typedef void (shader_gen_t)(char *name, shader_t*, const void *args); #define SHADER_PASS_MAX 8 #define SHADER_MAX_TC_MODS 8 #define SHADER_DEFORM_MAX 8 #define SHADER_MAX_ANIMFRAMES 8 #define SHADER_ANIM_FRAMES_MAX 16 #define SHADER_PROGPARMS_MAX 16 typedef enum { SHADER_BSP, SHADER_BSP_VERTEX, SHADER_BSP_FLARE, SHADER_MD3, SHADER_2D } shadertype_t; typedef enum { SHADER_SORT_NONE, SHADER_SORT_SKY, SHADER_SORT_PORTAL, SHADER_SORT_OPAQUE, SHADER_SORT_BANNER, SHADER_SORT_UNDERWATER, SHADER_SORT_DECAL, SHADER_SORT_ADDITIVE, SHADER_SORT_NEAREST } shadersort_t; typedef enum { MF_NONE = 1<<0, MF_NORMALS = 1<<1, MF_TRNORMALS = 1<<2, MF_COLORS = 1<<3, MF_STCOORDS = 1<<4, MF_LMCOORDS = 1<<5, MF_NOCULL = 1<<6, MF_NONBATCHED = 1<<7 } meshfeatures_t; //colour manipulation typedef struct { enum { SHADER_FUNC_SIN, SHADER_FUNC_TRIANGLE, SHADER_FUNC_SQUARE, SHADER_FUNC_SAWTOOTH, SHADER_FUNC_INVERSESAWTOOTH, SHADER_FUNC_NOISE, SHADER_FUNC_CONSTANT } type; // SHADER_FUNC enum float args[4]; // offset, amplitude, phase_offset, rate } shaderfunc_t; #if _MSC_VER || __BORLANDC__ typedef unsigned __int64 msortkey_t; #else typedef unsigned long long msortkey_t; #endif typedef struct meshbuffer_s { msortkey_t sortkey; int infokey; // lightmap number or mesh number unsigned int dlightbits; entity_t *entity; struct shader_s *shader; mesh_t *mesh; struct mfog_s *fog; } meshbuffer_t; //tecture coordinate manipulation typedef struct { enum { SHADER_TCMOD_NONE, //bug SHADER_TCMOD_SCALE, //some sorta tabled deformation SHADER_TCMOD_SCROLL, //boring moving texcoords with time SHADER_TCMOD_STRETCH, //constant factor SHADER_TCMOD_ROTATE, SHADER_TCMOD_MAX, SHADER_TCMOD_TRANSFORM, SHADER_TCMOD_TURB } type; float args[6]; } tcmod_t; //vertex positioning manipulation. typedef struct { enum { DEFORMV_NONE, //bug DEFORMV_MOVE, DEFORMV_WAVE, DEFORMV_NORMAL, DEFORMV_BULGE, DEFORMV_AUTOSPRITE, DEFORMV_AUTOSPRITE2, DEFORMV_PROJECTION_SHADOW } type; float args[4]; shaderfunc_t func; } deformv_t; enum { /*source and dest factors match each other for easier parsing but they're not meant to ever be set on the shader itself NONE is also invalid, and is used to signify disabled, it should never be set on only one */ SBITS_SRCBLEND_NONE = 0x00000000, SBITS_SRCBLEND_ZERO = 0x00000001, SBITS_SRCBLEND_ONE = 0x00000002, SBITS_SRCBLEND_DST_COLOR = 0x00000003, SBITS_SRCBLEND_ONE_MINUS_DST_COLOR = 0x00000004, SBITS_SRCBLEND_SRC_ALPHA = 0x00000005, SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA = 0x00000006, SBITS_SRCBLEND_DST_ALPHA = 0x00000007, SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA = 0x00000008, SBITS_SRCBLEND_SRC_COLOR_INVALID = 0x00000009, SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID = 0x0000000a, SBITS_SRCBLEND_ALPHA_SATURATE = 0x0000000b, #define SBITS_SRCBLEND_BITS 0x0000000f /*must match src factors, just shifted 4*/ SBITS_DSTBLEND_NONE = 0x00000000, SBITS_DSTBLEND_ZERO = 0x00000010, SBITS_DSTBLEND_ONE = 0x00000020, SBITS_DSTBLEND_DST_COLOR_INVALID = 0x00000030, SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID = 0x00000040, SBITS_DSTBLEND_SRC_ALPHA = 0x00000050, SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA = 0x00000060, SBITS_DSTBLEND_DST_ALPHA = 0x00000070, SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA = 0x00000080, SBITS_DSTBLEND_SRC_COLOR = 0x00000090, SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR = 0x000000a0, SBITS_DSTBLEND_ALPHA_SATURATE_INVALID = 0x000000b0, #define SBITS_DSTBLEND_BITS 0x000000f0 #define SBITS_BLEND_BITS (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS) SBITS_ATEST_NONE = 0x00000000, SBITS_ATEST_GT0 = 0x00000100, SBITS_ATEST_LT128 = 0x00000200, SBITS_ATEST_GE128 = 0x00000300, #define SBITS_ATEST_BITS 0x00000f00 SBITS_MISC_DEPTHWRITE = 0x00001000, SBITS_MISC_NODEPTHTEST = 0x00002000, SBITS_MISC_DEPTHEQUALONLY = 0x00004000, SBITS_MISC_DEPTHCLOSERONLY = 0x00008000, // SBITS_MISC_POLYFILL_LINES = 0x00008000, #define SBITS_MISC_BITS 0x0000f000 }; typedef struct shaderpass_s { int numMergedPasses; #ifndef NOMEDIA struct cin_s *cin; #endif unsigned int shaderbits; unsigned int blendmode; enum { RGB_GEN_WAVE, RGB_GEN_ENTITY, RGB_GEN_ONE_MINUS_ENTITY, RGB_GEN_VERTEX, RGB_GEN_EXACT_VERTEX, RGB_GEN_ONE_MINUS_VERTEX, RGB_GEN_IDENTITY_LIGHTING, RGB_GEN_IDENTITY, RGB_GEN_CONST, RGB_GEN_UNKNOWN, RGB_GEN_LIGHTING_DIFFUSE, RGB_GEN_TOPCOLOR, RGB_GEN_BOTTOMCOLOR } rgbgen; shaderfunc_t rgbgen_func; enum { ALPHA_GEN_ENTITY, ALPHA_GEN_WAVE, ALPHA_GEN_PORTAL, ALPHA_GEN_SPECULAR, ALPHA_GEN_IDENTITY, ALPHA_GEN_VERTEX, ALPHA_GEN_CONST } alphagen; shaderfunc_t alphagen_func; enum { TC_GEN_BASE, //basic specified texture coords TC_GEN_LIGHTMAP, //use loaded lightmap coords TC_GEN_ENVIRONMENT, TC_GEN_DOTPRODUCT, TC_GEN_VECTOR, //these are really for use only in glsl stuff. TC_GEN_NORMAL, TC_GEN_SVECTOR, TC_GEN_TVECTOR, } tcgen; int numtcmods; tcmod_t tcmods[SHADER_MAX_TC_MODS]; int anim_numframes; texid_t anim_frames[SHADER_MAX_ANIMFRAMES]; float anim_fps; // unsigned int texturetype; enum { T_GEN_SINGLEMAP, //single texture specified in the shader T_GEN_ANIMMAP, //animating sequence of textures specified in the shader T_GEN_LIGHTMAP, //world light samples T_GEN_DELUXMAP, //world light directions T_GEN_SHADOWMAP, //light's depth values. T_GEN_DIFFUSE, //texture's default diffuse texture T_GEN_NORMALMAP, //texture's default normalmap T_GEN_SPECULAR, //texture's default specular texture T_GEN_UPPEROVERLAY, //texture's default personal colour T_GEN_LOWEROVERLAY, //texture's default team colour T_GEN_FULLBRIGHT, //texture's default fullbright overlay T_GEN_CURRENTRENDER,//copy the current screen to a texture, and draw that T_GEN_VIDEOMAP, //use the media playback as an image source, updating each frame for which it is visible } texgen; enum { SHADER_PASS_NOCOLORARRAY = 1<< 3, //FIXME: remove these SHADER_PASS_VIDEOMAP = 1 << 4, SHADER_PASS_DETAIL = 1 << 5, SHADER_PASS_LIGHTMAP = 1 << 6, SHADER_PASS_DELUXMAP = 1 << 7, SHADER_PASS_ANIMMAP = 1 << 8 } flags; } shaderpass_t; typedef struct { mesh_t meshes[5]; texid_t farbox_textures[6]; texid_t nearbox_textures[6]; } skydome_t; typedef struct { enum shaderprogparmtype_e { SP_BAD, SP_ENTCOLOURS, SP_TOPCOLOURS, SP_BOTTOMCOLOURS, SP_TIME, SP_EYEPOS, SP_ENTMATRIX, SP_LIGHTRADIUS, SP_LIGHTCOLOUR, SP_LIGHTPOSITION, //things that are set immediatly SP_FIRSTIMMEDIATE, //never set SP_CVARI, SP_CVARF, SP_TEXTURE } type; unsigned int handle; } shaderprogparm_t; typedef struct { float factor; float unit; } polyoffset_t; struct shader_s { int width; int height; int numpasses; texnums_t defaulttextures; struct shader_s *next; char name[MAX_QPATH]; //end of shared fields. byte_vec4_t fog_color; float fog_dist; int numdeforms; deformv_t deforms[SHADER_DEFORM_MAX]; polyoffset_t polyoffset; enum { SHADER_SKY = 1 << 0, SHADER_NOMIPMAPS = 1 << 1, SHADER_NOPICMIP = 1 << 2, SHADER_CULL_FRONT = 1 << 3, SHADER_CULL_BACK = 1 << 4, SHADER_DEFORMV_BULGE = 1 << 5, SHADER_AUTOSPRITE = 1 << 6, SHADER_FLARE = 1 << 7, // SHADER_REMOVED = 1 << 8, SHADER_ENTITY_MERGABLE = 1 << 9, SHADER_VIDEOMAP = 1 << 10, SHADER_DEPTHWRITE = 1 << 11, SHADER_AGEN_PORTAL = 1 << 12, SHADER_BLEND = 1 << 13, //blend or alphatest (not 100% opaque). SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders. SHADER_NODLIGHT = 1 << 15, //from surfaceflags SHADER_HASLIGHTMAP = 1 << 16 } flags; union { int glsl; } programhandle; int numprogparams; shaderprogparm_t progparm[SHADER_PROGPARMS_MAX]; shaderpass_t passes[SHADER_PASS_MAX]; shadersort_t sort; skydome_t *skydome; shader_gen_t *generator; const char *genargs; meshfeatures_t features; int registration_sequence; }; extern shader_t r_shaders[]; extern int be_maxpasses; shader_t *R_RegisterPic (char *name); shader_t *R_RegisterShader (char *name, const char *shaderscript); shader_t *R_RegisterShader_Lightmap (char *name); shader_t *R_RegisterShader_Vertex (char *name); shader_t *R_RegisterShader_Flare (char *name); shader_t *R_RegisterSkin (char *name); shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args); void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader); cin_t *R_ShaderGetCinematic(char *name); void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args); void Shader_DefaultBSP(char *shortname, shader_t *s, const void *args); void Shader_DefaultScript(char *shortname, shader_t *s, const void *args); void Shader_DoReload(void); void R_BackendInit (void); void Shader_Shutdown (void); qboolean Shader_Init (void); void Shader_NeedReload(void); mfog_t *CM_FogForOrigin(vec3_t org); //not all modes accept meshes - STENCIL(intentional) and DEPTHONLY(not implemented) typedef enum { BEM_STANDARD, //regular mode to draw surfaces akin to q3 (aka: legacy mode). lightmaps+delux+ambient BEM_DEPTHONLY, //just a quick depth pass. textures used only for alpha test (shadowmaps). BEM_STENCIL, //used for drawing shadow volumes to the stencil buffer. BEM_DEPTHDARK, //a quick depth pass. textures used only for alpha test. additive textures still shown as normal. BEM_LIGHT, //we have a valid light BEM_SMAPLIGHT //we have a light using a shadowmap } backendmode_t; #define BEF_FORCEDEPTHWRITE 1 #define BEF_FORCEDEPTHTEST 2 #define BEF_FORCEADDITIVE 4 //blend dest = GL_ONE #define BEF_FORCETRANSPARENT 8 //texenv replace -> modulate #define BEF_FORCENODEPTH 16 //disables any and all depth. //Select the current render mode and modifier flags void BE_SelectMode(backendmode_t mode, unsigned int flags); //Draws an entire mesh chain from a VBO. vbo can be null, in which case the chain may be drawn without batching. void BE_DrawMeshChain(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums); //Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required void BE_DrawWorld (qbyte *vis); //called at init, force the display to the right defaults etc void BE_Init(void); //Generates an optimised VBO, one for each texture on the map void BE_GenBrushModelVBO(model_t *mod); //Destroys the given vbo void BE_ClearVBO(vbo_t *vbo); //Uploads all modified lightmaps void BE_UploadAllLightmaps(void); #ifdef RTLIGHTS //submits the world and ents... used only by gl_shadows.c void BE_SubmitMeshes (void); //sets up gl for depth-only FIXME void BE_SetupForShadowMap(void); //Generates shadow maps (called before anything is drawn in case it needs to clobber the normal view) void Sh_GenShadowMaps (void); //Draws lights, called from the backend void Sh_DrawLights(qbyte *vis); //Draws the depth of ents in the world near the current light void BE_BaseEntShadowDepth(void); //Sets the given light+colour to be the current one that everything is to be lit/culled by. void BE_SelectDLight(dlight_t *dl, vec3_t colour); //Returns true if the mesh is not lit by the current light qboolean BE_LightCullModel(vec3_t org, model_t *model); #endif