/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2013 Darklegion Development Copyright (C) 2015-2019 GrangerHub This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. Tremulous 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 Tremulous; if not, see =========================================================================== */ #ifndef TR_LOCAL_H #define TR_LOCAL_H #include #include "qcommon/cvar.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" #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<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 } 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; bool isLightmap; bool 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 { bool 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; bool 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 bool 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 bool explicitlyDefined; // found in a .shader file int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags int contentFlags; bool entityMergable; // merge across entites optimizable (smoke, blood) bool isSky; skyParms_t sky; fogParms_t fogParms; float portalRange; // distance to fog out at bool isPortal; cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED bool polygonOffset; // set for decals and other items that must be offset bool noMipMaps; // for console fonts, 2D elements, etc. bool 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; bool ShaderRequiresCPUDeforms(const 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_ALL = 0x001F, GENERICDEF_COUNT = 0x0020, }; enum { FOGDEF_USE_DEFORM_VERTEXES = 0x0001, FOGDEF_USE_VERTEX_ANIMATION = 0x0002, FOGDEF_ALL = 0x0003, FOGDEF_COUNT = 0x0004, }; 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 = 0x0004, LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008, LIGHTDEF_USE_PARALLAXMAP = 0x0010, LIGHTDEF_USE_SHADOWMAP = 0x0020, LIGHTDEF_ALL = 0x003F, LIGHTDEF_COUNT = 0x0040 }; enum { GLSL_INT, GLSL_FLOAT, GLSL_FLOAT5, GLSL_VEC2, GLSL_VEC3, GLSL_VEC4, GLSL_MAT16 }; 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_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]; bool areamaskModified; // true 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 bool 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 orientation; orientationr_t world; vec3_t pvsOrigin; // may be different than or.origin for portals bool isPortal; // true if this view is through a portal bool isMirror; // the portal is a mirror, invert the face culling int/*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_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; float *positions; float *texcoords; float *normals; float *tangents; byte *blendIndexes; union { float *f; byte *b; } blendWeights; byte *colors; int *triangles; // 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 byte blendWeightsType; // IQM_UBYTE or IQM_FLOAT int *jointParents; float *jointMats; float *poseMats; float *bounds; char *names; } 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; } srfIQModel_t; typedef struct srfVaoMdvMesh_s { surfaceType_t surfaceType; struct mdvModel_s *mdvModel; struct mdvSurface_s *mdvSurface; // backEnd stats int numIndexes; int numVerts; glIndex_t minIndex; glIndex_t maxIndex; // 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; #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 { bool finishCalled; int texEnv[2]; int faceCulling; int faceCullFront; uint32_t glStateBits; uint32_t storedGlState; float vertexAttribsInterpolation; bool vertexAnimation; 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 { int openglMajorVersion; int openglMinorVersion; bool intelGraphics; bool occlusionQuery; int glslMajorVersion; int glslMinorVersion; memInfo_t memInfo; bool framebufferObject; int maxRenderbufferSize; int maxColorAttachments; bool textureFloat; int /*textureCompressionRef_t*/ textureCompression; bool swizzleNormalmap; bool framebufferMultisample; bool framebufferBlit; bool depthClamp; bool seamlessCubeMap; bool vertexArrayObject; bool 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 seperated // from the front end state typedef struct { trRefdef_t refdef; viewParms_t viewParms; orientationr_t orientation; backEndCounters_t pc; bool isHyperspace; trRefEntity_t *currentEntity; bool skyRenderedThisView; // flag for drawing sun bool projection2D; // if true, drawstretchpic doesn't need to change modes byte color2D[4]; bool vertexes2D; // shader needs to be finished trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering FBO_t *last2DFBO; bool colorMask[4]; bool framePostProcessed; bool 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 { bool 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 bool worldMapLoaded; bool 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; 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 orientation; // for current entity trRefdef_t refdef; int viewCluster; float sunShadowScale; bool 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 vec4_t clipRegion; // 2D clipping region // // 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; bool sunFlareQueryActive[2]; 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 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 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_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_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_mapLightmapMin; 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; //==================================================================== 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, bool 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, bool 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); bool 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, bool computeFrustum); void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *orientation ); /* ** 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( const 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, bool dirty); void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, bool 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( bool destroyWindow ); bool 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, bool 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; bool useInternalVao; bool 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, glIndex_t 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 ); bool 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 *orientation ); bool R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); bool 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(bool *endSurface, bool *recycleVertexBuffer, bool *recycleIndexBuffer, int numVerts, int numIndexes); void VaoCache_RecycleVertexBuffer(void); void VaoCache_RecycleIndexBuffer(void); void VaoCache_InitNewSurfaceSet(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); 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 ); bool R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name ); void R_AddIQMSurfaces( trRefEntity_t *ent ); void RB_IQMSurfaceAnim( surfaceType_t *surface ); int R_IQMLerpTag( orientation_t *tag, iqmData_t *data, int startFrame, int endFrame, float frac, const char *tagName ); /* ============================================================= ============================================================= */ void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix, vec4_t eye, vec4_t dst ); void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ); void RB_DeformTessGeometry( void ); void RB_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; bool jpeg; } screenshotCommand_t; typedef struct { int commandId; int width; int height; byte *captureBuffer; byte *encodeBuffer; bool 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_SetClipRegion( const float *region ); 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, bool motionJpeg ); #endif //TR_LOCAL_H