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render.h

/*
Copyright (C) 1996-1997 Id Software, Inc.

This program 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.

This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

#ifndef RENDER_H
#define RENDER_H

#include "svbsp.h"

// 1.0f / N table
extern float ixtable[4096];

// fog stuff
extern void FOG_clear(void);

// sky stuff
extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
extern int skyrenderlater, skyrendermasked;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
extern void R_ResetSkyBox(void);

// SHOWLMP stuff (Nehahra)
extern void SHOWLMP_decodehide(void);
extern void SHOWLMP_decodeshow(void);
extern void SHOWLMP_drawall(void);

// render profiling stuff
extern int r_timereport_active;

// lighting stuff
extern cvar_t r_ambient;
extern cvar_t gl_flashblend;

// vis stuff
extern cvar_t r_novis;

extern cvar_t r_trippy;

extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
extern cvar_t r_lerplightstyles;
extern cvar_t r_waterscroll;

extern cvar_t developer_texturelogging;

// shadow volume bsp struct with automatically growing nodes buffer
extern svbsp_t r_svbsp;

00069 typedef struct rmesh_s
{
      // vertices of this mesh
      int maxvertices;
      int numvertices;
      float *vertex3f;
      float *svector3f;
      float *tvector3f;
      float *normal3f;
      float *texcoord2f;
      float *texcoordlightmap2f;
      float *color4f;
      // triangles of this mesh
      int maxtriangles;
      int numtriangles;
      int *element3i;
      int *neighbor3i;
      // snapping epsilon
      float epsilon2;
}
rmesh_t;

// useful functions for rendering
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
void R_FillColors(float *out, int verts, float r, float g, float b, float a);
int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);

#define     TOP_RANGE         16                // soldier uniform colors
#define     BOTTOM_RANGE      96

//=============================================================================

extern cvar_t r_nearclip;

// forces all rendering to draw triangle outlines
extern cvar_t r_showoverdraw;
extern cvar_t r_showtris;
extern cvar_t r_shownormals;
extern cvar_t r_showlighting;
extern cvar_t r_showshadowvolumes;
extern cvar_t r_showcollisionbrushes;
extern cvar_t r_showcollisionbrushes_polygonfactor;
extern cvar_t r_showcollisionbrushes_polygonoffset;
extern cvar_t r_showdisabledepthtest;

//
// view origin
//
extern cvar_t r_drawentities;
extern cvar_t r_draw2d;
extern qboolean r_draw2d_force;
extern cvar_t r_drawviewmodel;
extern cvar_t r_drawworld;
extern cvar_t r_speeds;
extern cvar_t r_fullbright;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;

void R_Init(void);
void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first

typedef enum r_refdef_scene_type_s {
      RST_CLIENT,
      RST_MENU,
      RST_COUNT
} r_refdef_scene_type_t;

void R_SelectScene( r_refdef_scene_type_t scenetype );
r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );

void R_SkinFrame_PrepareForPurge(void);
void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
void R_SkinFrame_Purge(void);
// set last to NULL to start from the beginning
skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
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);
skinframe_t *R_SkinFrame_LoadMissing(void);

rtexture_t *R_GetCubemap(const char *basename);

void R_View_WorldVisibility(qboolean forcenovis);
void R_DrawDecals(void);
void R_DrawParticles(void);
void R_DrawExplosions(void);

#define gl_solid_format 3
#define gl_alpha_format 4

int R_CullBox(const vec3_t mins, const vec3_t maxs);
int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);

#include "r_modules.h"

#include "meshqueue.h"

void R_FrameData_Reset(void);
void R_FrameData_NewFrame(void);
void *R_FrameData_Alloc(size_t size);
void *R_FrameData_Store(size_t size, void *data);
void R_FrameData_SetMark(void);
void R_FrameData_ReturnToMark(void);

void R_AnimCache_Free(void);
void R_AnimCache_ClearCache(void);
qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
void R_AnimCache_CacheVisibleEntities(void);

#include "r_lerpanim.h"

extern cvar_t r_render;
extern cvar_t r_renderview;
extern cvar_t r_waterwarp;

extern cvar_t r_textureunits;

extern cvar_t r_glsl_offsetmapping;
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_glsl_offsetmapping_scale;
extern cvar_t r_glsl_deluxemapping;

extern cvar_t gl_polyblend;
extern cvar_t gl_dither;

extern cvar_t cl_deathfade;

extern cvar_t r_smoothnormals_areaweighting;

extern cvar_t r_test;

#include "gl_backend.h"

extern rtexture_t *r_texture_blanknormalmap;
extern rtexture_t *r_texture_white;
extern rtexture_t *r_texture_grey128;
extern rtexture_t *r_texture_black;
extern rtexture_t *r_texture_notexture;
extern rtexture_t *r_texture_whitecube;
extern rtexture_t *r_texture_normalizationcube;
extern rtexture_t *r_texture_fogattenuation;
extern rtexture_t *r_texture_fogheighttexture;

extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
extern unsigned int r_numqueries;
extern unsigned int r_maxqueries;

void R_TimeReport(const char *name);

// r_stain
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);

void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
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);

extern mempool_t *r_main_mempool;

00231 typedef struct rsurfacestate_s
{
      // current model array pointers
      // these may point to processing buffers if model is animated,
      // otherwise they point to static data.
      // these are not directly used for rendering, they are just another level
      // of processing
      //
      // these either point at array_model* buffers (if the model is animated)
      // or the model->surfmesh.data_* buffers (if the model is not animated)
      //
      // these are only set when an entity render begins, they do not change on
      // a per surface basis.
      //
      // this indicates the model* arrays are pointed at array_model* buffers
      // (in other words, the model has been animated in software)
      qboolean                    modelgeneratedvertex;
      float                      *modelvertex3f;
      const r_meshbuffer_t       *modelvertex3f_vertexbuffer;
      size_t                      modelvertex3f_bufferoffset;
      float                      *modelsvector3f;
      const r_meshbuffer_t       *modelsvector3f_vertexbuffer;
      size_t                      modelsvector3f_bufferoffset;
      float                      *modeltvector3f;
      const r_meshbuffer_t       *modeltvector3f_vertexbuffer;
      size_t                      modeltvector3f_bufferoffset;
      float                      *modelnormal3f;
      const r_meshbuffer_t       *modelnormal3f_vertexbuffer;
      size_t                      modelnormal3f_bufferoffset;
      float                      *modellightmapcolor4f;
      const r_meshbuffer_t       *modellightmapcolor4f_vertexbuffer;
      size_t                      modellightmapcolor4f_bufferoffset;
      float                      *modeltexcoordtexture2f;
      const r_meshbuffer_t       *modeltexcoordtexture2f_vertexbuffer;
      size_t                      modeltexcoordtexture2f_bufferoffset;
      float                      *modeltexcoordlightmap2f;
      const r_meshbuffer_t       *modeltexcoordlightmap2f_vertexbuffer;
      size_t                      modeltexcoordlightmap2f_bufferoffset;
      r_vertexmesh_t             *modelvertexmesh;
      const r_meshbuffer_t       *modelvertexmeshbuffer;
      const r_meshbuffer_t       *modelvertex3fbuffer;
      int                        *modelelement3i;
      const r_meshbuffer_t       *modelelement3i_indexbuffer;
      size_t                      modelelement3i_bufferoffset;
      unsigned short             *modelelement3s;
      const r_meshbuffer_t       *modelelement3s_indexbuffer;
      size_t                      modelelement3s_bufferoffset;
      int                        *modellightmapoffsets;
      int                         modelnumvertices;
      int                         modelnumtriangles;
      const msurface_t           *modelsurfaces;
      // current rendering array pointers
      // these may point to any of several different buffers depending on how
      // much processing was needed to prepare this model for rendering
      // these usually equal the model* pointers, they only differ if
      // deformvertexes is used in a q3 shader, and consequently these can
      // change on a per-surface basis (according to rsurface.texture)
      qboolean                    batchgeneratedvertex;
      int                         batchfirstvertex;
      int                         batchnumvertices;
      int                         batchfirsttriangle;
      int                         batchnumtriangles;
      r_vertexmesh_t             *batchvertexmesh;
      const r_meshbuffer_t       *batchvertexmeshbuffer;
      const r_meshbuffer_t       *batchvertex3fbuffer;
      float                      *batchvertex3f;
      const r_meshbuffer_t       *batchvertex3f_vertexbuffer;
      size_t                      batchvertex3f_bufferoffset;
      float                      *batchsvector3f;
      const r_meshbuffer_t       *batchsvector3f_vertexbuffer;
      size_t                      batchsvector3f_bufferoffset;
      float                      *batchtvector3f;
      const r_meshbuffer_t       *batchtvector3f_vertexbuffer;
      size_t                      batchtvector3f_bufferoffset;
      float                      *batchnormal3f;
      const r_meshbuffer_t       *batchnormal3f_vertexbuffer;
      size_t                      batchnormal3f_bufferoffset;
      float                      *batchlightmapcolor4f;
      const r_meshbuffer_t       *batchlightmapcolor4f_vertexbuffer;
      size_t                      batchlightmapcolor4f_bufferoffset;
      float                      *batchtexcoordtexture2f;
      const r_meshbuffer_t       *batchtexcoordtexture2f_vertexbuffer;
      size_t                      batchtexcoordtexture2f_bufferoffset;
      float                      *batchtexcoordlightmap2f;
      const r_meshbuffer_t       *batchtexcoordlightmap2f_vertexbuffer;
      size_t                      batchtexcoordlightmap2f_bufferoffset;
      int                        *batchelement3i;
      const r_meshbuffer_t       *batchelement3i_indexbuffer;
      size_t                      batchelement3i_bufferoffset;
      unsigned short             *batchelement3s;
      const r_meshbuffer_t       *batchelement3s_indexbuffer;
      size_t                      batchelement3s_bufferoffset;
      // rendering pass processing arrays in GL11 and GL13 paths
      float                      *passcolor4f;
      const r_meshbuffer_t       *passcolor4f_vertexbuffer;
      size_t                      passcolor4f_bufferoffset;

      // some important fields from the entity
      int ent_skinnum;
      int ent_qwskin;
      int ent_flags;
      int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
      double shadertime; // r_refdef.scene.time - ent->shadertime
      // transform matrices to render this entity and effects on this entity
      matrix4x4_t matrix;
      matrix4x4_t inversematrix;
      // scale factors for transforming lengths into/out of entity space
      float matrixscale;
      float inversematrixscale;
      // animation blending state from entity
      frameblend_t frameblend[MAX_FRAMEBLENDS];
      skeleton_t *skeleton;
      // directional model shading state from entity
      vec3_t modellight_ambient;
      vec3_t modellight_diffuse;
      vec3_t modellight_lightdir;
      // colormapping state from entity (these are black if colormapping is off)
      vec3_t colormap_pantscolor;
      vec3_t colormap_shirtcolor;
      // special coloring of ambient/diffuse textures (gloss not affected)
      // colormod[3] is the alpha of the entity
      float colormod[4];
      // special coloring of glow textures
      float glowmod[3];
      // view location in model space
      vec3_t localvieworigin;
      // polygon offset data for submodels
      float basepolygonfactor;
      float basepolygonoffset;
      // current textures in batching code
      texture_t *texture;
      rtexture_t *lightmaptexture;
      rtexture_t *deluxemaptexture;
      // whether lightmapping is active on this batch
      // (otherwise vertex colored)
      qboolean uselightmaptexture;
      // fog plane in model space for direct application to vertices
      float fograngerecip;
      float fogmasktabledistmultiplier;
      float fogplane[4];
      float fogheightfade;
      float fogplaneviewdist;

      // rtlight rendering
      // light currently being rendered
      const rtlight_t *rtlight;

      // this is the location of the light in entity space
      vec3_t entitylightorigin;
      // this transforms entity coordinates to light filter cubemap coordinates
      // (also often used for other purposes)
      matrix4x4_t entitytolight;
      // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
      // of attenuation texturing in full 3D (Z result often ignored)
      matrix4x4_t entitytoattenuationxyz;
      // this transforms only the Z to S, and T is always 0.5
      matrix4x4_t entitytoattenuationz;

      // user wavefunc parameters (from csqc)
      float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];

      // pointer to an entity_render_t used only by R_GetCurrentTexture and
      // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
      // each frame (see r_frame also)
      entity_render_t *entity;
}
rsurfacestate_t;

extern rsurfacestate_t rsurface;

void R_HDR_UpdateIrisAdaptation(const vec3_t point);

void RSurf_ActiveWorldEntity(void);
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
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, qboolean wantnormals, qboolean wanttangents);
void RSurf_SetupDepthAndCulling(void);

void R_Mesh_ResizeArrays(int newvertices);

texture_t *R_GetCurrentTexture(texture_t *t);
void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
void R_AddWaterPlanes(entity_render_t *ent);
void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);

#define BATCHNEED_VERTEXMESH_VERTEX      (1<< 1) // set up rsurface.batchvertexmesh
#define BATCHNEED_VERTEXMESH_NORMAL      (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
#define BATCHNEED_VERTEXMESH_VECTOR      (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
#define BATCHNEED_VERTEXMESH_TEXCOORD    (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
#define BATCHNEED_VERTEXMESH_LIGHTMAP    (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
#define BATCHNEED_ARRAY_VERTEX           (1<< 7) // set up rsurface.batchvertex3f and optionally others
#define BATCHNEED_ARRAY_NORMAL           (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
#define BATCHNEED_ARRAY_VECTOR           (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
#define BATCHNEED_ARRAY_VERTEXCOLOR      (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
#define BATCHNEED_ARRAY_TEXCOORD         (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
#define BATCHNEED_ARRAY_LIGHTMAP         (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
#define BATCHNEED_NOGAPS                 (1<<13) // force vertex copying (no gaps)
void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
void RSurf_DrawBatch(void);

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);

typedef enum rsurfacepass_e
{
      RSURFPASS_BASE,
      RSURFPASS_BACKGROUND,
      RSURFPASS_RTLIGHT,
      RSURFPASS_DEFERREDGEOMETRY
}
rsurfacepass_t;

void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy);
void R_SetupShader_DepthOrShadow(qboolean notrippy);
void R_SetupShader_ShowDepth(qboolean notrippy);
void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);

00450 typedef struct r_waterstate_waterplane_s
{
      rtexture_t *texture_refraction;
      rtexture_t *texture_reflection;
      rtexture_t *texture_camera;
      mplane_t plane;
      int materialflags; // combined flags of all water surfaces on this plane
      unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
      qboolean pvsvalid;
      int camera_entity;
      vec3_t mins, maxs;
}
r_waterstate_waterplane_t;

00464 typedef struct r_waterstate_s
{
      qboolean enabled;

      qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
      qboolean renderingrefraction;

      int waterwidth, waterheight;
      int texturewidth, textureheight;
      int camerawidth, cameraheight;

      int maxwaterplanes; // same as MAX_WATERPLANES
      int numwaterplanes;
      r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];

      float screenscale[2];
      float screencenter[2];
}
r_waterstate_t;

extern r_waterstate_t r_waterstate;

#endif


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