2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 extern float ixtable[4096];
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern cvar_t r_sky_scissor;
37 extern cvar_t r_q3bsp_renderskydepth;
38 extern int skyrenderlater, skyrendermasked;
39 extern int skyscissor[4];
40 int R_SetSkyBox(const char *sky);
41 void R_SkyStartFrame(void);
43 void R_ResetSkyBox(void);
45 // SHOWLMP stuff (Nehahra)
46 void SHOWLMP_decodehide(void);
47 void SHOWLMP_decodeshow(void);
48 void SHOWLMP_drawall(void);
50 // render profiling stuff
51 extern int r_timereport_active;
54 extern cvar_t r_ambient;
55 extern cvar_t gl_flashblend;
58 extern cvar_t r_novis;
60 extern cvar_t r_trippy;
63 extern cvar_t r_lerpsprites;
64 extern cvar_t r_lerpmodels;
65 extern cvar_t r_lerplightstyles;
66 extern cvar_t r_waterscroll;
68 extern cvar_t developer_texturelogging;
70 // shadow volume bsp struct with automatically growing nodes buffer
71 extern svbsp_t r_svbsp;
73 typedef struct rmesh_s
75 // vertices of this mesh
83 float *texcoordlightmap2f;
85 // triangles of this mesh
95 // useful functions for rendering
96 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
97 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
98 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
99 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
101 #define TOP_RANGE 16 // soldier uniform colors
102 #define BOTTOM_RANGE 96
104 //=============================================================================
106 extern cvar_t r_nearclip;
108 // forces all rendering to draw triangle outlines
109 extern cvar_t r_showoverdraw;
110 extern cvar_t r_showtris;
111 extern cvar_t r_shownormals;
112 extern cvar_t r_showlighting;
113 extern cvar_t r_showshadowvolumes;
114 extern cvar_t r_showcollisionbrushes;
115 extern cvar_t r_showcollisionbrushes_polygonfactor;
116 extern cvar_t r_showcollisionbrushes_polygonoffset;
117 extern cvar_t r_showdisabledepthtest;
119 extern cvar_t r_drawentities;
120 extern cvar_t r_draw2d;
121 extern qboolean r_draw2d_force;
122 extern cvar_t r_drawviewmodel;
123 extern cvar_t r_drawworld;
124 extern cvar_t r_speeds;
125 extern cvar_t r_fullbright;
126 extern cvar_t r_wateralpha;
127 extern cvar_t r_dynamic;
129 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
130 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables and CL_UpdateEntityShading first
131 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
133 typedef enum r_refdef_scene_type_s {
137 } r_refdef_scene_type_t;
139 void R_SelectScene( r_refdef_scene_type_t scenetype );
140 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
142 void R_SkinFrame_PrepareForPurge(void);
143 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
144 void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe);
145 void R_SkinFrame_Purge(void);
146 // set last to NULL to start from the beginning
147 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
148 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
149 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture);
150 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
151 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
152 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
153 skinframe_t *R_SkinFrame_LoadMissing(void);
154 skinframe_t *R_SkinFrame_LoadNoTexture(void);
155 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB);
157 rtexture_t *R_GetCubemap(const char *basename);
159 void R_View_WorldVisibility(qboolean forcenovis);
160 void R_DrawDecals(void);
161 void R_DrawParticles(void);
162 void R_DrawExplosions(void);
164 #define gl_solid_format 3
165 #define gl_alpha_format 4
167 int R_CullBox(const vec3_t mins, const vec3_t maxs);
168 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
169 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
171 #include "r_modules.h"
173 #include "meshqueue.h"
175 /// free all R_FrameData memory
176 void R_FrameData_Reset(void);
177 /// prepare for a new frame, recycles old buffers if a resize occurred previously
178 void R_FrameData_NewFrame(void);
179 /// allocate some temporary memory for your purposes
180 void *R_FrameData_Alloc(size_t size);
181 /// allocate some temporary memory and copy this data into it
182 void *R_FrameData_Store(size_t size, void *data);
183 /// set a marker that allows you to discard the following temporary memory allocations
184 void R_FrameData_SetMark(void);
185 /// discard recent memory allocations (rewind to marker)
186 void R_FrameData_ReturnToMark(void);
188 /// enum of the various types of hardware buffer object used in rendering
189 /// note that the r_buffermegs[] array must be maintained to match this
190 typedef enum r_bufferdata_type_e
192 R_BUFFERDATA_VERTEX, /// vertex buffer
193 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
194 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
195 R_BUFFERDATA_UNIFORM, /// uniform buffer
196 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
200 /// free all dynamic vertex/index/uniform buffers
201 void R_BufferData_Reset(void);
202 /// begin a new frame (recycle old buffers)
203 void R_BufferData_NewFrame(void);
204 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
205 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
207 /// free all R_AnimCache memory
208 void R_AnimCache_Free(void);
209 /// clear the animcache pointers on all known render entities
210 void R_AnimCache_ClearCache(void);
211 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
212 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
213 /// generate animcache data for all entities marked visible
214 void R_AnimCache_CacheVisibleEntities(void);
216 #include "r_lerpanim.h"
218 extern cvar_t r_render;
219 extern cvar_t r_renderview;
220 extern cvar_t r_waterwarp;
222 extern cvar_t r_textureunits;
224 extern cvar_t r_glsl_offsetmapping;
225 extern cvar_t r_glsl_offsetmapping_reliefmapping;
226 extern cvar_t r_glsl_offsetmapping_scale;
227 extern cvar_t r_glsl_offsetmapping_lod;
228 extern cvar_t r_glsl_offsetmapping_lod_distance;
229 extern cvar_t r_glsl_deluxemapping;
231 extern cvar_t gl_polyblend;
232 extern cvar_t gl_dither;
234 extern cvar_t cl_deathfade;
236 extern cvar_t r_smoothnormals_areaweighting;
238 extern cvar_t r_test;
240 #include "gl_backend.h"
242 extern rtexture_t *r_texture_blanknormalmap;
243 extern rtexture_t *r_texture_white;
244 extern rtexture_t *r_texture_grey128;
245 extern rtexture_t *r_texture_black;
246 extern rtexture_t *r_texture_notexture;
247 extern rtexture_t *r_texture_whitecube;
248 extern rtexture_t *r_texture_normalizationcube;
249 extern rtexture_t *r_texture_fogattenuation;
250 extern rtexture_t *r_texture_fogheighttexture;
252 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
253 extern unsigned int r_numqueries;
254 extern unsigned int r_maxqueries;
256 void R_TimeReport(const char *name);
259 void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
261 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
262 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
264 extern mempool_t *r_main_mempool;
266 typedef struct rsurfacestate_s
268 // current model array pointers
269 // these may point to processing buffers if model is animated,
270 // otherwise they point to static data.
271 // these are not directly used for rendering, they are just another level
274 // these either point at array_model* buffers (if the model is animated)
275 // or the model->surfmesh.data_* buffers (if the model is not animated)
277 // these are only set when an entity render begins, they do not change on
278 // a per surface basis.
280 // this indicates the model* arrays are pointed at array_model* buffers
281 // (in other words, the model has been animated in software)
282 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
283 qboolean modelgeneratedvertex;
284 // skeletal animation can be done by entity (animcache) or per batch,
285 // batch may be non-skeletal even if entity is skeletal, indicating that
286 // the dynamicvertex code path had to apply skeletal manually for a case
287 // where gpu-skinning is not possible, for this reason batch has its own
289 int entityskeletalnumtransforms; // how many transforms are used for this mesh
290 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
291 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
292 int entityskeletaltransform3x4offset;
293 int entityskeletaltransform3x4size;
294 float *modelvertex3f;
295 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
296 int modelvertex3f_bufferoffset;
297 float *modelsvector3f;
298 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
299 int modelsvector3f_bufferoffset;
300 float *modeltvector3f;
301 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
302 int modeltvector3f_bufferoffset;
303 float *modelnormal3f;
304 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
305 int modelnormal3f_bufferoffset;
306 float *modellightmapcolor4f;
307 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
308 int modellightmapcolor4f_bufferoffset;
309 float *modeltexcoordtexture2f;
310 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
311 int modeltexcoordtexture2f_bufferoffset;
312 float *modeltexcoordlightmap2f;
313 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
314 int modeltexcoordlightmap2f_bufferoffset;
315 unsigned char *modelskeletalindex4ub;
316 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
317 int modelskeletalindex4ub_bufferoffset;
318 unsigned char *modelskeletalweight4ub;
319 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
320 int modelskeletalweight4ub_bufferoffset;
321 r_vertexmesh_t *modelvertexmesh;
322 const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
323 int modelvertexmesh_bufferoffset;
325 const r_meshbuffer_t *modelelement3i_indexbuffer;
326 int modelelement3i_bufferoffset;
327 unsigned short *modelelement3s;
328 const r_meshbuffer_t *modelelement3s_indexbuffer;
329 int modelelement3s_bufferoffset;
330 int *modellightmapoffsets;
331 int modelnumvertices;
332 int modelnumtriangles;
333 const msurface_t *modelsurfaces;
334 // current rendering array pointers
335 // these may point to any of several different buffers depending on how
336 // much processing was needed to prepare this model for rendering
337 // these usually equal the model* pointers, they only differ if
338 // deformvertexes is used in a q3 shader, and consequently these can
339 // change on a per-surface basis (according to rsurface.texture)
340 qboolean batchgeneratedvertex;
341 qboolean batchmultidraw;
342 int batchmultidrawnumsurfaces;
343 const msurface_t **batchmultidrawsurfacelist;
344 int batchfirstvertex;
345 int batchnumvertices;
346 int batchfirsttriangle;
347 int batchnumtriangles;
348 r_vertexmesh_t *batchvertexmesh;
349 const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
350 int batchvertexmesh_bufferoffset;
351 float *batchvertex3f;
352 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
353 int batchvertex3f_bufferoffset;
354 float *batchsvector3f;
355 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
356 int batchsvector3f_bufferoffset;
357 float *batchtvector3f;
358 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
359 int batchtvector3f_bufferoffset;
360 float *batchnormal3f;
361 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
362 int batchnormal3f_bufferoffset;
363 float *batchlightmapcolor4f;
364 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
365 int batchlightmapcolor4f_bufferoffset;
366 float *batchtexcoordtexture2f;
367 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
368 int batchtexcoordtexture2f_bufferoffset;
369 float *batchtexcoordlightmap2f;
370 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
371 int batchtexcoordlightmap2f_bufferoffset;
372 unsigned char *batchskeletalindex4ub;
373 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
374 int batchskeletalindex4ub_bufferoffset;
375 unsigned char *batchskeletalweight4ub;
376 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
377 int batchskeletalweight4ub_bufferoffset;
379 const r_meshbuffer_t *batchelement3i_indexbuffer;
380 int batchelement3i_bufferoffset;
381 unsigned short *batchelement3s;
382 const r_meshbuffer_t *batchelement3s_indexbuffer;
383 int batchelement3s_bufferoffset;
384 int batchskeletalnumtransforms;
385 float *batchskeletaltransform3x4;
386 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
387 int batchskeletaltransform3x4offset;
388 int batchskeletaltransform3x4size;
389 // rendering pass processing arrays in GL11 and GL13 paths
391 const r_meshbuffer_t *passcolor4f_vertexbuffer;
392 int passcolor4f_bufferoffset;
394 // some important fields from the entity
398 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
399 double shadertime; // r_refdef.scene.time - ent->shadertime
400 // transform matrices to render this entity and effects on this entity
402 matrix4x4_t inversematrix;
403 // scale factors for transforming lengths into/out of entity space
405 float inversematrixscale;
406 // animation blending state from entity
407 frameblend_t frameblend[MAX_FRAMEBLENDS];
408 skeleton_t *skeleton;
409 // view location in model space
410 vec3_t localvieworigin;
411 // polygon offset data for submodels
412 float basepolygonfactor;
413 float basepolygonoffset;
414 // current textures in batching code
416 rtexture_t *lightmaptexture;
417 rtexture_t *deluxemaptexture;
418 // whether lightmapping is active on this batch
419 // (otherwise vertex colored)
420 qboolean uselightmaptexture;
421 // fog plane in model space for direct application to vertices
423 float fogmasktabledistmultiplier;
426 float fogplaneviewdist;
429 // light currently being rendered
430 const rtlight_t *rtlight;
432 // this is the location of the light in entity space
433 vec3_t entitylightorigin;
434 // this transforms entity coordinates to light filter cubemap coordinates
435 // (also often used for other purposes)
436 matrix4x4_t entitytolight;
437 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
438 // of attenuation texturing in full 3D (Z result often ignored)
439 matrix4x4_t entitytoattenuationxyz;
440 // this transforms only the Z to S, and T is always 0.5
441 matrix4x4_t entitytoattenuationz;
443 // user wavefunc parameters (from csqc)
444 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
446 // pointer to an entity_render_t used only by R_GetCurrentTexture and
447 // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
449 entity_render_t *entity;
453 extern rsurfacestate_t rsurface;
455 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
457 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
458 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents);
459 void RSurf_SetupDepthAndCulling(void);
461 void R_Mesh_ResizeArrays(int newvertices);
463 texture_t *R_GetCurrentTexture(texture_t *t);
464 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
465 void R_AddWaterPlanes(entity_render_t *ent);
466 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
467 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
469 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
470 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
471 #define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
472 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
473 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
474 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
475 #define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
476 #define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others
477 #define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
478 #define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
479 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
480 #define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
481 #define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
482 #define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader
483 #define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
484 #define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws
485 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
486 void RSurf_DrawBatch(void);
488 void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size);
490 typedef enum rsurfacepass_e
493 RSURFPASS_BACKGROUND,
495 RSURFPASS_DEFERREDGEOMETRY
499 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
500 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
501 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
502 void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
503 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
505 typedef struct r_waterstate_waterplane_s
507 rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
508 rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
509 rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
514 int materialflags; // combined flags of all water surfaces on this plane
515 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
520 r_waterstate_waterplane_t;
522 typedef struct r_waterstate_s
524 int waterwidth, waterheight;
525 int texturewidth, textureheight;
526 int camerawidth, cameraheight;
527 rtexture_t *depthtexture;
529 int maxwaterplanes; // same as MAX_WATERPLANES
531 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
533 float screenscale[2];
534 float screencenter[2];
538 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
543 typedef struct r_framebufferstate_s
545 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
546 int fbo; // non-zero if r_viewfbo is enabled and working
547 int screentexturewidth, screentextureheight; // dimensions of texture
549 rtexture_t *colortexture; // non-NULL if fbo is non-zero
550 rtexture_t *depthtexture; // non-NULL if fbo is non-zero
551 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
552 rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
553 int bloomfbo[2]; // fbos for rendering into bloomtexture[]
554 int bloomindex; // which bloomtexture[] contains the final image
556 int bloomwidth, bloomheight;
557 int bloomtexturewidth, bloomtextureheight;
559 // arrays for rendering the screen passes
560 float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
561 float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
562 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
564 r_viewport_t bloomviewport;
566 r_waterstate_t water;
568 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
569 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
571 r_framebufferstate_t;
573 extern r_framebufferstate_t r_fb;
575 extern cvar_t r_viewfbo;
577 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
578 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
579 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
580 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
581 extern const float r_screenvertex3f[12];
582 extern cvar_t r_shadows;
583 extern cvar_t r_shadows_darken;
584 extern cvar_t r_shadows_drawafterrtlighting;
585 extern cvar_t r_shadows_castfrombmodels;
586 extern cvar_t r_shadows_throwdistance;
587 extern cvar_t r_shadows_throwdirection;
588 extern cvar_t r_shadows_focus;
589 extern cvar_t r_shadows_shadowmapscale;
590 extern cvar_t r_shadows_shadowmapbias;
591 extern cvar_t r_transparent_alphatocoverage;
592 extern cvar_t r_transparent_sortsurfacesbynearest;
593 extern cvar_t r_transparent_useplanardistance;
594 extern cvar_t r_transparent_sortarraysize;
595 extern cvar_t r_transparent_sortmindist;
596 extern cvar_t r_transparent_sortmaxdist;
598 void R_Model_Sprite_Draw(entity_render_t *ent);
601 void R_UpdateFog(void);
602 qboolean CL_VM_UpdateView(double frametime);
603 void SCR_DrawConsole(void);
604 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
605 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
606 void R_Shadow_UpdateBounceGridTexture(void);
607 void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
608 void R_DrawPortals(void);
609 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
610 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
611 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
612 dp_font_t *FindFont(const char *title, qboolean allocate_new);
613 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
615 void Render_Init(void);
617 // these are called by Render_Init
618 void R_Textures_Init(void);
619 void GL_Draw_Init(void);
620 void GL_Main_Init(void);
621 void R_Shadow_Init(void);
622 void R_Sky_Init(void);
623 void GL_Surf_Init(void);
624 void R_Particles_Init(void);
625 void R_Explosion_Init(void);
626 void gl_backend_init(void);
627 void Sbar_Init(void);
628 void R_LightningBeams_Init(void);
629 void Mod_RenderInit(void);
630 void Font_Init(void);
632 qboolean R_CompileShader_CheckStaticParms(void);
633 void R_GLSL_Restart_f(void);