/* gl_local.h - renderer local declarations Copyright (C) 2010 Uncle Mike 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 3 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. */ #ifndef GL_LOCAL_H #define GL_LOCAL_H #include "gl_export.h" #include "com_model.h" #include "cl_entity.h" #include "ref_params.h" #include "protocol.h" #include "dlight.h" extern byte *r_temppool; #define BLOCK_WIDTH 128 // lightmap block width #define BLOCK_HEIGHT 128 // lightmap block height #define MAX_TEXTURES 4096 #define MAX_DETAIL_TEXTURES 256 #define MAX_LIGHTMAPS 128 #define SUBDIVIDE_SIZE 64 #define MAX_MIRRORS 32 // per one frame! #define NUMVERTEXNORMALS 162 #define SHADEDOT_QUANT 16 // precalculated dot products for quantized angles // refparams #define RP_NONE 0 #define RP_MIRRORVIEW BIT( 0 ) // lock pvs at vieworg #define RP_ENVVIEW BIT( 1 ) // used for cubemapshot #define RP_OLDVIEWLEAF BIT( 2 ) #define RP_CLIPPLANE BIT( 3 ) // mirrors used #define RP_FLIPFRONTFACE BIT( 4 ) // e.g. for mirrors drawing #define RP_NONVIEWERREF (RP_MIRRORVIEW|RP_ENVVIEW) #define RP_LOCALCLIENT( e ) (CL_GetLocalPlayer() && ((e)->index == CL_GetLocalPlayer()->index && e->player )) #define RP_NORMALPASS() ((RI.params & RP_NONVIEWERREF) == 0 ) #define TF_SKY (TF_SKYSIDE|TF_UNCOMPRESSED|TF_NOMIPMAP|TF_NOPICMIP) #define TF_FONT (TF_UNCOMPRESSED|TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP) #define TF_IMAGE (TF_UNCOMPRESSED|TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP) #define TF_DECAL (TF_CLAMP|TF_UNCOMPRESSED) typedef enum { TEX_INVALID = 0, // free slot TEX_SYSTEM, // generated by engine TEX_NOMIP, // hud pics, menu etc TEX_BRUSH, // a map texture TEX_SPRITE, // sprite frames TEX_STUDIO, // studio skins TEX_LIGHTMAP, // lightmap textures TEX_DECAL, // decals TEX_VGUI, // vgui fonts or images TEX_CUBEMAP, // cubemap textures (sky) TEX_DETAIL, // detail textures TEX_REMAP, // local copy of remap texture TEX_SCREENCOPY // keep screen copy e.g. for mirror } texType_t; typedef enum { TF_NEAREST = BIT(0), // disable texfilter TF_KEEP_RGBDATA = BIT(1), // some images keep source TF_NOFLIP_TGA = BIT(2), // Steam background completely ignore tga attribute 0x20 TF_KEEP_8BIT = BIT(3), // keep original 8-bit image (if present) TF_NOPICMIP = BIT(4), // ignore r_picmip resample rules TF_UNCOMPRESSED = BIT(5), // don't compress texture in video memory TF_CUBEMAP = BIT(6), // it's cubemap texture TF_DEPTHMAP = BIT(7), // custom texture filter used TF_INTENSITY = BIT(8), TF_LUMINANCE = BIT(9), // force image to grayscale TF_SKYSIDE = BIT(10), TF_CLAMP = BIT(11), TF_NOMIPMAP = BIT(12), TF_HAS_LUMA = BIT(13), // sets by GL_UploadTexture TF_MAKELUMA = BIT(14), // create luma from quake texture TF_NORMALMAP = BIT(15), // is a normalmap TF_LIGHTMAP = BIT(16), // is a lightmap TF_FORCE_COLOR = BIT(17), // force upload monochrome textures as RGB (detail textures) } texFlags_t; typedef struct gltexture_s { char name[128]; // game path, including extension word srcWidth; // keep unscaled sizes word srcHeight; word width; // upload width\height word height; GLuint target; // glTarget GLuint texnum; // gl texture binding GLint format; // uploaded format texFlags_t flags; rgba_t fogParams; // some water textures // contain info about underwater fog rgbdata_t *original; // keep original image // debug info byte texType; // used for gl_showtextures size_t size; // upload size for debug targets // detail textures stuff float xscale; float yscale; struct gltexture_s *nextHash; } gltexture_t; // surface extradata stored in cache.data for all brushmodels typedef struct mextrasurf_s { vec3_t mins, maxs; vec3_t origin; // surface origin int checkcount; // for multi-check avoidance int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps int mirrortexturenum; // gl texnum matrix4x4 mirrormatrix; struct mextrasurf_s *mirrorchain; // for gl_texsort drawing } mextrasurf_t; // mirror entity typedef struct gl_entity_s { cl_entity_t *ent; mextrasurf_t *chain; } gl_entity_t; typedef struct { int params; // rendering parameters qboolean drawWorld; // ignore world for drawing PlayerModel qboolean thirdPerson; // thirdperson camera is enabled qboolean isSkyVisible; // sky is visible qboolean drawOrtho; // draw world as orthogonal projection ref_params_t refdef; // actual refdef cl_entity_t *currententity; model_t *currentmodel; int viewport[4]; int scissor[4]; mplane_t frustum[6]; vec3_t pvsorigin; vec3_t cullorigin; vec3_t vieworg; // locked vieworigin vec3_t vforward; vec3_t vright; vec3_t vup; float farClip; uint clipFlags; qboolean fogCustom; qboolean fogEnabled; vec3_t fogColor; float fogDensity; float fogStart; float fogEnd; int cached_contents; // in water float waveHeight; // global waveHeight float currentWaveHeight; // current entity waveHeight float skyMins[2][6]; float skyMaxs[2][6]; matrix4x4 objectMatrix; // currententity matrix matrix4x4 worldviewMatrix; // modelview for world matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix matrix4x4 projectionMatrix; matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix int lightstylevalue[MAX_LIGHTSTYLES]; // value 0 - 65536 float lightcache[MAX_LIGHTSTYLES]; mplane_t clipPlane; } ref_instance_t; typedef struct { int cinTexture; // cinematic texture int skyTexture; // default sky texture int whiteTexture; int blackTexture; int defaultTexture; // use for bad textures int particleTexture; // particle texture int particleTexture2; // unsmoothed particle texture int solidskyTexture; // quake1 solid-sky layer int alphaskyTexture; // quake1 alpha-sky layer int lightmapTextures[MAX_LIGHTMAPS]; int dlightTexture; // custom dlight texture int skyboxTextures[6]; // skybox sides int mirrorTextures[MAX_MIRRORS]; int num_mirrors_used; // used mirror textures int skytexturenum; // this not a gl_texturenum! int skyboxbasenum; // start with 5800 // entity lists cl_entity_t *static_entities[MAX_VISIBLE_PACKET]; // opaque non-moved brushes gl_entity_t mirror_entities[MAX_VISIBLE_PACKET]; // an entities that has mirror cl_entity_t *solid_entities[MAX_VISIBLE_PACKET]; // opaque moving or alpha brushes cl_entity_t *trans_entities[MAX_VISIBLE_PACKET]; // translucent brushes cl_entity_t *child_entities[MAX_VISIBLE_PACKET]; // entities with MOVETYPE_FOLLOW uint num_static_entities; uint num_mirror_entities; uint num_solid_entities; uint num_trans_entities; uint num_child_entities; // OpenGL matrix states qboolean modelviewIdentity; int visframecount; // PVS frame int dlightframecount; // dynamic light frame int framecount; // cull info vec3_t modelorg; // relative to viewpoint } ref_globals_t; typedef struct { uint c_world_polys; uint c_brush_polys; uint c_studio_polys; uint c_sprite_polys; uint c_world_leafs; uint c_view_beams_count; uint c_active_tents_count; uint c_studio_models_drawn; uint c_sprite_models_drawn; uint c_particle_count; } ref_speeds_t; extern ref_speeds_t r_stats; extern ref_params_t r_lastRefdef; extern ref_instance_t RI; extern ref_globals_t tr; extern float gldepthmin, gldepthmax; extern mleaf_t *r_viewleaf, *r_oldviewleaf; extern mleaf_t *r_viewleaf2, *r_oldviewleaf2; extern dlight_t cl_dlights[MAX_DLIGHTS]; extern dlight_t cl_elights[MAX_ELIGHTS]; #define r_numEntities (tr.num_solid_entities + tr.num_trans_entities + tr.num_child_entities) #define r_numStatics (tr.num_static_entities) // // gl_backend.c // void GL_BackendStartFrame( void ); void GL_BackendEndFrame( void ); void GL_CleanUpTextureUnits( int last ); void GL_Bind( GLenum tmu, GLenum texnum ); void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t ); void GL_LoadTexMatrix( const matrix4x4 m ); void GL_LoadMatrix( const matrix4x4 source ); void GL_TexGen( GLenum coord, GLenum mode ); void GL_SelectTexture( GLenum texture ); void GL_DisableMultitexture( void ); void GL_EnableMultitexture( void ); void GL_LoadIdentityTexMatrix( void ); void GL_DisableAllTexGens( void ); void GL_SetRenderMode( int mode ); void GL_FrontFace( GLenum front ); void GL_MBind( GLenum texnum ); void GL_Cull( GLenum cull ); void R_ShowTextures( void ); // // gl_cull.c // int R_CullModel( cl_entity_t *e, vec3_t origin, vec3_t mins, vec3_t maxs, float radius ); qboolean R_CullBox( const vec3_t mins, const vec3_t maxs, uint clipflags ); qboolean R_CullSphere( const vec3_t centre, const float radius, const uint clipflags ); qboolean R_CullSurface( msurface_t *surf, uint clipflags ); // // gl_decals.c // void DrawSurfaceDecals( msurface_t *fa ); void R_ClearDecals( void ); // // gl_draw.c // void R_Set2DMode( qboolean enable ); void R_DrawTileClear( int x, int y, int w, int h ); // // gl_image.c // void R_SetTextureParameters( void ); gltexture_t *R_GetTexture( GLenum texnum ); void GL_SetTextureType( GLenum texnum, GLenum type ); int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags ); int GL_LoadTextureInternal( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update ); byte *GL_ResampleTexture( const byte *source, int in_w, int in_h, int out_w, int out_h, qboolean isNormalMap ); void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor ); int GL_FindTexture( const char *name ); void GL_FreeTexture( GLenum texnum ); void GL_FreeImage( const char *name ); void R_TextureList_f( void ); void R_InitImages( void ); void R_ShutdownImages( void ); // // gl_mirror.c // void R_BeginDrawMirror( msurface_t *fa ); void R_EndDrawMirror( void ); void R_DrawMirrors( void ); void R_FindMirrors( const ref_params_t *fd ); // // gl_refrag.c // void R_StoreEfrags( efrag_t **ppefrag ); // // gl_rlight.c // void R_PushDlights( void ); void R_AnimateLight( void ); void R_MarkLights( dlight_t *light, int bit, mnode_t *node ); void R_LightDir( const vec3_t origin, vec3_t lightDir, float radius ); void R_LightForPoint( const vec3_t point, color24 *ambientLight, qboolean invLight, qboolean useAmbient, float radius ); void R_GetLightSpot( vec3_t lightspot ); // // gl_rmain.c // void R_ClearScene( void ); void R_LoadIdentity( void ); void R_RenderScene( const ref_params_t *fd ); void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size ); qboolean R_WorldToScreen2( const vec3_t in, vec3_t out ); void R_TranslateForEntity( cl_entity_t *e ); void R_RotateForEntity( cl_entity_t *e ); int R_ComputeFxBlend( cl_entity_t *e ); void R_SetupFrustum( void ); void R_FindViewLeaf( void ); void R_DrawFog( void ); // // gl_rmath.c // float V_CalcFov( float *fov_x, float width, float height ); void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x ); void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] ); void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] ); void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ); void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z ); void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z ); void Matrix4x4_ConcatScale( matrix4x4 out, float x ); void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z ); void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ); void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ); void Matrix4x4_CreateScale( matrix4x4 out, float x ); void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z ); void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar); void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar); void Matrix4x4_CreateModelview( matrix4x4 out ); // // gl_rsurf.c // void R_MarkLeaves( void ); void R_DrawWorld( void ); void R_DrawMirrors( void ); void R_DrawWaterSurfaces( void ); void R_DrawBrushModel( cl_entity_t *e ); void GL_SubdivideSurface( msurface_t *fa ); void GL_BuildPolygonFromSurface( msurface_t *fa ); void GL_RebuildLightmaps( void ); void GL_BuildLightmaps( void ); // // gl_sprite.c // void R_SpriteInit( void ); void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded ); mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw ); void R_DrawSpriteModel( cl_entity_t *e ); // // gl_studio.c // void R_StudioInit( void ); void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded ); void R_DrawStudioModel( cl_entity_t *e ); // // gl_warp.c // void R_InitSky( struct mip_s *mt, struct texture_s *tx ); void R_AddSkyBoxSurface( msurface_t *fa ); void R_ClearSkyBox( void ); void R_DrawSkyBox( void ); void EmitSkyLayers( msurface_t *fa ); void EmitSkyPolys( msurface_t *fa ); void EmitWaterPolys( glpoly_t *polys, qboolean noCull ); void R_DrawSkyChain( msurface_t *s ); // // gl_vidnt.c // #define GL_CheckForErrors() GL_CheckForErrors_( __FILE__, __LINE__ ) void GL_CheckForErrors_( const char *filename, const int fileline ); void GL_UpdateSwapInterval( void ); void GL_UpdateGammaRamp( void ); qboolean GL_DeleteContext( void ); qboolean GL_Support( int r_ext ); void VID_CheckChanges( void ); qboolean R_Init( void ); void R_Shutdown( void ); // // renderer exports // qboolean R_Init( void ); void R_Shutdown( void ); void VID_CheckChanges( void ); int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags ); void GL_FreeImage( const char *name ); qboolean VID_ScreenShot( const char *filename, int shot_type ); qboolean VID_CubemapShot( const char *base, uint size, const float *vieworg, qboolean skyshot ); void VID_RestoreGamma( void ); void R_BeginFrame( qboolean clearScene ); void R_RenderFrame( const ref_params_t *fd, qboolean drawWorld ); void R_EndFrame( void ); void R_ClearScene( void ); void R_GetTextureParms( int *w, int *h, int texnum ); void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int curFrame, const struct model_s *pSprite ); void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty ); void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum ); qboolean R_SpeedsMessage( char *out, size_t size ); void R_SetupSky( const char *skyboxname ); qboolean R_CullBox( const vec3_t mins, const vec3_t maxs, uint clipflags ); qboolean R_WorldToScreen( const vec3_t point, vec3_t screen ); void R_ScreenToWorld( const vec3_t screen, vec3_t point ); qboolean R_AddEntity( struct cl_entity_s *pRefEntity, int entityType ); void Mod_LoadMapSprite( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded ); void Mod_UnloadSpriteModel( struct model_s *mod ); void Mod_UnloadStudioModel( struct model_s *mod ); void Mod_UnloadBrushModel( struct model_s *mod ); void GL_SetRenderMode( int mode ); void R_RunViewmodelEvents( void ); void R_DrawViewModel( void ); int R_GetSpriteTexture( const struct model_s *m_pSpriteModel, int frame ); void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, vec3_t saxis ); void R_RemoveEfrags( struct cl_entity_s *ent ); void R_AddEfrags( struct cl_entity_s *ent ); void R_DecalRemoveAll( int texture ); byte *Mod_GetCurrentVis( void ); void Mod_SetOrthoBounds( float *mins, float *maxs ); void R_NewMap( void ); /* ======================================================================= GL STATE MACHINE ======================================================================= */ enum { GL_OPENGL_110 = 0, // base GL_WGL_SWAPCONTROL, GL_WGL_PROCADDRESS, GL_HARDWARE_GAMMA_CONTROL, GL_ARB_VERTEX_BUFFER_OBJECT_EXT, GL_ENV_COMBINE_EXT, GL_ARB_MULTITEXTURE, GL_TEXTURECUBEMAP_EXT, GL_DOT3_ARB_EXT, GL_ANISOTROPY_EXT, GL_TEXTURE_LODBIAS, GL_OCCLUSION_QUERIES_EXT, GL_TEXTURE_COMPRESSION_EXT, GL_SHADER_GLSL100_EXT, GL_SGIS_MIPMAPS_EXT, GL_DRAW_RANGEELEMENTS_EXT, GL_LOCKARRAYS_EXT, GL_TEXTURE_3D_EXT, GL_CLAMPTOEDGE_EXT, GL_BLEND_MINMAX_EXT, GL_STENCILTWOSIDE_EXT, GL_BLEND_SUBTRACT_EXT, GL_SHADER_OBJECTS_EXT, GL_VERTEX_SHADER_EXT, // glsl vertex program GL_FRAGMENT_SHADER_EXT, // glsl fragment program GL_EXT_POINTPARAMETERS, GL_SEPARATESTENCIL_EXT, GL_ARB_TEXTURE_NPOT_EXT, GL_CUSTOM_VERTEX_ARRAY_EXT, GL_TEXTURE_ENV_ADD_EXT, GL_CLAMP_TEXBORDER_EXT, GL_DEPTH_TEXTURE, GL_SHADOW_EXT, GL_EXTCOUNT, // must be last }; enum { GL_TEXTURE0 = 0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3, // g-cont. 4 units should be enough MAX_TEXTURE_UNITS // must be last }; typedef struct { const char *renderer_string; // ptrs to OpenGL32.dll, use with caution const char *vendor_string; const char *version_string; // list of supported extensions const char *extensions_string; byte extension[GL_EXTCOUNT]; int max_texture_units; GLint max_2d_texture_size; GLint max_2d_rectangle_size; GLint max_3d_texture_size; GLint max_cubemap_size; GLint texRectangle; GLfloat max_texture_anisotropy; GLfloat max_texture_lodbias; int color_bits; int alpha_bits; int depth_bits; int stencil_bits; qboolean deviceSupportsGamma; int prev_mode; } glconfig_t; typedef struct { word gammaRamp[768]; // current gamma ramp word stateRamp[768]; // original gamma ramp int width, height; qboolean fullScreen; qboolean wideScreen; qboolean initializedMedia; int activeTMU; GLuint currentTextures[MAX_TEXTURE_UNITS]; GLboolean texIdentityMatrix[MAX_TEXTURE_UNITS]; GLint genSTEnabled[MAX_TEXTURE_UNITS]; // 0 - disabled, OR 1 - S, OR 2 - T, OR 4 - R GLint texCoordArrayMode[MAX_TEXTURE_UNITS]; // 0 - disabled, 1 - enabled, 2 - cubemap int faceCull; int frontFace; qboolean drawTrans; qboolean mtexEnabled; // classic Quake multi-texturing (2 units) qboolean stencilEnabled; qboolean in2DMode; } glstate_t; typedef struct { HDC hDC; // handle to device context HGLRC hGLRC; // handle to GL rendering context int desktopBitsPixel; int desktopWidth; int desktopHeight; qboolean software; // OpenGL software emulation qboolean initialized; // OpenGL subsystem started } glwstate_t; extern glconfig_t glConfig; extern glstate_t glState; extern glwstate_t glw_state; // // renderer cvars // extern convar_t *gl_allow_software; extern convar_t *gl_texture_anisotropy; extern convar_t *gl_extensions; extern convar_t *gl_stencilbits; extern convar_t *gl_ignorehwgamma; extern convar_t *gl_swapInterval; extern convar_t *gl_check_errors; extern convar_t *gl_round_down; extern convar_t *gl_texturemode; extern convar_t *gl_texture_lodbias; extern convar_t *gl_showtextures; extern convar_t *gl_compress_textures; extern convar_t *gl_luminance_textures; extern convar_t *gl_overview; // draw map in overview mode extern convar_t *gl_wireframe; extern convar_t *gl_allow_static; extern convar_t *gl_allow_mirrors; extern convar_t *gl_picmip; extern convar_t *gl_skymip; extern convar_t *gl_finish; extern convar_t *gl_clear; extern convar_t *gl_test; // cvar to testify new effects extern convar_t *r_width; extern convar_t *r_height; extern convar_t *r_speeds; extern convar_t *r_fullbright; extern convar_t *r_norefresh; extern convar_t *r_lighting_extended; extern convar_t *r_lighting_modulate; extern convar_t *r_lighting_ambient; extern convar_t *r_detailtextures; extern convar_t *r_faceplanecull; extern convar_t *r_drawentities; extern convar_t *r_adjust_fov; extern convar_t *r_lefthand; extern convar_t *r_flaresize; extern convar_t *r_decals; extern convar_t *r_novis; extern convar_t *r_nocull; extern convar_t *r_lockpvs; extern convar_t *r_lockcull; extern convar_t *r_dynamic; extern convar_t *r_lightmap; extern convar_t *r_fastsky; extern convar_t *vid_displayfrequency; extern convar_t *vid_fullscreen; extern convar_t *vid_gamma; extern convar_t *vid_texgamma; extern convar_t *vid_mode; #endif//GL_LOCAL_H