Files
illusion-arena-engine/code/renderer_oa/tr_local.h
leilei- ed43aa0c02 Flare-related speedup:
- r_flareDelay - delays the glReadPixels every specified tics to keep the video bus from being congested by excess reads (maps with way too many flares (i.e. pvomit) sohuld not slow down as much as before)
- TestFlareFast actually now is working as intended because of it
- normal high quality flare functionality moved to r_flareQuality 2.
- r_flareQuality default is now 1.
2016-02-22 00:47:59 -05:00

2319 lines
65 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef TR_LOCAL_H
#define TR_LOCAL_H
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "../renderercommon/tr_public.h"
#include "../renderercommon/tr_common.h"
#include "../renderercommon/iqm.h"
#include "tr_mdo.h"
#include "../renderercommon/qgl.h"
#define GL_INDEX_TYPE GL_UNSIGNED_INT
typedef unsigned int glIndex_t;
// 14 bits
// can't be increased without changing bit packing for drawsurfs
// see QSORT_SHADERNUM_SHIFT
#define SHADERNUM_BITS 14
#define MAX_SHADERS (1<<SHADERNUM_BITS)
extern qboolean palettedTextureSupport; // leilei - paletted texture
typedef struct dlight_s {
vec3_t origin;
vec3_t color; // range from 0.0 to 1.0, should be color normalized
float radius;
vec3_t transformed; // origin in local coordinate system
int additive; // texture detail is lost tho when the lightmap is dark
} 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 lightingCalculated;
vec3_t lightDir; // normalized direction towards light
vec3_t ambientLight; // color normalized to 0-255
int ambientLightInt; // 32 bit rgba packed
vec3_t directedLight;
vec3_t dynamicLight;
float lightDistance;
// leilei - eyes
vec3_t eyepos[2]; // looking from
} trRefEntity_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];
vec3_t viewOriginOld; // leilei - motionBlur
vec3_t viewOriginOlder; // leilei - motionBlur
} orientationr_t;
//===============================================================================
typedef enum {
SS_BAD,
SS_PORTAL, // mirrors, portals, viewscreens
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_FOG,
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 {
DEFORM_NONE,
DEFORM_WAVE,
DEFORM_NORMALS,
DEFORM_BULGE,
DEFORM_MOVE,
DEFORM_PROJECTION_SHADOW,
DEFORM_AUTOSPRITE,
DEFORM_AUTOSPRITE2,
DEFORM_TEXT0,
DEFORM_TEXT1,
DEFORM_TEXT2,
DEFORM_TEXT3,
DEFORM_TEXT4,
DEFORM_TEXT5,
DEFORM_TEXT6,
DEFORM_TEXT7
} 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_CONST
} 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_LIGHTING_DIFFUSE,
CGEN_LIGHTING_UNIFORM,
CGEN_LIGHTING_DYNAMIC,
CGEN_LIGHTING_FLAT_AMBIENT, // leilei - cel hack
CGEN_LIGHTING_FLAT_DIRECT,
CGEN_FOG, // standard fog
CGEN_CONST, // fixed color
CGEN_VERTEX_LIT, // leilei - tess.vertexColors * tr.identityLight * ambientlight*directlight
CGEN_LIGHTING_DIFFUSE_SPECULAR // leilei - LIGHTING_DIFFUSE, capped by specular exponent
} colorGen_t;
typedef enum {
TCGEN_BAD,
TCGEN_IDENTITY, // clear to 0,0
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_ENVIRONMENT_CELSHADE_MAPPED,
TCGEN_ENVIRONMENT_CELSHADE_LEILEI, // leilei - cel hack
TCGEN_ENVIRONMENT_MAPPED_WATER, // leilei - fake water reflection
TCGEN_EYE_LEFT, // eyes
TCGEN_EYE_RIGHT, // eyes
TCGEN_FOG,
TCGEN_VECTOR // S and T from world coordinates
} 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_LIGHTSCALE, // leilei - cel hack
TMOD_ROTATE,
TMOD_ENTITY_TRANSLATE
} 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_SCROLL
float scroll[2]; // s' = s + scroll[0] * time
// t' = t + scroll[1] * time
// + = clockwise
// - = counterclockwise
float rotateSpeed;
} texModInfo_t;
#define MAX_IMAGE_ANIMATIONS 8
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
float imageAnimationSpeed;
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
int numTexMods;
texModInfo_t *texMods;
int videoMapHandle;
qboolean isLightmap;
qboolean isVideoMap;
// leilei - alphahack
char *texname;
int alphahack;
} textureBundle_t;
#define NUM_TEXTURE_BUNDLES 16 // leilei - was 8, increased for motion blur
typedef struct {
qboolean active;
textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
waveForm_t rgbWave;
colorGen_t rgbGen;
waveForm_t alphaWave;
alphaGen_t alphaGen;
byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
unsigned stateBits; // GLS_xxxx mask
acff_t adjustColorsForFog;
qboolean isDetail;
int mipBias;
int isGLSL;
int isBlend; // leilei - for leifx
qboolean isLeiShade; // leilei - for the automatic shader
qhandle_t program;
int imgWidth;
int imgHeight; //leilei for glsl shaders
} shaderStage_t;
struct shaderCommands_s;
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 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;
fogParms_t fogParms;
float portalRange; // distance to fog out at
int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
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;
// leilei - automatic detail texturing
int hasDetail; // shader has a detail stage
int hasDepthWrite; // shader has a depthwrite stage (detailing around holes)
int hasMaterial; // shader represents this material
int numDeforms;
deformStage_t deforms[MAX_SHADER_DEFORMS];
int numUnfoggedPasses;
shaderStage_t *stages[MAX_SHADER_STAGES];
void (*optimalStageIteratorFunc)( void );
float clampTime; // time this shader is clamped to
float timeOffset; // current time offset for this shader
struct shader_s *remappedShader; // current shader this one is remapped too
struct shader_s *next;
} shader_t;
// leilei - shader materials for detail texturing
#define SHADMAT_GENERIC 0 // none
#define SHADMAT_METAL 1 // from metalsteps
#define SHADMAT_WOOD 2 // ql
#define SHADMAT_FLESH 3 // unused
#define SHADMAT_SAND 4 // from dust?
#define SHADMAT_SNOW 5 // unused
#define SHADMAT_EARTH 6 // unused
#define SHADMAT_CONCRETE 7 // unused? redundant?
#define SHADMAT_ICE 8 // from slick
// 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
stereoFrame_t stereoFrame;
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_dlights;
struct dlight_s *dlights;
int numPolys;
struct srfPoly_s *polys;
int numDrawSurfs;
struct drawSurf_s *drawSurfs;
} 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 {
orientationr_t or;
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
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[4];
vec3_t visBounds[2];
float zFar;
stereoFrame_t stereoFrame;
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
typedef enum {
SF_BAD,
SF_SKIP, // ignore
SF_FACE,
SF_GRID,
SF_TRIANGLES,
SF_POLY,
SF_MD3,
SF_MDR,
SF_MDO,
SF_IQM,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_DISPLAY_LIST,
SF_NUM_SURFACE_TYPES,
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
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 fogIndex;
int numVerts;
polyVert_t *verts;
} srfPoly_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;
shader_t *shadder; // leilei - for custom flares
} srfFlare_t;
typedef struct srfGridMesh_s {
surfaceType_t surfaceType;
// dynamic lighting information
int dlightBits;
// culling information
vec3_t meshBounds[2];
vec3_t localOrigin;
float meshRadius;
// 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;
// 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;
// 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;
// inter-quake-model
typedef struct {
int num_vertexes;
int num_triangles;
int num_frames;
int num_surfaces;
int num_joints;
int num_poses;
struct srfIQModel_s *surfaces;
float *positions;
float *texcoords;
float *normals;
float *tangents;
byte *blendIndexes;
union {
float *f;
byte *b;
} blendWeights;
byte *colors;
int *triangles;
// depending upon the exporter, blend indices and weights might be int/float
// as opposed to the recommended byte/byte, for example Noesis exports
// int/float whereas the official IQM tool exports byte/byte
byte blendWeightsType; // IQM_UBYTE or IQM_FLOAT
int *jointParents;
float *jointMats;
float *poseMats;
float *bounds;
char *names;
} iqmData_t;
// inter-quake-model surface
typedef struct srfIQModel_s {
surfaceType_t surfaceType;
char name[MAX_QPATH];
shader_t *shader;
iqmData_t *data;
int first_vertex, num_vertexes;
int first_triangle, num_triangles;
} srfIQModel_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
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;
msurface_t **firstmarksurface;
int nummarksurfaces;
} mnode_t;
typedef struct {
vec3_t bounds[2]; // for culling
msurface_t *firstSurface;
int numSurfaces;
} bmodel_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;
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;
int numfogs;
fog_t *fogs;
vec3_t lightGridOrigin;
vec3_t lightGridSize;
vec3_t lightGridInverseSize;
int lightGridBounds[3];
byte *lightGridData;
int numClusters;
int clusterBytes;
const byte *vis; // may be passed in by CM_LoadMap to save space
byte *novis; // clusterBytes of 0xff
char *entityString;
char *entityParsePoint;
} world_t;
#define MAX_PROGRAMS 256
#define MAX_PROGRAM_OBJECTS 8
typedef struct {
int index;
char name[MAX_QPATH];
qboolean valid;
GLhandleARB program;
GLint u_AlphaGen;
alphaGen_t v_AlphaGen;
GLint u_AmbientLight;
vec3_t v_AmbientLight;
GLint u_DynamicLight;
vec3_t v_DynamicLight;
GLint u_LightDistance;
float v_LightDistance;
GLint u_ColorGen;
colorGen_t v_ColorGen;
GLint u_ConstantColor;
byte v_ConstantColor[4];
GLint u_DirectedLight;
vec3_t v_DirectedLight;
GLint u_EntityColor;
byte v_EntityColor[4];
GLint u_FogColor;
unsigned v_FogColor;
GLint u_Greyscale;
int v_Greyscale;
GLint u_IdentityLight;
float v_IdentityLight;
GLint u_LightDirection;
vec3_t v_LightDirection;
GLint u_ModelViewMatrix;
float v_ModelViewMatrix[16];
GLint u_ModelViewProjectionMatrix;
float v_ModelViewProjectionMatrix[16];
GLint u_ProjectionMatrix;
float v_ProjectionMatrix[16];
GLint u_TCGen0;
texCoordGen_t v_TCGen0;
GLint u_TCGen1;
texCoordGen_t v_TCGen1;
GLint u_TexEnv;
int v_TexEnv;
GLint u_Texture0;
GLint u_Texture1;
GLint u_Texture2;
GLint u_Texture3;
GLint u_Texture4;
GLint u_Texture5;
GLint u_Texture6;
GLint u_Texture7;
GLint u_Time;
float v_Time;
GLint u_ViewOrigin;
vec3_t v_ViewOrigin;
//Postprocessing usefull vars
GLint u_ScreenSizeX;
GLint u_ScreenSizeY;
GLfloat u_ScreenToNextPixelX;
GLfloat u_ScreenToNextPixelY;
GLfloat u_zFar;
GLint u_ActualScreenSizeX;
GLint u_ActualScreenSizeY;
// leilei - motion blur vars
GLfloat u_MotionBlurX;// OBSOLETE
GLfloat u_MotionBlurY;// OBSOLETE
GLint u_ViewMotion;// OBSOLETE
vec3_t v_ViewMotion;// OBSOLETE
GLint u_mpass1; // 1-5
GLint u_mpass2; // 6-10
GLint u_mpass3; // 11-15
GLint u_mpass4; // 16-20
GLint u_mpasses; // How many passes of Motion do we have anyhow?
// leilei - 'compatibility' with ruby shader vars (HACK HACK HACK)
GLint rubyInputSize;
vec3_t v_rubyInputSize;
GLint rubyOutputSize;
vec3_t v_rubyOutputSize;
GLint rubyTextureSize;
vec3_t v_rubyTextureSize;
GLfloat rubyFrameCount;
// leilei - Color control
GLfloat u_CC_Brightness;
GLfloat u_CC_Contrast;
GLfloat u_CC_Saturation;
GLfloat u_CC_Overbright;
GLfloat u_CC_Gamma;
//End Postprocess Vars
// leilei - addition (HACK!)
GLint u_Normal;
vec3_t v_Normal;
} glslProgram_t;
//======================================================================
typedef enum {
MOD_BAD,
MOD_BRUSH,
MOD_MESH,
MOD_MDR,
MOD_MDO,
MOD_IQM
} modtype_t;
typedef struct model_s {
char name[MAX_QPATH];
modtype_t type;
int index; // model = tr.models[model->index]
int dataSize; // just for listing purposes
bmodel_t *bmodel; // only if type == MOD_BRUSH
md3Header_t *md3[MD3_MAX_LODS]; // only if type == MOD_MESH
void *modelData; // only if type == (MOD_MDR | MOD_IQM | MOD_MDO)
int numLods;
} 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_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
void R_Modellist_f (void);
//====================================================
#define MAX_DRAWIMAGES 2048
#define MAX_LIGHTMAPS 256
#define MAX_SKINS 1024
#define MAX_DRAWSURFS 0x10000
#define DRAWSURF_MASK (MAX_DRAWSURFS-1)
/*
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:
0 - 1 : dlightmap index
//2 : used to be clipped flag REMOVED - 03.21.00 rad
2 - 6 : fog index
11 - 20 : entity index
21 - 31 : sorted shader index
TTimo - 1.32
0-1 : dlightmap index
2-6 : fog index
7-16 : entity index
17-30 : sorted shader index
*/
#define QSORT_FOGNUM_SHIFT 2
#define QSORT_REFENTITYNUM_SHIFT 7
#define QSORT_SHADERNUM_SHIFT (QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
#error "Need to update sorting, too many bits."
#endif
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;
} 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;
float currentModelViewMatrix[16];
float currentModelViewProjectionMatrix[16];
float currentProjectionMatrix[16];
qhandle_t currentProgram;
qhandle_t postprocessingProgram;
qboolean finishCalled;
int texEnv[2];
int faceCulling;
unsigned long glStateBits;
} glstate_t;
typedef struct {
int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
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 {
trRefdef_t refdef;
viewParms_t viewParms;
orientationr_t or;
backEndCounters_t pc;
qboolean isHyperspace;
trRefEntity_t *currentEntity;
qboolean skyRenderedThisView; // flag for drawing sun
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
byte color2D[4];
qboolean vertexes2D; // shader needs to be finished
qboolean doneBloom; // done bloom this frame
qboolean donepostproc; // done postprocess this frame
qboolean doneleifx; // leilei - done leifxing this frame
qboolean doneanime; // leilei - done animeing this frame
qboolean doneAltBrightness; // leilei - done alternate brightness this frame
qboolean doneFilm; // leilei - done film filtering this frame
qboolean doneSun; // leilei - done drawing a sun
qboolean doneSunFlare; // leilei - done drawing a sun flare
qboolean donemblur; // leilei - done motionblur this frame
qboolean donewater; // leilei - done water this frame
qboolean donetv; // leilei - tv this frame
qboolean doneraa; // leilei - done aa'ing this frame
qboolean donentsc; // leilei - done ntsc'ing this frame
qboolean donepalette; // leilei - done animeing this frame
qboolean doneSurfaces; // done any 3d surfaces already
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
} 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 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[32];
image_t *fogImage;
image_t *dlightImage; // inverse-quare highlight for projective adding
image_t *waterImage;
image_t *flareImage;
image_t *whiteImage; // full of 0xff
image_t *identityLightImage; // full of tr.identityLightByte
shader_t *defaultShader;
shader_t *shadowShader;
shader_t *projectionShadowShader;
shader_t *flareShader;
shader_t *flareShaderAtlas; // leilei - lens reflections
shader_t *sunShader;
qhandle_t skipProgram;
qhandle_t defaultProgram;
qhandle_t vertexLitProgram;
qhandle_t lightmappedMultitextureProgram;
qhandle_t skyProgram;
qhandle_t postprocessingProgram;
qhandle_t leiFXDitherProgram; // leilei
qhandle_t leiFXGammaProgram; // leilei
qhandle_t leiFXFilterProgram; // leilei
qhandle_t animeProgram; // leilei
qhandle_t animeFilmProgram; // leilei
qhandle_t motionBlurProgram; // leilei
qhandle_t motionBlurPostProgram; // leilei
qhandle_t BrightnessProgram; // leilei
qhandle_t CRTProgram; // leilei
qhandle_t NTSCEncodeProgram; // leilei
qhandle_t NTSCDecodeProgram; // leilei
qhandle_t NTSCBleedProgram; // leilei
qhandle_t paletteProgram; // leilei
int numPrograms;
glslProgram_t *programs[MAX_PROGRAMS];
int numLightmaps;
image_t **lightmaps;
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
int currentEntityNum;
int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
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
orientationr_t or; // for current entity
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 numAnimations;
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];
float fogTable[FOG_TABLE_SIZE];
shader_t *placeholderTextureShader; // leilei - for map textures
shader_t *placeholderModelShader; // leilei - for models
shader_t *placeholderSkyShader; // leilei - for skies
shader_t *placeholderWaterShader; // leilei - for liquids
shader_t *placeholderLavaShader; // leilei - for lavas
shader_t *placeholderSlimeShader; // leilei - for slimes
shader_t *placeholderFogShader; // leilei - for fogs
shader_t *placeholderShader; // leilei - for anything else
qboolean placeholderTextureAvail;
qboolean placeholderModelAvail;
qboolean placeholderSkyAvail;
qboolean placeholderWaterAvail;
qboolean placeholderLavaAvail;
qboolean placeholderSlimeAvail;
qboolean placeholderFogAvail;
qboolean placeholderAvail;
} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
extern qboolean vertexShaders;
extern qboolean postprocess;
extern int leifxmode; // leilei - leifx
extern char depthimage;
//
// cvars
//
extern cvar_t *r_flareSize;
extern cvar_t *r_flareFade;
extern cvar_t *r_flareQuality;
extern cvar_t *r_flareSun;
extern cvar_t *r_flareMethod;
extern cvar_t *r_flareDelay;
// coefficient for the flare intensity falloff function.
#define FLARE_STDCOEFF "150"
extern cvar_t *r_flareCoeff;
extern cvar_t *r_railWidth;
extern cvar_t *r_railCoreWidth;
extern cvar_t *r_railSegmentLength;
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_zproj; // z distance of projection plane
extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
extern cvar_t *r_lodbias; // push/pull LOD transitions
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_drawSun; // controls drawing of sun quad
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
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_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_facePlaneCull; // enables culling of planar surfaces with back side test
extern cvar_t *r_nocurves;
extern cvar_t *r_showcluster;
extern cvar_t *r_gamma;
extern cvar_t *r_ext_vertex_shader;
extern cvar_t *r_postprocess;
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_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_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_uiFullScreen; // ui is running fullscreen
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_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_flares; // light flares
extern cvar_t *r_intensity;
extern cvar_t *r_lockpvs;
extern cvar_t *r_noportals;
extern cvar_t *r_portalOnly;
extern cvar_t *r_subdivisions;
extern cvar_t *r_lodCurveError;
extern cvar_t *r_skipBackEnd;
extern cvar_t *r_anaglyphMode;
extern cvar_t *r_greyscale;
extern cvar_t *r_monolightmaps;
extern cvar_t *r_ignoreGLErrors;
extern cvar_t *r_overBrightBits;
extern cvar_t *r_mapOverBrightBits;
extern cvar_t *r_debugSurface;
extern cvar_t *r_simpleMipMaps;
extern cvar_t *r_showImages;
extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_marksOnTriangleMeshes;
extern cvar_t *r_lensReflection1;
extern cvar_t *r_lensReflection2;
extern cvar_t *r_lensReflectionBrightness;
extern cvar_t *r_ext_paletted_texture; // leilei - Paletted Texture
extern cvar_t *r_specMode;
//extern cvar_t *r_waveMode;
extern cvar_t *r_flaresDlight;
extern cvar_t *r_flaresDlightShrink;
extern cvar_t *r_flaresDlightFade;
extern cvar_t *r_flaresDlightOpacity;
extern cvar_t *r_flaresDlightScale;
//extern cvar_t *r_flaresSurfradii;
extern cvar_t *r_alternateBrightness; // leilei - alternate brightness
extern cvar_t *r_parseStageSimple; // Leilei - handling textures into alphas
extern cvar_t *r_leifx; // Leilei - leifx nostalgia filter
extern cvar_t *r_modelshader; // Leilei - new model shading
extern cvar_t *r_ntsc; // Leilei - ntsc
extern cvar_t *r_tvMode; // Leilei - tv faking mode
extern cvar_t *r_tvModeForceAspect; // Leilei - retain aspect of the tv's mode
extern cvar_t *r_tvFilter; // Leilei - filter to use
extern cvar_t *r_retroAA; // Leilei - old console anti aliasing
extern cvar_t *r_suggestiveThemes; // Leilei - mature content
extern cvar_t *r_motionblur; // Leilei - motionblur
extern cvar_t *r_motionblur_fps; // Leilei - motionblur framerated
extern cvar_t *r_anime; // Leilei - anime filter
extern cvar_t *r_palletize; // Leilei - anime filter
extern cvar_t *r_leidebug; // Leilei - debug only!
extern cvar_t *r_leidebugeye; // Leilei - debug only!
extern cvar_t *r_iconmip; // leilei - icon mip - picmip for 2d icons
extern cvar_t *r_iconBits; // leilei - icon color depth for 2d icons
extern cvar_t *r_lightmapBits; // leilei - lightmap color depth
extern cvar_t *r_texdump; // leilei - texture dumping
extern cvar_t *r_detailTextureScale; // leilei - scale tweak the detail textures, 0 doesn't tweak at all.
extern cvar_t *r_detailTextureLayers; // leilei - add in more smaller detail texture layers, expensive!
extern cvar_t *r_textureDither; // leilei - apply dithering for lower texture bits
//====================================================================
void R_SwapBuffers( int );
void R_RenderView( viewParms_t *parms );
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 sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap );
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, int fogIndex, 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 (vec3_t local, vec3_t world);
void R_LocalPointToWorld (vec3_t local, vec3_t world);
int R_CullLocalBox (vec3_t bounds[2]);
int R_CullPointAndRadius( vec3_t origin, float radius );
int R_CullLocalPointAndRadius( vec3_t origin, float radius );
void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum);
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
/*
** GL wrapper/helper functions
*/
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_POLYMODE_LINE 0x00001000
#define GLS_DEPTHTEST_DISABLE 0x00010000
#define GLS_DEPTHFUNC_EQUAL 0x00020000
#define GLS_ATEST_GT_0 0x10000000
#define GLS_ATEST_LT_80 0x20000000
#define GLS_ATEST_GE_80 0x40000000
#define GLS_ATEST_BITS 0x70000000
#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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_SetWorldVisData( const byte *vis );
qhandle_t RE_RegisterModel( const char *name );
qhandle_t RE_RegisterSkin( const char *name );
void RE_Shutdown( qboolean destroyWindow );
qboolean R_GetEntityToken( char *buffer, int size );
model_t *R_AllocModel( void );
void R_Init( void );
void R_SetColorMappings( void );
void R_GammaCorrect( byte *buffer, int bufSize );
void R_ImageListMapOnly_f( void ); // leilei - stuff hack
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_GLSLPalette_f( void );
void R_InitFogTable( void );
float R_FogFactor( float s, float t );
void R_InitImages( void );
void R_DeleteTextures( void );
int R_SumOfUsedImages( void );
void R_InitSkins( void );
skin_t *R_GetSkinByHandle( qhandle_t hSkin );
int R_ComputeLOD( trRefEntity_t *ent );
const void *RB_TakeVideoFrameCmd( const void *data );
//
// tr_shader.c
//
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
shader_t *R_GetShaderByHandle( qhandle_t hShader );
shader_t *R_GetShaderByState( int index, long *cycleTime );
shader_t *R_FindShaderByName( const char *name );
void R_InitShaders( void );
void R_ShaderList_f( void );
void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
/*
====================================================================
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 numIndexes;
int numVertexes;
// info extracted from current shader
int numPasses;
void (*currentStageIteratorFunc)( void );
shaderStage_t **xstages;
} shaderCommands_t;
extern shaderCommands_t tess;
void RB_SetGL2D (void);
void RB_BeginSurface(shader_t *shader, int fogNum );
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_StageIteratorVertexLitTexture( void );
void RB_StageIteratorLightmappedMultitexture( 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( void );
void GLimp_InitExtraExtensions(void);
/*
============================================================
WORLD MAP
============================================================
*/
void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_AddWorldSurfaces( void );
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
/*
============================================================
FLARES
============================================================
*/
void R_ClearFlares( void );
void RB_AddFlare(srfFlare_t *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal, int radii, int efftype, float scaled, int type);
void RB_AddDlightFlares( void );
void RB_RenderFlares (void);
/*
============================================================
GLSL
============================================================
*/
/*
* R_GLSL_SetUniform
* Only upload uniform data when value changes
*/
static ID_INLINE void R_GLSL_SetUniform_AlphaGen(glslProgram_t *program, alphaGen_t value) {
if (program->v_AlphaGen == value)
return;
program->v_AlphaGen = value;
qglUniform1iARB(program->u_AlphaGen, value);
}
static ID_INLINE void R_GLSL_SetUniform_AmbientLight(glslProgram_t *program, const vec3_t value) {
if (VectorCompare(program->v_AmbientLight, value))
return;
VectorCopy(value, program->v_AmbientLight);
qglUniform3fARB(program->u_AmbientLight, value[0] / 255.0f, value[1] / 255.0f, value[2] / 255.0f);
}
static ID_INLINE void R_GLSL_SetUniform_DynamicLight(glslProgram_t *program, const vec3_t value) {
if (VectorCompare(program->v_DynamicLight, value))
return;
VectorCopy(value, program->v_DynamicLight);
qglUniform3fARB(program->u_DynamicLight, value[0] / 255.0f, value[1] / 255.0f, value[2] / 255.0f);
}
static ID_INLINE void R_GLSL_SetUniform_LightDistance(glslProgram_t *program, float value) {
if (program->v_LightDistance == value)
return;
program->v_LightDistance = value;
qglUniform1fARB(program->u_LightDistance, value);
}
static ID_INLINE void R_GLSL_SetUniform_ColorGen(glslProgram_t *program, colorGen_t value) {
if (program->v_ColorGen == value)
return;
program->v_ColorGen = value;
qglUniform1iARB(program->u_ColorGen, value);
}
static ID_INLINE void R_GLSL_SetUniform_ConstantColor(glslProgram_t *program, byte value[4]) {
if (program->v_ConstantColor[0] == value[0] &&
program->v_ConstantColor[1] == value[1] &&
program->v_ConstantColor[2] == value[2] &&
program->v_ConstantColor[3] == value[3])
return;
program->v_ConstantColor[0] = value[0];
program->v_ConstantColor[1] = value[1];
program->v_ConstantColor[2] = value[2];
program->v_ConstantColor[3] = value[3];
qglUniform4fARB(program->u_ConstantColor, value[0] / 255.0f, value[1] / 255.0f, value[2] / 255.0f, value[3] / 255.0f);
}
static ID_INLINE void R_GLSL_SetUniform_DirectedLight(glslProgram_t *program, const vec3_t value) {
if (VectorCompare(program->v_DirectedLight, value))
return;
VectorCopy(value, program->v_DirectedLight);
qglUniform3fARB(program->u_DirectedLight, value[0] / 255.0f, value[1] / 255.0f, value[2] / 255.0f);
}
static ID_INLINE void R_GLSL_SetUniform_EntityColor(glslProgram_t *program, byte value[4]) {
if (program->v_EntityColor[0] == value[0] &&
program->v_EntityColor[1] == value[1] &&
program->v_EntityColor[2] == value[2] &&
program->v_EntityColor[3] == value[3])
return;
program->v_EntityColor[0] = value[0];
program->v_EntityColor[1] = value[1];
program->v_EntityColor[2] = value[2];
program->v_EntityColor[3] = value[3];
qglUniform4fARB(program->u_EntityColor, value[0] / 255.0f, value[1] / 255.0f, value[2] / 255.0f, value[3] / 255.0f);
}
static ID_INLINE void R_GLSL_SetUniform_FogColor(glslProgram_t *program, unsigned value) {
byte temp[4];
if (program->v_FogColor == value)
return;
*(unsigned *)temp = value;
program->v_FogColor = value;
qglUniform4fARB(program->u_FogColor, temp[0] / 255.0f, temp[1] / 255.0f, temp[2] / 255.0f, temp[3] / 255.0f);
}
static ID_INLINE void R_GLSL_SetUniform_Greyscale(glslProgram_t *program, int value) {
if (program->v_Greyscale == value)
return;
program->v_Greyscale = value;
qglUniform1iARB(program->u_Greyscale, value);
}
static ID_INLINE void R_GLSL_SetUniform_IdentityLight(glslProgram_t *program, float value) {
if (program->v_IdentityLight == value)
return;
program->v_IdentityLight = value;
qglUniform1fARB(program->u_IdentityLight, value);
}
static ID_INLINE void R_GLSL_SetUniform_LightDirection(glslProgram_t *program, const vec3_t value) {
if (VectorCompare(program->v_LightDirection, value))
return;
VectorCopy(value, program->v_LightDirection);
qglUniform3fARB(program->u_LightDirection, value[0], value[1], value[2]);
}
static ID_INLINE void R_GLSL_SetUniform_ModelViewMatrix(glslProgram_t *program, const float value[16]) {
if (Matrix4Compare(program->v_ModelViewMatrix, value))
return;
Matrix4Copy(value, program->v_ModelViewMatrix);
qglUniformMatrix4fvARB(program->u_ModelViewMatrix, 1, GL_FALSE, value);
}
static ID_INLINE void R_GLSL_SetUniform_ModelViewProjectionMatrix(glslProgram_t *program, const float value[16]) {
if (Matrix4Compare(program->v_ModelViewProjectionMatrix, value))
return;
Matrix4Copy(value, program->v_ModelViewProjectionMatrix);
qglUniformMatrix4fvARB(program->u_ModelViewProjectionMatrix, 1, GL_FALSE, value);
}
static ID_INLINE void R_GLSL_SetUniform_ProjectionMatrix(glslProgram_t *program, const float value[16]) {
if (Matrix4Compare(program->v_ProjectionMatrix, value))
return;
Matrix4Copy(value, program->v_ProjectionMatrix);
qglUniformMatrix4fvARB(program->u_ProjectionMatrix, 1, GL_FALSE, value);
}
static ID_INLINE void R_GLSL_SetUniform_TCGen0(glslProgram_t *program, texCoordGen_t value) {
if (program->v_TCGen0 == value)
return;
program->v_TCGen0 = value;
qglUniform1iARB(program->u_TCGen0, value);
}
static ID_INLINE void R_GLSL_SetUniform_TCGen1(glslProgram_t *program, texCoordGen_t value) {
if (program->v_TCGen1 == value)
return;
program->v_TCGen1 = value;
qglUniform1iARB(program->u_TCGen1, value);
}
static ID_INLINE void R_GLSL_SetUniform_TexEnv(glslProgram_t *program, int value) {
switch (value) {
case GL_REPLACE:
value = 0;
break;
case GL_MODULATE:
value = 1;
break;
case GL_DECAL:
value = 2;
break;
case GL_ADD:
value = 4;
break;
default:
value = -1;
}
if (program->v_TexEnv == value)
return;
program->v_TexEnv = value;
qglUniform1iARB(program->u_TexEnv, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture0(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture0, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture1(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture1, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture2(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture2, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture3(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture3, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture4(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture4, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture5(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture5, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture6(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture6, value);
}
static ID_INLINE void R_GLSL_SetUniform_Texture7(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_Texture7, value);
}
static ID_INLINE void R_GLSL_SetUniform_Time(glslProgram_t *program, float value) {
if (program->v_Time == value)
return;
program->v_Time = value;
qglUniform1fARB(program->u_Time, value);
}
static ID_INLINE void R_GLSL_SetUniform_ViewOrigin(glslProgram_t *program, const vec3_t value) {
if (VectorCompare(program->v_ViewOrigin, value))
return;
VectorCopy(value, program->v_ViewOrigin);
qglUniform3fARB(program->u_ViewOrigin, value[0], value[1], value[2]);
}
// Postprocess Vars
static ID_INLINE void R_GLSL_SetUniform_u_ScreenSizeX(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_ScreenSizeX, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_ScreenSizeY(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_ScreenSizeY, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_ScreenToNextPixelX(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_ScreenToNextPixelX, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_ScreenToNextPixelY(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_ScreenToNextPixelY, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_zFar(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_zFar, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_MotionBlurX(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_MotionBlurX, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_MotionBlurY(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_MotionBlurY, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_CC_Brightness(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_CC_Brightness, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_CC_Gamma(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_CC_Gamma, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_CC_Contrast(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_CC_Contrast, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_CC_Saturation(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_CC_Saturation, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_CC_Overbright(glslProgram_t *program, GLfloat value) {
qglUniform1fARB(program->u_CC_Overbright, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_mpasses(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_mpasses, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_ActualScreenSizeX(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_ActualScreenSizeX, value);
}
static ID_INLINE void R_GLSL_SetUniform_u_ActualScreenSizeY(glslProgram_t *program, GLint value) {
qglUniform1iARB(program->u_ActualScreenSizeY, value);
}
static ID_INLINE void R_GLSL_SetUniform_rubyTextureSize(glslProgram_t *program, const GLint value, const GLint valub) {
// if (VectorCompare(program->v_rubyTextureSize, value))
// return;
// VectorCopy(value, program->v_rubyTextureSize);
// program->v_rubyTextureSize[0] = value;
// program->v_rubyTextureSize[1] = valub;
// qglUniform3fARB(program->rubyTextureSize, value, valub, 1.0);
}
static ID_INLINE void R_GLSL_SetUniform_rubyInputSize(glslProgram_t *program, const GLint value, const GLint valub) {
// if (VectorCompare(program->v_rubyInputSize, value))
// return;
// program->v_rubyInputSize[0] = value;
// program->v_rubyInputSize[1] = valub;
//VectorCopy(vec2(value, valub), program->v_rubyInputSize);
// qglUniform3fARB(program->rubyInputSize, value, valub, 1.0);
}
static ID_INLINE void R_GLSL_SetUniform_rubyOutputSize(glslProgram_t *program, const GLint value, const GLint valub) {
// if (VectorCompare(program->v_rubyOutputSize, value))
// return;
// VectorCopy(value, program->v_rubyOutputSize);
// program->v_rubyOutputSize[0] = value;
// program->v_rubyOutputSize[1] = valub;
// qglUniform3fARB(program->rubyOutputSize, value, valub, 1.0);
}
static ID_INLINE void R_GLSL_SetUniform_Mpass1(glslProgram_t *program, GLint value) {qglUniform1iARB(program->u_mpass1, value);}
static ID_INLINE void R_GLSL_SetUniform_Mpass2(glslProgram_t *program, GLint value) {qglUniform1iARB(program->u_mpass2, value);}
static ID_INLINE void R_GLSL_SetUniform_Mpass3(glslProgram_t *program, GLint value) {qglUniform1iARB(program->u_mpass3, value);}
static ID_INLINE void R_GLSL_SetUniform_Mpass4(glslProgram_t *program, GLint value) {qglUniform1iARB(program->u_mpass4, value);}
void R_GLSL_Init(void);
qhandle_t RE_GLSL_RegisterProgram(const char *name, const char *programVertexObjects, int numVertexObjects, const char *programFragmentObjects, int numFragmentObjects);
void R_GLSL_UseProgram(qhandle_t index);
void RB_GLSL_StageIteratorGeneric(void);
void RB_GLSL_StageIteratorVertexLitTexture(void);
void RB_GLSL_StageIteratorLightmappedMultitexture(void);
void RB_GLSL_StageIteratorSky(void);
/*
============================================================
LIGHTS
============================================================
*/
void R_DlightBmodel( bmodel_t *bmodel );
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or );
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
/*
============================================================
SHADOWS
============================================================
*/
void RB_ShadowTessEnd( void );
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_DrawSunFlare( void );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
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 );
/*
============================================================
SCENE GENERATION
============================================================
*/
void R_InitNextFrame( void );
void RE_ClearScene( void );
void RE_AddRefEntityToScene( const refEntity_t *ent );
void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void RE_RenderScene( const refdef_t *fd );
/*
=============================================================
UNCOMPRESSING BONES
=============================================================
*/
#define MC_BITS_X (16)
#define MC_BITS_Y (16)
#define MC_BITS_Z (16)
#define MC_BITS_VECT (16)
#define MC_SCALE_X (1.0f/64)
#define MC_SCALE_Y (1.0f/64)
#define MC_SCALE_Z (1.0f/64)
void MC_UnCompress(float mat[3][4],const unsigned char * comp);
/*
=============================================================
ANIMATED MODELS
=============================================================
*/
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
void RB_MDRSurfaceAnim( mdrSurface_t *surface );
qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
void R_AddIQMSurfaces( trRefEntity_t *ent );
void RB_IQMSurfaceAnim( surfaceType_t *surface );
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
int startFrame, int endFrame,
float frac, const char *tagName );
/*
=============================================================
IMAGE LOADERS
=============================================================
*/
void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
void R_LoadTGA( 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_CalcCelTexCoords( float *dstTexCoords ); // leilei - cel hack
void RB_CalcEnvironmentTexCoordsJO( float *dstTexCoords ); // leilei
void RB_CalcEnvironmentTexCoordsR( float *dstTexCoords ); // leilei
void RB_CalcEyes( float *st, qboolean theothereye); // leilei - eyes
void RB_CalcEnvironmentCelShadeTexCoords( float *dstTexCoords );
void RB_CalcEnvironmentTexCoordsNew( float *dstTexCoords );
void RB_CalcEnvironmentTexCoordsHW(void);
void RB_CalcFogTexCoords( float *dstTexCoords );
void RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
void RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords );
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_CalcModulateColorsByFog( unsigned char *dstColors );
void RB_CalcModulateAlphasByFog( unsigned char *dstColors );
void RB_CalcModulateRGBAsByFog( unsigned char *dstColors );
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
void RB_CalcAlphaFromEntity( unsigned char *dstColors );
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *texCoords );
void RB_CalcLightscaleTexCoords( float *texCoords );
void RB_CalcColorFromEntity( unsigned char *dstColors );
void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors );
void RB_CalcSpecularAlpha( unsigned char *alphas );
void RB_CalcSpecularAlphaNew( unsigned char *alphas );
void RB_CalcDiffuseColor( unsigned char *colors );
void RB_CalcUniformColor( unsigned char *colors );
void RB_CalcDynamicColor( unsigned char *colors );
void RB_CalcDiffuseColor_Specular( unsigned char *colors ); // leilei - specular hack
void RB_CalcFlatAmbient( unsigned char *colors ); // leilei - cel hack
void RB_CalcFlatDirect( unsigned char *colors ); // leilei - cel hack
void RB_CalcNormal( unsigned char *colors ); // leilei - normal hack
/*
=============================================================
RENDERER BACK END FUNCTIONS
=============================================================
*/
void RB_ExecuteRenderCommands( const void *data );
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x40000
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 struct {
int commandId;
int width;
int height;
byte *captureBuffer;
byte *encodeBuffer;
qboolean motionJpeg;
} videoFrameCommand_t;
typedef struct
{
int commandId;
GLboolean rgba[4];
} colorMaskCommand_t;
typedef struct
{
int commandId;
} clearDepthCommand_t;
typedef enum {
RC_END_OF_LIST,
RC_SET_COLOR,
RC_STRETCH_PIC,
RC_DRAW_SURFS,
RC_DRAW_BUFFER,
RC_SWAP_BUFFERS,
RC_SCREENSHOT,
RC_VIDEOFRAME,
RC_COLORMASK,
RC_CLEARDEPTH
} 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 600
#define MAX_POLYVERTS 3000
// all of the information needed by the back end must be
// contained in a backEndData_t
typedef struct {
drawSurf_t drawSurfs[MAX_DRAWSURFS];
dlight_t dlights[MAX_DLIGHTS];
trRefEntity_t entities[MAX_REFENTITIES];
srfPoly_t *polys;//[MAX_POLYS];
polyVert_t *polyVerts;//[MAX_POLYVERTS];
renderCommandList_t commands;
} backEndData_t;
extern int max_polys;
extern int max_polyverts;
extern backEndData_t *backEndData; // the second one may not be allocated
void *R_GetCommandBuffer( int bytes );
void RB_ExecuteRenderCommands( const void *data );
void R_IssuePendingRenderCommands( 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 RE_TakeVideoFrame( int width, int height,
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
//Bloom Stuff
void R_BloomInit( void );
void R_WaterInit( void );
void R_BloomScreen( void );
void R_WaterScreen( void );
void R_AnimeScreen( void );
void R_NTSCScreen( void );
void R_PaletteScreen( void );
// Postprocessing
void R_PostprocessScreen( void );
void R_PostprocessingInit(void);
// leilei
void R_BrightScreen( void );
void R_AltBrightnessInit( void );
void R_FilmScreen( void ); // leilei - film effect
extern int softwaremode;
extern int leifxmode;
void RB_UpdateMotionBlur (void);
void R_MotionBlur_BackupScreen(int which);
#endif //TR_LOCAL_H