openmohaa/code/renderer/tr_local.h
smallmodel 6fe1e86b31
Automatically scale UI elements for high resolutions
This fixes UI elements being tiny on high resolutions like 4K. Now most UI elements will scale automatically with resolutions above 1920x1080.
2024-11-30 22:40:00 +01:00

2469 lines
69 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#pragma once
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "tr_public.h"
#include "../renderercommon/qgl.h"
#include "qgl.h"
#ifdef __cplusplus
#define GLE(ret, name, ...) extern "C" name##proc * qgl##name;
#else
#define GLE(ret, name, ...) extern name##proc * qgl##name;
#endif
QGL_1_1_PROCS;
QGL_1_1_FIXED_FUNCTION_PROCS;
QGL_1_3_PROCS;
QGL_DESKTOP_1_1_PROCS;
QGL_DESKTOP_1_1_FIXED_FUNCTION_PROCS;
QGL_3_0_PROCS;
#undef GLE
#ifdef __cplusplus
extern "C" {
#endif
#define GL_INDEX_TYPE GL_UNSIGNED_INT
typedef unsigned int glIndex_t;
// fast float to int conversion
#if id386 && !( (defined __linux__ || defined __FreeBSD__ ) && (defined __i386__ ) ) // rb010123
long myftol( float f );
#else
#define myftol(x) ((int)(x))
#endif
// everything that is needed by the backend needs
// to be double buffered to allow it to run in
// parallel on a dual cpu machine
#define SMP_FRAMES 2
// 12 bits
// see QSORT_SHADERNUM_SHIFT
#define MAX_SHADERS 16384
//#define MAX_SHADER_STATES 2048
#define MAX_STATES_PER_SHADER 32
#define MAX_STATE_NAME 32
// can't be increased without changing bit packing for drawsurfs
typedef struct skelSurfaceGame_s skelSurfaceGame_t;
typedef struct staticSurface_s staticSurface_t;
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
typedef enum {
SF_BAD,
SF_SKIP, // ignore
SF_FACE,
SF_GRID,
SF_POLY,
SF_MARK_FRAG,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_DISPLAY_LIST,
SF_TIKI_SKEL,
SF_TIKI_STATIC,
SF_SWIPE,
SF_SPRITE,
SF_TERRAIN_PATCH,
SF_TRIANGLES,
SF_MD3,
SF_MD4,
SF_NUM_SURFACE_TYPES,
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
typedef struct {
struct mnode_s* cntNode;
struct msurface_s* skySurfs[32];
int numSurfs;
vec3_t offset;
vec3_t mins;
vec3_t maxs;
} portalsky_t;
typedef struct {
vec3_t transformed;
int index;
} sphere_dlight_t;
typedef enum {
LIGHT_POINT,
LIGHT_DIRECTIONAL,
LIGHT_SPOT,
LIGHT_SPOT_FAST
} lighttype_t;
typedef struct reallightinfo_s {
vec3_t color;
lighttype_t eType;
float fIntensity;
float fDist;
float fSpotSlope;
float fSpotConst;
float fSpotScale;
vec3_t vOrigin;
vec3_t vDirection;
} reallightinfo_t;
typedef float cube_entry_t[3][4];
typedef struct {
vec3_t origin;
vec3_t worldOrigin;
vec3_t traceOrigin;
float radius;
struct mnode_s* leaves[8];
void(*TessFunction) (unsigned char* dstColors);
union {
unsigned char level[4];
int value;
} ambient;
int numRealLights;
reallightinfo_t light[MAX_REAL_LIGHTS];
int bUsesCubeMap;
float cubemap[24][3][4];
} sphereor_t;
typedef struct spherel_s {
vec3_t origin;
vec3_t color;
float intensity;
struct mnode_s* leaf;
int needs_trace;
int spot_light;
float spot_radiusbydistance;
vec3_t spot_dir;
int reference_count;
} spherel_t;
typedef struct dlight_s {
vec3_t origin;
vec3_t color; // range from 0.0 to 1.0, should be color normalized
float radius;
dlighttype_t type;
vec3_t transformed; // origin in local coordinate system
} dlight_t;
// a trRefEntity_t has all the information passed in by
// the client game, as well as some locally derived info
typedef struct {
refEntity_t e;
float axisLength; // compensate for non-normalized axis
qboolean needDlights; // true for bmodels that touch a dlight
qboolean bLightGridCalculated;
int iGridLighting;
float lodpercentage[2];
qboolean sphereCalculated;
int lightingSphere;
//
// old lighting variables
//
vec3_t lightDir; // normalized direction towards light
vec3_t ambientLight; // color normalized to 0-255
int ambientLightInt; // 32 bit rgba packed
vec3_t directedLight;
} trRefEntity_t;
typedef struct refSprite_s {
surfaceType_t surftype;
int hModel;
int shaderNum;
float origin[3];
float scale;
float axis[3][3];
unsigned char shaderRGBA[4];
int renderfx;
float shaderTime;
} refSprite_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 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 bytesUsed;
int internalFormat;
int TMU; // only needed for voodoo2
int numMipmaps;
qboolean dynamicallyUpdated;
qboolean allowPicmip;
qboolean force32bit;
int wrapClampModeX;
int wrapClampModeY;
int r_sequence;
int UseCount;
struct image_s* next;
} image_t;
//===============================================================================
typedef enum {
SS_BAD,
SS_PORTAL, // mirrors, portals, viewscreens
SS_PORTALSKY,
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_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 {
USE_S_COORDS,
USE_T_COORDS
} texDirection_t;
typedef enum {
DEFORM_NONE,
DEFORM_WAVE,
DEFORM_NORMALS,
DEFORM_BULGE,
DEFORM_MOVE,
DEFORM_AUTOSPRITE,
DEFORM_AUTOSPRITE2,
DEFORM_LIGHTGLOW,
DEFORM_FLAP_S,
DEFORM_FLAP_T
} deform_t;
typedef enum {
AGEN_IDENTITY,
AGEN_SKIP,
AGEN_ENTITY,
AGEN_ONE_MINUS_ENTITY,
AGEN_VERTEX,
AGEN_ONE_MINUS_VERTEX,
AGEN_LIGHTING_SPECULAR,
AGEN_WAVEFORM,
AGEN_PORTAL,
AGEN_NOISE,
AGEN_DOT,
AGEN_ONE_MINUS_DOT,
AGEN_CONSTANT,
AGEN_GLOBAL_ALPHA,
AGEN_SKYALPHA,
AGEN_ONE_MINUS_SKYALPHA,
AGEN_SCOORD,
AGEN_TCOORD,
AGEN_DIST_FADE,
AGEN_ONE_MINUS_DIST_FADE,
AGEN_TIKI_DIST_FADE,
AGEN_ONE_MINUS_TIKI_DIST_FADE,
AGEN_DOT_VIEW,
AGEN_ONE_MINUS_DOT_VIEW,
AGEN_HEIGHT_FADE,
} 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_MULTIPLY_BY_WAVEFORM,
CGEN_LIGHTING_GRID,
CGEN_LIGHTING_SPHERICAL,
CGEN_CONSTANT,
CGEN_NOISE,
CGEN_GLOBAL_COLOR,
CGEN_STATIC,
CGEN_SCOORD,
CGEN_TCOORD,
CGEN_DOT,
CGEN_ONE_MINUS_DOT
} colorGen_t;
typedef enum {
TCGEN_BAD,
TCGEN_IDENTITY, // clear to 0,0
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_VECTOR, // S and T from world coordinates
TCGEN_ENVIRONMENT_MAPPED2,
TCGEN_SUN_REFLECTION,
TCGEN_FOG
} 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_NOISE,
TMOD_OFFSET,
TMOD_PARALLAX,
TMOD_MACRO,
TMOD_WAVETRANS,
TMOD_WAVETRANT,
TMOD_BULGETRANS
} 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_PARALLAX
float rate[2];
// used for TMOD_SCROLL
float scroll[2]; // s' = s + scroll[0] * time
// t' = t + scroll[1] * time
// + = clockwise
// - = counterclockwise
float rotateSpeed;
float rotateStart;
float rotateCoef;
} texModInfo_t;
#define MAX_IMAGE_ANIMATIONS 64
#define BUNDLE_ANIMATE_ONCE 1
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
float imageAnimationSpeed;
float imageAnimationPhase;
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
int numTexMods;
texModInfo_t *texMods;
int videoMapHandle;
qboolean isLightmap;
qboolean vertexLightmap;
qboolean isVideoMap;
int flags;
} textureBundle_t;
#define NUM_TEXTURE_BUNDLES 2
typedef struct {
qboolean active;
qboolean hasNormalMap;
textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
image_t *normalMap;
int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
waveForm_t rgbWave;
colorGen_t rgbGen;
waveForm_t alphaWave;
alphaGen_t alphaGen;
unsigned stateBits; // GLS_xxxx mask
qboolean noMipMaps;
qboolean noPicMip;
qboolean force32bit;
float alphaMin;
float alphaMax;
vec3_t specOrigin;
byte colorConst[4]; // for CGEN_CONST and AGEN_CONST
byte alphaConst;
byte alphaConstMin;
} shaderStage_t;
struct shaderCommands_s;
#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 enum {
SPRITE_PARALLEL,
SPRITE_PARALLEL_ORIENTED,
SPRITE_ORIENTED,
SPRITE_PARALLEL_UPRIGHT
} spriteType_t;
typedef struct {
spriteType_t type;
float scale;
} spriteParms_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;
spriteParms_t sprite;
qboolean isPortalSky;
float subdivisions;
float fDistRange;
float fDistNear;
fogParms_t fogParms;
float portalRange; // distance to fog out at
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
qboolean polygonOffset; // set for decals and other items that must be offset
qboolean noMipMaps; // for console fonts, 2D elements, etc.
qboolean noPicMip; // for images that must always be full resolution
fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
qboolean needsNormal; // not all shaders will need all data to be gathered
qboolean needsST1;
qboolean needsST2;
qboolean needsColor;
int numDeforms;
deformStage_t deforms[MAX_SHADER_DEFORMS];
int numUnfoggedPasses;
shaderStage_t * unfoggedStages[MAX_SHADER_STAGES];
int needsLGrid;
int needsLSpherical;
int stagesWithAlphaFog;
int flags;
void (*optimalStageIteratorFunc)( void );
float clampTime; // time this shader is clamped to
float timeOffset; // current time offset for this shader
int numStates; // if non-zero this is a state shader
struct shader_s *currentShader; // current state if this is a state shader
struct shader_s *parentShader; // current state if this is a state shader
int currentState; // current state index for cycle purposes
long expireTime; // time in milliseconds this expires
struct shader_s *remappedShader; // current shader this one is remapped too
int shaderStates[MAX_STATES_PER_SHADER]; // index to valid shader states
struct shader_s *next;
} shader_t;
typedef struct shaderState_s {
char shaderName[MAX_QPATH]; // name of shader this state belongs to
char name[MAX_STATE_NAME]; // name of this state
char stateShader[MAX_QPATH]; // shader this name invokes
int cycleTime; // time this cycle lasts, <= 0 is forever
shader_t *shader;
} shaderState_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
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
float 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_sprites;
refSprite_t *sprites;
int num_dlights;
struct dlight_s *dlights;
int numTerMarks;
struct srfMarkFragment_s *terMarks;
int numPolys;
struct srfPoly_s *polys;
int numDrawSurfs;
struct drawSurf_s *drawSurfs;
int numSpriteSurfs;
struct drawSurf_s *spriteSurfs;
int numStaticModels;
struct cStaticModelUnpacked_s *staticModels;
int numStaticModelData;
unsigned char *staticModelData;
qboolean sky_portal;
float sky_alpha;
vec3_t sky_origin;
vec3_t sky_axis[3];
// added in 2.0
//==
qboolean skybox_farplane;
qboolean render_terrain;
//==
} trRefdef_t;
//=================================================================================
// skins allow models to be retextured without modifying the model file
typedef struct {
char name[MAX_QPATH];
shader_t *shader;
} skinSurface_t;
typedef struct skin_s {
char name[MAX_QPATH]; // game path, including extension
int numSurfaces;
skinSurface_t *surfaces[MD3_MAX_SURFACES];
} skin_t;
typedef struct {
int originalBrushNumber;
vec3_t bounds[2];
unsigned colorInt; // in packed byte format
float tcScale; // texture coordinate vector scales
fogParms_t parms;
// for clipping distance in fog when outside
qboolean hasSurface;
float surface[4];
} fog_t;
typedef struct depthfog_s {
float len;
float oolen;
int enabled;
int extrafrustums;
} depthfog_t;
typedef struct {
orientationr_t ori;
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
qboolean isPortalSky; // since 2.0 whether or not this view is a portal sky
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[5];
vec3_t visBounds[2];
float zFar;
depthfog_t fog;
float farplane_distance;
float farplane_bias; // added in 2.0
float farplane_color[3];
qboolean farplane_cull;
qboolean renderTerrain; // added in 2.0
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
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 numVerts;
polyVert_t *verts;
int renderfx;
} srfPoly_t;
typedef struct srfMarkFragment_s {
surfaceType_t surfaceType;
int iIndex;
int numVerts;
polyVert_t* verts;
} srfMarkFragment_t;
typedef struct srfDisplayList_s {
surfaceType_t surfaceType;
int listNum;
} srfDisplayList_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[SMP_FRAMES];
int dlightMap[SMP_FRAMES];
// culling information
vec3_t meshBounds[2];
vec3_t localOrigin;
float meshRadius;
// lightmap data
float lightmapOffset[2];
int lmX;
int lmY;
int lmWidth;
int lmHeight;
unsigned char *lmData;
// 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[SMP_FRAMES];
int dlightMap[SMP_FRAMES];
float lightmapOffset[2];
int lmWidth;
int lmHeight;
int lmX;
int lmY;
byte* lmData;
vec3_t lmOrigin;
vec3_t lmVecs[2];
vec3_t lmInverseVecs[2];
// 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[SMP_FRAMES];
// 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;
typedef union varnodeUnpacked_u {
float fVariance;
int flags;
/*
struct {
#if !Q3_BIG_ENDIAN
byte flags;
unsigned char unused[3];
#else
unsigned char unused[3];
byte flags;
#endif
} s;
*/
} varnodeUnpacked_t;
typedef unsigned short terraInt;
typedef struct terrainVert_s {
vec3_t xyz;
vec2_t texCoords[2];
float fVariance;
float fHgtAvg;
float fHgtAdd;
unsigned int uiDistRecalc;
terraInt nRef;
terraInt iVertArray;
byte* pHgt;
terraInt iNext;
terraInt iPrev;
} terrainVert_t;
typedef struct terraTri_s {
unsigned short iPt[3];
terraInt nSplit;
unsigned int uiDistRecalc;
struct cTerraPatchUnpacked_s* patch;
varnodeUnpacked_t* varnode;
terraInt index;
byte lod;
byte byConstChecks;
terraInt iLeft;
terraInt iRight;
terraInt iBase;
terraInt iLeftChild;
terraInt iRightChild;
terraInt iParent;
terraInt iPrev;
terraInt iNext;
} terraTri_t;
typedef struct srfTerrain_s {
surfaceType_t surfaceType;
terraInt iVertHead;
terraInt iTriHead;
terraInt iTriTail;
terraInt iMergeHead;
int nVerts;
int nTris;
int lmapSize;
int dlightBits[2];
float lmapStep;
int dlightMap[2];
byte* lmData;
float lmapX;
float lmapY;
} srfTerrain_t;
typedef struct cTerraPatchUnpacked_s {
srfTerrain_t drawinfo;
int viewCount;
int visCountCheck;
int visCountDraw;
int frameCount;
unsigned int uiDistRecalc;
float s;
float t;
vec2_t texCoord[2][2];
float x0;
float y0;
float z0;
float zmax;
shader_t* shader;
short int iNorth;
short int iEast;
short int iSouth;
short int iWest;
struct cTerraPatchUnpacked_s* pNextActive;
varnodeUnpacked_t varTree[2][63];
unsigned char heightmap[81];
byte flags;
byte byDirty;
} cTerraPatchUnpacked_t;
typedef struct srfStaticModel_s {
surfaceType_t surfaceType;
struct cStaticModelUnpacked_s* parent;
} srfStaticModel_t;
typedef struct cStaticModelUnpacked_s {
qboolean useSpecialLighting;
qboolean bLightGridCalculated;
qboolean bRendered;
char model[128];
vec3_t origin;
vec3_t angles;
vec3_t axis[3];
float scale;
int firstVertexData;
int numVertexData;
int visCount;
dtiki_t* tiki;
sphere_dlight_t dlights[MAX_DLIGHTS];
int numdlights;
float radius;
float cull_radius;
int iGridLighting;
float lodpercentage[2];
} cStaticModelUnpacked_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
int frameCount;
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;
spherel_t** lights;
int numlights;
msurface_t **firstmarksurface;
int nummarksurfaces;
int firstTerraPatch;
int numTerraPatches;
int firstStaticModel;
int numStaticModels;
void** pFirstMarkFragment;
int iNumMarkFragment;
} mnode_t;
typedef struct {
vec3_t bounds[2]; // for culling
msurface_t *firstSurface;
int numSurfaces;
void** pFirstMarkFragment;
int iNumMarkFragment;
int frameCount;
qboolean hasLightmap;
} bmodel_t;
typedef struct {
float width;
float height;
float origin_x;
float origin_y;
float scale;
shader_t* shader;
} sprite_t;
typedef struct {
char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
char baseName[MAX_QPATH]; // ie: tim_dm2
int dataSize;
int numShaders;
dshader_t *shaders;
int numBmodels;
bmodel_t *bmodels;
int numplanes;
cplane_t *planes;
int numnodes; // includes leafs
int numDecisionNodes;
mnode_t *nodes;
int numsurfaces;
msurface_t *surfaces;
int nummarksurfaces;
msurface_t **marksurfaces;
vec3_t lightGridMins;
vec3_t lightGridSize;
vec3_t lightGridOOSize;
int lightGridBounds[3];
unsigned short* lightGridOffsets;
byte *lightGridData;
byte lightGridPalette[768];
int numTerraPatches;
cTerraPatchUnpacked_t* terraPatches;
cTerraPatchUnpacked_t* activeTerraPatches;
int numVisTerraPatches;
cTerraPatchUnpacked_t** visTerraPatches;
int numStaticModelData;
byte* staticModelData;
int numStaticModels;
cStaticModelUnpacked_t* staticModels;
int numVisStaticModels;
cStaticModelUnpacked_t** visStaticModels;
int numClusters;
int clusterBytes;
const byte *vis; // may be passed in by CM_LoadMap to save space
byte *novis; // clusterBytes of 0xff
byte *lighting;
} world_t;
//======================================================================
typedef enum {
MOD_BAD,
MOD_BRUSH,
MOD_TIKI,
MOD_SPRITE
} modtype_t;
typedef struct model_s {
char name[MAX_QPATH];
modtype_t type;
int index; // model = tr.models[model->index]
qboolean serveronly;
union {
bmodel_t* bmodel;
dtiki_t* tiki;
sprite_t* sprite;
} d;
} model_t;
#define MAX_MOD_KNOWN 1024
void R_ModelInit (void);
model_t *R_GetModelByHandle( qhandle_t hModel );
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
float frac, const char *tagName );
void R_Modellist_f (void);
//====================================================
extern refimport_t ri;
#define MAX_DRAWIMAGES 2048
#define MAX_LIGHTMAPS 256
#define MAX_SKINS 1024
#define MAX_SPHERE_LIGHTS 512
#define MAX_DRAWSURFS 0x10000
#define MAX_SPRITESURFS 0x8000
#define DRAWSURF_MASK (MAX_DRAWSURFS-1)
#define MAX_SPRITE_DIST 16384.0f
#define MAX_SPRITE_DIST_SQUARED (MAX_SPRITE_DIST * MAX_SPRITE_DIST)
/*
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:
21 - 31 : sorted shader index
11 - 20 : entity index
2 - 6 : fog index
//2 : used to be clipped flag REMOVED - 03.21.00 rad
0 - 1 : dlightmap index
TTimo - 1.32
17-31 : sorted shader index
7-16 : entity index
2-6 : fog index
0-1 : dlightmap index
*/
#define QSORT_SHADERNUM_SHIFT 21 // was 22, decreased in 2.30
#define QSORT_ENTITYNUM_SHIFT 8
#define QSORT_FOGNUM_SHIFT 2
#define QSORT_REFENTITYNUM_SHIFT 7
#define QSORT_STATICMODEL_SHIFT 20 // was 21, decreased in 2.30
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;
int c_dlightMaps;
int c_dlightTexels;
} 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;
int cntTexEnvExt;
int cntnvblendmode;
long unsigned int glStateBits;
long unsigned int externalSetState;
vec4_t fFogColor;
} glstate_t;
typedef struct {
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes, c_characterlights;
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 {
int smpFrame;
trRefdef_t refdef;
viewParms_t viewParms;
orientationr_t ori;
backEndCounters_t pc;
qboolean isHyperspace;
trRefEntity_t *currentEntity;
qboolean skyRenderedThisView; // flag for drawing sun
sphereor_t spheres[MAX_SPHERE_LIGHTS];
unsigned short numSpheresUsed;
sphereor_t* currentSphere;
sphereor_t spareSphere;
sphereor_t hudSphere;
cStaticModelUnpacked_t* currentStaticModel;
int dsStreamVert;
qboolean in2D; // if qtrue, drawstretchpic doesn't need to change modes
byte color2D[4];
qboolean vertexes2D; // shader needs to be finished
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
int backEndMsec;
float shaderStartTime;
} 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 smpFrame; // toggles from 0 to 1 every endFrame
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;
image_t *fogImage;
image_t *dlightImage; // inverse-quare highlight for projective adding
image_t *flareImage;
image_t *whiteImage; // full of 0xff
image_t *identityLightImage; // full of tr.identityLightByte
image_t *dlightImages[15];
shader_t *defaultShader;
shader_t *shadowShader;
shader_t *projectionShadowShader;
shader_t *flareShader;
shader_t *sunShader;
int numLightmaps;
image_t *lightmaps[MAX_LIGHTMAPS];
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
int currentSpriteNum;
int shiftedEntityNum; // currentEntityNum << QSORT_ENTITYNUM_SHIFT
int shiftedIsStatic;
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
int overbrightShift;
float overbrightMult;
int needsLightScale;
orientationr_t ori; // for current entity
portalsky_t portalsky;
qboolean skyRendered;
qboolean portalRendered;
trRefdef_t refdef;
int viewCluster;
vec3_t sunLight; // from the sky shader for this level
vec3_t sunDirection;
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];
spherel_t sSunLight;
spherel_t sLights[1532];
int numSLights;
int rendererhandle;
qboolean shadersParsed;
int frame_skel_index;
int skel_index[1024];
fontheader_t* pFontDebugStrings;
int farclip;
} 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
// These 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;
extern qboolean haveClampToEdge;
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
extern int r_sequencenumber;
//
// cvars
//
extern cvar_t *r_flareSize;
extern cvar_t *r_flareFade;
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_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_stereo; // desired pixelformat stereo flag
extern cvar_t *r_textureDetails;
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_measureOverdraw; // enables stencil buffer overdraw measurement
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_fastdlights;
extern cvar_t *r_drawSun; // controls drawing of sun quad
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_drawentitypoly;
extern cvar_t *r_drawstaticmodels;
extern cvar_t *r_drawstaticmodelpoly;
extern cvar_t *r_drawbrushes;
extern cvar_t *r_drawbrushmodels;
extern cvar_t *r_drawstaticdecals;
extern cvar_t *r_drawterrain;
extern cvar_t *r_drawsprites;
extern cvar_t *r_drawspherelights;
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_showcull;
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_maxmode;
extern cvar_t *r_vidmode1024;
extern cvar_t *r_vidmodemax;
extern cvar_t *r_fullscreen;
extern cvar_t *r_gamma;
extern cvar_t *r_displayRefresh; // optional display refresh option
extern cvar_t *r_ignorehwgamma; // overrides hardware gamma capabilities
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_gamma_control;
extern cvar_t *r_ext_texenv_op;
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_env_combine;
extern cvar_t *r_ext_aniso_filter;
extern cvar_t *r_ext_max_anisotropy;
extern cvar_t *r_forceClampToEdge;
extern cvar_t *r_geForce3WorkAround;
extern cvar_t *r_reset_tc_array;
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_lerpmodels;
extern cvar_t *r_roundImagesDown;
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
extern cvar_t *r_picmip; // controls picmip values
extern cvar_t *r_finish;
extern cvar_t *r_drawBuffer;
extern cvar_t *r_glDriver;
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_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_showhbox;
extern cvar_t *r_showstaticbboxes;
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_entlight_scale;
extern cvar_t *r_entlight_errbound;
extern cvar_t *r_entlight_cubelevel;
extern cvar_t *r_entlight_cubefraction;
extern cvar_t *r_entlight_maxcalc;
extern cvar_t *r_flares; // light flares
extern cvar_t *r_intensity;
extern cvar_t *r_lockpvs;
extern cvar_t *r_noportals;
extern cvar_t *r_entlightmap;
extern cvar_t *r_fastentlight;
extern cvar_t *r_portalOnly;
extern cvar_t *r_subdivisions;
extern cvar_t *r_lodCurveError;
extern cvar_t *r_smp;
extern cvar_t *r_showSmp;
extern cvar_t *r_skipBackEnd;
extern cvar_t *r_ignoreGLErrors;
extern cvar_t *r_overBrightBits;
extern cvar_t *r_mapOverBrightBits;
extern cvar_t *r_debugSurface;
extern cvar_t *r_showImages;
extern cvar_t *r_showlod;
extern cvar_t *r_showstaticlod;
extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_saveFontData;
extern cvar_t* r_staticlod;
extern cvar_t* r_lodscale;
extern cvar_t* r_lodcap;
extern cvar_t* r_lodviewmodelcap;
extern cvar_t* r_uselod;
extern cvar_t* lod_LOD;
extern cvar_t* lod_minLOD;
extern cvar_t* lod_maxLOD;
extern cvar_t* lod_LOD_slider;
extern cvar_t* lod_curve_0_val;
extern cvar_t* lod_curve_1_val;
extern cvar_t* lod_curve_2_val;
extern cvar_t* lod_curve_3_val;
extern cvar_t* lod_curve_4_val;
extern cvar_t* lod_edit_0;
extern cvar_t* lod_edit_1;
extern cvar_t* lod_edit_2;
extern cvar_t* lod_edit_3;
extern cvar_t* lod_edit_4;
extern cvar_t* lod_curve_0_slider;
extern cvar_t* lod_curve_1_slider;
extern cvar_t* lod_curve_2_slider;
extern cvar_t* lod_curve_3_slider;
extern cvar_t* lod_curve_4_slider;
extern cvar_t* lod_pitch_val;
extern cvar_t* lod_zee_val;
extern cvar_t* lod_mesh;
extern cvar_t* lod_meshname;
extern cvar_t* lod_tikiname;
extern cvar_t* lod_metric;
extern cvar_t* lod_tris;
extern cvar_t* lod_position;
extern cvar_t* lod_save;
extern cvar_t* lod_tool;
extern cvar_t* sys_cpuid;
extern cvar_t* r_sse;
extern cvar_t* r_static_shaderdata0;
extern cvar_t* r_static_shaderdata1;
extern cvar_t* r_static_shaderdata2;
extern cvar_t* r_static_shaderdata3;
extern cvar_t* r_static_shadermultiplier0;
extern cvar_t* r_static_shadermultiplier1;
extern cvar_t* r_static_shadermultiplier2;
extern cvar_t* r_static_shadermultiplier3;
extern cvar_t* r_numdebuglines;
extern cvar_t* r_stipplelines;
extern cvar_t* r_light_lines;
extern cvar_t* r_light_sun_line;
extern cvar_t* r_light_int_scale;
extern cvar_t* r_light_nolight;
extern cvar_t* r_light_showgrid;
extern cvar_t* r_skyportal;
extern cvar_t* r_skyportal_origin;
extern cvar_t* r_farplane;
extern cvar_t* r_farplane_bias;
extern cvar_t* r_farplane_color;
extern cvar_t* r_farplane_nocull;
extern cvar_t* r_farplane_nofog;
extern cvar_t* r_skybox_farplane;
extern cvar_t* r_farclip;
extern cvar_t* r_lightcoronasize;
extern cvar_t* r_useglfog;
extern cvar_t* r_debuglines_depthmask;
extern cvar_t* r_smoothsmokelight;
extern cvar_t* r_showportal;
extern cvar_t* ter_minMarkRadius;
extern cvar_t* ter_fastMarks;
extern cvar_t* r_alpha_foliage1;
extern cvar_t* r_alpha_foliage2;
extern cvar_t* r_blendtrees;
extern cvar_t* r_blendbushes;
extern cvar_t* r_bumpmap;
extern cvar_t* r_loadjpg;
extern cvar_t* r_loadftx;
extern cvar_t* r_showSkeleton;
//====================================================================
float R_NoiseGet4f( float x, float y, float z, float t );
void R_NoiseInit( void );
void R_SwapBuffers( int );
void R_DebugCircle(const vec3_t org, float radius, float r, float g, float b, float alpha, qboolean horizontal);
void R_DebugLine(const vec3_t start, const vec3_t end, float r, float g, float b, float alpha);
void R_RenderView( viewParms_t *parms );
qboolean SurfIsOffscreen(const srfSurfaceFace_t* surface, shader_t* shader, int entityNum);
void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddNullModelSurfaces( trRefEntity_t *e );
void R_AddBeamSurfaces( trRefEntity_t *e );
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
void R_AddLightningBoltSurfaces( trRefEntity_t *e );
void R_AddPolygonSurfaces( void );
void R_DecomposeSort(unsigned int sort, int* entityNum, shader_t** shader, int* dlightMap, qboolean* bStaticModel);
void R_AddDrawSurf(surfaceType_t* surface, shader_t* shader, int dlightMap);
#define CULL_IN 0 // completely unclipped
#define CULL_CLIP 1 // clipped by one or more planes
#define CULL_OUT 2 // completely outside the clipping planes
void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
void R_LocalPointToWorld (const vec3_t local, vec3_t world);
int R_CullLocalBoxOffset(const vec3_t offset, vec3_t bounds[2]);
int R_CullLocalBox (vec3_t bounds[2]);
int R_CullPointAndRadius( vec3_t origin, float radius );
int R_CullLocalPointAndRadius( vec3_t origin, float radius );
int R_DistanceCullLocalPointAndRadius(float fDist, const vec3_t pt, float radius);
int R_DistanceCullPointAndRadius(float fDist, const vec3_t pt, float radius);
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *ori );
void R_RotateForStaticModel(cStaticModelUnpacked_t* SM, const viewParms_t* viewParms, orientationr_t* ori );
void R_RotateForViewer(void);
void R_SetupFrustum(void);
/*
** GL wrapper/helper functions
*/
void GL_SetFogColor(const vec4_t fColor);
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_COLOR_MASK 0x00000200
#define GLS_POLYMODE_LINE 0x00000400
#define GLS_DEPTHTEST_DISABLE 0x00000800
#define GLS_DEPTHFUNC_EQUAL 0x00001000
#define GLS_CLAMP_EDGE 0x00002000
#define GLS_MULTITEXTURE 0x00004000
#define GLS_MULTITEXTURE_ENV 0x00008000
#define GLS_FOG 0x00010000
#define GLS_FOG_ENABLED 0x00020000
#define GLS_FOG_BLACK 0x00040000
#define GLS_FOG_WHITE 0x00080000
#define GLS_FOG_COLOR (GLS_FOG_BLACK | GLS_FOG_WHITE)
#define GLS_FOG_BITS (GLS_FOG_WHITE|GLS_FOG_BLACK|GLS_FOG_ENABLED)
#define GLS_COLOR_NOMASK 0x00100000
#define GLS_ATEST_GT_0 0x10000000
#define GLS_ATEST_LT_80 0x20000000
#define GLS_ATEST_GE_80 0x30000000
#define GLS_ATEST_LT_FOLIAGE1 0x40000000
#define GLS_ATEST_GE_FOLIAGE1 0x50000000
#define GLS_ATEST_LT_FOLIAGE2 0x60000000
#define GLS_ATEST_GE_FOLIAGE2 0x70000000
#define GLS_ATEST_BITS 0x70000000
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
void Draw_SetColor(const vec4_t rgba);
void Draw_StretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader);
void Draw_StretchPic2(float x, float y, float w, float h, float s1, float t1, float s2, float t2, float sx, float sy, qhandle_t hShader);
void Draw_TilePic(float x, float y, float w, float h, qhandle_t hShader);
void Draw_TilePicOffset(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY);
void Draw_TrianglePic(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader);
void DrawBox(float x, float y, float w, float h);
void AddBox(float x, float y, float w, float h);
void Set2DWindow(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f);
void RE_Scissor(int x, int y, int width, int height);
void DrawLineLoop(const vec2_t* points, int count, int stipple_factor, int stipple_mask);
void RE_StretchRaw(int x, int y, int w, int h, int cols, int rows, int components, const byte* data);
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_PrintBSPFileSizes(void);
int RE_MapVersion(void);
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 );
void R_ClearWorld(void);
qboolean R_GetEntityToken( char *buffer, int size );
model_t *R_AllocModel( void );
void R_Init( void );
image_t *R_FindImageFile(const char* name, qboolean mipmap, qboolean allowPicmip, qboolean force32bit, int glWrapClampModeX, int glWrapClampModeY);
image_t *R_RefreshImageFile(const char* name, qboolean mipmap, qboolean allowPicmip, qboolean force32bit, int glWrapClampModeX, int glWrapClampModeY);
image_t* R_CreateImage(
const char* name,
byte* pic,
int width,
int height,
int numMipmaps,
int iMipmapsAvailable,
qboolean allowPicmip,
qboolean force32bit,
qboolean hasAlpha,
int glCompressMode,
int glWrapClampModeX,
int glWrapClampModeY
);
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_InitImages( void );
void R_FreeImage(image_t* image);
void R_DeleteTextures( void );
void R_FreeUnusedImages( void );
int R_SumOfUsedImages( void );
skin_t *R_GetSkinByHandle( qhandle_t hSkin );
//
// tr_shader.c
//
qhandle_t RE_RegisterShader( const char *name );
qhandle_t RE_RegisterShaderNoMip( const char *name );
qhandle_t RE_RefreshShaderNoMip(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, qboolean picmip, qboolean wrapx, qboolean wrapy);
shader_t *R_GetShaderByHandle( qhandle_t hShader );
shader_t *R_GetShaderByState( int index, long *cycleTime );
void R_StartupShaders();
void R_ShutdownShaders();
void R_SetupShaders();
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 );
qboolean GLimp_SpawnRenderThread( void (*function)( void ) );
void *GLimp_RendererSleep( void );
void GLimp_FrontEndSleep( void );
void GLimp_WakeRenderer( void *data );
void GLimp_LogComment( char *comment );
// NOTE TTimo linux works with float gamma value, not the gamma table
// the params won't be used, getting the r_gamma cvar directly
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;
float shaderTime;
int fogNum;
int dlightBits; // or together of all vertexDlightBits
int dlightMap;
int numIndexes;
int numVertexes;
// info extracted from current shader
int numPasses;
void (*currentStageIteratorFunc)( void );
shaderStage_t **xstages;
qboolean no_global_fog;
qboolean vertexColorValid;
} shaderCommands_t;
extern shaderCommands_t tess;
void RB_BeginSurface(shader_t *shader );
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_StageIteratorVertexLitTextureUnfogged( void );
void RB_StageIteratorLightmappedMultitextureUnfogged( 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( qboolean quiet );
/*
============================================================
WORLD MAP
============================================================
*/
extern terraTri_t* g_pTris;
extern terrainVert_t* g_pVert;
void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_GetInlineModelBounds(int iIndex, vec3_t vMins, vec3_t vMaxs);
int R_SphereInLeafs(const vec3_t p, float r, mnode_t** nodes, int nMaxNodes);
mnode_t* R_PointInLeaf(const vec3_t p);
int R_DlightTerrain(cTerraPatchUnpacked_t* surf, int dlightBits);
int R_CheckDlightTerrain(cTerraPatchUnpacked_t* surf, int dlightBits);
void R_AddWorldSurfaces( void );
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
/*
============================================================
FLARES
============================================================
*/
void R_ClearFlares( void );
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
void RB_AddDlightFlares( void );
void RB_RenderFlares (void);
/*
============================================================
LIGHTS
============================================================
*/
void R_DlightBmodel( bmodel_t *bmodel );
void R_GetLightingGridValue(const vec3_t vPos, vec3_t vLight);
void R_GetLightingGridValueFast(const vec3_t vPos, vec3_t vLight);
void R_GetLightingForDecal(vec3_t vLight, const vec3_t vFacing, const vec3_t vOrigin);
void R_GetLightingForSmoke(vec3_t vLight, const vec3_t vOrigin);
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void RB_SetupEntityGridLighting();
void RB_SetupStaticModelGridLighting(trRefdef_t* refdef, cStaticModelUnpacked_t* ent, const vec3_t lightOrigin);
int R_RealDlightPatch(srfGridMesh_t* srf, int dlightBit);
int R_RealDlightFace(srfSurfaceFace_t* srf, int dlightBits);
int R_RealDlightTerrain(cTerraPatchUnpacked_t* srf, int dlightBits);
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *ori );
void RB_Light_Real(unsigned char* colors);
void RB_Sphere_BuildDLights();
void RB_Sphere_SetupEntity();
void RB_Grid_SetupEntity();
void RB_Grid_SetupStaticModel();
void RB_Light_Fullbright(unsigned char* colors);
void R_Sphere_InitLights();
int R_GatherLightSources(const vec3_t vPos, vec3_t* pvLightPos, vec3_t* pvLightIntensity, int iMaxLights);
void R_ClearRealDlights();
void R_UploadDlights();
/*
============================================================
SHADOWS
============================================================
*/
void RB_ShadowTessEnd( void );
void RB_ComputeShadowVolume();
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( void );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height, float subdivide,
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 numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer, float fRadiusSquared);
int R_MarkFragmentsForInlineModel(clipHandle_t bmodel, const vec3_t vAngles, const vec3_t vOrigin, int numPoints,
const vec3_t* points, const vec3_t projection, int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t* fragmentBuffer, float fRadiusSquared);
/*
============================================================
SCENE GENERATION
============================================================
*/
void R_ToggleSmpFrame( void );
void RE_ClearScene( void );
void RE_AddRefEntityToScene( const refEntity_t *ent, int parentEntityNumber);
void RE_AddRefSpriteToScene(const refEntity_t* ent);
void RE_AddTerrainMarkToScene(int iTerrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
refEntity_t* RE_GetRenderEntity(int entityNumber);
qboolean RE_AddPolyToScene(qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int type );
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void RE_RenderScene( const refdef_t *fd );
/*
=============================================================
ANIMATED MODELS
=============================================================
*/
void R_MakeAnimModel( model_t *model );
void R_AddAnimSurfaces(trRefEntity_t* ent);
/*
=============================================================
FONT
=============================================================
*/
fontheader_t* R_LoadFont(const char* name);
void R_LoadFontShader(fontheader_sgl_t* font);
void R_DrawString(fontheader_t* font, const char* text, float x, float y, int maxlen, const float *pvVirtualScreen);
void R_DrawFloatingString(fontheader_t* font, const char* text, const vec3_t org, const vec4_t color, float scale, int maxlen);
float R_GetFontHeight(const fontheader_t* font);
float R_GetFontStringWidth(const fontheader_t* font, const char* s);
/*
=============================================================
MARKS
=============================================================
*/
void R_LevelMarksLoad(const char* szBSPName);
void R_LevelMarksInit();
void R_LevelMarksFree();
void R_UpdateLevelMarksSystem();
void R_AddPermanentMarkFragmentSurfaces(void** pFirstMarkFragment, int iNumMarkFragment);
/*
=============================================================
SKY PORTALS
=============================================================
*/
void R_Sky_Init();
void R_Sky_Reset();
void R_Sky_AddSurf(msurface_t* surf);
void R_Sky_Render();
/*
=============================================================
SPRITE
=============================================================
*/
sprite_t* SPR_RegisterSprite(const char* name);
void RB_DrawSprite(const refSprite_t* spr);
/*
=============================================================
SUN FLARE
=============================================================
*/
void R_InitLensFlare();
void R_DrawLensFlares();
/*
=============================================================
SWIPE
=============================================================
*/
void RB_DrawSwipeSurface(surfaceType_t* pswipe);
void RE_SwipeBegin(float thistime, float life, qhandle_t shader);
void RE_SwipeEnd();
void R_AddSwipeSurfaces();
/*
=============================================================
TERRAIN
=============================================================
*/
void R_MarkTerrainPatch(cTerraPatchUnpacked_t* pPatch);
void R_AddTerrainSurfaces();
void R_AddTerrainMarkSurfaces();
void R_InitTerrain();
void R_TerrainPrepareFrame();
qboolean R_TerrainHeightForPoly(cTerraPatchUnpacked_t* pPatch, polyVert_t* pVerts, int nVerts);
void R_SwapTerraPatch(cTerraPatch_t* pPatch);
void R_TerrainCrater_f(void);
/*
=============================================================
TIKI
=============================================================
*/
struct skelHeaderGame_s;
struct skelAnimFrame_s;
void R_InitStaticModels(void);
void RE_FreeModels(void);
qhandle_t RE_SpawnEffectModel(const char* szModel, vec3_t vPos, vec3_t* axis);
qhandle_t RE_RegisterServerModel(const char* name);
void RE_UnregisterServerModel(qhandle_t hModel);
orientation_t RE_TIKI_Orientation(refEntity_t* model, int tagnum);
qboolean RE_TIKI_IsOnGround(refEntity_t* model, int tagnum, float threshold);
float R_ModelRadius(qhandle_t handle);
void R_ModelBounds(qhandle_t handle, vec3_t mins, vec3_t maxs);
dtiki_t* R_Model_GetHandle(qhandle_t handle);
float R_GetRadius(refEntity_t* model);
void R_GetFrame(refEntity_t* model, struct skelAnimFrame_s* newFrame);
void RE_ForceUpdatePose(refEntity_t* model);
void RE_SetFrameNumber(int frameNumber);
void R_UpdatePoseInternal(refEntity_t* model);
void RB_SkelMesh(skelSurfaceGame_t* sf);
void RB_StaticMesh(staticSurface_t* staticSurf);
void RB_Static_BuildDLights();
void R_InfoStaticModels_f(void);
void R_PrintInfoStaticModels();
void R_AddSkelSurfaces(trRefEntity_t* ent);
void R_AddStaticModelSurfaces(void);
void R_CountTikiLodTris(dtiki_t* tiki, float lodpercentage, int* render_tris, int* total_tris);
float R_CalcLod(const vec3_t origin, float radius);
int GetLodCutoff(struct skelHeaderGame_s* skelmodel, float lod_val, int renderfx);
int GetToolLodCutoff(struct skelHeaderGame_s* skelmodel, float lod_val);
void R_InfoWorldTris_f(void);
void R_PrintInfoWorldtris(void);
void R_DebugSkeleton(void);
extern int g_nStaticSurfaces;
extern qboolean g_bInfostaticmodels;
extern qboolean g_bInfoworldtris;
/*
=============================================================
UTIL
=============================================================
*/
void RB_StreamBegin(shader_t* shader);
void RB_StreamEnd(void);
void RB_StreamBeginDrawSurf(void);
void RB_StreamEndDrawSurf(void);
static void addTriangle(void);
void RB_Vertex3fv(vec3_t v);
void RB_Vertex3f(vec_t x, vec_t y, vec_t z);
void RB_Vertex2f(vec_t x, vec_t y);
void RB_Color4f(vec_t r, vec_t g, vec_t b, vec_t a);
void RB_Color3f(vec_t r, vec_t g, vec_t b);
void RB_Color3fv(vec3_t col);
void RB_Color4bv(unsigned char* colors);
void RB_Texcoord2f(float s, float t);
void RB_Texcoord2fv(vec2_t st);
void R_DrawDebugNumber(const vec3_t org, float number, float scale, float r, float g, float b, int precision);
void R_DebugRotatedBBox(const vec3_t org, const vec3_t ang, const vec3_t mins, const vec3_t maxs, float r, float g, float b, float alpha);
int RE_GetShaderWidth(qhandle_t hShader);
int RE_GetShaderHeight(qhandle_t hShader);
const char* RE_GetShaderName(qhandle_t hShader);
const char* RE_GetModelName(qhandle_t hModel);
/*
=============================================================
GHOST
=============================================================
*/
void R_UpdateGhostTextures();
void R_SetGhostImage(const char* name, image_t* image);
void LoadGHOST(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_CalcEnvironmentTexCoords2( float *dstTexCoords );
void RB_CalcSunReflectionTexCoords( float *dstTexCoords );
void RB_CalcOffsetTexCoords(const float* offset, float* st);
void RB_CalcParallaxTexCoords(const float* rate, float* st);
void RB_TextureAxisFromPlane(const vec3_t normal, vec3_t xv, vec3_t yv);
void RB_QuakeTextureVecs(const vec3_t normal, const vec2_t scale, vec3_t mappingVecs[2]);
void RB_CalcMacroTexCoords(const float* rate, float* st);
void RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
void RB_CalcRotateTexCoords( float degsPerSecond, float degsPerSecondCoef, float* st, float start );
void RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords );
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords );
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
void RB_CalcWaveColor(const waveForm_t* wf, unsigned char* dstColors, unsigned char* constantColor);
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_CalcColorFromConstant(unsigned char* dstColors, unsigned char* constantColor);
void RB_CalcRGBFromDot(unsigned char* colors, float alphaMin, float alphaMax);
void RB_CalcRGBFromOneMinusDot(unsigned char* colors, float alphaMin, float alphaMax);
void RB_CalcAlphaFromConstant(unsigned char* dstColors, int constantAlpha);
void RB_CalcAlphaFromDot(unsigned char* colors, float alphaMin, float alphaMax);
void RB_CalcAlphaFromHeightFade(unsigned char* colors, float alphaMin, float alphaMax);
void RB_CalcAlphaFromOneMinusDot(unsigned char* colors, float alphaMin, float alphaMax);
void RB_CalcAlphaFromTexCoords(unsigned char* colors, float alphaMin, float alphaMax, int alphaMinCap, int alphaCap, float sWeight, float tWeight, float* st);
void RB_CalcRGBFromTexCoords(unsigned char* colors, float alphaMin, float alphaMax, int alphaMinCap, int alphaCap, float sWeight, float tWeight, float* st);
void RB_CalcSpecularAlpha(unsigned char* alphas, float alphaMax, vec3_t lightOrigin);
void RB_CalcLightGridColor(unsigned char* colors);
void RB_CalcAlphaFromDotView(unsigned char* colors, float alphaMin, float alphaMax);
void RB_CalcAlphaFromOneMinusDotView(unsigned char* colors, float alphaMin, float alphaMax);
void RB_CalcDiffuseColor( unsigned char *colors );
void RB_CalcStretchTexCoords(const waveForm_t* wf, float* st);
void RB_CalcTransWaveTexCoords(const waveForm_t* wf, float* st);
void RB_CalcTransWaveTexCoordsT(const waveForm_t* wf, float* st);
void RB_CalcBulgeTexCoords(const waveForm_t* wf, float* st);
/*
=============================================================
RENDERER BACK END FUNCTIONS
=============================================================
*/
void RB_RenderThread( void );
void RB_ExecuteRenderCommands( const void *data );
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x40000
typedef struct suninfo_s {
vec3_t color;
vec3_t direction;
vec3_t flaredirection;
char szFlareName[64];
qboolean exists;
} suninfo_t;
extern suninfo_t s_sun;
typedef struct {
byte cmds[MAX_RENDER_COMMANDS];
int used;
} renderCommandList_t;
typedef struct {
int commandId;
float color[4];
} setColorCommand_t;
typedef struct {
int commandId;
int buffer;
} drawBufferCommand_t;
typedef struct {
int commandId;
image_t *image;
int width;
int height;
void *data;
} subImageCommand_t;
typedef struct {
int commandId;
} swapBuffersCommand_t;
typedef struct {
int commandId;
int buffer;
} endFrameCommand_t;
typedef struct {
int commandId;
shader_t *shader;
float x, y;
float w, h;
float s1, t1;
float s2, t2;
} stretchPicCommand_t;
typedef struct {
int commandId;
trRefdef_t refdef;
viewParms_t viewParms;
drawSurf_t *drawSurfs;
int numDrawSurfs;
} drawSurfsCommand_t;
typedef struct {
int commandId;
int x;
int y;
int width;
int height;
char *fileName;
qboolean jpeg;
} screenshotCommand_t;
typedef enum {
RC_END_OF_LIST,
RC_SET_COLOR,
RC_STRETCH_PIC,
RC_DRAW_SURFS,
RC_SPRITE_SURFS,
RC_DRAW_BUFFER,
RC_SWAP_BUFFERS,
RC_SCREENSHOT
} renderCommand_t;
// these are sort of arbitrary limits.
// the limits apply to the sum of all scenes in a frame --
// the main view, all the 3D icons, etc
#define MAX_POLYS 4096
#define MAX_POLYVERTS 16384
#define MAX_TERMARKS 1024
// all of the information needed by the back end must be
// contained in a backEndData_t. This entire structure is
// duplicated so the front and back end can run in parallel
// on an SMP machine
typedef struct {
drawSurf_t drawSurfs[MAX_DRAWSURFS];
drawSurf_t spriteSurfs[MAX_SPRITESURFS];
dlight_t dlights[MAX_DLIGHTS];
trRefEntity_t entities[MAX_ENTITIES];
srfMarkFragment_t* terMarks;
srfPoly_t *polys;
polyVert_t *polyVerts;
refSprite_t sprites[2048];
cStaticModelUnpacked_t* staticModels;
byte* staticModelData;
renderCommandList_t commands;
} backEndData_t;
extern int max_polys;
extern int max_polyverts;
extern int max_termarks;
extern backEndData_t *backEndData[SMP_FRAMES]; // the second one may not be allocated
extern volatile renderCommandList_t *renderCommandList;
extern volatile qboolean renderThreadActive;
void *R_GetCommandBuffer( int bytes );
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
void R_AddSpriteSurfCmd( drawSurf_t* drawSurfs, int numDrawSurfs );
void RB_ExecuteRenderCommands( const void *data );
void R_SavePerformanceCounters(void);
void R_InitCommandBuffers( void );
void R_ShutdownCommandBuffers( void );
void R_SyncRenderThread( 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_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 SaveJPG(char * filename, int quality, int image_width, int image_height, unsigned char *image_buffer);
void UI_LoadResource(const char* name);
#ifdef __cplusplus
}
#endif