2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 extern float ixtable[4096];
30 extern void FOG_clear(void);
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern int skyrendernow, skyrendermasked;
37 extern int R_SetSkyBox(const char *sky);
38 extern void R_SkyStartFrame(void);
39 extern void R_Sky(void);
40 extern void R_ResetSkyBox(void);
42 // SHOWLMP stuff (Nehahra)
43 extern void SHOWLMP_decodehide(void);
44 extern void SHOWLMP_decodeshow(void);
45 extern void SHOWLMP_drawall(void);
47 // render profiling stuff
48 extern int r_timereport_active;
51 extern cvar_t r_ambient;
52 extern cvar_t gl_flashblend;
55 extern cvar_t r_novis;
57 extern cvar_t r_lerpsprites;
58 extern cvar_t r_lerpmodels;
59 extern cvar_t r_lerplightstyles;
60 extern cvar_t r_waterscroll;
62 extern cvar_t developer_texturelogging;
64 // shadow volume bsp struct with automatically growing nodes buffer
65 extern svbsp_t r_svbsp;
67 typedef struct rmesh_s
69 // vertices of this mesh
77 float *texcoordlightmap2f;
79 // triangles of this mesh
89 // useful functions for rendering
90 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
91 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
92 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
93 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
94 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
96 #define TOP_RANGE 16 // soldier uniform colors
97 #define BOTTOM_RANGE 96
99 //=============================================================================
101 extern cvar_t r_nearclip;
103 // forces all rendering to draw triangle outlines
104 extern cvar_t r_showtris;
105 extern cvar_t r_shownormals;
106 extern cvar_t r_showlighting;
107 extern cvar_t r_showshadowvolumes;
108 extern cvar_t r_showcollisionbrushes;
109 extern cvar_t r_showcollisionbrushes_polygonfactor;
110 extern cvar_t r_showcollisionbrushes_polygonoffset;
111 extern cvar_t r_showdisabledepthtest;
116 extern cvar_t r_drawentities;
117 extern cvar_t r_drawviewmodel;
118 extern cvar_t r_speeds;
119 extern cvar_t r_fullbright;
120 extern cvar_t r_wateralpha;
121 extern cvar_t r_dynamic;
124 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
125 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
127 typedef enum r_refdef_scene_type_s {
131 } r_refdef_scene_type_t;
133 void R_SelectScene( r_refdef_scene_type_t scenetype );
134 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
136 void R_SkinFrame_PrepareForPurge(void);
137 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
138 void R_SkinFrame_Purge(void);
139 // set last to NULL to start from the beginning
140 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
141 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
142 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
143 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
144 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
145 skinframe_t *R_SkinFrame_LoadMissing(void);
147 void R_View_WorldVisibility(qboolean forcenovis);
148 void R_DrawDecals(void);
149 void R_DrawParticles(void);
150 void R_DrawExplosions(void);
152 #define gl_solid_format 3
153 #define gl_alpha_format 4
155 int R_CullBox(const vec3_t mins, const vec3_t maxs);
156 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
158 #include "r_modules.h"
160 #include "meshqueue.h"
162 #include "r_lerpanim.h"
164 extern cvar_t r_render;
165 extern cvar_t r_waterwarp;
167 extern cvar_t r_textureunits;
168 extern cvar_t r_glsl;
169 extern cvar_t r_glsl_offsetmapping;
170 extern cvar_t r_glsl_offsetmapping_reliefmapping;
171 extern cvar_t r_glsl_offsetmapping_scale;
172 extern cvar_t r_glsl_deluxemapping;
174 extern cvar_t gl_polyblend;
175 extern cvar_t gl_dither;
177 extern cvar_t r_smoothnormals_areaweighting;
179 extern cvar_t r_test;
181 #include "gl_backend.h"
183 extern rtexture_t *r_texture_blanknormalmap;
184 extern rtexture_t *r_texture_white;
185 extern rtexture_t *r_texture_grey128;
186 extern rtexture_t *r_texture_black;
187 extern rtexture_t *r_texture_notexture;
188 extern rtexture_t *r_texture_whitecube;
189 extern rtexture_t *r_texture_normalizationcube;
190 extern rtexture_t *r_texture_fogattenuation;
191 //extern rtexture_t *r_texture_fogintensity;
193 void R_TimeReport(char *name);
196 void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
198 void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
199 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca);
201 extern mempool_t *r_main_mempool;
203 typedef enum rsurfmode_e
206 RSURFMODE_SHOWSURFACES,
213 typedef struct rsurfacestate_s
215 // processing buffers
217 float *array_modelvertex3f;
218 float *array_modelsvector3f;
219 float *array_modeltvector3f;
220 float *array_modelnormal3f;
221 float *array_deformedvertex3f;
222 float *array_deformedsvector3f;
223 float *array_deformedtvector3f;
224 float *array_deformednormal3f;
225 float *array_generatedtexcoordtexture2f;
226 float *array_color4f;
227 float *array_texcoord3f;
229 // current model array pointers
230 // these may point to processing buffers if model is animated,
231 // otherwise they point to static data.
232 // these are not directly used for rendering, they are just another level
235 // these either point at array_model* buffers (if the model is animated)
236 // or the model->surfmesh.data_* buffers (if the model is not animated)
238 // these are only set when an entity render begins, they do not change on
239 // a per surface basis.
241 // this indicates the model* arrays are pointed at array_model* buffers
242 // (in other words, the model has been animated in software)
243 qboolean generatedvertex;
244 float *modelvertex3f;
245 int modelvertex3f_bufferobject;
246 size_t modelvertex3f_bufferoffset;
247 float *modelsvector3f;
248 int modelsvector3f_bufferobject;
249 size_t modelsvector3f_bufferoffset;
250 float *modeltvector3f;
251 int modeltvector3f_bufferobject;
252 size_t modeltvector3f_bufferoffset;
253 float *modelnormal3f;
254 int modelnormal3f_bufferobject;
255 size_t modelnormal3f_bufferoffset;
256 float *modellightmapcolor4f;
257 int modellightmapcolor4f_bufferobject;
258 size_t modellightmapcolor4f_bufferoffset;
259 float *modeltexcoordtexture2f;
260 int modeltexcoordtexture2f_bufferobject;
261 size_t modeltexcoordtexture2f_bufferoffset;
262 float *modeltexcoordlightmap2f;
263 int modeltexcoordlightmap2f_bufferobject;
264 size_t modeltexcoordlightmap2f_bufferoffset;
266 int modelelement3i_bufferobject;
267 int *modellightmapoffsets;
268 int modelnum_vertices;
269 int modelnum_triangles;
270 msurface_t *modelsurfaces;
271 // current rendering array pointers
272 // these may point to any of several different buffers depending on how
273 // much processing was needed to prepare this model for rendering
274 // these usually equal the model* pointers, they only differ if
275 // deformvertexes is used in a q3 shader, and consequently these can
276 // change on a per-surface basis (according to rsurface.texture)
278 // the exception is the color array which is often generated based on
279 // colormod, alpha fading, and fogging, it may also come from q3bsp vertex
280 // lighting of certain surfaces
282 int vertex3f_bufferobject;
283 size_t vertex3f_bufferoffset;
285 int svector3f_bufferobject;
286 size_t svector3f_bufferoffset;
288 int tvector3f_bufferobject;
289 size_t tvector3f_bufferoffset;
291 int normal3f_bufferobject;
292 size_t normal3f_bufferoffset;
293 float *lightmapcolor4f;
294 int lightmapcolor4f_bufferobject;
295 size_t lightmapcolor4f_bufferoffset;
296 float *texcoordtexture2f;
297 int texcoordtexture2f_bufferobject;
298 size_t texcoordtexture2f_bufferoffset;
299 float *texcoordlightmap2f;
300 int texcoordlightmap2f_bufferobject;
301 size_t texcoordlightmap2f_bufferoffset;
302 // transform matrices to render this entity and effects on this entity
304 matrix4x4_t inversematrix;
305 // animation blending state from entity
306 frameblend_t frameblend[4];
307 // directional model shading state from entity
308 vec3_t modellight_ambient;
309 vec3_t modellight_diffuse;
310 vec3_t modellight_lightdir;
311 // colormapping state from entity (these are black if colormapping is off)
312 vec3_t colormap_pantscolor;
313 vec3_t colormap_shirtcolor;
314 // view location in model space
315 vec3_t modelorg; // TODO: rename this
316 // polygon offset data for submodels
317 float basepolygonfactor;
318 float basepolygonoffset;
319 // current texture in batching code
321 // whether lightmapping is active on this batch
322 // (otherwise vertex colored)
323 qboolean uselightmaptexture;
324 // one of the RSURFMODE_ values
328 // light currently being rendered
330 // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
331 vec3_t rtlight_cullmins;
332 vec3_t rtlight_cullmaxs;
333 // current light's culling planes
334 int rtlight_numfrustumplanes;
335 mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
337 // this is the location of the light in entity space
338 vec3_t entitylightorigin;
339 // this transforms entity coordinates to light filter cubemap coordinates
340 // (also often used for other purposes)
341 matrix4x4_t entitytolight;
342 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
343 // of attenuation texturing in full 3D (Z result often ignored)
344 matrix4x4_t entitytoattenuationxyz;
345 // this transforms only the Z to S, and T is always 0.5
346 matrix4x4_t entitytoattenuationz;
350 extern rsurfacestate_t rsurface;
352 void RSurf_ActiveWorldEntity(void);
353 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
354 void RSurf_CleanUp(void);
355 void RSurf_SetupDepthAndCulling(void);
357 void R_Mesh_ResizeArrays(int newvertices);
359 struct entity_render_s;
362 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
363 void R_UpdateAllTextureInfo(entity_render_t *ent);
364 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
365 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
366 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
368 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
369 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
371 typedef enum rsurfacepass_e
374 RSURFPASS_BACKGROUND,
379 typedef enum gl20_texunit_e
387 GL20TU_SECONDARY_NORMAL = 4,
388 GL20TU_SECONDARY_COLOR = 5,
389 GL20TU_SECONDARY_GLOSS = 6,
390 GL20TU_SECONDARY_GLOW = 7,
394 GL20TU_LIGHTMAP = 11,
395 GL20TU_DELUXEMAP = 12,
396 GL20TU_REFRACTION = 13,
397 GL20TU_REFLECTION = 14,
398 GL20TU_ATTENUATION = 3,
403 void R_SetupGenericShader(qboolean usetexture);
404 void R_SetupGenericTwoTextureShader(int texturemode);
405 void R_SetupDepthOrShadowShader(void);
406 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);