DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
render.h
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1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19*/
20
21#ifndef RENDER_H
22#define RENDER_H
23
24#include "svbsp.h"
25#include "r_stats.h"
26
41
42typedef enum shaderlanguage_e
43{
48
72
73#define SHADERPERMUTATION_DIFFUSE (1u<<0)
74#define SHADERPERMUTATION_VERTEXTEXTUREBLEND (1u<<1)
75#define SHADERPERMUTATION_VIEWTINT (1u<<2)
76#define SHADERPERMUTATION_COLORMAPPING (1u<<3)
77#define SHADERPERMUTATION_SATURATION (1u<<4)
78#define SHADERPERMUTATION_FOGINSIDE (1u<<5)
79#define SHADERPERMUTATION_FOGOUTSIDE (1u<<6)
80#define SHADERPERMUTATION_FOGHEIGHTTEXTURE (1u<<7)
81#define SHADERPERMUTATION_FOGALPHAHACK (1u<<8)
82#define SHADERPERMUTATION_GAMMARAMPS (1u<<9)
83#define SHADERPERMUTATION_CUBEFILTER (1u<<10)
84#define SHADERPERMUTATION_GLOW (1u<<11)
85#define SHADERPERMUTATION_BLOOM (1u<<12)
86#define SHADERPERMUTATION_SPECULAR (1u<<13)
87#define SHADERPERMUTATION_POSTPROCESSING (1u<<14)
88#define SHADERPERMUTATION_REFLECTION (1u<<15)
89#define SHADERPERMUTATION_OFFSETMAPPING (1u<<16)
90#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1u<<17)
91#define SHADERPERMUTATION_SHADOWMAP2D (1u<<18)
92#define SHADERPERMUTATION_SHADOWMAPVSDCT (1u<<19)
93#define SHADERPERMUTATION_SHADOWMAPORTHO (1u<<20)
94#define SHADERPERMUTATION_DEFERREDLIGHTMAP (1u<<21)
95#define SHADERPERMUTATION_ALPHAKILL (1u<<22)
96#define SHADERPERMUTATION_REFLECTCUBE (1u<<23)
97#define SHADERPERMUTATION_NORMALMAPSCROLLBLEND (1u<<24)
98#define SHADERPERMUTATION_BOUNCEGRID (1u<<25)
99#define SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL (1u<<26)
100#define SHADERPERMUTATION_TRIPPY (1u<<27)
101#define SHADERPERMUTATION_DEPTHRGB (1u<<28)
102#define SHADERPERMUTATION_ALPHAGEN_VERTEX (1u<<29)
103#define SHADERPERMUTATION_SKELETAL (1u<<30)
104#define SHADERPERMUTATION_OCCLUDE (1u<<31)
105#define SHADERPERMUTATION_COUNT 32u
106// UBSan: unsigned literals because left shifting by 31 causes signed overflow, although it works as expected on x86.
107
108// 1.0f / N table
109extern float ixtable[4096];
110
111// fog stuff
112void FOG_clear(void);
113
114// sky stuff
115extern cvar_t r_sky;
116extern cvar_t r_skyscroll1;
117extern cvar_t r_skyscroll2;
118extern cvar_t r_sky_scissor;
121extern int skyscissor[4];
122int R_SetSkyBox(const char *sky);
123void R_SkyStartFrame(void);
124void R_Sky(void);
125void R_ResetSkyBox(void);
126
127// SHOWLMP stuff (Nehahra)
128void SHOWLMP_decodehide(void);
129void SHOWLMP_decodeshow(void);
130void SHOWLMP_drawall(void);
131
132// render profiling stuff
133extern int r_timereport_active;
134
135// lighting stuff
136extern cvar_t r_ambient;
137extern cvar_t gl_flashblend;
138
139// vis stuff
140extern cvar_t r_novis;
141
142extern cvar_t r_trippy;
143extern cvar_t r_fxaa;
144
145extern cvar_t r_lerpsprites;
146extern cvar_t r_lerpmodels;
148extern cvar_t r_waterscroll;
149
151
152// shadow volume bsp struct with automatically growing nodes buffer
153extern svbsp_t r_svbsp;
154
155typedef struct rmesh_s
156{
157 // vertices of this mesh
160 float *vertex3f;
161 float *svector3f;
162 float *tvector3f;
163 float *normal3f;
166 float *color4f;
167 // triangles of this mesh
171 // snapping epsilon
172 float epsilon2;
173}
174rmesh_t;
175
176// useful functions for rendering
177void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
178void R_FillColors(float *out, int verts, float r, float g, float b, float a);
179void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
180void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
181
182#define TOP_RANGE 16 // soldier uniform colors
183#define BOTTOM_RANGE 96
184
185//=============================================================================
186
187extern cvar_t r_nearclip;
188
189// forces all rendering to draw triangle outlines
191extern cvar_t r_showtris;
192extern cvar_t r_shownormals;
198
200extern cvar_t r_draw2d;
201extern qbool r_draw2d_force;
203extern cvar_t r_drawworld;
204extern cvar_t r_speeds;
205extern cvar_t r_fullbright;
206extern cvar_t r_wateralpha;
207extern cvar_t r_dynamic;
208
213
214void R_NewExplosion(const vec3_t org);
215void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
216void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height); // must set r_refdef and call R_UpdateVariables and CL_UpdateEntityShading first
217void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
218
219float RSurf_FogPoint(const float *v);
220float RSurf_FogVertex(const float *v);
221
222typedef enum r_refdef_scene_type_s {
227
237
238typedef struct r_viewport_s
239{
243 int x;
244 int y;
245 int z;
246 int width;
248 int depth;
250 float screentodepth[2];
251}
253
254typedef struct r_refdef_view_s
255{
256 // view information (changes multiple times per frame)
257 // if any of these variables change then r_refdef.viewcache must be regenerated
258 // by calling R_View_Update
259 // (which also updates viewport, scissor, colormask)
260
261 // it is safe and expected to copy this into a structure on the stack and
262 // call the renderer recursively, then restore from the stack afterward
263 // (as long as R_View_Update is called)
264
265 // eye position information
273 mplane_t frustum[6];
277 float frustum_x, frustum_y;
278 vec3_t frustumcorner[4];
287 float ortho_x, ortho_y;
288
289 // screen area to render in
290 int x;
291 int y;
292 int z;
293 int width;
295 int depth;
297
299 int colormask[4];
300
303
310
311 // whether to draw r_showtris and such, this is only true for the main
312 // view render, all secondary renders (mirrors, portals, cameras,
313 // distortion effects, etc) omit such debugging information
315
316 // these define which values to use in GL_CullFace calls to request frontface or backface culling
319
321 float quality;
322}
324
325typedef struct r_refdef_viewcache_s
326{
327 // updated by gl_main_newmap()
331
332 // these properties are generated by R_View_Update()
333
336 unsigned char *entityvisible;
337
338 // flag arrays used for visibility checking on world model
339 // (all other entities have no per-surface/per-leaf visibility checks)
340 unsigned char *world_pvsbits;
341 unsigned char *world_leafvisible;
342 unsigned char *world_surfacevisible;
345}
347
348// TODO: really think about which fields should go into scene and which one should stay in refdef [1/7/2008 Black]
349// maybe also refactor some of the functions to support different setting sources (ie. fogenabled, etc.) for different scenes
350typedef struct r_refdef_scene_s {
352 double time;
353
356
359
364
370
371 // renderable dynamic lights
375
376 // intensities for light styles right now, controls rtlights
377 float rtlightstylevalue[MAX_LIGHTSTYLES];
378 // 8.8bit fixed point intensities for light styles
379 // controls intensity lightmap layers
380 unsigned short lightstylevalue[MAX_LIGHTSTYLES];
381
382 // adds brightness to the whole scene, separate from lightmapintensity
383 // see CL_UpdateEntityShading
385 // brightness of lightmap and modellight lighting on materials
386 // see CL_UpdateEntityShading
388
394
395typedef struct r_refdef_s
396{
397 // these fields define the basic rendering information for the world
398 // but not the view, which could change multiple times in one rendered
399 // frame (for example when rendering textures for certain effects)
400
401 // these are set for water warping before
402 // frustum_x/frustum_y are calculated
403 float frustumscale_x, frustumscale_y;
404
405 // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc)
408
409 // minimum visible distance (pixels closer than this disappear)
410 double nearclip;
411 // maximum visible distance (pixels further than this disappear in 16bpp modes,
412 // in 32bpp an infinite-farclip matrix is used instead)
413 double farclip;
414
415 // fullscreen color blend
416 float viewblend[4];
417
419
420 float fogplane[4];
424 float fogcolor[3];
425 float fogrange;
428#define FOGMASKTABLEWIDTH 1024
429 float fogmasktable[FOGMASKTABLEWIDTH];
430 float fogmasktable_start, fogmasktable_alpha, fogmasktable_range, fogmasktable_density;
432 float fog_red;
434 float fog_blue;
437 float fog_end;
442
443 // new flexible texture height fog (overrides normal fog)
444 char fog_height_texturename[64]; // note: must be 64 for the sscanf code
445 unsigned char *fog_height_table1d;
446 unsigned char *fog_height_table2d;
447 int fog_height_tablesize; // enable
450 char fogheighttexturename[64]; // detects changes to active fog height texture
451
452 int draw2dstage; // 0 = no, 1 = yes, other value = needs setting up again
453
454 // true during envmap command capture
456
457 // whether to draw world lights realtime, dlights realtime, and their shadows
460
461 // how long R_RenderView took on the previous frame
463
464 // rendering stats for r_speeds display
465 // (these are incremented in many places)
466 int stats[r_stat_count];
467}
469
470extern r_refdef_t r_refdef;
471
472void R_SelectScene( r_refdef_scene_type_t scenetype );
474
476void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
478void R_SkinFrame_Purge(void);
479// set last to NULL to start from the beginning
481skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add);
482skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture);
483skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture);
484skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB);
485skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
486skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
489skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB);
490
491rtexture_t *R_GetCubemap(const char *basename);
492
493void R_View_WorldVisibility(qbool forcenovis);
494void R_DrawParticles(void);
495void R_DrawExplosions(void);
496
497#define gl_solid_format 3
498#define gl_alpha_format 4
499
501qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
502qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
503
504#include "r_modules.h"
505
506#include "meshqueue.h"
507
509void R_FrameData_Reset(void);
511void R_FrameData_NewFrame(void);
513void *R_FrameData_Alloc(size_t size);
515void *R_FrameData_Store(size_t size, void *data);
517void R_FrameData_SetMark(void);
519void R_FrameData_ReturnToMark(void);
520
532
534void R_BufferData_Reset(void);
536void R_BufferData_NewFrame(void);
538r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
539
541void R_AnimCache_Free(void);
543void R_AnimCache_ClearCache(void);
545qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents);
548
549extern cvar_t r_render;
550extern cvar_t r_renderview;
551extern cvar_t r_waterwarp;
552
559
560extern cvar_t gl_polyblend;
561
562extern cvar_t cl_deathfade;
563
565
566extern cvar_t r_test;
567
568#include "gl_backend.h"
569
579
580extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
581extern unsigned int r_numqueries;
582extern unsigned int r_maxqueries;
583
584void R_TimeReport(const char *name);
585
586// r_stain
587void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
588
589void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
590void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2);
591
593
594typedef struct rsurfacestate_s
595{
596 // current model array pointers
597 // these may point to processing buffers if model is animated,
598 // otherwise they point to static data.
599 // these are not directly used for rendering, they are just another level
600 // of processing
601 //
602 // these either point at array_model* buffers (if the model is animated)
603 // or the model->surfmesh.data_* buffers (if the model is not animated)
604 //
605 // these are only set when an entity render begins, they do not change on
606 // a per surface basis.
607 //
608 // this indicates the model* arrays are pointed at array_model* buffers
609 // (in other words, the model has been animated in software)
610 qbool forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
612 // skeletal animation can be done by entity (animcache) or per batch,
613 // batch may be non-skeletal even if entity is skeletal, indicating that
614 // the dynamicvertex code path had to apply skeletal manually for a case
615 // where gpu-skinning is not possible, for this reason batch has its own
616 // variables
617 int entityskeletalnumtransforms; // how many transforms are used for this mesh
618 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
643 unsigned char *modelskeletalindex4ub;
652 unsigned short *modelelement3s;
659 // current rendering array pointers
660 // these may point to any of several different buffers depending on how
661 // much processing was needed to prepare this model for rendering
662 // these usually equal the model* pointers, they only differ if
663 // deformvertexes is used in a q3 shader, and consequently these can
664 // change on a per-surface basis (according to rsurface.texture)
694 unsigned char *batchskeletalindex4ub;
703 unsigned short *batchelement3s;
711
712 // some important fields from the entity
716 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
717 double shadertime; // r_refdef.scene.time - ent->shadertime
718 // transform matrices to render this entity and effects on this entity
721 // scale factors for transforming lengths into/out of entity space
724 // animation blending state from entity
727 // view location in model space
729 // polygon offset data for submodels
732 // current textures in batching code
736 // whether lightmapping is active on this batch
737 // (otherwise vertex colored)
739 // fog plane in model space for direct application to vertices
742 float fogplane[4];
745
746 // rtlight rendering
747 // light currently being rendered
749
750 // this is the location of the light in entity space
752 // this transforms entity coordinates to light filter cubemap coordinates
753 // (also often used for other purposes)
755 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
756 // of attenuation texturing in full 3D (Z result often ignored)
758 // this transforms only the Z to S, and T is always 0.5
760
761 // user wavefunc parameters (from csqc)
762 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
763
764 // pointer to an entity_render_t used only by R_GetCurrentTexture and
765 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
766 // also)
768}
770
772
773void R_HDR_UpdateIrisAdaptation(const vec3_t point);
774
775void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass);
776void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents);
777void RSurf_SetupDepthAndCulling(bool ui);
778
779extern int r_textureframe;
781void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui);
782void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui);
783void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui);
784
785#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
786#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
787#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
788#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
789#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
790#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
791#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
792#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
793#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
794#define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
795#define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
796void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
798void RSurf_DrawBatch(void);
799
800void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size);
801
810
811void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha);
812void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy);
813void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal);
814void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qbool notrippy, qbool ui);
815void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
816
817typedef struct r_rendertarget_s {
818 // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
819 float texcoord2f[8];
820 // textures are this size and type
823 // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
824 textype_t colortextype[4];
825 // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
827 // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
829 // framebuffer object referencing the textures
830 int fbo;
831 // there can be up to 4 color targets and 1 depth target, the depthtexture
832 // may be a real texture (readable) or just a renderbuffer (not readable,
833 // but potentially faster)
834 rtexture_t *colortexture[4];
836 // a rendertarget will not be reused in the same frame (host.realtime == lastusetime),
837 // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
838 // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (host.realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
841
842// called each frame after render to delete render targets that have not been used for a while
844// returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
845r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3);
846
847typedef struct r_waterstate_waterplane_s
848{
849 r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
850 r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
851 r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
853 int materialflags; // combined flags of all water surfaces on this plane
854 unsigned char *pvsbits;
858}
860
861typedef struct r_waterstate_s
862{
863 int waterwidth, waterheight;
864 int texturewidth, textureheight;
865 int camerawidth, cameraheight;
866
867 int maxwaterplanes; // same as MAX_WATERPLANES
870
871 float screenscale[2];
872 float screencenter[2];
873
875
876 qbool renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
878}
880
881typedef struct r_framebufferstate_s
882{
883 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
884 int screentexturewidth, screentextureheight; // dimensions of texture
885
886 // rt_* fields are per-RenderView so we reset them in R_Bloom_StartFrame
889
890 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
891 float ghosttexcoord2f[8]; // for r_motionblur
892
893 int bloomwidth, bloomheight;
894
895 // arrays for rendering the screen passes
896 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
897
899
900 qbool ghosttexture_valid; // don't draw garbage on first frame with motionblur
901 qbool usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
902
903 // rendertargets (fbo and viewport), these can be reused across frames
905}
907
909
910extern cvar_t r_viewfbo;
911
912void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
913void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
914void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
915void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
916void R_DebugLine(vec3_t start, vec3_t end);
917extern const float r_screenvertex3f[12];
920extern cvar_t r_shadows;
935
951extern int r_shadow_prepass_width;
952extern int r_shadow_prepass_height;
957extern int r_shadow_viewfbo;
960extern int r_shadow_viewx;
961extern int r_shadow_viewy;
962extern int r_shadow_viewwidth;
963extern int r_shadow_viewheight;
964
965void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
966void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight);
967
969
970struct prvm_prog_s;
971void R_UpdateFog(void);
973void CL_VM_DrawHud(double frametime);
974void SCR_DrawConsole(void);
976void R_DecalSystem_Reset(decalsystem_t *decalsystem);
978void R_DrawPortals(void);
979void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface, int combine);
980void R_Water_AddWaterPlane(msurface_t *surface, int entno);
981int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
982dp_font_t *FindFont(const char *title, qbool allocate_new);
983void LoadFont(qbool override, const char *name, dp_font_t *fnt, float scale, float voffset);
984
985void Render_Init(void);
986
987// these are called by Render_Init
988void R_Textures_Init(void);
989void GL_Draw_Init(void);
990void GL_Main_Init(void);
991void R_Shadow_Init(void);
992void R_Sky_Init(void);
993void GL_Surf_Init(void);
994void R_Particles_Init(void);
995void R_Explosion_Init(void);
996void gl_backend_init(void);
997void Sbar_Init(void);
998void R_LightningBeams_Init(void);
999void Mod_RenderInit(void);
1000void Font_Init(void);
1001
1004
1005#endif
#define MAX_FRAMEBLENDS
Definition client.h:309
vector size
float frametime
vector mins
vector maxs
vector origin
float scale
vector color
GLenum GLenum GLuint texture
Definition glquake.h:613
GLenum GLsizei width
Definition glquake.h:622
GLenum GLsizei GLsizei height
Definition glquake.h:622
const GLdouble * v
Definition glquake.h:762
GLint GLenum GLint GLint y
Definition glquake.h:651
GLint GLenum GLint x
Definition glquake.h:651
GLsizeiptr const GLvoid * data
Definition glquake.h:639
const GLchar * name
Definition glquake.h:601
GLenum type
Definition glquake.h:656
void cmd(string command,...)
#define MAX_WATERPLANES
max number of water planes visible (each one causes additional view renders)
Definition qdefs.h:129
#define MAX_LIGHTSTYLES
max flickering light styles in level (note: affects savegame format)
Definition qdefs.h:108
#define MAX_DLIGHTS
max number of dynamic lights (rocket flashes, etc) in scene at once
Definition qdefs.h:132
#define MAX_OCCLUSION_QUERIES
max number of query objects that can be used in one frame
Definition qdefs.h:124
float vec_t
Definition qtypes.h:68
vec_t vec3_t[3]
Definition qtypes.h:71
bool qbool
Definition qtypes.h:9
#define Q3WAVEFUNC_USER_COUNT
Definition r_qshader.h:42
@ r_stat_count
Definition r_stats.h:167
textype_t
Definition r_textures.h:44
rtexture_t * r_texture_whitecube
Definition gl_rmain.c:277
r_meshbuffer_t * R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and of...
Definition gl_rmain.c:3707
void R_FrameData_SetMark(void)
set a marker that allows you to discard the following temporary memory allocations
Definition gl_rmain.c:3581
void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
Definition gl_rmain.c:6321
cvar_t r_shadows_castfrombmodels
Definition gl_rmain.c:128
rtexture_t * r_shadow_attenuation2dtexture
r_bufferdata_type_t
enum of the various types of hardware buffer object used in rendering note that the r_buffermegs[] ar...
Definition render.h:524
@ R_BUFFERDATA_VERTEX
Definition render.h:525
@ R_BUFFERDATA_COUNT
uniform buffer
Definition render.h:529
@ R_BUFFERDATA_UNIFORM
index buffer - 32bit (because D3D cares)
Definition render.h:528
@ R_BUFFERDATA_INDEX32
index buffer - 16bit (because D3D cares)
Definition render.h:527
@ R_BUFFERDATA_INDEX16
vertex buffer
Definition render.h:526
cvar_t r_showlighting
Definition gl_rmain.c:88
cvar_t r_shadows_shadowmapbias
Definition gl_rmain.c:131
int r_shadow_viewx
Definition r_shadow.c:127
void R_GLSL_Restart_f(cmd_state_t *cmd)
Definition gl_rmain.c:1394
void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
Definition gl_rmain.c:1488
void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
Definition gl_rmain.c:5637
qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
Definition gl_rmain.c:3888
void GL_Surf_Init(void)
Definition gl_rsurf.c:1564
skinframe_t * R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
Definition gl_rmain.c:2616
void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
Definition gl_rmain.c:7388
float r_shadow_modelshadowmap_parameters[4]
Definition r_shadow.c:43
void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
Definition gl_rmain.c:4477
r_rendertarget_t * R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
Definition gl_rmain.c:4564
cvar_t r_shadows_drawafterrtlighting
Definition gl_rmain.c:127
cvar_t r_showspriteedges
Definition gl_rmain.c:93
void R_RenderView_UpdateViewVectors(void)
Definition gl_rmain.c:4512
void R_FrameData_ReturnToMark(void)
discard recent memory allocations (rewind to marker)
Definition gl_rmain.c:3588
void R_FrameData_Reset(void)
free all R_FrameData memory
Definition gl_rmain.c:3493
skinframe_t * R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
Definition gl_rmain.c:2840
rtexture_t * r_shadow_attenuation3dtexture
void Render_Init(void)
Definition gl_rmain.c:3420
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
Definition r_shadow.c:5713
cvar_t r_q1bsp_lightmap_updates_enabled
Definition gl_rmain.c:257
void R_DecalSystem_Reset(decalsystem_t *decalsystem)
Definition gl_rmain.c:9134
unsigned int r_maxqueries
Definition gl_rmain.c:299
float RSurf_FogVertex(const float *v)
Definition gl_rmain.c:7324
cvar_t r_sky_scissor
Definition r_sky.c:9
rtexture_t * r_texture_grey128
Definition gl_rmain.c:274
rtexture_t * r_shadow_prepassgeometrynormalmaptexture
Definition r_shadow.c:120
rtexture_t * r_shadow_prepasslightingdiffusetexture
Definition r_shadow.c:121
void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
Definition gl_rmain.c:1493
cvar_t r_renderview
Definition gl_backend.c:12
int skyrendermasked
Definition render.h:120
void R_DrawParticles(void)
cvar_t r_shadows_focus
Definition gl_rmain.c:129
rtexture_t * r_texture_fogattenuation
Definition gl_rmain.c:279
cvar_t r_shadows_darken
Definition gl_rmain.c:124
void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
Definition gl_rmain.c:5830
qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangent...
Definition gl_rmain.c:3789
cvar_t r_ambient
Definition gl_rsurf.c:28
int r_timereport_active
Definition r_stats.c:189
rtexture_t * r_shadow_prepasslightingspeculartexture
Definition r_shadow.c:122
cvar_t r_draw2d
Definition gl_rmain.c:97
void R_DrawExplosions(void)
cvar_t r_render
Definition gl_backend.c:11
cvar_t r_transparent_sortmaxdist
Definition gl_rmain.c:142
void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
Definition gl_rmain.c:10152
cvar_t r_smoothnormals_areaweighting
Definition gl_rmain.c:229
void R_SkinFrame_PrepareForPurge(void)
Definition gl_rmain.c:2168
cvar_t r_test
Definition gl_rmain.c:235
void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
Definition gl_rmain.c:1461
cvar_t r_shadows_throwdirection
Definition gl_rmain.c:126
cvar_t r_transparent_useplanardistance
Definition gl_rmain.c:81
rtexture_t * r_texture_black
Definition gl_rmain.c:275
void RSurf_DrawBatch(void)
Definition gl_rmain.c:8477
int r_textureframe
used only by R_GetCurrentTexture, incremented per view and per UI render
Definition gl_rmain.c:45
cvar_t r_glsl_deluxemapping
Definition gl_rmain.c:171
cvar_t r_q1bsp_lightmap_updates_hidden_surfaces
Definition gl_rmain.c:259
void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
Definition gl_rmain.c:5803
qbool r_shadow_shadowmapvsdct
Definition r_shadow.c:57
void R_Explosion_Init(void)
cvar_t r_showtris
Definition gl_rmain.c:86
qbool r_draw2d_force
Definition gl_draw.c:795
r_refdef_scene_t * R_GetScenePointer(r_refdef_scene_type_t scenetype)
Definition gl_rmain.c:5588
void R_FillColors(float *out, int verts, float r, float g, float b, float a)
Definition gl_rmain.c:335
void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
Definition gl_rmain.c:6364
void R_BufferData_NewFrame(void)
begin a new frame (recycle old buffers)
Definition gl_rmain.c:3678
qbool r_shadow_usingdeferredprepass
Definition r_shadow.c:64
cvar_t r_shadows
Definition gl_rmain.c:123
void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
Definition gl_rmain.c:4482
cvar_t r_showcollisionbrushes_polygonfactor
Definition gl_rmain.c:90
rtexture_t * r_shadow_viewdepthtexture
Definition r_shadow.c:125
shadermode_t
this enum selects which of the glslshadermodeinfo entries should be used
Definition render.h:51
@ SHADERMODE_DEFERREDGEOMETRY
(deferred) render material properties to screenspace geometry buffers
Definition render.h:67
@ SHADERMODE_FLATCOLOR
(lightmap) modulate texture by uniform color (q1bsp, q3bsp)
Definition render.h:55
@ SHADERMODE_LIGHTDIRECTION
(lightmap) use directional pixel shading from fixed light direction (q3bsp)
Definition render.h:63
@ SHADERMODE_VERTEXCOLOR
(lightmap) modulate texture by vertex colors (q3bsp)
Definition render.h:56
@ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE
(lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp d...
Definition render.h:58
@ SHADERMODE_COUNT
Definition render.h:69
@ SHADERMODE_LIGHTMAP
(lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
Definition render.h:57
@ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP
Definition render.h:60
@ SHADERMODE_GENERIC
(particles/HUD/etc) vertex color, optionally multiplied by one texture
Definition render.h:52
@ SHADERMODE_POSTPROCESS
postprocessing shader (r_glsl_postprocess)
Definition render.h:53
@ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE
(lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp...
Definition render.h:59
@ SHADERMODE_DEFERREDLIGHTSOURCE
(deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
Definition render.h:68
@ SHADERMODE_WATER
refract background and reflection (the material is rendered normally after this pass)
Definition render.h:66
@ SHADERMODE_DEPTH_OR_SHADOW
(depthfirst/shadows) vertex shader only
Definition render.h:54
@ SHADERMODE_LIGHTSOURCE
(lightsource) use directional pixel shading from light source (rtlight)
Definition render.h:64
@ SHADERMODE_LIGHTGRID
(lightmap) use directional pixel shading from lightgrid data (q3bsp)
Definition render.h:62
@ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR
Definition render.h:61
@ SHADERMODE_REFRACTION
refract background (the material is rendered normally after this pass)
Definition render.h:65
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
Definition r_shadow.c:4777
void FOG_clear(void)
Definition gl_rmain.c:349
float RSurf_FogPoint(const float *v)
Definition gl_rmain.c:7308
void R_UpdateFog(void)
Definition gl_rmain.c:5396
#define FOGMASKTABLEWIDTH
Definition render.h:428
int r_shadow_viewfbo
Definition r_shadow.c:124
void SHOWLMP_decodehide(void)
Definition cl_screen.c:1368
skinframe_t * R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
Definition gl_rmain.c:2314
cvar_t r_q1bsp_lightmap_updates_combine_full_texture
rtexture_t * r_shadow_attenuationgradienttexture
Definition r_shadow.c:108
rtexture_t * r_texture_notexture
Definition gl_rmain.c:276
void R_HDR_UpdateIrisAdaptation(const vec3_t point)
Definition gl_rmain.c:4144
r_framebufferstate_t r_fb
Definition gl_rmain.c:265
skinframe_t * R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
Definition gl_rmain.c:2546
void R_Sky_Init(void)
Definition r_sky.c:464
glsl_attrib
Definition render.h:28
@ GLSLATTRIB_TEXCOORD4
Definition render.h:35
@ GLSLATTRIB_TEXCOORD3
Definition render.h:34
@ GLSLATTRIB_TEXCOORD7
Definition render.h:38
@ GLSLATTRIB_COLOR
Definition render.h:30
@ GLSLATTRIB_TEXCOORD6
Definition render.h:37
@ GLSLATTRIB_TEXCOORD1
Definition render.h:32
@ GLSLATTRIB_TEXCOORD5
Definition render.h:36
@ GLSLATTRIB_TEXCOORD0
Definition render.h:31
@ GLSLATTRIB_POSITION
Definition render.h:29
@ GLSLATTRIB_TEXCOORD2
Definition render.h:33
void R_Model_Sprite_Draw(entity_render_t *ent)
Definition r_sprites.c:430
void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
Definition gl_rmain.c:2091
void R_UpdateVariables(void)
Definition gl_rmain.c:5483
void * R_FrameData_Alloc(size_t size)
allocate some temporary memory for your purposes
Definition gl_rmain.c:3539
rsurfacestate_t rsurface
Definition gl_rmain.c:6919
skinframe_t * R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
Definition gl_rmain.c:2240
int skyrenderlater
Definition r_sky.c:10
void R_TimeReport(const char *name)
Definition r_stats.c:193
void R_RenderTarget_FreeUnused(qbool force)
Definition gl_rmain.c:4523
cvar_t r_waterscroll
Definition gl_rmain.c:206
float r_shadow_lightshadowmap_parameters[4]
Definition r_shadow.c:41
skinframe_t * R_SkinFrame_LoadNoTexture(void)
Definition gl_rmain.c:2832
cvar_t r_skyscroll1
Definition r_sky.c:7
void SCR_DrawConsole(void)
Definition cl_screen.c:750
qbool r_shadow_usingshadowmap2d
Definition r_shadow.c:37
void Sbar_Init(void)
Definition sbar.c:359
void R_Water_AddWaterPlane(msurface_t *surface, int entno)
Definition gl_rmain.c:4640
rtexture_t * r_shadow_prepassgeometrydepthbuffer
Definition r_shadow.c:119
const float r_screenvertex3f[12]
vertex coordinates for a quad that covers the screen exactly
Definition gl_rmain.c:313
void R_SkinFrame_Purge(void)
Definition gl_rmain.c:2203
void SHOWLMP_decodeshow(void)
Definition cl_screen.c:1381
mempool_t * r_main_mempool
Definition gl_rmain.c:42
void GL_Main_Init(void)
Definition gl_rmain.c:3220
r_viewport_type_t
Definition render.h:229
@ R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP
Definition render.h:232
@ R_VIEWPORTTYPE_ORTHO
Definition render.h:230
@ R_VIEWPORTTYPE_TOTAL
Definition render.h:234
@ R_VIEWPORTTYPE_PERSPECTIVECUBESIDE
Definition render.h:233
@ R_VIEWPORTTYPE_PERSPECTIVE
Definition render.h:231
cvar_t r_fullbright
Definition gl_rmain.c:112
float ixtable[4096]
Definition mathlib.c:27
unsigned int r_numqueries
Definition gl_rmain.c:298
rtexture_t * r_texture_blanknormalmap
Definition gl_rmain.c:272
cvar_t r_transparent_sortsurfacesbynearest
Definition gl_rmain.c:80
texture_t * R_GetCurrentTexture(texture_t *t)
Definition gl_rmain.c:6549
cvar_t r_showoverdraw
Definition gl_rmain.c:82
void Font_Init(void)
Definition ft2.c:443
void R_LightningBeams_Init(void)
Definition r_lightning.c:96
cvar_t r_glsl_offsetmapping
Definition gl_rmain.c:172
float r_shadow_lightshadowmap_texturescale[4]
Definition r_shadow.c:40
rtexture_t * r_texture_fogheighttexture
Definition gl_rmain.c:280
void R_AnimCache_Free(void)
free all R_AnimCache memory
Definition gl_rmain.c:3758
void R_SelectScene(r_refdef_scene_type_t scenetype)
Definition gl_rmain.c:5573
rtexture_t * r_shadow_viewcolortexture
Definition r_shadow.c:126
void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface, int combine)
Definition gl_rsurf.c:50
void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
Definition gl_rmain.c:4439
void RSurf_SetupDepthAndCulling(bool ui)
Definition gl_rmain.c:8576
void R_View_WorldVisibility(qbool forcenovis)
Definition gl_rsurf.c:436
svbsp_t r_svbsp
shadow volume bsp struct with automatically growing nodes buffer
Definition gl_rmain.c:268
cvar_t gl_polyblend
Definition gl_backend.c:17
cvar_t r_drawentities
Definition gl_rmain.c:96
int r_shadow_viewy
Definition r_shadow.c:128
cvar_t r_dynamic
Definition gl_rmain.c:121
void R_DrawPortals(void)
Definition gl_rsurf.c:381
cvar_t r_shadows_shadowmapscale
Definition gl_rmain.c:130
rtexture_t * R_GetCubemap(const char *basename)
Definition gl_rmain.c:2982
qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
Definition gl_rmain.c:3470
int r_shadow_prepass_width
Definition r_shadow.c:117
cvar_t r_fxaa
Definition gl_rmain.c:190
cvar_t r_transparent_sortarraysize
Definition gl_rmain.c:143
qbool R_CompileShader_CheckStaticParms(void)
Definition gl_rmain.c:861
shaderlanguage_t
Definition render.h:43
@ SHADERLANGUAGE_COUNT
Definition render.h:45
@ SHADERLANGUAGE_GLSL
Definition render.h:44
qbool r_shadow_usingshadowmaportho
Definition r_shadow.c:38
cvar_t r_showparticleedges
Definition gl_rmain.c:94
skinframe_t * R_SkinFrame_FindNextByName(skinframe_t *last, const char *name)
Definition gl_rmain.c:2217
void R_AnimCache_ClearCache(void)
clear the animcache pointers on all known render entities
Definition gl_rmain.c:3762
void GL_Draw_Init(void)
Definition gl_draw.c:747
void CL_VM_DrawHud(double frametime)
Definition csprogs.c:541
void R_DebugLine(vec3_t start, vec3_t end)
Definition gl_rmain.c:10107
void R_Shadow_UpdateBounceGridTexture(void)
Definition r_shadow.c:2755
void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe)
Definition gl_rmain.c:2184
void R_ResetSkyBox(void)
Definition r_sky.c:440
cvar_t developer_texturelogging
Definition gl_rmain.c:231
void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width)
Definition gl_rmain.c:6253
cvar_t r_glsl_offsetmapping_lod
Definition gl_rmain.c:178
rtexture_t * r_shadow_shadowmapvsdcttexture
Definition r_shadow.c:112
void R_BufferData_Reset(void)
free all dynamic vertex/index/uniform buffers
Definition gl_rmain.c:3613
void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
Definition gl_rmain.c:6283
cvar_t r_glsl_offsetmapping_scale
Definition gl_rmain.c:177
void R_Sky(void)
Definition r_sky.c:403
void RSurf_UploadBuffersForBatch(void)
Definition gl_rmain.c:7340
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
Definition gl_rmain.c:321
cvar_t r_shadows_throwdistance
Definition gl_rmain.c:125
void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
Definition gl_rmain.c:9970
void SHOWLMP_drawall(void)
Definition cl_screen.c:1425
cvar_t r_transparent_sortmindist
Definition gl_rmain.c:141
rtexture_t * r_shadow_shadowmap2ddepthtexture
Definition r_shadow.c:111
skinframe_t * R_SkinFrame_LoadMissing(void)
Definition gl_rmain.c:2804
cvar_t r_wateralpha
Definition gl_rmain.c:120
void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
Definition gl_rmain.c:4384
cvar_t r_showcollisionbrushes
Definition gl_rmain.c:89
void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
Definition gl_rmain.c:6921
cvar_t cl_deathfade
Definition cl_main.c:83
skinframe_t * R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
Definition gl_rmain.c:2331
void R_NewExplosion(const vec3_t org)
cvar_t r_shownormals
Definition gl_rmain.c:87
matrix4x4_t r_shadow_shadowmapmatrix
Definition r_shadow.c:62
void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
Definition gl_rmain.c:2176
void R_Shadow_Init(void)
Definition r_shadow.c:601
cvar_t r_transparent_alphatocoverage
Definition gl_rmain.c:79
cvar_t r_novis
Definition model_brush.c:31
int r_shadow_prepass_height
Definition r_shadow.c:118
void R_FrameData_NewFrame(void)
prepare for a new frame, recycles old buffers if a resize occurred previously
Definition gl_rmain.c:3521
cvar_t r_glsl_offsetmapping_reliefmapping
Definition gl_rmain.c:174
cvar_t r_waterwarp
Definition gl_backend.c:13
cvar_t r_speeds
Definition gl_rmain.c:111
void R_Textures_Init(void)
cvar_t r_showcollisionbrushes_polygonoffset
Definition gl_rmain.c:91
cvar_t r_showdisabledepthtest
Definition gl_rmain.c:92
cvar_t r_drawworld
Definition gl_rmain.c:98
rtexture_t * r_shadow_shadowmap2ddepthbuffer
Definition r_shadow.c:110
qbool CL_VM_UpdateView(double frametime)
Definition csprogs.c:484
cvar_t r_drawviewmodel
Definition gl_rmain.c:99
cvar_t r_nearclip
Definition gl_rmain.c:76
cvar_t r_sky
Definition r_sky.c:6
int skyscissor[4]
Definition r_sky.c:12
void LoadFont(qbool override, const char *name, dp_font_t *fnt, float scale, float voffset)
Definition gl_draw.c:330
cvar_t r_trippy
Definition model_brush.c:29
void Mod_RenderInit(void)
cvar_t r_lerpsprites
Definition gl_rmain.c:202
cvar_t r_q3bsp_renderskydepth
Definition gl_rsurf.c:41
void R_Particles_Init(void)
qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
Definition gl_rmain.c:3464
void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size)
Definition gl_rmain.c:9506
cvar_t r_q1bsp_lightmap_updates_combine
Definition gl_rmain.c:258
r_refdef_scene_type_t
Definition render.h:222
@ RST_CLIENT
Definition render.h:223
@ RST_COUNT
Definition render.h:225
@ RST_MENU
Definition render.h:224
cvar_t r_skyscroll2
Definition r_sky.c:8
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)
Definition gl_rsurf.c:298
void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qbool notrippy, qbool ui)
Definition gl_rmain.c:1563
void R_SkyStartFrame(void)
Definition r_sky.c:57
r_refdef_t r_refdef
Definition gl_rmain.c:57
cvar_t r_lerplightstyles
Definition gl_rmain.c:205
rsurfacepass_t
Definition render.h:803
@ RSURFPASS_BACKGROUND
Definition render.h:805
@ RSURFPASS_BASE
Definition render.h:804
@ RSURFPASS_DEFERREDGEOMETRY
Definition render.h:807
@ RSURFPASS_RTLIGHT
Definition render.h:806
rtexture_t * r_texture_white
Definition gl_rmain.c:273
cvar_t r_viewfbo
Definition gl_rmain.c:160
rtexture_t * r_texture_normalizationcube
Definition gl_rmain.c:278
cvar_t r_lerpmodels
Definition gl_rmain.c:203
int r_shadow_viewwidth
Definition r_shadow.c:129
void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
Definition gl_rmain.c:10172
int R_SetSkyBox(const char *sky)
Definition r_sky.c:149
int r_shadow_viewheight
Definition r_shadow.c:130
void * R_FrameData_Store(size_t size, void *data)
allocate some temporary memory and copy this data into it
Definition gl_rmain.c:3573
dp_font_t * FindFont(const char *title, qbool allocate_new)
Definition gl_draw.c:481
void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
Definition gl_rmain.c:7146
cvar_t r_glsl_offsetmapping_lod_distance
Definition gl_rmain.c:179
skinframe_t * R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
Definition gl_rmain.c:2749
void R_AnimCache_CacheVisibleEntities(void)
generate animcache data for all entities marked visible
Definition gl_rmain.c:3874
void gl_backend_init(void)
Definition gl_backend.c:339
cvar_t gl_flashblend
Definition r_shadow.c:236
unsigned int r_queries[MAX_OCCLUSION_QUERIES]
Definition gl_rmain.c:297
float r_shadow_modelshadowmap_texturescale[4]
Definition r_shadow.c:42
dp_FragColor r
dp_FragColor g
vec3 y2
vec3 x2
vec3 normal
dp_FragColor b
ret a
command interpreter state - the tokenizing and execution of commands, as well as pointers to which cv...
Definition cmd.h:127
Definition cvar.h:66
describes the textures to use on a range of triangles in the model, and mins/maxs (AABB) for culling.
qbool ghosttexture_valid
Definition render.h:900
memexpandablearray_t rendertargets
Definition render.h:904
r_rendertarget_t * rt_bloom
Definition render.h:888
rtexture_t * ghosttexture
Definition render.h:890
r_waterstate_t water
Definition render.h:898
r_rendertarget_t * rt_screen
Definition render.h:887
textype_t textype
Definition render.h:883
int maxtempentities
Definition render.h:368
entity_render_t * tempentities
field of temporary entities that is reset each (client) frame
Definition render.h:366
float ambientintensity
Definition render.h:384
float lightmapintensity
Definition render.h:387
entity_render_t ** entities
renderable entities (excluding world)
Definition render.h:361
int numtempentities
Definition render.h:367
model_t * worldmodel
same as worldentity->model
Definition render.h:358
qbool rtworldshadows
Definition render.h:390
qbool rtdlightshadows
Definition render.h:392
entity_render_t * worldentity
the world
Definition render.h:355
double time
(client gameworld) time for rendering time based effects
Definition render.h:352
qbool expandtempentities
Definition render.h:369
float fogplaneviewdist
Definition render.h:421
float fog_height_texcoordscale
Definition render.h:449
qbool oldgl_fogenable
Definition render.h:441
r_refdef_viewcache_t viewcache
Definition render.h:407
int draw2dstage
Definition render.h:452
qbool fogenabled
Definition render.h:440
float fog_start
Definition render.h:436
float fog_height_tablescale
Definition render.h:448
float fogheightfade
Definition render.h:423
float polygonoffset
Definition render.h:459
double lastdrawscreentime
Definition render.h:462
r_refdef_view_t view
Definition render.h:406
float fogmasktabledistmultiplier
Definition render.h:427
float frustumscale_x
Definition render.h:403
unsigned char * fog_height_table1d
Definition render.h:445
float fog_density
Definition render.h:431
qbool fogplaneviewabove
Definition render.h:422
unsigned char * fog_height_table2d
Definition render.h:446
double farclip
Definition render.h:413
float fog_height
Definition render.h:438
float fogrange
Definition render.h:425
float fog_green
Definition render.h:433
float fog_alpha
Definition render.h:435
float fog_fadedepth
Definition render.h:439
r_refdef_scene_t scene
Definition render.h:418
double nearclip
Definition render.h:410
qbool envmap
Definition render.h:455
float polygonfactor
Definition render.h:458
float fograngerecip
Definition render.h:426
float fog_end
Definition render.h:437
int fog_height_tablesize
Definition render.h:447
float fog_blue
Definition render.h:434
float fogmasktable_alpha
Definition render.h:430
float fog_red
Definition render.h:432
vec3_t left
Definition render.h:269
qbool useclipplane
Definition render.h:274
qbool clear
whether to call R_ClearScreen before rendering stuff
Definition render.h:305
qbool usecustompvs
uses r_refdef.viewcache.pvsbits as-is rather than computing it
Definition render.h:275
float colorscale
global RGB color multiplier for rendering
Definition render.h:302
qbool showdebug
Definition render.h:314
vec3_t right
Definition render.h:270
int numfrustumplanes
Definition render.h:272
float quality
render quality (0 to 1) - affects r_drawparticles_drawdistance and others
Definition render.h:321
int cullface_back
Definition render.h:318
float frustum_x
Definition render.h:277
vec3_t origin
Definition render.h:267
int useperspective
if turned off it renders an ortho view
Definition render.h:280
qbool isoverlay
if true, don't clear or do any post process effects (bloom, etc)
Definition render.h:307
float ortho_x
Definition render.h:287
r_viewport_t viewport
note: if r_viewscale is used, the viewport.width and viewport.height may be less than width and heigh...
Definition render.h:296
qbool ismain
if true, this is the MAIN view (which is, after CSQC, copied into the scene for use e....
Definition render.h:309
int cullface_front
Definition render.h:317
matrix4x4_t inverse_matrix
Definition render.h:266
vec3_t forward
Definition render.h:268
mplane_t clipplane
Definition render.h:276
int usevieworiginculling
allows visibility culling based on the view origin (e.g.
Definition render.h:286
unsigned char * world_leafvisible
Definition render.h:341
unsigned char * world_pvsbits
Definition render.h:340
qbool world_novis
if true, the view is currently in a leaf without pvs data
Definition render.h:344
unsigned char * world_surfacevisible
Definition render.h:342
unsigned char * entityvisible
which entities are currently visible for this viewpoint (the used range is 0...r_refdef....
Definition render.h:336
qbool depthisrenderbuffer
Definition render.h:828
rtexture_t * depthtexture
Definition render.h:835
textype_t depthtextype
Definition render.h:826
double lastusetime
Definition render.h:839
matrix4x4_t projectmatrix
actual projection matrix (transforms from viewspace to screen)
Definition render.h:242
matrix4x4_t viewmatrix
actual matrix for rendering (transforms to viewspace)
Definition render.h:241
r_viewport_type_t type
Definition render.h:249
matrix4x4_t cameramatrix
from entity (transforms from camera entity to world)
Definition render.h:240
qbool renderingscene
Definition render.h:876
int maxwaterplanes
Definition render.h:867
int numwaterplanes
Definition render.h:868
int textureheight
Definition render.h:864
int cameraheight
Definition render.h:865
qbool hideplayer
Definition render.h:877
int waterheight
Definition render.h:863
qbool enabled
Definition render.h:874
unsigned char * pvsbits
Definition render.h:854
r_rendertarget_t * rt_refraction
Definition render.h:849
r_rendertarget_t * rt_camera
Definition render.h:851
r_rendertarget_t * rt_reflection
Definition render.h:850
float * color4f
Definition render.h:166
int numtriangles
Definition render.h:169
float epsilon2
Definition render.h:172
int * element3i
Definition render.h:170
float * vertex3f
Definition render.h:160
int maxvertices
Definition render.h:158
float * normal3f
Definition render.h:163
float * texcoord2f
Definition render.h:164
float * texcoordlightmap2f
Definition render.h:165
float * tvector3f
Definition render.h:162
int maxtriangles
Definition render.h:168
float * svector3f
Definition render.h:161
int numvertices
Definition render.h:159
int batchskeletalindex4ub_bufferoffset
Definition render.h:696
int batchvertex3f_bufferoffset
Definition render.h:675
int modelskeletalweight4ub_bufferoffset
Definition render.h:648
qbool uselightmaptexture
Definition render.h:738
vec3_t localvieworigin
Definition render.h:728
int * modelelement3i
Definition render.h:649
float * modellightmapcolor4f
Definition render.h:634
int * batchelement3i
Definition render.h:700
unsigned short * batchelement3s
Definition render.h:703
const msurface_t * modelsurfaces
Definition render.h:658
float * entityskeletaltransform3x4
Definition render.h:618
unsigned char * modelskeletalindex4ub
Definition render.h:643
const rtlight_t * rtlight
Definition render.h:748
const msurface_t ** batchmultidrawsurfacelist
Definition render.h:668
int modeltvector3f_bufferoffset
Definition render.h:630
int batchskeletalweight4ub_bufferoffset
Definition render.h:699
int batchelement3s_bufferoffset
Definition render.h:705
float * batchtexcoordlightmap2f
Definition render.h:691
float * batchtexcoordtexture2f
Definition render.h:688
int batchnumtriangles
Definition render.h:672
int batchelement3i_bufferoffset
Definition render.h:702
float inversematrixscale
Definition render.h:723
int modelelement3i_bufferoffset
Definition render.h:651
const r_meshbuffer_t * batchtexcoordlightmap2f_vertexbuffer
Definition render.h:692
float * batchsvector3f
Definition render.h:676
int modelsvector3f_bufferoffset
Definition render.h:627
unsigned short * modelelement3s
Definition render.h:652
matrix4x4_t entitytolight
Definition render.h:754
float fogplaneviewdist
Definition render.h:744
rtexture_t * lightmaptexture
Definition render.h:734
int batchtexcoordlightmap2f_bufferoffset
Definition render.h:693
int modeltexcoordlightmap2f_bufferoffset
Definition render.h:642
int * modellightmapoffsets
Definition render.h:655
const r_meshbuffer_t * modellightmapcolor4f_vertexbuffer
Definition render.h:635
int modelelement3s_bufferoffset
Definition render.h:654
matrix4x4_t entitytoattenuationz
Definition render.h:759
int batchnormal3f_bufferoffset
Definition render.h:684
unsigned char * batchskeletalindex4ub
Definition render.h:694
const r_meshbuffer_t * batchlightmapcolor4f_vertexbuffer
Definition render.h:686
float * modeltvector3f
Definition render.h:628
float basepolygonfactor
Definition render.h:730
float fogheightfade
Definition render.h:743
int batchnumvertices
Definition render.h:670
const r_meshbuffer_t * modeltexcoordlightmap2f_vertexbuffer
Definition render.h:641
const r_meshbuffer_t * batchsvector3f_vertexbuffer
Definition render.h:677
qbool modelgeneratedvertex
Definition render.h:611
float fogmasktabledistmultiplier
Definition render.h:741
float * modeltexcoordtexture2f
Definition render.h:637
int modellightmapcolor4f_bufferoffset
Definition render.h:636
const r_meshbuffer_t * batchtvector3f_vertexbuffer
Definition render.h:680
rtexture_t * deluxemaptexture
Definition render.h:735
int batchlightmapcolor4f_bufferoffset
Definition render.h:687
const r_meshbuffer_t * entityskeletaltransform3x4buffer
Definition render.h:619
float fograngerecip
Definition render.h:740
unsigned char * modelskeletalweight4ub
Definition render.h:646
const r_meshbuffer_t * modelvertex3f_vertexbuffer
Definition render.h:623
const r_meshbuffer_t * batchvertex3f_vertexbuffer
Definition render.h:674
matrix4x4_t matrix
Definition render.h:719
int modelnumtriangles
Definition render.h:657
texture_t * texture
Definition render.h:733
const r_meshbuffer_t * modelnormal3f_vertexbuffer
Definition render.h:632
float * modelsvector3f
Definition render.h:625
int modelnormal3f_bufferoffset
Definition render.h:633
int entityskeletaltransform3x4size
Definition render.h:621
entity_render_t * entity
Definition render.h:767
const r_meshbuffer_t * modelelement3s_indexbuffer
Definition render.h:653
float * modelvertex3f
Definition render.h:622
int batchtvector3f_bufferoffset
Definition render.h:681
int batchfirsttriangle
Definition render.h:671
int entityskeletaltransform3x4offset
Definition render.h:620
const r_meshbuffer_t * modeltvector3f_vertexbuffer
Definition render.h:629
const r_meshbuffer_t * batchtexcoordtexture2f_vertexbuffer
Definition render.h:689
float * batchtvector3f
Definition render.h:679
vec3_t entitylightorigin
Definition render.h:751
int modelskeletalindex4ub_bufferoffset
Definition render.h:645
const r_meshbuffer_t * batchskeletalweight4ub_vertexbuffer
Definition render.h:698
int ent_alttextures
Definition render.h:716
int modelnumvertices
Definition render.h:656
int entityskeletalnumtransforms
Definition render.h:617
const r_meshbuffer_t * batchskeletaltransform3x4buffer
Definition render.h:708
int batchskeletalnumtransforms
Definition render.h:706
int batchfirstvertex
Definition render.h:669
const r_meshbuffer_t * batchelement3i_indexbuffer
Definition render.h:701
float * modeltexcoordlightmap2f
Definition render.h:640
float matrixscale
Definition render.h:722
int modelvertex3f_bufferoffset
Definition render.h:624
int batchskeletaltransform3x4size
Definition render.h:710
float basepolygonoffset
Definition render.h:731
float * modelnormal3f
Definition render.h:631
const r_meshbuffer_t * batchnormal3f_vertexbuffer
Definition render.h:683
int modeltexcoordtexture2f_bufferoffset
Definition render.h:639
const r_meshbuffer_t * modelskeletalindex4ub_vertexbuffer
Definition render.h:644
matrix4x4_t entitytoattenuationxyz
Definition render.h:757
int batchskeletaltransform3x4offset
Definition render.h:709
int batchmultidrawnumsurfaces
Definition render.h:667
double shadertime
Definition render.h:717
float * batchvertex3f
Definition render.h:673
unsigned char * batchskeletalweight4ub
Definition render.h:697
float * batchnormal3f
Definition render.h:682
const r_meshbuffer_t * modelelement3i_indexbuffer
Definition render.h:650
const r_meshbuffer_t * modelsvector3f_vertexbuffer
Definition render.h:626
qbool forcecurrenttextureupdate
Definition render.h:610
const r_meshbuffer_t * modelskeletalweight4ub_vertexbuffer
Definition render.h:647
float * batchskeletaltransform3x4
Definition render.h:707
int batchsvector3f_bufferoffset
Definition render.h:678
skeleton_t * skeleton
Definition render.h:726
int batchtexcoordtexture2f_bufferoffset
Definition render.h:690
matrix4x4_t inversematrix
Definition render.h:720
const r_meshbuffer_t * batchelement3s_indexbuffer
Definition render.h:704
const r_meshbuffer_t * batchskeletalindex4ub_vertexbuffer
Definition render.h:695
qbool batchgeneratedvertex
Definition render.h:665
float * batchlightmapcolor4f
Definition render.h:685
qbool batchmultidraw
Definition render.h:666
const r_meshbuffer_t * modeltexcoordtexture2f_vertexbuffer
Definition render.h:638
static vec3_t up
Definition sv_user.c:305