct shaderState_s { char shaderName[MAX_QPATH]; // name of shader this state belongs to char name[MAX_STATE_NAME]; // name of this state char stateShader[MAX_QPATH]; // shader this name invokes int cycleTime; // time this cycle lasts, <= 0 is forever shader_t *shader; } shaderState_t; // trRefdef_t holds everything that comes in refdef_t, // as well as the locally generated scene information typedef struct { int x, y, width, height; float fov_x, fov_y; vec3_t vieworg; vec3_t viewaxis[3]; // transformation matrix stereoFrame_t stereoFrame; int time; // time in milliseconds for shader effects and other time dependent rendering issues int rdflags; // RDF_NOWORLDMODEL, etc // 1 bits will prevent the associated area from rendering at all byte areamask[MAX_MAP_AREA_BYTES]; qboolean areamaskModified; // qtrue if areamask changed since last scene float floatTime; // tr.refdef.time / 1000.0 // text messages for deform text shaders char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH]; int num_entities; trRefEntity_t *entities; int num_dlights; struct dlight_s *dlights; int numPolys; struct srfPoly_s *polys; int numDrawSurfs; struct drawSurf_s *drawSurfs; } trRefdef_t; //================================================================================= // skins allow models to be retextured without modifying the model file typedef struct { char name[MAX_QPATH]; shader_t *shader; } skinSurface_t; typedef struct skin_s { char name[MAX_QPATH]; // game path, including extension int numSurfaces; skinSurface_t *surfaces[MD3_MAX_SURFACES]; } skin_t; typedef struct { int originalBrushNumber; vec3_t bounds[2]; unsigned colorInt; // in packed byte format float tcScale; // texture coordinate vector scales fogParms_t parms; // for clipping distance in fog when outside qboolean hasSurface; float surface[4]; } fog_t; typedef struct { orientationr_t or; orientationr_t world; vec3_t pvsOrigin; // may be different than or.origin for portals qboolean isPortal; // true if this view is through a portal qboolean isMirror; // the portal is a mirror, invert the face culling 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; float fovX, fovY; float projectionMatrix[16]; cplane_t frustum[4]; vec3_t visBounds[2]; float zFar; stereoFrame_t stereoFrame; } 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_MD4, #ifdef RAVENMD4 SF_MDR, #endif SF_FLARE, SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity SF_DISPLAY_LIST, SF_NUM_SURFACE_TYPES, SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int ) } surfaceType_t; typedef struct drawSurf_s { unsigned sort; // bit combination for fast compares surfaceType_t *surface; // any of surface*_t } drawSurf_t; #define MAX_FACE_POINTS 64 #define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file #define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory // when cgame directly specifies a polygon, it becomes a srfPoly_t // as soon as it is called typedef struct srfPoly_s { surfaceType_t surfaceType; qhandle_t hShader; int fogIndex; int numVerts; polyVert_t *verts; } srfPoly_t; typedef struct srfDisplayList_s { surfaceType_t surfaceType; int listNum; } srfDisplayList_t; typedef struct srfFlare_s { surfaceType_t surfaceType; vec3_t origin; vec3_t normal; vec3_t color; } srfFlare_t; typedef struct srfGridMesh_s { surfaceType_t surfaceType; // dynamic lighting information int dlightBits[SMP_FRAMES]; // culling information vec3_t meshBounds[2]; vec3_t localOrigin; float meshRadius; // lod information, which may be different // than the culling information to allow for // groups of curves that LOD as a unit vec3_t lodOrigin; float lodRadius; int lodFixed; int lodStitched; // vertexes int width, height; float *widthLodError; float *heightLodError; drawVert_t verts[1]; // variable sized } srfGridMesh_t; #define VERTEXSIZE 8 typedef struct { surfaceType_t surfaceType; cplane_t plane; // dynamic lighting information int dlightBits[SMP_FRAMES]; // 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 int dlightBits[SMP_FRAMES]; // 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; 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; surfaceType_t *data; // any of srf*_t } msurface_t; #define CONTENTS_NODE -1 typedef struct mnode_s { // common with leaf and node int contents; // -1 for nodes, to differentiate from leafs int 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; char *entityParsePoint; } world_t; //====================================================================== typedef enum { MOD_BAD, MOD_BRUSH, MOD_MESH, MOD_MD4, #ifdef RAVENMD4 MOD_MDR #endif } 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 *md4; // only if type == (MOD_MD4 | MOD_MDR) int numLods; } model_t; #define MAX_MOD_KNOWN 1024 void R_ModelInit (void); model_t *R_GetModelByHandle( qhandle_t hModel ); int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, float frac, const char *tagName ); void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ); void R_Modellist_f (void); //==================================================== extern refimport_t ri; #define MAX_DRAWIMAGES 2048 #define MAX_SKINS 1024 #define MAX_DRAWSURFS 0x10000 #define DRAWSURF_MASK (MAX_DRAWSURFS-1) /* the drawsurf sort data is packed into a single 32 bit value so it can be compared quickly during the qsorting process the bits are allocated as follows: 21 - 31 : sorted shader index 11 - 20 : entity index 2 - 6 : fog index //2 : used to be clipped flag REMOVED - 03.21.00 rad 0 - 1 : dlightmap index TTimo - 1.32 17-31 : sorted shader index 7-16 : entity index 2-6 : fog index 0-1 : dlightmap index */ #define QSORT_SHADERNUM_SHIFT 17 #define QSORT_ENTITYNUM_SHIFT 7 #define QSORT_FOGNUM_SHIFT 2 extern int gl_filter_min, gl_filter_max; /* ** performanceCounters_t */ typedef struct { int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out; int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out; int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out; int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out; int c_leafs; int c_dlightSurfaces; int c_dlightSurfacesCulled; } frontEndCounters_t; #define FOG_TABLE_SIZE 256 #define FUNCTABLE_SIZE 1024 #define FUNCTABLE_SIZE2 10 #define FUNCTABLE_MASK (FUNCTABLE_SIZE-1) // the renderer front end should never modify glstate_t typedef struct { int currenttextures[2]; int currenttmu; qboolean finishCalled; int texEnv[2]; int faceCulling; unsigned long glStateBits; } glstate_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 } backEndCounters_t; // all state modified by the back end is seperated // from the front end state typedef struct { int smpFrame; trRefdef_t refdef; viewParms_t viewParms; orientationr_t or; backEndCounters_t pc; qboolean isHyperspace; trRefEntity_t *currentEntity; qboolean skyRenderedThisView; // flag for drawing sun qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes byte color2D[4]; qboolean vertexes2D; // shader needs to be finished trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering } backEndState_t; /* ** trGlobals_t ** ** Most renderer globals are defined here. ** backend functions should never modify any of these fields, ** but may read fields that aren't dynamically modified ** by the frontend. */ typedef struct { qboolean registered; // cleared at shutdown, set at beginRegistration int 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 int smpFrame; // toggles from 0 to 1 every endFrame 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[32]; image_t *fogImage; image_t *dlightImage; // inverse-quare highlight for projective adding image_t *flareImage; image_t *whiteImage; // full of 0xff image_t *identityLightImage; // full of tr.identityLightByte shader_t *defaultShader; shader_t *shadowShader; shader_t *projectionShadowShader; shader_t *flareShader; shader_t *sunShader; int numLightmaps; image_t **lightmaps; trRefEntity_t *currentEntity; trRefEntity_t worldEntity; // point currentEntity at this when rendering world int currentEntityNum; int shiftedEntityNum; // currentEntityNum << QSORT_ENTITYNUM_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; 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]; } trGlobals_t; extern backEndState_t backEnd; extern trGlobals_t tr; extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init // These two variables should live inside glConfig but can't because of compatibility issues to the original ID vms. // If you release a stand-alone game and your mod uses tr_types.h from this build you can safely move them to // the glconfig_t struct. extern qboolean textureFilterAnisotropic; extern int maxAnisotropy; extern float displayAspect; // // cvars // extern cvar_t *r_flareSize; extern cvar_t *r_flareFade; // coefficient for the flare intensity falloff function. #define FLARE_STDCOEFF "150" extern cvar_t *r_flareCoeff; extern cvar_t *r_railWidth; extern cvar_t *r_railCoreWidth; extern cvar_t *r_railSegmentLength; extern cvar_t *r_ignore; // used for debugging anything extern cvar_t *r_verbose; // used for verbose debug spew extern cvar_t *r_ignoreFastPath; // allows us to ignore our Tess fast paths extern cvar_t *r_znear; // near Z clip plane extern cvar_t *r_zproj; // z distance of projection plane extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering extern cvar_t *r_stencilbits; // number of desired stencil bits extern cvar_t *r_depthbits; // number of desired depth bits extern cvar_t *r_colorbits; // number of desired color bits, only relevant for fullscreen extern cvar_t *r_texturebits; // number of desired texture bits extern cvar_t *r_ext_multisample; // 0 = use framebuffer depth // 16 = use 16-bit textures // 32 = use 32-bit textures // all else = error extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement extern cvar_t *r_lodbias; // push/pull LOD transitions extern cvar_t *r_lodscale; extern cvar_t *r_primitives; // "0" = based on compiled vertex array existance // "1" = glDrawElemet tristrips // "2" = glDrawElements triangles // "-1" = no drawing extern cvar_t *r_inGameVideo; // controls whether in game video should be draw extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn extern cvar_t *r_drawSun; // controls drawing of sun quad extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity extern cvar_t *r_norefresh; // bypasses the ref rendering extern cvar_t *r_drawentities; // disable/enable entity rendering extern cvar_t *r_drawworld; // disable/enable world rendering extern cvar_t *r_speeds; // various levels of information display extern cvar_t *r_detailTextures; // enables/disables detail texturing stages extern cvar_t *r_novis; // disable/enable usage of PVS extern cvar_t *r_nocull; extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test extern cvar_t *r_nocurves; extern cvar_t *r_showcluster; extern cvar_t *r_mode; // video mode extern cvar_t *r_fullscreen; extern cvar_t *r_noborder; extern cvar_t *r_gamma; extern cvar_t *r_ignorehwgamma; // overrides hardware gamma capabilities extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions extern cvar_t *r_ext_multitexture; extern cvar_t *r_ext_compiled_vertex_array; extern cvar_t *r_ext_texture_env_add; extern cvar_t *r_ext_texture_filter_anisotropic; extern cvar_t *r_ext_max_anisotropy; extern cvar_t *r_nobind; // turns off binding to appropriate textures extern cvar_t *r_singleShader; // make most world faces use default shader extern cvar_t *r_roundImagesDown; extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage extern cvar_t *r_picmip; // controls picmip values extern cvar_t *r_finish; extern cvar_t *r_drawBuffer; extern cvar_t *r_swapInterval; extern cvar_t *r_textureMode; extern cvar_t *r_offsetFactor; extern cvar_t *r_offsetUnits; extern cvar_t *r_fullbright; // avoid lightmap pass extern cvar_t *r_lightmap; // render lightmaps only extern cvar_t *r_vertexLight; // vertex lighting mode for better performance extern cvar_t *r_uiFullScreen; // ui is running fullscreen extern cvar_t *r_logFile; // number of frames to emit GL logs extern cvar_t *r_showtris; // enables wireframe rendering of the world extern cvar_t *r_showsky; // forces sky in front of all surfaces extern cvar_t *r_shownormals; // draws wireframe normals extern cvar_t *r_clear; // force screen clear every frame extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection extern cvar_t *r_flares; // light flares extern cvar_t *r_intensity; extern cvar_t *r_lockpvs; extern cvar_t *r_noportals; extern cvar_t *r_portalOnly; extern cvar_t *r_subdivisions; extern cvar_t *r_lodCurveError; extern cvar_t *r_smp; extern cvar_t *r_showSmp; extern cvar_t *r_skipBackEnd; extern cvar_t *r_stereoEnabled; extern cvar_t *r_anaglyphMode; extern cvar_t *r_greyscale; extern cvar_t *r_ignoreGLErrors; extern cvar_t *r_overBrightBits; extern cvar_t *r_mapOverBrightBits; extern cvar_t *r_debugSurface; extern cvar_t *r_simpleMipMaps; extern cvar_t *r_showImages; extern cvar_t *r_debugSort; extern cvar_t *r_printShaders; extern cvar_t *r_saveFontData; extern cvar_t *r_marksOnTriangleMeshes; //==================================================================== float R_NoiseGet4f( float x, float y, float z, float t ); void R_NoiseInit( void ); void R_SwapBuffers( int ); void R_RenderView( viewParms_t *parms ); void R_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 ); #define CULL_IN 0 // completely unclipped #define CULL_CLIP 1 // clipped by one or more planes #define CULL_OUT 2 // completely outside the clipping planes void R_LocalNormalToWorld (vec3_t local, vec3_t world); void R_LocalPointToWorld (vec3_t local, vec3_t world); int R_CullLocalBox (vec3_t bounds[2]); int R_CullPointAndRadius( vec3_t origin, float radius ); int R_CullLocalPointAndRadius( vec3_t origin, float radius ); 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 */ void GL_Bind( image_t *image ); void GL_SetDefaultState (void); void GL_SelectTexture( int unit ); void GL_TextureMode( const char *string ); void GL_CheckErrors( void ); void GL_State( unsigned long stateVector ); void GL_TexEnv( int env ); void GL_Cull( int cullType ); #define GLS_SRCBLEND_ZERO 0x00000001 #define GLS_SRCBLEND_ONE 0x00000002 #define GLS_SRCBLEND_DST_COLOR 0x00000003 #define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004 #define GLS_SRCBLEND_SRC_ALPHA 0x00000005 #define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006 #define GLS_SRCBLEND_DST_ALPHA 0x00000007 #define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008 #define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009 #define GLS_SRCBLEND_BITS 0x0000000f #define GLS_DSTBLEND_ZERO 0x00000010 #define GLS_DSTBLEND_ONE 0x00000020 #define GLS_DSTBLEND_SRC_COLOR 0x00000030 #define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040 #define GLS_DSTBLEND_SRC_ALPHA 0x00000050 #define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060 #define GLS_DSTBLEND_DST_ALPHA 0x00000070 #define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080 #define GLS_DSTBLEND_BITS 0x000000f0 #define GLS_DEPTHMASK_TRUE 0x00000100 #define GLS_POLYMODE_LINE 0x00001000 #define GLS_DEPTHTEST_DISABLE 0x00010000 #define GLS_DEPTHFUNC_EQUAL 0x00020000 #define GLS_ATEST_GT_0 0x10000000 #define GLS_ATEST_LT_80 0x20000000 #define GLS_ATEST_GE_80 0x40000000 #define GLS_ATEST_BITS 0x70000000 #define GLS_DEFAULT GLS_DEPTHMASK_TRUE void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty); void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty); void RE_BeginFrame( stereoFrame_t stereoFrame ); void RE_BeginRegistration( glconfig_t *glconfig ); void RE_LoadWorldMap( const char *mapname ); void RE_SetWorldVisData( const byte *vis ); qhandle_t RE_RegisterModel( const char *name ); qhandle_t RE_RegisterSkin( const char *name ); void RE_Shutdown( qboolean destroyWindow ); qboolean R_GetEntityToken( char *buffer, int size ); model_t *R_AllocModel( void ); void R_Init( void ); image_t *R_FindImageFile( const char *name, qboolean mipmap, qboolean allowPicmip, int glWrapClampMode ); image_t *R_CreateImage( const char *name, const byte *pic, int width, int height, qboolean mipmap , qboolean allowPicmip, int wrapClampMode ); qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode ); void R_SetColorMappings( void ); void R_GammaCorrect( byte *buffer, int bufSize ); void R_ImageList_f( void ); void R_SkinList_f( void ); // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516 const void *RB_TakeScreenshotCmd( const void *data ); void R_ScreenShot_f( void ); void R_InitFogTable( void ); float R_FogFactor( float s, float t ); void R_InitImages( void ); void R_DeleteTextures( void ); int R_SumOfUsedImages( void ); void R_InitSkins( void ); skin_t *R_GetSkinByHandle( qhandle_t hSkin ); int R_ComputeLOD( trRefEntity_t *ent ); const void *RB_TakeVideoFrameCmd( const void *data ); // // tr_shader.c // qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ); qhandle_t RE_RegisterShader( const char *name ); qhandle_t RE_RegisterShaderNoMip( const char *name ); qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage); shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ); shader_t *R_GetShaderByHandle( qhandle_t hShader ); shader_t *R_GetShaderByState( int index, long *cycleTime ); shader_t *R_FindShaderByName( const char *name ); void R_InitShaders( void ); void R_ShaderList_f( void ); void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset); /* ==================================================================== IMPLEMENTATION SPECIFIC FUNCTIONS ==================================================================== */ void GLimp_Init( void ); void GLimp_Shutdown( void ); void GLimp_EndFrame( void ); qboolean GLimp_SpawnRenderThread( void (*function)( void ) ); void *GLimp_RendererSleep( void ); void GLimp_FrontEndSleep( void ); void GLimp_WakeRenderer( void *data ); void GLimp_LogComment( char *comment ); // NOTE TTimo linux works with float gamma value, not the gamma table // the params won't be used, getting the r_gamma cvar directly void GLimp_SetGamma( unsigned char red[256], unsigned char green[256], unsigned char blue[256] ); /* ==================================================================== TESSELATOR/SHADER DECLARATIONS ==================================================================== */ typedef byte color4ub_t[4]; typedef struct stageVars { color4ub_t colors[SHADER_MAX_VERTEXES]; vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES]; } stageVars_t; typedef struct shaderCommands_s { glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16); vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16); vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16); vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16); color4ub_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16); int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16); stageVars_t svars QALIGN(16); color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16); shader_t *shader; float shaderTime; int fogNum; int dlightBits; // or together of all vertexDlightBits int numIndexes; int numVertexes; // info extracted from current shader int numPasses; void (*currentStageIteratorFunc)( void ); shaderStage_t **xstages; } shaderCommands_t; extern shaderCommands_t tess; void RB_BeginSurface(shader_t *shader, int fogNum ); void RB_EndSurface(void); void RB_CheckOverflow( int verts, int indexes ); #define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);} void RB_StageIteratorGeneric( void ); void RB_StageIteratorSky( void ); void RB_StageIteratorVertexLitTexture( void ); void RB_StageIteratorLightmappedMultitexture( void ); void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ); void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ); 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 ); /* ============================================================ SHADOWS ============================================================ */ void RB_ShadowTessEnd( void ); void RB_ShadowFinish( void ); void RB_ProjectionShadowDeform( void ); /* ============================================================ SKIES ============================================================ */ void R_BuildCloudData( shaderCommands_t *shader ); void R_InitSkyTexCoords( float cloudLayerHeight ); void R_DrawSkyBox( shaderCommands_t *shader ); void RB_DrawSun( void ); void RB_ClipSkyPolygons( shaderCommands_t *shader ); /* ============================================================ CURVE TESSELATION ============================================================ */ #define PATCH_STITCHING srfGridMesh_t *R_SubdividePatchToGrid( int width, int height, 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_ToggleSmpFrame( void ); void RE_ClearScene( void ); void RE_AddRefEntityToScene( const refEntity_t *ent ); void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num ); void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ); void RE_RenderScene( const refdef_t *fd ); #ifdef RAVENMD4 /* ============================================================= UNCOMPRESSING BONES ============================================================= */ #define MC_BITS_X (16) #define MC_BITS_Y (16) #define MC_BITS_Z (16) #define MC_BITS_VECT (16) #define MC_SCALE_X (1.0f/64) #define MC_SCALE_Y (1.0f/64) #define MC_SCALE_Z (1.0f/64) void MC_UnCompress(float mat[3][4],const unsigned char * comp); #endif /* ============================================================= ANIMATED MODELS ============================================================= */ // void R_MakeAnimModel( model_t *model ); haven't seen this one really, so not needed I guess. void R_AddAnimSurfaces( trRefEntity_t *ent ); void RB_SurfaceAnim( md4Surface_t *surfType ); #ifdef RAVENMD4 void R_MDRAddAnimSurfaces( trRefEntity_t *ent ); void RB_MDRSurfaceAnim( md4Surface_t *surface ); #endif /* ============================================================= IMAGE LOADERS ============================================================= */ void R_LoadBMP( const char *name, byte **pic, int *width, int *height ); void R_LoadJPG( const char *name, byte **pic, int *width, int *height ); void R_LoadPCX( const char *name, byte **pic, int *width, int *height ); void R_LoadPNG( const char *name, byte **pic, int *width, int *height ); void R_LoadTGA( const char *name, byte **pic, int *width, int *height ); /* ============================================================= ============================================================= */ void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix, vec4_t eye, vec4_t dst ); void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ); void RB_DeformTessGeometry( void ); void RB_CalcEnvironmentTexCoords( float *dstTexCoords ); void RB_CalcFogTexCoords( float *dstTexCoords ); void RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords ); void RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords ); void RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords ); void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords ); void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords ); void RB_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 *texCoords ); void RB_CalcColorFromEntity( unsigned char *dstColors ); void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors ); void RB_CalcSpecularAlpha( unsigned char *alphas ); void RB_CalcDiffuseColor( unsigned char *colors ); /* ============================================================= RENDERER BACK END FUNCTIONS ============================================================= */ void RB_RenderThread( void ); void RB_ExecuteRenderCommands( const void *data ); /* ============================================================= RENDERER BACK END COMMAND QUEUE ============================================================= */ #define MAX_RENDER_COMMANDS 0x40000 typedef struct { byte cmds[MAX_RENDER_COMMANDS]; int used; } renderCommandList_t; typedef struct { int commandId; float color[4]; } setColorCommand_t; typedef struct { int commandId; int buffer; } drawBufferCommand_t; typedef struct { int commandId; image_t *image; int width; int height; void *data; } subImageCommand_t; typedef struct { int commandId; } swapBuffersCommand_t; typedef struct { int commandId; int buffer; } endFrameCommand_t; typedef struct { int commandId; shader_t *shader; float x, y; float w, h; float s1, t1; float s2, t2; } stretchPicCommand_t; typedef struct { int commandId; trRefdef_t refdef; viewParms_t viewParms; drawSurf_t *drawSurfs; int numDrawSurfs; } drawSurfsCommand_t; typedef struct { int commandId; int x; int y; int width; int height; char *fileName; qboolean jpeg; } screenshotCommand_t; typedef struct { int commandId; int width; int height; byte *captureBuffer; byte *encodeBuffer; qboolean motionJpeg; } videoFrameCommand_t; typedef struct { int commandId; GLboolean rgba[4]; } colorMaskCommand_t; typedef struct { int commandId; } clearDepthCommand_t; typedef enum { RC_END_OF_LIST, RC_SET_COLOR, RC_STRETCH_PIC, RC_DRAW_SURFS, RC_DRAW_BUFFER, RC_SWAP_BUFFERS, RC_SCREENSHOT, RC_VIDEOFRAME, RC_COLORMASK, RC_CLEARDEPTH } renderCommand_t; // these are sort of arbitrary limits. // the limits apply to the sum of all scenes in a frame -- // the main view, all the 3D icons, etc #define MAX_POLYS 600 #define MAX_POLYVERTS 3000 // all of the information needed by the back end must be // contained in a backEndData_t. This entire structure is // duplicated so the front and back end can run in parallel // on an SMP machine typedef struct { drawSurf_t drawSurfs[MAX_DRAWSURFS]; dlight_t dlights[MAX_DLIGHTS]; trRefEntity_t entities[MAX_ENTITIES]; 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[SMP_FRAMES]; // the second one may not be allocated extern volatile renderCommandList_t *renderCommandList; extern volatile qboolean renderThreadActive; void *R_GetCommandBuffer( int bytes ); void RB_ExecuteRenderCommands( const void *data ); void R_InitCommandBuffers( void ); void R_ShutdownCommandBuffers( void ); void R_SyncRenderThread( void ); void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ); void RE_SetColor( const float *rgba ); void RE_StretchPic ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); void RE_BeginFrame( stereoFrame_t stereoFrame ); void RE_EndFrame( int *frontEndMsec, int *backEndMsec ); void RE_SaveJPG(char * filename, int quality, int image_width, int image_height, unsigned char *image_buffer, int padding); size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality, int image_width, int image_height, byte *image_buffer, int padding); void RE_TakeVideoFrame( int width, int height, byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg ); // font stuff void R_InitFreeType( void ); void R_DoneFreeType( void ); void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font); #endif //TR_LOCAL_H