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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef TR_LOCAL_H
#define TR_LOCAL_H
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "tr_public.h"
#include "qgl.h"
#include "iqm.h"
#define GLE(ret, name, ...) extern name##proc * qgl##name;
QGL_1_1_PROCS;
QGL_1_1_FIXED_FUNCTION_PROCS;
QGL_DESKTOP_1_1_PROCS;
QGL_DESKTOP_1_1_FIXED_FUNCTION_PROCS;
QGL_3_0_PROCS;
#undef GLE
#ifdef USE_OPENGLES
#ifdef USE_LOCAL_HEADERS
# include "GLES/glext.h"
#else
# include <GLES/glext.h>
#endif
#define GL_RGBA4 0x8056
#define GL_RGB5 0x8050
#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
typedef unsigned short glIndex_t;
#else
#define GL_INDEX_TYPE GL_UNSIGNED_INT
typedef unsigned int glIndex_t;
#endif
// 11 bits
// can't be increased without changing bit packing for drawsurfs
// see QSORT_SHADERNUM_SHIFT
#define SHADERNUM_BITS 11
#define MAX_SHADERS (1<<SHADERNUM_BITS)
// a trRefEntity_t has all the information passed in by
// the client game, as well as some locally derived info
typedef struct {
refEntity_t e;
float axisLength; // compensate for non-normalized axis
qboolean needDlights; // true for bmodels that touch a dlight
qboolean lightingCalculated;
vec3_t lightDir; // normalized direction towards light
vec3_t ambientLight; // color normalized to 0-255
vec3_t directedLight;
float brightness;
} trRefEntity_t;
typedef struct {
vec3_t origin; // in world coordinates
vec3_t axis[3]; // orientation in world
vec3_t viewOrigin; // viewParms->or.origin in local coordinates
float modelMatrix[16];
} orientationr_t;
typedef enum
{
IMGTYPE_COLORALPHA, // for color, lightmap, diffuse, and specular
IMGTYPE_NORMAL,
IMGTYPE_NORMALHEIGHT,
IMGTYPE_DELUXE, // normals are swizzled, deluxe are not
} imgType_t;
typedef enum
{
IMGFLAG_NONE = 0x0000,
IMGFLAG_MIPMAP = 0x0001,
IMGFLAG_PICMIP = 0x0002,
IMGFLAG_CUBEMAP = 0x0004,
IMGFLAG_NO_COMPRESSION = 0x0010,
IMGFLAG_NOLIGHTSCALE = 0x0020,
IMGFLAG_CLAMPTOEDGE = 0x0040,
IMGFLAG_GENNORMALMAP = 0x0080,
} imgFlags_t;
typedef struct image_s {
char imgName[MAX_QPATH]; // game path, including extension
int width, height; // source image
int uploadWidth, uploadHeight; // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
GLuint texnum; // gl texture binding
int frameUsed; // for texture usage in frame statistics
int internalFormat;
int TMU; // only needed for voodoo2
imgType_t type;
imgFlags_t flags;
qboolean characterMIP; // independant 'character' mip scale ----(SA) added
int hash; // for fast building of the backupHash
struct image_s* next;
} image_t;
//===============================================================================
typedef enum {
SS_BAD,
SS_PORTAL, // mirrors, portals, viewscreens
SS_ENVIRONMENT, // sky box
SS_OPAQUE, // opaque
SS_DECAL, // scorch marks, etc.
SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges
// in addition to alpha test
SS_BANNER,
SS_FOG,
SS_UNDERWATER, // for items that should be drawn in front of the water plane
SS_BLEND0, // regular transparency and filters
SS_BLEND1, // generally only used for additive type effects
SS_BLEND2,
SS_BLEND3,
SS_BLEND6,
SS_STENCIL_SHADOW,
SS_ALMOST_NEAREST, // gun smoke puffs
SS_NEAREST // blood blobs
} shaderSort_t;
#define MAX_SHADER_STAGES 8
typedef enum {
GF_NONE,
GF_SIN,
GF_SQUARE,
GF_TRIANGLE,
GF_SAWTOOTH,
GF_INVERSE_SAWTOOTH,
GF_NOISE
} genFunc_t;
typedef enum {
DEFORM_NONE,
DEFORM_WAVE,
DEFORM_NORMALS,
DEFORM_BULGE,
DEFORM_MOVE,
DEFORM_PROJECTION_SHADOW,
DEFORM_AUTOSPRITE,
DEFORM_AUTOSPRITE2,
DEFORM_TEXT0,
DEFORM_TEXT1,
DEFORM_TEXT2,
DEFORM_TEXT3,
DEFORM_TEXT4,
DEFORM_TEXT5,
DEFORM_TEXT6,
DEFORM_TEXT7
} deform_t;
typedef enum {
AGEN_IDENTITY,
AGEN_SKIP,
AGEN_ENTITY,
AGEN_ONE_MINUS_ENTITY,
AGEN_NORMALZFADE, // Ridah
AGEN_VERTEX,
AGEN_ONE_MINUS_VERTEX,
AGEN_LIGHTING_SPECULAR,
AGEN_WAVEFORM,
AGEN_PORTAL,
AGEN_CONST
} alphaGen_t;
typedef enum {
CGEN_BAD,
CGEN_IDENTITY_LIGHTING, // tr.identityLight
CGEN_IDENTITY, // always (1,1,1,1)
CGEN_ENTITY, // grabbed from entity's modulate field
CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate
CGEN_EXACT_VERTEX, // tess.vertexColors
CGEN_VERTEX, // tess.vertexColors * tr.identityLight
CGEN_ONE_MINUS_VERTEX,
CGEN_WAVEFORM, // programmatically generated
CGEN_LIGHTING_DIFFUSE,
CGEN_FOG, // standard fog
CGEN_CONST // fixed color
} colorGen_t;
typedef enum {
TCGEN_BAD,
TCGEN_IDENTITY, // clear to 0,0
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_FIRERISEENV_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,
TMOD_SWAP
} 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;
// RF increased this for onfire animation
//#define MAX_IMAGE_ANIMATIONS 8
#define MAX_IMAGE_ANIMATIONS 16
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;
#define NUM_TEXTURE_BUNDLES 2
typedef struct {
qboolean active;
textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
waveForm_t rgbWave;
colorGen_t rgbGen;
waveForm_t alphaWave;
alphaGen_t alphaGen;
byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
unsigned stateBits; // GLS_xxxx mask
acff_t adjustColorsForFog;
// Ridah
float zFadeBounds[2];
qboolean isDetail;
qboolean isFogged; // used only for shaders that have fog disabled, so we can enable it for individual stages
} shaderStage_t;
struct shaderCommands_s;
// any change in the LIGHTMAP_* defines here MUST be reflected in
// R_FindShader() in tr_bsp.c
#define LIGHTMAP_2D -4 // shader is for 2D rendering
#define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models
#define LIGHTMAP_WHITEIMAGE -2
#define LIGHTMAP_NONE -1
typedef enum {
CT_FRONT_SIDED,
CT_BACK_SIDED,
CT_TWO_SIDED
} cullType_t;
typedef enum {
FP_NONE, // surface is translucent and will just be adjusted properly
FP_EQUAL, // surface is opaque but possibly alpha tested
FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface)
} fogPass_t;
typedef struct {
float cloudHeight;
image_t *outerbox[6], *innerbox[6];
} skyParms_t;
typedef struct {
vec3_t color;
float depthForOpaque;
} fogParms_t;
typedef struct shader_s {
char name[MAX_QPATH]; // game path, including extension
int lightmapIndex; // for a shader to match, both name and lightmapIndex must match
int index; // this shader == tr.shaders[index]
int sortedIndex; // this shader == tr.sortedShaders[sortedIndex]
float sort; // lower numbered shaders draw before higher numbered
qboolean defaultShader; // we want to return index 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
qboolean explicitlyDefined; // found in a .shader file
int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags
int contentFlags;
qboolean entityMergable; // merge across entites optimizable (smoke, blood)
qboolean isSky;
skyParms_t sky;
fogParms_t fogParms;
float portalRange; // distance to fog out at
int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
qboolean polygonOffset; // set for decals and other items that must be offset
qboolean noMipMaps; // for console fonts, 2D elements, etc.
qboolean noPicMip; // for images that must always be full resolution
qboolean characterMip; // use r_picmip2 rather than r_picmip
fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
qboolean needsNormal; // not all shaders will need all data to be gathered
qboolean needsST1;
qboolean needsST2;
qboolean needsColor;
// Ridah
qboolean noFog;
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;
typedef struct corona_s {
vec3_t origin;
vec3_t color; // range from 0.0 to 1.0, should be color normalized
vec3_t transformed; // origin in local coordinate system
float scale; // uses r_flaresize as the baseline (1.0)
int id;
int flags; // '1' is 'visible'
// still send the corona request, even if not visible, for proper fading
} corona_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
// Ridah
int overdraw;
// done.
shader_t *dlshader; //----(SA) adding a shader to dlights, so, if desired, we can change the blend or texture of a dlight
qboolean forced; //----(SA) use this dlight when r_dynamiclight is either 1 or 2 (rather than just 1) for "important" gameplay lights (alarm lights, etc)
//done
} dlight_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
// 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 num_coronas;
struct corona_s *coronas;
int numPolys;
struct srfPoly_s *polys;
int numDrawSurfs;
struct drawSurf_s *drawSurfs;
} 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;
//----(SA) modified
#define MAX_PART_MODELS 5
typedef struct {
char type[MAX_QPATH]; // md3_lower, md3_lbelt, md3_rbelt, etc.
char model[MAX_QPATH]; // lower.md3, belt1.md3, etc.
} skinModel_t;
typedef struct skin_s {
char name[MAX_QPATH]; // game path, including extension
int numSurfaces;
int numModels;
skinSurface_t *surfaces; // dynamically allocated array of surfaces
skinModel_t *models[MAX_PART_MODELS];
vec3_t scale; //----(SA) added
} skin_t;
//----(SA) end
typedef struct {
int originalBrushNumber;
vec3_t bounds[2];
unsigned colorInt; // in packed byte format
float tcScale; // texture coordinate vector scales
fogParms_t parms;
// for clipping distance in fog when outside
qboolean hasSurface;
float surface[4];
} fog_t;
typedef struct {
orientationr_t or;
orientationr_t world;
vec3_t pvsOrigin; // may be different than or.origin for portals
qboolean isPortal; // true if this view is through a portal
qboolean isMirror; // the portal is a mirror, invert the face culling
int frameSceneNum; // copied from tr.frameSceneNum
int frameCount; // copied from tr.frameCount
cplane_t portalPlane; // clip anything behind this if mirroring
int viewportX, viewportY, viewportWidth, viewportHeight;
float fovX, fovY;
float projectionMatrix[16];
cplane_t frustum[4];
vec3_t visBounds[2];
float zFar;
stereoFrame_t stereoFrame;
int dirty;
glfog_t glFog; // fog parameters //----(SA) added
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
// NOTE: also mirror changes to max2skl.c
typedef enum {
SF_BAD,
SF_SKIP, // ignore
SF_FACE,
SF_GRID,
SF_TRIANGLES,
SF_POLY,
SF_MD3,
SF_MDC,
SF_MDS,
SF_MDR,
SF_IQM,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_NUM_SURFACE_TYPES,
SF_MAX = 0xffffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
typedef struct drawSurf_s {
unsigned sort; // bit combination for fast compares
surfaceType_t *surface; // any of surface*_t
} drawSurf_t;
#define MAX_FACE_POINTS 64
#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file
#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory
// when cgame directly specifies a polygon, it becomes a srfPoly_t
// as soon as it is called
typedef struct srfPoly_s {
surfaceType_t surfaceType;
qhandle_t hShader;
int fogIndex;
int numVerts;
polyVert_t *verts;
} srfPoly_t;
typedef struct srfFlare_s {
surfaceType_t surfaceType;
vec3_t origin;
vec3_t normal;
vec3_t color;
} srfFlare_t;
typedef struct srfGridMesh_s {
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits;
// culling information
vec3_t meshBounds[2];
vec3_t localOrigin;
float meshRadius;
// lod information, which may be different
// than the culling information to allow for
// groups of curves that LOD as a unit
vec3_t lodOrigin;
float lodRadius;
int lodFixed;
int lodStitched;
// vertexes
int width, height;
float *widthLodError;
float *heightLodError;
drawVert_t verts[1]; // variable sized
} srfGridMesh_t;
#define VERTEXSIZE 8
typedef struct {
surfaceType_t surfaceType;
cplane_t plane;
// dynamic lighting information
int dlightBits;
// triangle definitions (no normals at points)
int numPoints;
int numIndices;
int ofsIndices;
float points[1][VERTEXSIZE]; // variable sized
// there is a variable length list of indices here also
} srfSurfaceFace_t;
// misc_models in maps are turned into direct geometry by q3map
typedef struct {
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits;
// culling information (FIXME: use this!)
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
// triangle definitions
int numIndexes;
int *indexes;
int numVerts;
drawVert_t *verts;
} srfTriangles_t;
// 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;
} 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;
extern void( *rb_surfaceTable[SF_NUM_SURFACE_TYPES] ) ( void * );
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
typedef struct msurface_s {
int viewCount; // if == tr.viewCount, already added
struct shader_s *shader;
int fogIndex;
surfaceType_t *data; // any of srf*_t
} msurface_t;
#define CONTENTS_NODE -1
typedef struct mnode_s {
// common with leaf and node
int contents; // -1 for nodes, to differentiate from leafs
int visframe; // node needs to be traversed if current
vec3_t mins, maxs; // for bounding box culling
struct mnode_s *parent;
// node specific
cplane_t *plane;
struct mnode_s *children[2];
// leaf specific
int cluster;
int area;
msurface_t **firstmarksurface;
int nummarksurfaces;
} mnode_t;
typedef struct {
vec3_t bounds[2]; // for culling
msurface_t *firstSurface;
int numSurfaces;
} bmodel_t;
typedef struct {
char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
char baseName[MAX_QPATH]; // ie: tim_dm2
int dataSize;
int numShaders;
dshader_t *shaders;
bmodel_t *bmodels;
int numplanes;
cplane_t *planes;
int numnodes; // includes leafs
int numDecisionNodes;
mnode_t *nodes;
int numsurfaces;
msurface_t *surfaces;
int nummarksurfaces;
msurface_t **marksurfaces;
int numfogs;
fog_t *fogs;
vec3_t lightGridOrigin;
vec3_t lightGridSize;
vec3_t lightGridInverseSize;
int lightGridBounds[3];
byte *lightGridData;
int numClusters;
int clusterBytes;
const byte *vis; // may be passed in by CM_LoadMap to save space
byte *novis; // clusterBytes of 0xff
char *entityString;
char *entityParsePoint;
} world_t;
//======================================================================
typedef enum {
MOD_BAD,
MOD_BRUSH,
MOD_MESH,
MOD_MDS,
MOD_MDC, // Ridah
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
md3Header_t *md3[MD3_MAX_LODS]; // only if type == MOD_MESH
mdsHeader_t *mds; // only if type == MOD_MDS
mdcHeader_t *mdc[MD3_MAX_LODS]; // only if type == MOD_MDC
void *modelData; // only if type == (MOD_MDR | MOD_IQM)
int numLods;
// GR - model tessellation capability flag
int ATI_tess;
} model_t;
#define MAX_MOD_KNOWN 2048
void R_ModelInit( void );
model_t *R_GetModelByHandle( qhandle_t hModel );
int R_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex );
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
void R_Modellist_f( void );
//====================================================
extern refimport_t ri;
#define MAX_DRAWIMAGES 2048
#define MAX_SKINS 1024
#define MAX_DRAWSURFS 0x10000
#define DRAWSURF_MASK ( MAX_DRAWSURFS - 1 )
/*
the drawsurf sort data is packed into a single 32 bit value so it can be
compared quickly during the qsorting process
the bits are allocated as follows:
(SA) modified for Wolf (11 bits of entity num)
old:
22 - 31 : sorted shader index
12 - 21 : entity index
3 - 7 : fog index
2 : used to be clipped flag
0 - 1 : dlightmap index
#define QSORT_SHADERNUM_SHIFT 22
#define QSORT_ENTITYNUM_SHIFT 12
#define QSORT_FOGNUM_SHIFT 3
new:
22 - 31 : sorted shader index
11 - 21 : entity index
2 - 6 : fog index
removed : used to be clipped flag
0 - 1 : dlightmap index
#define QSORT_SHADERNUM_SHIFT 22
#define QSORT_ENTITYNUM_SHIFT 11
#define QSORT_FOGNUM_SHIFT 2
*/
#define QSORT_FOGNUM_SHIFT 2
#define QSORT_REFENTITYNUM_SHIFT 11
#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
// GR - tessellation flag in bit 8
#define QSORT_ATI_TESS_SHIFT 8
// GR - TruForm flags
#define ATI_TESS_TRUFORM 1
#define ATI_TESS_NONE 0
extern int gl_filter_min, gl_filter_max;
/*
** performanceCounters_t
*/
typedef struct {
int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
int c_leafs;
int c_dlightSurfaces;
int c_dlightSurfacesCulled;
} frontEndCounters_t;
#define FOG_TABLE_SIZE 256
#define FUNCTABLE_SIZE 1024
#define FUNCTABLE_SIZE2 10
#define FUNCTABLE_MASK ( FUNCTABLE_SIZE - 1 )
// the renderer front end should never modify glstate_t
typedef struct {
int currenttextures[2];
int currenttmu;
qboolean finishCalled;
int texEnv[2];
int faceCulling;
unsigned long glStateBits;
} glstate_t;
typedef struct {
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
float c_overDraw;
int c_dlightVertexes;
int c_dlightIndexes;
int c_flareAdds;
int c_flareTests;
int c_flareRenders;
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is seperated
// from the front end state
typedef struct {
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
#ifdef USE_BLOOM
qboolean doneBloom; // done bloom this frame
qboolean doneSurfaces; // done any 3d surfaces already
#endif
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
} backEndState_t;
/*
** trGlobals_t
**
** Most renderer globals are defined here.
** backend functions should never modify any of these fields,
** but may read fields that aren't dynamically modified
** by the frontend.
*/
typedef struct {
qboolean registered; // cleared at shutdown, set at beginRegistration
int visCount; // incremented every time a new vis cluster is entered
int frameCount; // incremented every frame
int sceneCount; // incremented every scene
int viewCount; // incremented every view (twice a scene if portaled)
// and every R_MarkFragments call
int frameSceneNum; // zeroed at RE_BeginFrame
qboolean worldMapLoaded;
world_t *world;
const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load
image_t *defaultImage;
image_t *scratchImage[32];
image_t *fogImage;
image_t *dlightImage; // inverse-square highlight for projective adding
image_t *flareImage;
image_t *whiteImage; // full of 0xff
image_t *identityLightImage; // full of tr.identityLightByte
shader_t *defaultShader;
shader_t *shadowShader;
shader_t *projectionShadowShader;
shader_t *dlightShader; //----(SA) added
shader_t *flareShader;
shader_t *spotFlareShader;
char *sunShaderName;
shader_t *sunShader;
shader_t *sunflareShader[6]; //----(SA) for the camera lens flare effect for sun
int numLightmaps;
image_t **lightmaps;
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
model_t *currentModel;
viewParms_t viewParms;
float identityLight; // 1.0 / ( 1 << overbrightBits )
int identityLightByte; // identityLight * 255
int overbrightBits; // r_overbrightBits->integer, but set to 0 if no hw gamma
orientationr_t or; // for current entity
trRefdef_t refdef;
int viewCluster;
vec3_t sunLight; // from the sky shader for this level
vec3_t sunDirection;
//----(SA) added
float lightGridMulAmbient; // lightgrid multipliers specified in sky shader
float lightGridMulDirected; //
//----(SA) end
// qboolean levelGLFog;
frontEndCounters_t pc;
int frontEndMsec; // not in pc due to clearing issue
//
// put large tables at the end, so most elements will be
// within the +/32K indexed range on risc processors
//
model_t *models[MAX_MOD_KNOWN];
int numModels;
int numImages;
image_t *images[MAX_DRAWIMAGES];
// shader indexes from other modules will be looked up in tr.shaders[]
// shader indexes from drawsurfs will be looked up in sortedShaders[]
// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
int numShaders;
shader_t *shaders[MAX_SHADERS];
shader_t *sortedShaders[MAX_SHADERS];
int numSkins;
skin_t *skins[MAX_SKINS];
float sinTable[FUNCTABLE_SIZE];
float squareTable[FUNCTABLE_SIZE];
float triangleTable[FUNCTABLE_SIZE];
float sawToothTable[FUNCTABLE_SIZE];
float inverseSawToothTable[FUNCTABLE_SIZE];
float fogTable[FOG_TABLE_SIZE];
// RF, temp var used while parsing shader only
int allowCompress;
} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
// These two variables should live inside glConfig but can't because of compatibility issues to the original ID vms.
// If you release a stand-alone game and your mod uses tr_types.h from this build you can safely move them to
// the glconfig_t struct.
extern qboolean textureFilterAnisotropic;
extern int maxAnisotropy;
extern float displayAspect;
//
// cvars
//
extern cvar_t *r_flareSize;
extern cvar_t *r_flareFade;
// coefficient for the flare intensity falloff function.
#define FLARE_STDCOEFF "150"
extern cvar_t *r_flareCoeff;
extern cvar_t *r_railWidth;
extern cvar_t *r_railCoreWidth;
extern cvar_t *r_railSegmentLength;
extern cvar_t *r_ignore; // used for debugging anything
extern cvar_t *r_verbose; // used for verbose debug spew
extern cvar_t *r_ignoreFastPath; // allows us to ignore our Tess fast paths
extern cvar_t *r_znear; // near Z clip plane
extern cvar_t *r_zproj; // z distance of projection plane
extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
extern cvar_t *r_zfar; // far Z clip plane
extern cvar_t *r_stencilbits; // number of desired stencil bits
extern cvar_t *r_depthbits; // number of desired depth bits
extern cvar_t *r_colorbits; // number of desired color bits, only relevant for fullscreen
extern cvar_t *r_texturebits; // number of desired texture bits
// 0 = use framebuffer depth
// 16 = use 16-bit textures
// 32 = use 32-bit textures
// all else = error
extern cvar_t *r_ext_multisample;
extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
extern cvar_t *r_lodbias; // push/pull LOD transitions
extern cvar_t *r_lodscale;
extern cvar_t *r_primitives; // "0" = based on compiled vertex array existance
// "1" = glDrawElemet tristrips
// "2" = glDrawElements triangles
// "-1" = no drawing
extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
extern cvar_t *r_drawSun; // controls drawing of sun quad
// "0" no sun
// "1" draw sun
// "2" also draw lens flare effect centered on sun
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
extern cvar_t *r_dlightScale; // global user attenuation of dlights
extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity
extern cvar_t *r_norefresh; // bypasses the ref rendering
extern cvar_t *r_drawentities; // disable/enable entity rendering
extern cvar_t *r_drawworld; // disable/enable world rendering
extern cvar_t *r_speeds; // various levels of information display
extern cvar_t *r_detailTextures; // enables/disables detail texturing stages
extern cvar_t *r_novis; // disable/enable usage of PVS
extern cvar_t *r_nocull;
extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test
extern cvar_t *r_nocurves;
extern cvar_t *r_showcluster;
extern cvar_t *r_mode; // video mode
extern cvar_t *r_fullscreen;
extern cvar_t *r_noborder;
extern cvar_t *r_gamma;
extern cvar_t *r_ignorehwgamma; // overrides hardware gamma capabilities
extern cvar_t *r_displayRefresh; // optional display refresh option
extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions
extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions
extern cvar_t *r_ext_multitexture;
extern cvar_t *r_ext_compiled_vertex_array;
extern cvar_t *r_ext_texture_env_add;
extern cvar_t *r_ext_texture_filter_anisotropic;
extern cvar_t *r_ext_max_anisotropy;
//----(SA) added
extern cvar_t *r_ext_ATI_pntriangles;
extern cvar_t *r_ati_truform_tess;
extern cvar_t *r_ati_truform_pointmode; //----(SA)
extern cvar_t *r_ati_truform_normalmode; //----(SA)
extern cvar_t *r_ati_fsaa_samples; //DAJ
extern cvar_t *r_ext_NV_fog_dist;
extern cvar_t *r_nv_fogdist_mode;
//----(SA) end
extern cvar_t *r_waterFogColor; //----(SA) added
extern cvar_t *r_mapFogColor; //----(SA) added
extern cvar_t *r_savegameFogColor; //----(SA) added
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_lowMemTextureSize;
extern cvar_t *r_lowMemTextureThreshold;
extern cvar_t *r_rmse; // reduces textures to this root mean square error
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
extern cvar_t *r_picmip; // controls picmip values
extern cvar_t *r_picmip2; // controls picmip values for designated (character skin) textures
extern cvar_t *r_finish;
extern cvar_t *r_drawBuffer;
extern cvar_t *r_glIgnoreWicked3D;
extern cvar_t *r_swapInterval;
extern cvar_t *r_textureMode;
extern cvar_t *r_offsetFactor;
extern cvar_t *r_offsetUnits;
extern cvar_t *r_fullbright; // avoid lightmap pass
extern cvar_t *r_lightmap; // render lightmaps only
extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
extern cvar_t *r_uiFullScreen; // ui is running fullscreen
extern cvar_t *r_logFile; // number of frames to emit GL logs
extern cvar_t *r_showtris; // enables wireframe rendering of the world
extern cvar_t *r_showsky; // forces sky in front of all surfaces
extern cvar_t *r_shownormals; // draws wireframe normals
extern cvar_t *r_clear; // force screen clear every frame
extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
extern cvar_t *r_flares; // light flares
extern cvar_t *r_portalsky; // (SA) added
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_stereoEnabled;
extern cvar_t *r_anaglyphMode;
extern cvar_t *r_greyscale;
extern cvar_t *r_ignoreGLErrors;
extern cvar_t *r_overBrightBits;
extern cvar_t *r_mapOverBrightBits;
extern cvar_t *r_debugSurface;
extern cvar_t *r_simpleMipMaps;
extern cvar_t *r_showImages;
extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_saveFontData;
extern cvar_t *r_marksOnTriangleMeshes;
// Ridah
extern cvar_t *r_bonesDebug;
// done.
// Rafael - wolf fog
extern cvar_t *r_wolffog;
// done
extern cvar_t *r_highQualityVideo;
//====================================================================
float R_NoiseGet4f( float x, float y, float z, double t );
void R_NoiseInit( void );
void R_SwapBuffers( int );
void R_RenderView( viewParms_t *parms );
void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddNullModelSurfaces( trRefEntity_t *e );
void R_AddBeamSurfaces( trRefEntity_t *e );
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
void R_AddLightningBoltSurfaces( trRefEntity_t *e );
void R_TagInfo_f( void );
void R_AddPolygonSurfaces( void );
// GR - add tessellation flag
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap, int *atiTess );
// GR - add tessellation flag
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, int fogIndex, int dlightMap, int atiTess );
#define CULL_IN 0 // completely unclipped
#define CULL_CLIP 1 // clipped by one or more planes
#define CULL_OUT 2 // completely outside the clipping planes
void R_LocalNormalToWorld( vec3_t local, vec3_t world );
void R_LocalPointToWorld( vec3_t local, vec3_t world );
int R_CullLocalBox( vec3_t bounds[2] );
int R_CullPointAndRadius( vec3_t origin, float radius );
int R_CullLocalPointAndRadius( vec3_t origin, float radius );
void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum);
void R_RotateForEntity( const trRefEntity_t * ent, const viewParms_t * viewParms, orientationr_t * or );
/*
** GL wrapper/helper functions
*/
void GL_Bind( image_t *image );
void GL_SetDefaultState( void );
void GL_SelectTexture( int unit );
void GL_TextureMode( const char *string );
void GL_CheckErrors( void );
void GL_State( unsigned long stateVector );
void GL_TexEnv( int env );
void GL_Cull( int cullType );
#define GLS_SRCBLEND_ZERO 0x00000001
#define GLS_SRCBLEND_ONE 0x00000002
#define GLS_SRCBLEND_DST_COLOR 0x00000003
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
#define GLS_SRCBLEND_DST_ALPHA 0x00000007
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
#define GLS_SRCBLEND_BITS 0x0000000f
#define GLS_DSTBLEND_ZERO 0x00000010
#define GLS_DSTBLEND_ONE 0x00000020
#define GLS_DSTBLEND_SRC_COLOR 0x00000030
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
#define GLS_DSTBLEND_DST_ALPHA 0x00000070
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
#define GLS_DSTBLEND_BITS 0x000000f0
#define GLS_DEPTHMASK_TRUE 0x00000100
#define GLS_POLYMODE_LINE 0x00001000
#define GLS_DEPTHTEST_DISABLE 0x00010000
#define GLS_DEPTHFUNC_EQUAL 0x00020000
#define GLS_ATEST_GT_0 0x10000000
#define GLS_ATEST_LT_80 0x20000000
#define GLS_ATEST_GE_80 0x40000000
#define GLS_ATEST_BITS 0x70000000
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty );
void RE_UploadCinematic( int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_BeginRegistration( glconfig_t *glconfig );
void RE_LoadWorldMap( const char *mapname );
void RE_SetWorldVisData( const byte *vis );
qhandle_t RE_RegisterModel( const char *name );
qhandle_t RE_RegisterSkin( const char *name );
void RE_Shutdown( qboolean destroyWindow );
qboolean R_GetEntityToken( char *buffer, int size );
//----(SA)
qboolean RE_GetSkinModel( qhandle_t skinid, const char *type, char *name );
qhandle_t RE_GetShaderFromModel( qhandle_t modelid, int surfnum, int withlightmap ); //----(SA)
//----(SA) end
model_t *R_AllocModel( void );
void R_Init( void );
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
image_t *R_FindImageFileExt( const char *name, imgType_t type, imgFlags_t flags, qboolean characterMip ); //----(SA) added
image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat );
//----(SA) added (didn't want to modify all instances of R_CreateImage()
image_t *R_CreateImageExt( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat, qboolean characterMip );
//----(SA) end
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
void R_SetColorMappings( void );
void R_GammaCorrect( byte *buffer, int bufSize );
void R_ImageList_f( void );
void R_SkinList_f( void );
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
const void *RB_TakeScreenshotCmd( const void *data );
void R_ScreenShot_f( void );
void R_ScreenShotJPEG_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 );
const void *RB_TakeVideoFrameCmd( const void *data );
//
// tr_shader.c
//
qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
qhandle_t RE_RegisterShader( const char *name );
qhandle_t RE_RegisterShaderNoMip( const char *name );
qhandle_t RE_RegisterShaderFromImage( const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage );
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
shader_t *R_GetShaderByHandle( qhandle_t hShader );
shader_t *R_GetShaderByState( int index, long *cycleTime );
shader_t *R_FindShaderByName( const char *name );
void R_InitShaders( void );
void R_ShaderList_f( void );
void R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
void GLimp_Init( qboolean fixedFunction );
void GLimp_Shutdown( void );
void GLimp_EndFrame( void );
void GLimp_LogComment( char *comment );
void GLimp_Minimize(void);
void GLimp_SetGamma( unsigned char red[256],
unsigned char green[256],
unsigned char blue[256] );
/*
====================================================================
TESSELATOR/SHADER DECLARATIONS
====================================================================
*/
typedef byte color4ub_t[4];
typedef struct stageVars
{
color4ub_t colors[SHADER_MAX_VERTEXES];
vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
} stageVars_t;
typedef struct shaderCommands_s
{
glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
color4ub_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
stageVars_t svars QALIGN(16);
color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
shader_t *shader;
double shaderTime;
int fogNum;
int dlightBits; // or together of all vertexDlightBits
int numIndexes;
int numVertexes;
qboolean ATI_tess;
// info extracted from current shader
int numPasses;
void ( *currentStageIteratorFunc )( void );
shaderStage_t **xstages;
} shaderCommands_t;
extern shaderCommands_t tess;
#ifdef USE_BLOOM
void RB_SetGL2D (void);
#endif
void RB_BeginSurface( shader_t *shader, int fogNum );
void RB_EndSurface( void );
void RB_CheckOverflow( int verts, int indexes );
#define RB_CHECKOVERFLOW( v,i ) if ( tess.numVertexes + ( v ) >= SHADER_MAX_VERTEXES || tess.numIndexes + ( i ) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow( v,i );}
void RB_StageIteratorGeneric( void );
void RB_StageIteratorSky( void );
void RB_StageIteratorVertexLitTexture( void );
void RB_StageIteratorLightmappedMultitexture( void );
void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color );
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 );
void RB_ShowImages( void );
/*
============================================================
WORLD MAP
============================================================
*/
void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_AddWorldSurfaces( void );
/*
============================================================
FLARES
============================================================
*/
void R_ClearFlares( void );
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, float scale, vec3_t normal, int id, int flags ); // TTimo updated prototype
void RB_AddDlightFlares( void );
void RB_RenderFlares( void );
/*
============================================================
LIGHTS
============================================================
*/
void R_DlightBmodel( bmodel_t *bmodel );
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t * dl, orientationr_t * or );
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
/*
============================================================
SHADOWS
============================================================
*/
void RB_ShadowTessEnd( void );
void RB_ShadowFinish( void );
void RB_ProjectionShadowDeform( void );
/*
============================================================
SKIES
============================================================
*/
void R_BuildCloudData( shaderCommands_t *shader );
void R_InitSkyTexCoords( float cloudLayerHeight );
void R_DrawSkyBox( shaderCommands_t *shader );
void RB_DrawSun( float scale, shader_t *shader );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
drawVert_t points[MAX_PATCH_SIZE * MAX_PATCH_SIZE] );
srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror );
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror );
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid );
/*
============================================================
MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
============================================================
*/
int R_MarkFragments( int orientation, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
/*
============================================================
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 );
// Ridah
void RE_AddPolysToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys );
// done.
// Ridah
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int overdraw );
// done.
//----(SA)
void RE_AddCoronaToScene( const vec3_t org, float r, float g, float b, float scale, int id, int flags );
//----(SA)
void RE_RenderScene( const refdef_t *fd );
/*
=============================================================
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_AddAnimSurfaces( trRefEntity_t *ent );
void RB_SurfaceAnim( mdsSurface_t *surfType );
int R_GetBoneTag( orientation_t *outTag, mdsHeader_t *mds, int startTagIndex, const refEntity_t *refent, const char *tagName );
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 );
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
int startFrame, int endFrame,
float frac, const char *tagName, int startIndex );
/*
=============================================================
IMAGE LOADERS
=============================================================
*/
void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
void R_LoadTGA( const char *name, byte **pic, int *width, int *height );
/*
=============================================================
=============================================================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst );
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
void RB_DeformTessGeometry( void );
void RB_CalcEnvironmentTexCoords( float *dstTexCoords );
void RB_CalcFireRiseEnvTexCoords( float *st );
void RB_CalcFogTexCoords( float *dstTexCoords );
void RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
void RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords );
void RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords );
void RB_CalcSwapTexCoords( float *dstTexCoords );
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords );
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
void RB_CalcModulateColorsByFog( unsigned char *dstColors );
void RB_CalcModulateAlphasByFog( unsigned char *dstColors );
void RB_CalcModulateRGBAsByFog( unsigned char *dstColors );
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
void RB_CalcAlphaFromEntity( unsigned char *dstColors );
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *texCoords );
void RB_CalcColorFromEntity( unsigned char *dstColors );
void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors );
void RB_CalcSpecularAlpha( unsigned char *alphas );
void RB_CalcDiffuseColor( unsigned char *colors );
void RB_ZombieFXInit( void );
void RB_ZombieFXAddNewHit( int entityNum, const vec3_t hitPos, const vec3_t hitDir );
/*
=============================================================
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;
byte gradientColor[4]; // color values 0-255
int gradientType; //----(SA) added
float angle; // NERVE - SMF
} stretchPicCommand_t;
typedef struct {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
drawSurf_t *drawSurfs;
int numDrawSurfs;
} drawSurfsCommand_t;
typedef struct {
int commandId;
int x;
int y;
int width;
int height;
char *fileName;
qboolean jpeg;
} screenshotCommand_t;
typedef struct {
int commandId;
int width;
int height;
byte *captureBuffer;
byte *encodeBuffer;
qboolean motionJpeg;
} videoFrameCommand_t;
typedef struct
{
int commandId;
GLboolean rgba[4];
} colorMaskCommand_t;
typedef struct
{
int commandId;
} clearDepthCommand_t;
typedef enum {
RC_END_OF_LIST,
RC_SET_COLOR,
RC_STRETCH_PIC,
RC_STRETCH_PIC_GRADIENT, // (SA) added
RC_DRAW_SURFS,
RC_DRAW_BUFFER,
RC_SWAP_BUFFERS,
RC_SCREENSHOT,
RC_VIDEOFRAME,
RC_COLORMASK,
RC_CLEARDEPTH
} renderCommand_t;
// these are sort of arbitrary limits.
// the limits apply to the sum of all scenes in a frame --
// the main view, all the 3D icons, etc
// Ridah, these aren't enough for cool effects
//#define MAX_POLYS 256
//#define MAX_POLYVERTS 1024
#define MAX_POLYS 4096
#define MAX_POLYVERTS 8192
// done.
// 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];
corona_t coronas[MAX_CORONAS]; //----(SA)
trRefEntity_t entities[MAX_REFENTITIES];
srfPoly_t *polys;//[MAX_POLYS];
polyVert_t *polyVerts;//[MAX_POLYVERTS];
renderCommandList_t commands;
} backEndData_t;
extern int max_polys;
extern int max_polyverts;
extern backEndData_t *backEndData; // 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 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_StretchPicGradient( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader, const float *gradientColor, int gradientType );
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 );
void R_DrawElements( int numIndexes, const glIndex_t *indexes );
void VectorArrayNormalize( vec4_t *normals, unsigned int count );
void R_BindAnimatedImage( textureBundle_t *bundle );
#ifdef idppc_altivec
void LerpMeshVertexes_altivec( md3Surface_t *surf, float backlerp );
void ProjectDlightTexture_altivec( void );
void RB_CalcDiffuseColor_altivec( unsigned char *colors );
#endif
// font stuff
void R_InitFreeType( void );
void R_DoneFreeType( void );
void RE_RegisterFont( const char *fontName, int pointSize, fontInfo_t *font );
#ifdef USE_BLOOM
//Bloom Stuff
void R_BloomInit( void );
void R_BloomScreen( void );
#endif
//------------------------------------------------------------------------------
// Ridah, mesh compression
#define NUMMDCVERTEXNORMALS 256
extern float r_anormals[NUMMDCVERTEXNORMALS][3];
// NOTE: MDC_MAX_ERROR is effectively the compression level. the lower this value, the higher
// the accuracy, but with lower compression ratios.
#define MDC_MAX_ERROR 0.1 // if any compressed vert is off by more than this from the
// actual vert, make this a baseframe
#define MDC_DIST_SCALE 0.05 // lower for more accuracy, but less range
// note: we are locked in at 8 or less bits since changing to byte-encoded normals
#define MDC_BITS_PER_AXIS 8
#define MDC_MAX_OFS 127.0 // to be safe
#define MDC_MAX_DIST ( MDC_MAX_OFS * MDC_DIST_SCALE )
#if 0
void R_MDC_DecodeXyzCompressed( mdcXyzCompressed_t *xyzComp, vec3_t out, vec3_t normal );
#else // optimized version
#define R_MDC_DecodeXyzCompressed( ofsVec, out, normal ) \
( out )[0] = ( (float)( ( ofsVec ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
( out )[1] = ( (float)( ( ofsVec >> 8 ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
( out )[2] = ( (float)( ( ofsVec >> 16 ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
VectorCopy( ( r_anormals )[( ofsVec >> 24 )], normal );
#endif
void R_AddMDCSurfaces( trRefEntity_t *ent );
// done.
//------------------------------------------------------------------------------
void R_LatLongToNormal( vec3_t outNormal, short latLong );
/*
============================================================
GL FOG
============================================================
*/
//extern glfog_t glfogCurrent;
extern glfog_t glfogsettings[NUM_FOGS]; // [0] never used (FOG_NONE)
extern glfogType_t glfogNum; // fog type to use (from the fog_t enum list)
extern qboolean fogIsOn;
extern void R_FogOff( void );
extern void R_FogOn( void );
extern void R_SetFog( int fogvar, int var1, int var2, float r, float g, float b, float density );
extern int skyboxportal;
extern int drawskyboxportal;
// Ridah, virtual memory
void *R_Hunk_Begin( void );
void R_Hunk_End( void );
#endif //TR_LOCAL_H (THIS MUST BE LAST!!)
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