lilium-voyager/code/renderergl2/tr_local.h
Zack Middleton d717aaf01e Merge branch 'master' into game/eliteforce
Conflicts:
	code/renderergl1/tr_init.c
	code/renderergl2/tr_init.c
2018-08-13 16:31:09 -05:00

2491 lines
64 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef TR_LOCAL_H
#define TR_LOCAL_H
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "../renderercommon/tr_public.h"
#include "../renderercommon/tr_common.h"
#include "tr_extratypes.h"
#include "tr_extramath.h"
#include "tr_fbo.h"
#include "tr_postprocess.h"
#include "../renderercommon/iqm.h"
#include "../renderercommon/qgl.h"
#define GLE(ret, name, ...) extern name##proc * qgl##name;
QGL_1_1_PROCS;
QGL_DESKTOP_1_1_PROCS;
QGL_1_3_PROCS;
QGL_1_5_PROCS;
QGL_2_0_PROCS;
QGL_3_0_PROCS;
QGL_ARB_occlusion_query_PROCS;
QGL_ARB_framebuffer_object_PROCS;
QGL_ARB_vertex_array_object_PROCS;
QGL_EXT_direct_state_access_PROCS;
#undef GLE
#define GL_INDEX_TYPE GL_UNSIGNED_INT
typedef unsigned int glIndex_t;
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// 14 bits
// can't be increased without changing bit packing for drawsurfs
// see QSORT_SHADERNUM_SHIFT
#define SHADERNUM_BITS 14
#define MAX_SHADERS (1<<SHADERNUM_BITS)
#define MAX_FBOS 64
#define MAX_VISCOUNTS 5
#define MAX_VAOS 4096
#define MAX_CALC_PSHADOWS 64
#define MAX_DRAWN_PSHADOWS 16 // do not increase past 32, because bit flags are used on surfaces
#define PSHADOW_MAP_SIZE 512
typedef struct cubemap_s {
char name[MAX_QPATH];
vec3_t origin;
float parallaxRadius;
image_t *image;
} cubemap_t;
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;
qboolean mirrored; // mirrored matrix, needs reversed culling
vec3_t lightDir; // normalized direction towards light, in world space
vec3_t modelLightDir; // normalized direction towards light, in model space
vec3_t ambientLight; // color normalized to 0-255
int ambientLightInt; // 32 bit rgba packed
vec3_t directedLight;
} trRefEntity_t;
typedef struct {
vec3_t origin; // in world coordinates
vec3_t axis[3]; // orientation in world
vec3_t viewOrigin; // viewParms->or.origin in local coordinates
float modelMatrix[16];
float transformMatrix[16];
} orientationr_t;
// Ensure this is >= the ATTR_INDEX_COUNT enum below
#define VAO_MAX_ATTRIBS 16
typedef enum
{
VAO_USAGE_STATIC,
VAO_USAGE_DYNAMIC
} vaoUsage_t;
typedef struct vaoAttrib_s
{
uint32_t enabled;
uint32_t count;
uint32_t type;
uint32_t normalized;
uint32_t stride;
uint32_t offset;
}
vaoAttrib_t;
typedef struct vao_s
{
char name[MAX_QPATH];
uint32_t vao;
uint32_t vertexesVBO;
int vertexesSize; // amount of memory data allocated for all vertices in bytes
vaoAttrib_t attribs[VAO_MAX_ATTRIBS];
uint32_t frameSize; // bytes to skip per frame when doing vertex animation
uint32_t indexesIBO;
int indexesSize; // amount of memory data allocated for all triangles in bytes
} vao_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,
GF_RANDOM
} genFunc_t;
typedef enum {
DEFORM_NONE,
DEFORM_WAVE,
DEFORM_NORMALS,
DEFORM_BULGE,
DEFORM_MOVE,
DEFORM_PROJECTION_SHADOW,
DEFORM_AUTOSPRITE,
DEFORM_AUTOSPRITE2,
DEFORM_TEXT0,
DEFORM_TEXT1,
DEFORM_TEXT2,
DEFORM_TEXT3,
DEFORM_TEXT4,
DEFORM_TEXT5,
DEFORM_TEXT6,
DEFORM_TEXT7
} deform_t;
// deformVertexes types that can be handled by the GPU
typedef enum
{
// do not edit: same as genFunc_t
DGEN_NONE,
DGEN_WAVE_SIN,
DGEN_WAVE_SQUARE,
DGEN_WAVE_TRIANGLE,
DGEN_WAVE_SAWTOOTH,
DGEN_WAVE_INVERSE_SAWTOOTH,
DGEN_WAVE_NOISE,
// do not edit until this line
DGEN_BULGE,
DGEN_MOVE
} deformGen_t;
typedef enum {
AGEN_IDENTITY,
AGEN_SKIP,
AGEN_ENTITY,
AGEN_ONE_MINUS_ENTITY,
AGEN_VERTEX,
AGEN_ONE_MINUS_VERTEX,
AGEN_LIGHTING_SPECULAR,
AGEN_WAVEFORM,
AGEN_PORTAL,
AGEN_CONST,
} alphaGen_t;
typedef enum {
CGEN_BAD,
CGEN_IDENTITY_LIGHTING, // tr.identityLight
CGEN_IDENTITY, // always (1,1,1,1)
CGEN_ENTITY, // grabbed from entity's modulate field
CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate
CGEN_EXACT_VERTEX, // tess.vertexColors
CGEN_VERTEX, // tess.vertexColors * tr.identityLight
CGEN_EXACT_VERTEX_LIT, // like CGEN_EXACT_VERTEX but takes a light direction from the lightgrid
CGEN_VERTEX_LIT, // like CGEN_VERTEX but takes a light direction from the lightgrid
CGEN_ONE_MINUS_VERTEX,
CGEN_WAVEFORM, // programmatically generated
CGEN_LIGHTING_DIFFUSE,
CGEN_FOG, // standard fog
CGEN_CONST // fixed color
} colorGen_t;
typedef enum {
TCGEN_BAD,
TCGEN_IDENTITY, // clear to 0,0
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_FOG,
TCGEN_VECTOR // S and T from world coordinates
} texCoordGen_t;
typedef enum {
ACFF_NONE,
ACFF_MODULATE_RGB,
ACFF_MODULATE_RGBA,
ACFF_MODULATE_ALPHA
} acff_t;
typedef struct {
genFunc_t func;
float base;
float amplitude;
float phase;
float frequency;
} waveForm_t;
#define TR_MAX_TEXMODS 4
typedef enum {
TMOD_NONE,
TMOD_TRANSFORM,
TMOD_TURBULENT,
TMOD_SCROLL,
TMOD_SCALE,
TMOD_STRETCH,
TMOD_ROTATE,
TMOD_ENTITY_TRANSLATE
} texMod_t;
#define MAX_SHADER_DEFORMS 3
typedef struct {
deform_t deformation; // vertex coordinate modification type
vec3_t moveVector;
waveForm_t deformationWave;
float deformationSpread;
float bulgeWidth;
float bulgeHeight;
float bulgeSpeed;
} deformStage_t;
typedef struct {
texMod_t type;
// used for TMOD_TURBULENT and TMOD_STRETCH
waveForm_t wave;
// used for TMOD_TRANSFORM
float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0]
float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1]
// used for TMOD_SCALE
float scale[2]; // s *= scale[0]
// t *= scale[1]
// used for TMOD_SCROLL
float scroll[2]; // s' = s + scroll[0] * time
// t' = t + scroll[1] * time
// + = clockwise
// - = counterclockwise
float rotateSpeed;
} texModInfo_t;
#define MAX_IMAGE_ANIMATIONS 8
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
float imageAnimationSpeed;
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
int numTexMods;
texModInfo_t *texMods;
int videoMapHandle;
qboolean isLightmap;
qboolean isVideoMap;
} textureBundle_t;
enum
{
TB_COLORMAP = 0,
TB_DIFFUSEMAP = 0,
TB_LIGHTMAP = 1,
TB_LEVELSMAP = 1,
TB_SHADOWMAP3 = 1,
TB_NORMALMAP = 2,
TB_DELUXEMAP = 3,
TB_SHADOWMAP2 = 3,
TB_SPECULARMAP = 4,
TB_SHADOWMAP = 5,
TB_CUBEMAP = 6,
TB_SHADOWMAP4 = 6,
NUM_TEXTURE_BUNDLES = 7
};
typedef enum
{
// material shader stage types
ST_COLORMAP = 0, // vanilla Q3A style shader treatening
ST_DIFFUSEMAP = 0, // treat color and diffusemap the same
ST_NORMALMAP,
ST_NORMALPARALLAXMAP,
ST_SPECULARMAP,
ST_GLSL
} stageType_t;
typedef struct {
qboolean active;
textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
waveForm_t rgbWave;
colorGen_t rgbGen;
waveForm_t alphaWave;
alphaGen_t alphaGen;
byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
unsigned stateBits; // GLS_xxxx mask
acff_t adjustColorsForFog;
qboolean isDetail;
stageType_t type;
struct shaderProgram_s *glslShaderGroup;
int glslShaderIndex;
vec4_t normalScale;
vec4_t specularScale;
} shaderStage_t;
struct shaderCommands_s;
typedef enum {
CT_FRONT_SIDED,
CT_BACK_SIDED,
CT_TWO_SIDED
} cullType_t;
typedef enum {
FP_NONE, // surface is translucent and will just be adjusted properly
FP_EQUAL, // surface is opaque but possibly alpha tested
FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface)
} fogPass_t;
typedef struct {
float cloudHeight;
image_t *outerbox[6], *innerbox[6];
} skyParms_t;
typedef struct {
vec3_t color;
float depthForOpaque;
} fogParms_t;
typedef struct shader_s {
char name[MAX_QPATH]; // game path, including extension
int lightmapIndex; // for a shader to match, both name and lightmapIndex must match
int index; // this shader == tr.shaders[index]
int sortedIndex; // this shader == tr.sortedShaders[sortedIndex]
float sort; // lower numbered shaders draw before higher numbered
qboolean defaultShader; // we want to return index 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
qboolean explicitlyDefined; // found in a .shader file
int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags
int contentFlags;
qboolean entityMergable; // merge across entites optimizable (smoke, blood)
qboolean isSky;
skyParms_t sky;
fogParms_t fogParms;
float portalRange; // distance to fog out at
qboolean isPortal;
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
qboolean polygonOffset; // set for decals and other items that must be offset
qboolean noMipMaps; // for console fonts, 2D elements, etc.
qboolean noPicMip; // for images that must always be full resolution
fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
int vertexAttribs; // not all shaders will need all data to be gathered
int numDeforms;
deformStage_t deforms[MAX_SHADER_DEFORMS];
int numUnfoggedPasses;
shaderStage_t *stages[MAX_SHADER_STAGES];
void (*optimalStageIteratorFunc)( void );
double clampTime; // time this shader is clamped to
double timeOffset; // current time offset for this shader
struct shader_s *remappedShader; // current shader this one is remapped too
struct shader_s *next;
} shader_t;
enum
{
ATTR_INDEX_POSITION = 0,
ATTR_INDEX_TEXCOORD = 1,
ATTR_INDEX_LIGHTCOORD = 2,
ATTR_INDEX_TANGENT = 3,
ATTR_INDEX_NORMAL = 4,
ATTR_INDEX_COLOR = 5,
ATTR_INDEX_PAINTCOLOR = 6,
ATTR_INDEX_LIGHTDIRECTION = 7,
ATTR_INDEX_BONE_INDEXES = 8,
ATTR_INDEX_BONE_WEIGHTS = 9,
// GPU vertex animations
ATTR_INDEX_POSITION2 = 10,
ATTR_INDEX_TANGENT2 = 11,
ATTR_INDEX_NORMAL2 = 12,
ATTR_INDEX_COUNT = 13
};
enum
{
ATTR_POSITION = 1 << ATTR_INDEX_POSITION,
ATTR_TEXCOORD = 1 << ATTR_INDEX_TEXCOORD,
ATTR_LIGHTCOORD = 1 << ATTR_INDEX_LIGHTCOORD,
ATTR_TANGENT = 1 << ATTR_INDEX_TANGENT,
ATTR_NORMAL = 1 << ATTR_INDEX_NORMAL,
ATTR_COLOR = 1 << ATTR_INDEX_COLOR,
ATTR_PAINTCOLOR = 1 << ATTR_INDEX_PAINTCOLOR,
ATTR_LIGHTDIRECTION = 1 << ATTR_INDEX_LIGHTDIRECTION,
ATTR_BONE_INDEXES = 1 << ATTR_INDEX_BONE_INDEXES,
ATTR_BONE_WEIGHTS = 1 << ATTR_INDEX_BONE_WEIGHTS,
// for .md3 interpolation
ATTR_POSITION2 = 1 << ATTR_INDEX_POSITION2,
ATTR_TANGENT2 = 1 << ATTR_INDEX_TANGENT2,
ATTR_NORMAL2 = 1 << ATTR_INDEX_NORMAL2,
ATTR_DEFAULT = ATTR_POSITION,
ATTR_BITS = ATTR_POSITION |
ATTR_TEXCOORD |
ATTR_LIGHTCOORD |
ATTR_TANGENT |
ATTR_NORMAL |
ATTR_COLOR |
ATTR_PAINTCOLOR |
ATTR_LIGHTDIRECTION |
ATTR_BONE_INDEXES |
ATTR_BONE_WEIGHTS |
ATTR_POSITION2 |
ATTR_TANGENT2 |
ATTR_NORMAL2
};
enum
{
GENERICDEF_USE_DEFORM_VERTEXES = 0x0001,
GENERICDEF_USE_TCGEN_AND_TCMOD = 0x0002,
GENERICDEF_USE_VERTEX_ANIMATION = 0x0004,
GENERICDEF_USE_FOG = 0x0008,
GENERICDEF_USE_RGBAGEN = 0x0010,
GENERICDEF_USE_BONE_ANIMATION = 0x0020,
GENERICDEF_ALL = 0x003F,
GENERICDEF_COUNT = 0x0040,
};
enum
{
FOGDEF_USE_DEFORM_VERTEXES = 0x0001,
FOGDEF_USE_VERTEX_ANIMATION = 0x0002,
FOGDEF_USE_BONE_ANIMATION = 0x0004,
FOGDEF_ALL = 0x0007,
FOGDEF_COUNT = 0x0008,
};
enum
{
DLIGHTDEF_USE_DEFORM_VERTEXES = 0x0001,
DLIGHTDEF_ALL = 0x0001,
DLIGHTDEF_COUNT = 0x0002,
};
enum
{
LIGHTDEF_USE_LIGHTMAP = 0x0001,
LIGHTDEF_USE_LIGHT_VECTOR = 0x0002,
LIGHTDEF_USE_LIGHT_VERTEX = 0x0003,
LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
LIGHTDEF_ENTITY_VERTEX_ANIMATION = 0x0004,
LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
LIGHTDEF_USE_PARALLAXMAP = 0x0010,
LIGHTDEF_USE_SHADOWMAP = 0x0020,
LIGHTDEF_ENTITY_BONE_ANIMATION = 0x0040,
LIGHTDEF_ALL = 0x007F,
LIGHTDEF_COUNT = 0x0080
};
enum
{
SHADOWMAPDEF_USE_VERTEX_ANIMATION = 0x0001,
SHADOWMAPDEF_USE_BONE_ANIMATION = 0x0002,
SHADOWMAPDEF_ALL = 0x0003,
SHADOWMAPDEF_COUNT = 0x0004
};
enum
{
GLSL_INT,
GLSL_FLOAT,
GLSL_FLOAT5,
GLSL_VEC2,
GLSL_VEC3,
GLSL_VEC4,
GLSL_MAT16,
GLSL_MAT16_BONEMATRIX
};
typedef enum
{
UNIFORM_DIFFUSEMAP = 0,
UNIFORM_LIGHTMAP,
UNIFORM_NORMALMAP,
UNIFORM_DELUXEMAP,
UNIFORM_SPECULARMAP,
UNIFORM_TEXTUREMAP,
UNIFORM_LEVELSMAP,
UNIFORM_CUBEMAP,
UNIFORM_SCREENIMAGEMAP,
UNIFORM_SCREENDEPTHMAP,
UNIFORM_SHADOWMAP,
UNIFORM_SHADOWMAP2,
UNIFORM_SHADOWMAP3,
UNIFORM_SHADOWMAP4,
UNIFORM_SHADOWMVP,
UNIFORM_SHADOWMVP2,
UNIFORM_SHADOWMVP3,
UNIFORM_SHADOWMVP4,
UNIFORM_ENABLETEXTURES,
UNIFORM_DIFFUSETEXMATRIX,
UNIFORM_DIFFUSETEXOFFTURB,
UNIFORM_TCGEN0,
UNIFORM_TCGEN0VECTOR0,
UNIFORM_TCGEN0VECTOR1,
UNIFORM_DEFORMGEN,
UNIFORM_DEFORMPARAMS,
UNIFORM_COLORGEN,
UNIFORM_ALPHAGEN,
UNIFORM_COLOR,
UNIFORM_BASECOLOR,
UNIFORM_VERTCOLOR,
UNIFORM_DLIGHTINFO,
UNIFORM_LIGHTFORWARD,
UNIFORM_LIGHTUP,
UNIFORM_LIGHTRIGHT,
UNIFORM_LIGHTORIGIN,
UNIFORM_MODELLIGHTDIR,
UNIFORM_LIGHTRADIUS,
UNIFORM_AMBIENTLIGHT,
UNIFORM_DIRECTEDLIGHT,
UNIFORM_PORTALRANGE,
UNIFORM_FOGDISTANCE,
UNIFORM_FOGDEPTH,
UNIFORM_FOGEYET,
UNIFORM_FOGCOLORMASK,
UNIFORM_MODELMATRIX,
UNIFORM_MODELVIEWPROJECTIONMATRIX,
UNIFORM_TIME,
UNIFORM_VERTEXLERP,
UNIFORM_NORMALSCALE,
UNIFORM_SPECULARSCALE,
UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
UNIFORM_VIEWORIGIN,
UNIFORM_LOCALVIEWORIGIN,
UNIFORM_VIEWFORWARD,
UNIFORM_VIEWLEFT,
UNIFORM_VIEWUP,
UNIFORM_INVTEXRES,
UNIFORM_AUTOEXPOSUREMINMAX,
UNIFORM_TONEMINAVGMAXLINEAR,
UNIFORM_PRIMARYLIGHTORIGIN,
UNIFORM_PRIMARYLIGHTCOLOR,
UNIFORM_PRIMARYLIGHTAMBIENT,
UNIFORM_PRIMARYLIGHTRADIUS,
UNIFORM_CUBEMAPINFO,
UNIFORM_ALPHATEST,
UNIFORM_BONEMATRIX,
UNIFORM_COUNT
} uniform_t;
// shaderProgram_t represents a pair of one
// GLSL vertex and one GLSL fragment shader
typedef struct shaderProgram_s
{
char name[MAX_QPATH];
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
uint32_t attribs; // vertex array attributes
// uniform parameters
GLint uniforms[UNIFORM_COUNT];
short uniformBufferOffsets[UNIFORM_COUNT]; // max 32767/64=511 uniforms
char *uniformBuffer;
} shaderProgram_t;
// trRefdef_t holds everything that comes in refdef_t,
// as well as the locally generated scene information
typedef struct {
int x, y, width, height;
float fov_x, fov_y;
vec3_t vieworg;
vec3_t viewaxis[3]; // transformation matrix
stereoFrame_t stereoFrame;
int time; // time in milliseconds for shader effects and other time dependent rendering issues
int rdflags; // RDF_NOWORLDMODEL, etc
// 1 bits will prevent the associated area from rendering at all
byte areamask[MAX_MAP_AREA_BYTES];
qboolean areamaskModified; // qtrue if areamask changed since last scene
double floatTime; // tr.refdef.time / 1000.0
float blurFactor;
// text messages for deform text shaders
char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
int num_entities;
trRefEntity_t *entities;
int num_dlights;
struct dlight_s *dlights;
int numPolys;
struct srfPoly_s *polys;
int numDrawSurfs;
struct drawSurf_s *drawSurfs;
unsigned int dlightMask;
int num_pshadows;
struct pshadow_s *pshadows;
float sunShadowMvp[4][16];
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
float autoExposureMinMax[2];
float toneMinAvgMaxLinear[3];
} trRefdef_t;
//=================================================================================
// max surfaces per-skin
// This is an arbitry limit. Vanilla Q3 only supported 32 surfaces in skins but failed to
// enforce the maximum limit when reading skin files. It was possile to use more than 32
// surfaces which accessed out of bounds memory past end of skin->surfaces hunk block.
#define MAX_SKIN_SURFACES 256
// skins allow models to be retextured without modifying the model file
typedef struct {
char name[MAX_QPATH];
shader_t *shader;
} skinSurface_t;
typedef struct skin_s {
char name[MAX_QPATH]; // game path, including extension
int numSurfaces;
skinSurface_t *surfaces; // dynamically allocated array of surfaces
} skin_t;
typedef struct {
int originalBrushNumber;
vec3_t bounds[2];
unsigned colorInt; // in packed byte format
float tcScale; // texture coordinate vector scales
fogParms_t parms;
// for clipping distance in fog when outside
qboolean hasSurface;
float surface[4];
} fog_t;
typedef enum {
VPF_NONE = 0x00,
VPF_NOVIEWMODEL = 0x01,
VPF_SHADOWMAP = 0x02,
VPF_DEPTHSHADOW = 0x04,
VPF_DEPTHCLAMP = 0x08,
VPF_ORTHOGRAPHIC = 0x10,
VPF_USESUNLIGHT = 0x20,
VPF_FARPLANEFRUSTUM = 0x40,
VPF_NOCUBEMAPS = 0x80
} viewParmFlags_t;
typedef struct {
orientationr_t or;
orientationr_t world;
vec3_t pvsOrigin; // may be different than or.origin for portals
qboolean isPortal; // true if this view is through a portal
qboolean isMirror; // the portal is a mirror, invert the face culling
viewParmFlags_t flags;
int frameSceneNum; // copied from tr.frameSceneNum
int frameCount; // copied from tr.frameCount
cplane_t portalPlane; // clip anything behind this if mirroring
int viewportX, viewportY, viewportWidth, viewportHeight;
FBO_t *targetFbo;
int targetFboLayer;
int targetFboCubemapIndex;
float fovX, fovY;
float projectionMatrix[16];
cplane_t frustum[5];
vec3_t visBounds[2];
float zFar;
float zNear;
stereoFrame_t stereoFrame;
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
typedef byte color4ub_t[4];
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
typedef enum {
SF_BAD,
SF_SKIP, // ignore
SF_FACE,
SF_GRID,
SF_TRIANGLES,
SF_POLY,
SF_MDV,
SF_MDR,
SF_IQM,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_VAO_MDVMESH,
SF_VAO_IQM,
SF_NUM_SURFACE_TYPES,
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
typedef struct drawSurf_s {
unsigned int sort; // bit combination for fast compares
int cubemapIndex;
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 srfFlare_s {
surfaceType_t surfaceType;
vec3_t origin;
vec3_t normal;
vec3_t color;
} srfFlare_t;
typedef struct
{
vec3_t xyz;
vec2_t st;
vec2_t lightmap;
int16_t normal[4];
int16_t tangent[4];
int16_t lightdir[4];
uint16_t color[4];
#if DEBUG_OPTIMIZEVERTICES
unsigned int id;
#endif
} srfVert_t;
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}
// srfBspSurface_t covers SF_GRID, SF_TRIANGLES, and SF_POLY
typedef struct srfBspSurface_s
{
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits;
int pshadowBits;
// culling information
vec3_t cullBounds[2];
vec3_t cullOrigin;
float cullRadius;
cplane_t cullPlane;
// indexes
int numIndexes;
glIndex_t *indexes;
// vertexes
int numVerts;
srfVert_t *verts;
// SF_GRID specific variables after here
// 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;
} srfBspSurface_t;
// inter-quake-model
typedef struct {
int num_vertexes;
int num_triangles;
int num_frames;
int num_surfaces;
int num_joints;
int num_poses;
struct srfIQModel_s *surfaces;
int *triangles;
// vertex arrays
float *positions;
float *texcoords;
float *normals;
float *tangents;
byte *colors;
int *influences; // [num_vertexes] indexes into influenceBlendVertexes
// unique list of vertex blend indexes/weights for faster CPU vertex skinning
byte *influenceBlendIndexes; // [num_influences]
union {
float *f;
byte *b;
} influenceBlendWeights; // [num_influences]
// depending upon the exporter, blend indices and weights might be int/float
// as opposed to the recommended byte/byte, for example Noesis exports
// int/float whereas the official IQM tool exports byte/byte
int blendWeightsType; // IQM_UBYTE or IQM_FLOAT
char *jointNames;
int *jointParents;
float *jointMats;
float *poseMats;
float *bounds;
int numVaoSurfaces;
struct srfVaoIQModel_s *vaoSurfaces;
} iqmData_t;
// inter-quake-model surface
typedef struct srfIQModel_s {
surfaceType_t surfaceType;
char name[MAX_QPATH];
shader_t *shader;
iqmData_t *data;
int first_vertex, num_vertexes;
int first_triangle, num_triangles;
int first_influence, num_influences;
} srfIQModel_t;
typedef struct srfVaoIQModel_s
{
surfaceType_t surfaceType;
iqmData_t *iqmData;
struct srfIQModel_s *iqmSurface;
// backEnd stats
int numIndexes;
int numVerts;
// static render data
vao_t *vao;
} srfVaoIQModel_t;
typedef struct srfVaoMdvMesh_s
{
surfaceType_t surfaceType;
struct mdvModel_s *mdvModel;
struct mdvSurface_s *mdvSurface;
// backEnd stats
int numIndexes;
int numVerts;
// static render data
vao_t *vao;
} srfVaoMdvMesh_t;
extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *);
/*
==============================================================================
SHADOWS
==============================================================================
*/
typedef struct pshadow_s
{
float sort;
int numEntities;
int entityNums[8];
vec3_t entityOrigins[8];
float entityRadiuses[8];
float viewRadius;
vec3_t viewOrigin;
vec3_t lightViewAxis[3];
vec3_t lightOrigin;
float lightRadius;
cplane_t cullPlane;
} pshadow_t;
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
#define CULLINFO_NONE 0
#define CULLINFO_BOX 1
#define CULLINFO_SPHERE 2
#define CULLINFO_PLANE 4
typedef struct cullinfo_s {
int type;
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
cplane_t plane;
} cullinfo_t;
typedef struct msurface_s {
//int viewCount; // if == tr.viewCount, already added
struct shader_s *shader;
int fogIndex;
int cubemapIndex;
cullinfo_t cullinfo;
surfaceType_t *data; // any of srf*_t
} msurface_t;
#define CONTENTS_NODE -1
typedef struct mnode_s {
// common with leaf and node
int contents; // -1 for nodes, to differentiate from leafs
int visCounts[MAX_VISCOUNTS]; // node needs to be traversed if current
vec3_t mins, maxs; // for bounding box culling
struct mnode_s *parent;
// node specific
cplane_t *plane;
struct mnode_s *children[2];
// leaf specific
int cluster;
int area;
int firstmarksurface;
int nummarksurfaces;
} mnode_t;
typedef struct {
vec3_t bounds[2]; // for culling
int firstSurface;
int numSurfaces;
} bmodel_t;
typedef struct {
char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
char baseName[MAX_QPATH]; // ie: tim_dm2
int dataSize;
int numShaders;
dshader_t *shaders;
int numBModels;
bmodel_t *bmodels;
int numplanes;
cplane_t *planes;
int numnodes; // includes leafs
int numDecisionNodes;
mnode_t *nodes;
int numWorldSurfaces;
int numsurfaces;
msurface_t *surfaces;
int *surfacesViewCount;
int *surfacesDlightBits;
int *surfacesPshadowBits;
int nummarksurfaces;
int *marksurfaces;
int numfogs;
fog_t *fogs;
vec3_t lightGridOrigin;
vec3_t lightGridSize;
vec3_t lightGridInverseSize;
int lightGridBounds[3];
byte *lightGridData;
uint16_t *lightGrid16;
int numClusters;
int clusterBytes;
const byte *vis; // may be passed in by CM_LoadMap to save space
char *entityString;
char *entityParsePoint;
} world_t;
/*
==============================================================================
MDV MODELS - meta format for vertex animation models like .md2, .md3, .mdc
==============================================================================
*/
typedef struct
{
float bounds[2][3];
float localOrigin[3];
float radius;
} mdvFrame_t;
typedef struct
{
float origin[3];
float axis[3][3];
} mdvTag_t;
typedef struct
{
char name[MAX_QPATH]; // tag name
} mdvTagName_t;
typedef struct
{
vec3_t xyz;
int16_t normal[4];
int16_t tangent[4];
} mdvVertex_t;
typedef struct
{
float st[2];
} mdvSt_t;
typedef struct mdvSurface_s
{
surfaceType_t surfaceType;
char name[MAX_QPATH]; // polyset name
int numShaderIndexes;
int *shaderIndexes;
int numVerts;
mdvVertex_t *verts;
mdvSt_t *st;
int numIndexes;
glIndex_t *indexes;
struct mdvModel_s *model;
} mdvSurface_t;
typedef struct mdvModel_s
{
int numFrames;
mdvFrame_t *frames;
int numTags;
mdvTag_t *tags;
mdvTagName_t *tagNames;
int numSurfaces;
mdvSurface_t *surfaces;
int numVaoSurfaces;
srfVaoMdvMesh_t *vaoSurfaces;
int numSkins;
} mdvModel_t;
//======================================================================
typedef enum {
MOD_BAD,
MOD_BRUSH,
MOD_MESH,
MOD_MDR,
MOD_IQM
} modtype_t;
typedef struct model_s {
char name[MAX_QPATH];
modtype_t type;
int index; // model = tr.models[model->index]
int dataSize; // just for listing purposes
bmodel_t *bmodel; // only if type == MOD_BRUSH
mdvModel_t *mdv[MD3_MAX_LODS]; // only if type == MOD_MESH
void *modelData; // only if type == (MOD_MDR | MOD_IQM)
int numLods;
} model_t;
#define MAX_MOD_KNOWN 1024
void R_ModelInit (void);
model_t *R_GetModelByHandle( qhandle_t hModel );
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
float frac, const char *tagName );
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
void R_Modellist_f (void);
//====================================================
#define MAX_DRAWIMAGES 2048
#define MAX_SKINS 1024
#define MAX_DRAWSURFS 0x10000
#define DRAWSURF_MASK (MAX_DRAWSURFS-1)
/*
the drawsurf sort data is packed into a single 32 bit value so it can be
compared quickly during the qsorting process
the bits are allocated as follows:
0 - 1 : dlightmap index
//2 : used to be clipped flag REMOVED - 03.21.00 rad
2 - 6 : fog index
11 - 20 : entity index
21 - 31 : sorted shader index
TTimo - 1.32
0-1 : dlightmap index
2-6 : fog index
7-16 : entity index
17-30 : sorted shader index
SmileTheory - for pshadows
17-31 : sorted shader index
7-16 : entity index
2-6 : fog index
1 : pshadow flag
0 : dlight flag
*/
#define QSORT_FOGNUM_SHIFT 2
#define QSORT_REFENTITYNUM_SHIFT 7
#define QSORT_SHADERNUM_SHIFT (QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
#error "Need to update sorting, too many bits."
#endif
#define QSORT_PSHADOW_SHIFT 1
extern int gl_filter_min, gl_filter_max;
/*
** performanceCounters_t
*/
typedef struct {
int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
int c_leafs;
int c_dlightSurfaces;
int c_dlightSurfacesCulled;
} frontEndCounters_t;
// the renderer front end should never modify glstate_t
typedef struct {
qboolean finishCalled;
int texEnv[2];
int faceCulling;
int faceCullFront;
uint32_t glStateBits;
uint32_t storedGlState;
float vertexAttribsInterpolation;
qboolean vertexAnimation;
int boneAnimation; // number of bones
mat4_t boneMatrix[IQM_MAX_JOINTS];
uint32_t vertexAttribsEnabled; // global if no VAOs, tess only otherwise
FBO_t *currentFBO;
vao_t *currentVao;
mat4_t modelview;
mat4_t projection;
mat4_t modelviewProjection;
} glstate_t;
typedef enum {
MI_NONE,
MI_NVX,
MI_ATI
} memInfo_t;
typedef enum {
TCR_NONE = 0x0000,
TCR_RGTC = 0x0001,
TCR_BPTC = 0x0002,
} textureCompressionRef_t;
// We can't change glConfig_t without breaking DLL/vms compatibility, so
// store extensions we have here.
typedef struct {
qboolean intelGraphics;
qboolean occlusionQuery;
int glslMajorVersion;
int glslMinorVersion;
int glslMaxAnimatedBones;
memInfo_t memInfo;
qboolean framebufferObject;
int maxRenderbufferSize;
int maxColorAttachments;
qboolean textureFloat;
textureCompressionRef_t textureCompression;
qboolean swizzleNormalmap;
qboolean framebufferMultisample;
qboolean framebufferBlit;
qboolean depthClamp;
qboolean seamlessCubeMap;
qboolean vertexArrayObject;
qboolean directStateAccess;
} glRefConfig_t;
typedef struct {
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
int c_surfBatches;
float c_overDraw;
int c_vaoBinds;
int c_vaoVertexes;
int c_vaoIndexes;
int c_staticVaoDraws;
int c_dynamicVaoDraws;
int c_dlightVertexes;
int c_dlightIndexes;
int c_flareAdds;
int c_flareTests;
int c_flareRenders;
int c_glslShaderBinds;
int c_genericDraws;
int c_lightallDraws;
int c_fogDraws;
int c_dlightDraws;
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is separated
// from the front end state
typedef struct {
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
FBO_t *last2DFBO;
qboolean colorMask[4];
qboolean framePostProcessed;
qboolean depthFill;
} backEndState_t;
/*
** trGlobals_t
**
** Most renderer globals are defined here.
** backend functions should never modify any of these fields,
** but may read fields that aren't dynamically modified
** by the frontend.
*/
typedef struct {
qboolean registered; // cleared at shutdown, set at beginRegistration
int visIndex;
int visClusters[MAX_VISCOUNTS];
int visCounts[MAX_VISCOUNTS]; // incremented every time a new vis cluster is entered
int frameCount; // incremented every frame
int sceneCount; // incremented every scene
int viewCount; // incremented every view (twice a scene if portaled)
// and every R_MarkFragments call
int frameSceneNum; // zeroed at RE_BeginFrame
qboolean worldMapLoaded;
qboolean worldDeluxeMapping;
vec2_t autoExposureMinMax;
vec3_t toneMinAvgMaxLevel;
world_t *world;
const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load
image_t *defaultImage;
image_t *scratchImage[32];
image_t *fogImage;
image_t *dlightImage; // inverse-quare highlight for projective adding
image_t *flareImage;
image_t *whiteImage; // full of 0xff
image_t *identityLightImage; // full of tr.identityLightByte
image_t *shadowCubemaps[MAX_DLIGHTS];
image_t *renderImage;
image_t *sunRaysImage;
image_t *renderDepthImage;
image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
image_t *screenScratchImage;
image_t *textureScratchImage[2];
image_t *quarterImage[2];
image_t *calcLevelsImage;
image_t *targetLevelsImage;
image_t *fixedLevelsImage;
image_t *sunShadowDepthImage[4];
image_t *screenShadowImage;
image_t *screenSsaoImage;
image_t *hdrDepthImage;
image_t *renderCubeImage;
image_t *textureDepthImage;
FBO_t *renderFbo;
FBO_t *msaaResolveFbo;
FBO_t *sunRaysFbo;
FBO_t *depthFbo;
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
FBO_t *screenScratchFbo;
FBO_t *textureScratchFbo[2];
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
FBO_t *sunShadowFbo[4];
FBO_t *screenShadowFbo;
FBO_t *screenSsaoFbo;
FBO_t *hdrDepthFbo;
FBO_t *renderCubeFbo;
shader_t *defaultShader;
shader_t *shadowShader;
shader_t *projectionShadowShader;
shader_t *flareShader;
shader_t *sunShader;
shader_t *sunFlareShader;
int numLightmaps;
int lightmapSize;
image_t **lightmaps;
image_t **deluxemaps;
int fatLightmapCols;
int fatLightmapRows;
int numCubemaps;
cubemap_t *cubemaps;
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
model_t *currentModel;
//
// GPU shader programs
//
shaderProgram_t genericShader[GENERICDEF_COUNT];
shaderProgram_t textureColorShader;
shaderProgram_t fogShader[FOGDEF_COUNT];
shaderProgram_t dlightShader[DLIGHTDEF_COUNT];
shaderProgram_t lightallShader[LIGHTDEF_COUNT];
shaderProgram_t shadowmapShader[SHADOWMAPDEF_COUNT];
shaderProgram_t pshadowShader;
shaderProgram_t down4xShader;
shaderProgram_t bokehShader;
shaderProgram_t tonemapShader;
shaderProgram_t calclevels4xShader[2];
shaderProgram_t shadowmaskShader;
shaderProgram_t ssaoShader;
shaderProgram_t depthBlurShader[4];
shaderProgram_t testcubeShader;
// -----------------------------------------
viewParms_t viewParms;
float identityLight; // 1.0 / ( 1 << overbrightBits )
int identityLightByte; // identityLight * 255
int overbrightBits; // r_overbrightBits->integer, but set to 0 if no hw gamma
orientationr_t or; // for current entity
trRefdef_t refdef;
int viewCluster;
float sunShadowScale;
qboolean sunShadows;
vec3_t sunLight; // from the sky shader for this level
vec3_t sunDirection;
vec3_t lastCascadeSunDirection;
float lastCascadeSunMvp[16];
frontEndCounters_t pc;
int frontEndMsec; // not in pc due to clearing issue
//
// put large tables at the end, so most elements will be
// within the +/32K indexed range on risc processors
//
model_t *models[MAX_MOD_KNOWN];
int numModels;
int numImages;
image_t *images[MAX_DRAWIMAGES];
int numFBOs;
FBO_t *fbos[MAX_FBOS];
int numVaos;
vao_t *vaos[MAX_VAOS];
// 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];
GLuint sunFlareQuery[2];
int sunFlareQueryIndex;
qboolean sunFlareQueryActive[2];
float sinTable[FUNCTABLE_SIZE];
float squareTable[FUNCTABLE_SIZE];
float triangleTable[FUNCTABLE_SIZE];
float sawToothTable[FUNCTABLE_SIZE];
float inverseSawToothTable[FUNCTABLE_SIZE];
float noiseTable[FUNCTABLE_SIZE];
float fogTable[FOG_TABLE_SIZE];
} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
extern glRefConfig_t glRefConfig;
//
// cvars
//
extern cvar_t *r_flareSize;
extern cvar_t *r_flareFade;
// coefficient for the flare intensity falloff function.
#define FLARE_STDCOEFF "150"
extern cvar_t *r_flareCoeff;
extern cvar_t *r_railWidth;
extern cvar_t *r_railCoreWidth;
extern cvar_t *r_railSegmentLength;
extern cvar_t *r_ignore; // used for debugging anything
extern cvar_t *r_verbose; // used for verbose debug spew
extern cvar_t *r_znear; // near Z clip plane
extern cvar_t *r_zproj; // z distance of projection plane
extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
extern cvar_t *r_lodbias; // push/pull LOD transitions
extern cvar_t *r_lodscale;
extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
#ifdef ELITEFORCE
extern cvar_t *r_origfastsky; // controls whether fastsky color is like in original EF.
#endif
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_gamma;
extern cvar_t *r_displayRefresh; // optional display refresh option
extern cvar_t *r_ext_framebuffer_object;
extern cvar_t *r_ext_texture_float;
extern cvar_t *r_ext_framebuffer_multisample;
extern cvar_t *r_arb_seamless_cube_map;
extern cvar_t *r_arb_vertex_array_object;
extern cvar_t *r_ext_direct_state_access;
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_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_skipBackEnd;
extern cvar_t *r_anaglyphMode;
extern cvar_t *r_externalGLSL;
extern cvar_t *r_hdr;
extern cvar_t *r_floatLightmap;
extern cvar_t *r_postProcess;
extern cvar_t *r_toneMap;
extern cvar_t *r_forceToneMap;
extern cvar_t *r_forceToneMapMin;
extern cvar_t *r_forceToneMapAvg;
extern cvar_t *r_forceToneMapMax;
extern cvar_t *r_autoExposure;
extern cvar_t *r_forceAutoExposure;
extern cvar_t *r_forceAutoExposureMin;
extern cvar_t *r_forceAutoExposureMax;
extern cvar_t *r_cameraExposure;
extern cvar_t *r_depthPrepass;
extern cvar_t *r_ssao;
extern cvar_t *r_normalMapping;
extern cvar_t *r_specularMapping;
extern cvar_t *r_deluxeMapping;
extern cvar_t *r_parallaxMapping;
extern cvar_t *r_cubeMapping;
extern cvar_t *r_cubemapSize;
extern cvar_t *r_deluxeSpecular;
extern cvar_t *r_pbr;
extern cvar_t *r_baseNormalX;
extern cvar_t *r_baseNormalY;
extern cvar_t *r_baseParallax;
extern cvar_t *r_baseSpecular;
extern cvar_t *r_baseGloss;
extern cvar_t *r_glossType;
extern cvar_t *r_dlightMode;
extern cvar_t *r_pshadowDist;
extern cvar_t *r_mergeLightmaps;
extern cvar_t *r_imageUpsample;
extern cvar_t *r_imageUpsampleMaxSize;
extern cvar_t *r_imageUpsampleType;
extern cvar_t *r_genNormalMaps;
extern cvar_t *r_forceSun;
extern cvar_t *r_forceSunLightScale;
extern cvar_t *r_forceSunAmbientScale;
extern cvar_t *r_sunlightMode;
extern cvar_t *r_drawSunRays;
extern cvar_t *r_sunShadows;
extern cvar_t *r_shadowFilter;
extern cvar_t *r_shadowBlur;
extern cvar_t *r_shadowMapSize;
extern cvar_t *r_shadowCascadeZNear;
extern cvar_t *r_shadowCascadeZFar;
extern cvar_t *r_shadowCascadeZBias;
extern cvar_t *r_ignoreDstAlpha;
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_marksOnTriangleMeshes;
//====================================================================
static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
if(shader->numDeforms)
{
const deformStage_t *ds = &shader->deforms[0];
if (shader->numDeforms > 1)
return qtrue;
switch (ds->deformation)
{
case DEFORM_WAVE:
case DEFORM_BULGE:
// need CPU deforms at high level-times to avoid floating point percision loss
return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime );
default:
return qtrue;
}
}
return qfalse;
}
//====================================================================
void R_SwapBuffers( int );
void R_RenderView( viewParms_t *parms );
void R_RenderDlightCubemaps(const refdef_t *fd);
void R_RenderPshadowMaps(const refdef_t *fd);
void R_RenderSunShadowMaps(const refdef_t *fd, int level);
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene );
void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddNullModelSurfaces( trRefEntity_t *e );
void R_AddBeamSurfaces( trRefEntity_t *e );
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
void R_AddLightningBoltSurfaces( trRefEntity_t *e );
void R_AddPolygonSurfaces( void );
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap, int *pshadowMap );
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap, int pshadowMap, int cubemap );
void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir);
qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
#define CULL_IN 0 // completely unclipped
#define CULL_CLIP 1 // clipped by one or more planes
#define CULL_OUT 2 // completely outside the clipping planes
void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
void R_LocalPointToWorld (const vec3_t local, vec3_t world);
int R_CullBox (vec3_t bounds[2]);
int R_CullLocalBox (vec3_t bounds[2]);
int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes );
int R_CullPointAndRadius( const vec3_t origin, float radius );
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum);
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
/*
** GL wrapper/helper functions
*/
void GL_BindToTMU( image_t *image, int tmu );
void GL_SetDefaultState (void);
void GL_TextureMode( const char *string );
void GL_CheckErrs( char *file, int line );
#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
void GL_State( unsigned long stateVector );
void GL_SetProjectionMatrix(mat4_t matrix);
void GL_SetModelviewMatrix(mat4_t matrix);
void GL_Cull( int cullType );
#define GLS_SRCBLEND_ZERO 0x00000001
#define GLS_SRCBLEND_ONE 0x00000002
#define GLS_SRCBLEND_DST_COLOR 0x00000003
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
#define GLS_SRCBLEND_DST_ALPHA 0x00000007
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
#define GLS_SRCBLEND_BITS 0x0000000f
#define GLS_DSTBLEND_ZERO 0x00000010
#define GLS_DSTBLEND_ONE 0x00000020
#define GLS_DSTBLEND_SRC_COLOR 0x00000030
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
#define GLS_DSTBLEND_DST_ALPHA 0x00000070
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
#define GLS_DSTBLEND_BITS 0x000000f0
#define GLS_DEPTHMASK_TRUE 0x00000100
#define GLS_POLYMODE_LINE 0x00001000
#define GLS_DEPTHTEST_DISABLE 0x00010000
#define GLS_DEPTHFUNC_EQUAL 0x00020000
#define GLS_DEPTHFUNC_GREATER 0x00040000
#define GLS_DEPTHFUNC_BITS 0x00060000
#define GLS_ATEST_GT_0 0x10000000
#define GLS_ATEST_LT_80 0x20000000
#define GLS_ATEST_GE_80 0x40000000
#define GLS_ATEST_BITS 0x70000000
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_BeginRegistration( glconfig_t *glconfig );
void RE_LoadWorldMap( const char *mapname );
void RE_SetWorldVisData( const byte *vis );
qhandle_t RE_RegisterModel( const char *name );
qhandle_t RE_RegisterSkin( const char *name );
void RE_Shutdown( qboolean destroyWindow );
qboolean R_GetEntityToken( char *buffer, int size );
model_t *R_AllocModel( void );
void R_Init( void );
void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat );
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
//
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_InitExtraExtensions( void );
/*
====================================================================
TESSELATOR/SHADER DECLARATIONS
====================================================================
*/
typedef struct stageVars
{
color4ub_t colors[SHADER_MAX_VERTEXES];
vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
} stageVars_t;
typedef struct shaderCommands_s
{
glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
int16_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
int16_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
vec2_t texCoords[SHADER_MAX_VERTEXES] QALIGN(16);
vec2_t lightCoords[SHADER_MAX_VERTEXES] QALIGN(16);
uint16_t color[SHADER_MAX_VERTEXES][4] QALIGN(16);
int16_t lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16);
//int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
void *attribPointers[ATTR_INDEX_COUNT];
vao_t *vao;
qboolean useInternalVao;
qboolean useCacheVao;
stageVars_t svars QALIGN(16);
//color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
shader_t *shader;
double shaderTime;
int fogNum;
int cubemapIndex;
int dlightBits; // or together of all vertexDlightBits
int pshadowBits;
int firstIndex;
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, int cubemapIndex );
void RB_EndSurface(void);
void RB_CheckOverflow( int verts, int indexes );
#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
void R_DrawElements( int numIndexes, int firstIndex );
void RB_StageIteratorGeneric( void );
void RB_StageIteratorSky( void );
void RB_StageIteratorVertexLitTexture( void );
void RB_StageIteratorLightmappedMultitexture( void );
void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] );
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 );
void RB_InstantQuad( vec4_t quadVerts[4] );
//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes);
void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]);
void RB_ShowImages( void );
/*
============================================================
WORLD MAP
============================================================
*/
void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_AddWorldSurfaces( void );
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
/*
============================================================
FLARES
============================================================
*/
void R_ClearFlares( void );
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
void RB_AddDlightFlares( void );
void RB_RenderFlares (void);
/*
============================================================
LIGHTS
============================================================
*/
void R_DlightBmodel( bmodel_t *bmodel );
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or );
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world );
int R_CubemapForPoint( vec3_t point );
/*
============================================================
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( float scale, shader_t *shader );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height,
srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
void R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t point, float loderror );
void R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point, float loderror );
/*
============================================================
MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
============================================================
*/
int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
/*
============================================================
VERTEX BUFFER OBJECTS
============================================================
*/
void R_VaoPackTangent(int16_t *out, vec4_t v);
void R_VaoPackNormal(int16_t *out, vec3_t v);
void R_VaoPackColor(uint16_t *out, vec4_t c);
void R_VaoUnpackTangent(vec4_t v, int16_t *pack);
void R_VaoUnpackNormal(vec3_t v, int16_t *pack);
vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage);
vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *inIndexes);
void R_BindVao(vao_t *vao);
void R_BindNullVao(void);
void Vao_SetVertexPointers(vao_t *vao);
void R_InitVaos(void);
void R_ShutdownVaos(void);
void R_VaoList_f(void);
void RB_UpdateTessVao(unsigned int attribBits);
void VaoCache_Commit(void);
void VaoCache_Init(void);
void VaoCache_BindVao(void);
void VaoCache_CheckAdd(qboolean *endSurface, qboolean *recycleVertexBuffer, qboolean *recycleIndexBuffer, int numVerts, int numIndexes);
void VaoCache_RecycleVertexBuffer(void);
void VaoCache_RecycleIndexBuffer(void);
void VaoCache_InitQueue(void);
void VaoCache_AddSurface(srfVert_t *verts, int numVerts, glIndex_t *indexes, int numIndexes);
/*
============================================================
GLSL
============================================================
*/
void GLSL_InitGPUShaders(void);
void GLSL_ShutdownGPUShaders(void);
void GLSL_VertexAttribPointers(uint32_t attribBits);
void GLSL_BindProgram(shaderProgram_t * program);
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v);
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v);
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v);
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v);
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix);
void GLSL_SetUniformMat4BoneMatrix(shaderProgram_t *program, int uniformNum, /*const*/ mat4_t *matrix, int numMatricies);
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage);
/*
============================================================
SCENE GENERATION
============================================================
*/
void R_InitNextFrame( 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_BeginScene( const refdef_t *fd );
void RE_RenderScene( const refdef_t *fd );
void RE_EndScene( void );
/*
=============================================================
UNCOMPRESSING BONES
=============================================================
*/
#define MC_BITS_X (16)
#define MC_BITS_Y (16)
#define MC_BITS_Z (16)
#define MC_BITS_VECT (16)
#define MC_SCALE_X (1.0f/64)
#define MC_SCALE_Y (1.0f/64)
#define MC_SCALE_Z (1.0f/64)
void MC_UnCompress(float mat[3][4],const unsigned char * comp);
/*
=============================================================
ANIMATED MODELS
=============================================================
*/
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
void RB_MDRSurfaceAnim( mdrSurface_t *surface );
qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
void R_AddIQMSurfaces( trRefEntity_t *ent );
void RB_IQMSurfaceAnim( surfaceType_t *surface );
void RB_IQMSurfaceAnimVao( srfVaoIQModel_t *surface );
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
int startFrame, int endFrame,
float frac, const char *tagName );
/*
=============================================================
=============================================================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst );
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
void RB_DeformTessGeometry( void );
void RB_CalcFogTexCoords( float *dstTexCoords );
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now );
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix );
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );
void RB_CalcModulateColorsByFog( unsigned char *dstColors );
float RB_CalcWaveAlphaSingle( const waveForm_t *wf );
float RB_CalcWaveColorSingle( const waveForm_t *wf );
/*
=============================================================
RENDERER BACK END FUNCTIONS
=============================================================
*/
void RB_ExecuteRenderCommands( const void *data );
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x40000
typedef struct {
byte cmds[MAX_RENDER_COMMANDS];
int used;
} renderCommandList_t;
typedef struct {
int commandId;
float color[4];
} setColorCommand_t;
typedef struct {
int commandId;
int buffer;
} drawBufferCommand_t;
typedef struct {
int commandId;
image_t *image;
int width;
int height;
void *data;
} subImageCommand_t;
typedef struct {
int commandId;
} swapBuffersCommand_t;
typedef struct {
int commandId;
int buffer;
} endFrameCommand_t;
typedef struct {
int commandId;
shader_t *shader;
float x, y;
float w, h;
float s1, t1;
float s2, t2;
} stretchPicCommand_t;
typedef struct {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
drawSurf_t *drawSurfs;
int numDrawSurfs;
} drawSurfsCommand_t;
typedef struct {
int commandId;
int x;
int y;
int width;
int height;
char *fileName;
qboolean jpeg;
} screenshotCommand_t;
typedef struct {
int commandId;
int width;
int height;
byte *captureBuffer;
byte *encodeBuffer;
qboolean motionJpeg;
} videoFrameCommand_t;
typedef struct
{
int commandId;
GLboolean rgba[4];
} colorMaskCommand_t;
typedef struct
{
int commandId;
} clearDepthCommand_t;
typedef struct {
int commandId;
int map;
int cubeSide;
} capShadowmapCommand_t;
typedef struct {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
} postProcessCommand_t;
typedef struct {
int commandId;
} exportCubemapsCommand_t;
typedef enum {
RC_END_OF_LIST,
RC_SET_COLOR,
RC_STRETCH_PIC,
RC_DRAW_SURFS,
RC_DRAW_BUFFER,
RC_SWAP_BUFFERS,
RC_SCREENSHOT,
RC_VIDEOFRAME,
RC_COLORMASK,
RC_CLEARDEPTH,
RC_CAPSHADOWMAP,
RC_POSTPROCESS,
RC_EXPORT_CUBEMAPS
} 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
typedef struct {
drawSurf_t drawSurfs[MAX_DRAWSURFS];
dlight_t dlights[MAX_DLIGHTS];
trRefEntity_t entities[MAX_REFENTITIES];
srfPoly_t *polys;//[MAX_POLYS];
polyVert_t *polyVerts;//[MAX_POLYVERTS];
pshadow_t pshadows[MAX_CALC_PSHADOWS];
renderCommandList_t commands;
} backEndData_t;
extern int max_polys;
extern int max_polyverts;
extern backEndData_t *backEndData; // the second one may not be allocated
void *R_GetCommandBuffer( int bytes );
void RB_ExecuteRenderCommands( const void *data );
void R_IssuePendingRenderCommands( void );
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
void R_AddCapShadowmapCmd( int dlight, int cubeSide );
void R_AddPostProcessCmd (void);
void RE_SetColor( const float *rgba );
void RE_StretchPic ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
unsigned char *image_buffer, int padding);
size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
int image_width, int image_height, byte *image_buffer, int padding);
void RE_TakeVideoFrame( int width, int height,
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
#endif //TR_LOCAL_H