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];
30 extern void FOG_clear(void);
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern int skyrenderlater, skyrendermasked;
37 extern int R_SetSkyBox(const char *sky);
38 extern void R_SkyStartFrame(void);
39 extern void R_Sky(void);
40 extern void R_ResetSkyBox(void);
42 // SHOWLMP stuff (Nehahra)
43 extern void SHOWLMP_decodehide(void);
44 extern void SHOWLMP_decodeshow(void);
45 extern void SHOWLMP_drawall(void);
47 // render profiling stuff
48 extern int r_timereport_active;
51 extern cvar_t r_ambient;
52 extern cvar_t gl_flashblend;
55 extern cvar_t r_novis;
57 extern cvar_t r_lerpsprites;
58 extern cvar_t r_lerpmodels;
59 extern cvar_t r_lerplightstyles;
60 extern cvar_t r_waterscroll;
62 extern cvar_t developer_texturelogging;
64 // shadow volume bsp struct with automatically growing nodes buffer
65 extern svbsp_t r_svbsp;
67 typedef struct rmesh_s
69 // vertices of this mesh
77 float *texcoordlightmap2f;
79 // triangles of this mesh
89 // useful functions for rendering
90 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
91 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
92 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
93 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
94 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
96 #define TOP_RANGE 16 // soldier uniform colors
97 #define BOTTOM_RANGE 96
99 //=============================================================================
101 extern cvar_t r_nearclip;
103 // forces all rendering to draw triangle outlines
104 extern cvar_t r_showtris;
105 extern cvar_t r_shownormals;
106 extern cvar_t r_showlighting;
107 extern cvar_t r_showshadowvolumes;
108 extern cvar_t r_showcollisionbrushes;
109 extern cvar_t r_showcollisionbrushes_polygonfactor;
110 extern cvar_t r_showcollisionbrushes_polygonoffset;
111 extern cvar_t r_showdisabledepthtest;
116 extern cvar_t r_drawentities;
117 extern cvar_t r_draw2d;
118 extern qboolean r_draw2d_force;
119 extern cvar_t r_drawviewmodel;
120 extern cvar_t r_drawworld;
121 extern cvar_t r_speeds;
122 extern cvar_t r_fullbright;
123 extern cvar_t r_wateralpha;
124 extern cvar_t r_dynamic;
127 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
128 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
130 typedef enum r_refdef_scene_type_s {
134 } r_refdef_scene_type_t;
136 void R_SelectScene( r_refdef_scene_type_t scenetype );
137 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
139 void R_SkinFrame_PrepareForPurge(void);
140 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
141 void R_SkinFrame_Purge(void);
142 // set last to NULL to start from the beginning
143 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
144 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
145 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
146 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
147 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
148 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);
149 skinframe_t *R_SkinFrame_LoadMissing(void);
151 rtexture_t *R_GetCubemap(const char *basename);
153 void R_View_WorldVisibility(qboolean forcenovis);
154 void R_DrawDecals(void);
155 void R_DrawParticles(void);
156 void R_DrawExplosions(void);
158 #define gl_solid_format 3
159 #define gl_alpha_format 4
161 int R_CullBox(const vec3_t mins, const vec3_t maxs);
162 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
164 #include "r_modules.h"
166 #include "meshqueue.h"
168 extern qboolean r_framedata_failed;
169 void R_FrameData_Reset(void);
170 void R_FrameData_NewFrame(void);
171 void *R_FrameData_Alloc(size_t size);
172 void *R_FrameData_Store(size_t size, void *data);
174 void R_AnimCache_Free(void);
175 void R_AnimCache_ClearCache(void);
176 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
177 void R_AnimCache_CacheVisibleEntities(void);
179 #include "r_lerpanim.h"
181 extern cvar_t r_render;
182 extern cvar_t r_renderview;
183 extern cvar_t r_waterwarp;
185 extern cvar_t r_textureunits;
187 extern cvar_t r_glsl_offsetmapping;
188 extern cvar_t r_glsl_offsetmapping_reliefmapping;
189 extern cvar_t r_glsl_offsetmapping_scale;
190 extern cvar_t r_glsl_deluxemapping;
192 extern cvar_t gl_polyblend;
193 extern cvar_t gl_dither;
195 extern cvar_t cl_deathfade;
197 extern cvar_t r_smoothnormals_areaweighting;
199 extern cvar_t r_test;
201 extern cvar_t r_texture_convertsRGB_2d;
202 extern cvar_t r_texture_convertsRGB_skin;
203 extern cvar_t r_texture_convertsRGB_cubemap;
204 extern cvar_t r_texture_convertsRGB_skybox;
205 extern cvar_t r_texture_convertsRGB_particles;
207 #include "gl_backend.h"
209 extern rtexture_t *r_texture_blanknormalmap;
210 extern rtexture_t *r_texture_white;
211 extern rtexture_t *r_texture_grey128;
212 extern rtexture_t *r_texture_black;
213 extern rtexture_t *r_texture_notexture;
214 extern rtexture_t *r_texture_whitecube;
215 extern rtexture_t *r_texture_normalizationcube;
216 extern rtexture_t *r_texture_fogattenuation;
217 extern rtexture_t *r_texture_fogheighttexture;
219 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
220 extern unsigned int r_numqueries;
221 extern unsigned int r_maxqueries;
223 void R_TimeReport(char *name);
226 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);
228 void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
229 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2);
231 extern mempool_t *r_main_mempool;
233 typedef struct rsurfacestate_s
235 // software processing buffers
237 unsigned char *array_base;
238 r_vertexmesh_t *array_modelvertexmesh;
239 r_vertexmesh_t *array_batchvertexmesh;
240 r_vertexposition_t *array_modelvertexposition;
241 r_vertexposition_t *array_batchvertexposition;
242 float *array_modelvertex3f;
243 float *array_modelsvector3f;
244 float *array_modeltvector3f;
245 float *array_modelnormal3f;
246 float *array_batchvertex3f;
247 float *array_batchsvector3f;
248 float *array_batchtvector3f;
249 float *array_batchnormal3f;
250 float *array_batchlightmapcolor4f;
251 float *array_batchtexcoordtexture2f;
252 float *array_batchtexcoordlightmap2f;
253 float *array_passcolor4f;
254 int *array_batchelement3i;
255 unsigned short *array_batchelement3s;
257 // current model array pointers
258 // these may point to processing buffers if model is animated,
259 // otherwise they point to static data.
260 // these are not directly used for rendering, they are just another level
263 // these either point at array_model* buffers (if the model is animated)
264 // or the model->surfmesh.data_* buffers (if the model is not animated)
266 // these are only set when an entity render begins, they do not change on
267 // a per surface basis.
269 // this indicates the model* arrays are pointed at array_model* buffers
270 // (in other words, the model has been animated in software)
271 qboolean modelgeneratedvertex;
272 const float *modelvertex3f;
273 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
274 size_t modelvertex3f_bufferoffset;
275 const float *modelsvector3f;
276 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
277 size_t modelsvector3f_bufferoffset;
278 const float *modeltvector3f;
279 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
280 size_t modeltvector3f_bufferoffset;
281 const float *modelnormal3f;
282 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
283 size_t modelnormal3f_bufferoffset;
284 const float *modellightmapcolor4f;
285 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
286 size_t modellightmapcolor4f_bufferoffset;
287 const float *modeltexcoordtexture2f;
288 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
289 size_t modeltexcoordtexture2f_bufferoffset;
290 const float *modeltexcoordlightmap2f;
291 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
292 size_t modeltexcoordlightmap2f_bufferoffset;
293 const r_vertexmesh_t *modelvertexmesh;
294 const r_meshbuffer_t *modelvertexmeshbuffer;
295 const r_vertexposition_t *modelvertexposition;
296 const r_meshbuffer_t *modelvertexpositionbuffer;
297 const int *modelelement3i;
298 const r_meshbuffer_t *modelelement3i_indexbuffer;
299 size_t modelelement3i_bufferoffset;
300 const unsigned short *modelelement3s;
301 const r_meshbuffer_t *modelelement3s_indexbuffer;
302 size_t modelelement3s_bufferoffset;
303 const int *modellightmapoffsets;
304 int modelnumvertices;
305 int modelnumtriangles;
306 const msurface_t *modelsurfaces;
307 // current rendering array pointers
308 // these may point to any of several different buffers depending on how
309 // much processing was needed to prepare this model for rendering
310 // these usually equal the model* pointers, they only differ if
311 // deformvertexes is used in a q3 shader, and consequently these can
312 // change on a per-surface basis (according to rsurface.texture)
313 qboolean batchgeneratedvertex;
314 int batchfirstvertex;
315 int batchnumvertices;
316 int batchfirsttriangle;
317 int batchnumtriangles;
318 const r_vertexmesh_t *batchvertexmesh;
319 const r_meshbuffer_t *batchvertexmeshbuffer;
320 const r_vertexposition_t *batchvertexposition;
321 const r_meshbuffer_t *batchvertexpositionbuffer;
322 const float *batchvertex3f;
323 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
324 size_t batchvertex3f_bufferoffset;
325 const float *batchsvector3f;
326 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
327 size_t batchsvector3f_bufferoffset;
328 const float *batchtvector3f;
329 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
330 size_t batchtvector3f_bufferoffset;
331 const float *batchnormal3f;
332 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
333 size_t batchnormal3f_bufferoffset;
334 const float *batchlightmapcolor4f;
335 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
336 size_t batchlightmapcolor4f_bufferoffset;
337 const float *batchtexcoordtexture2f;
338 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
339 size_t batchtexcoordtexture2f_bufferoffset;
340 const float *batchtexcoordlightmap2f;
341 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
342 size_t batchtexcoordlightmap2f_bufferoffset;
343 const int *batchelement3i;
344 const r_meshbuffer_t *batchelement3i_indexbuffer;
345 size_t batchelement3i_bufferoffset;
346 const unsigned short *batchelement3s;
347 const r_meshbuffer_t *batchelement3s_indexbuffer;
348 size_t batchelement3s_bufferoffset;
349 // rendering pass processing arrays in GL11 and GL13 paths
350 const float *passcolor4f;
351 const r_meshbuffer_t *passcolor4f_vertexbuffer;
352 size_t passcolor4f_bufferoffset;
354 // some important fields from the entity
358 float ent_shadertime;
359 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
360 // transform matrices to render this entity and effects on this entity
362 matrix4x4_t inversematrix;
363 // scale factors for transforming lengths into/out of entity space
365 float inversematrixscale;
366 // animation blending state from entity
367 frameblend_t frameblend[MAX_FRAMEBLENDS];
368 skeleton_t *skeleton;
369 // directional model shading state from entity
370 vec3_t modellight_ambient;
371 vec3_t modellight_diffuse;
372 vec3_t modellight_lightdir;
373 // colormapping state from entity (these are black if colormapping is off)
374 vec3_t colormap_pantscolor;
375 vec3_t colormap_shirtcolor;
376 // special coloring of ambient/diffuse textures (gloss not affected)
377 // colormod[3] is the alpha of the entity
379 // special coloring of glow textures
381 // view location in model space
382 vec3_t localvieworigin;
383 // polygon offset data for submodels
384 float basepolygonfactor;
385 float basepolygonoffset;
386 // current textures in batching code
388 rtexture_t *lightmaptexture;
389 rtexture_t *deluxemaptexture;
390 // whether lightmapping is active on this batch
391 // (otherwise vertex colored)
392 qboolean uselightmaptexture;
393 // fog plane in model space for direct application to vertices
395 float fogmasktabledistmultiplier;
398 float fogplaneviewdist;
401 // light currently being rendered
402 const rtlight_t *rtlight;
404 // this is the location of the light in entity space
405 vec3_t entitylightorigin;
406 // this transforms entity coordinates to light filter cubemap coordinates
407 // (also often used for other purposes)
408 matrix4x4_t entitytolight;
409 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
410 // of attenuation texturing in full 3D (Z result often ignored)
411 matrix4x4_t entitytoattenuationxyz;
412 // this transforms only the Z to S, and T is always 0.5
413 matrix4x4_t entitytoattenuationz;
415 // user wavefunc parameters (from csqc)
416 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
418 // pointer to an entity_render_t used only by R_GetCurrentTexture and
419 // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
420 // each frame (see r_frame also)
421 entity_render_t *entity;
425 extern rsurfacestate_t rsurface;
427 void RSurf_ActiveWorldEntity(void);
428 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
429 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);
430 void RSurf_SetupDepthAndCulling(void);
432 void R_Mesh_ResizeArrays(int newvertices);
434 texture_t *R_GetCurrentTexture(texture_t *t);
435 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
436 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
437 void R_AddWaterPlanes(entity_render_t *ent);
438 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
439 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);
441 #define BATCHNEED_VERTEXPOSITION (1<< 0) // set up rsurface.batchvertexposition
442 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
443 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
444 #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
445 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
446 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
447 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
448 #define BATCHNEED_ARRAY_VERTEX (1<< 7) // set up rsurface.batchvertex3f and optionally others
449 #define BATCHNEED_ARRAY_NORMAL (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
450 #define BATCHNEED_ARRAY_VECTOR (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
451 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
452 #define BATCHNEED_ARRAY_TEXCOORD (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
453 #define BATCHNEED_ARRAY_LIGHTMAP (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
454 #define BATCHNEED_NOGAPS (1<<13) // force vertex copying (no gaps)
455 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
456 void RSurf_DrawBatch(void);
458 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);
460 typedef enum rsurfacepass_e
463 RSURFPASS_BACKGROUND,
465 RSURFPASS_DEFERREDGEOMETRY,
469 typedef enum gl20_texunit_e
471 // postprocess shaders, and generic shaders:
474 GL20TU_GAMMARAMPS = 2,
475 // standard material properties
480 // material properties for a second material
481 GL20TU_SECONDARY_NORMAL = 4,
482 GL20TU_SECONDARY_COLOR = 5,
483 GL20TU_SECONDARY_GLOSS = 6,
484 GL20TU_SECONDARY_GLOW = 7,
485 // material properties for a colormapped material
486 // conflicts with secondary material
489 // fog fade in the distance
491 // compiled ambient lightmap and deluxemap
493 GL20TU_DELUXEMAP = 10,
494 // refraction, used by water shaders
495 GL20TU_REFRACTION = 3,
496 // reflection, used by water shaders, also with normal material rendering
497 // conflicts with secondary material
498 GL20TU_REFLECTION = 7,
499 // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
500 // conflicts with lightmap/deluxemap
501 GL20TU_ATTENUATION = 9,
503 GL20TU_SHADOWMAPRECT = 11,
504 GL20TU_SHADOWMAPCUBE = 11,
505 GL20TU_SHADOWMAP2D = 11,
506 GL20TU_CUBEPROJECTION = 12,
507 // orthographic-projection shadowmapping
508 GL20TU_SHADOWMAPORTHORECT = 15,
509 GL20TU_SHADOWMAPORTHO2D = 15,
510 // rtlight prepass data (screenspace depth and normalmap)
511 GL20TU_SCREENDEPTH = 13,
512 GL20TU_SCREENNORMALMAP = 14,
513 // lightmap prepass data (screenspace diffuse and specular from lights)
514 GL20TU_SCREENDIFFUSE = 11,
515 GL20TU_SCREENSPECULAR = 12,
517 GL20TU_REFLECTMASK = 5,
518 GL20TU_REFLECTCUBE = 6,
519 GL20TU_FOGHEIGHTTEXTURE = 14
523 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
524 void R_SetupShader_DepthOrShadow(void);
525 void R_SetupShader_ShowDepth(void);
526 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane);
527 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
529 typedef struct r_waterstate_waterplane_s
531 rtexture_t *texture_refraction;
532 rtexture_t *texture_reflection;
533 rtexture_t *texture_camera;
535 int materialflags; // combined flags of all water surfaces on this plane
536 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
540 r_waterstate_waterplane_t;
542 typedef struct r_waterstate_s
546 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
547 qboolean renderingrefraction;
549 int waterwidth, waterheight;
550 int texturewidth, textureheight;
551 int camerawidth, cameraheight;
553 int maxwaterplanes; // same as MAX_WATERPLANES
555 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
557 float screenscale[2];
558 float screencenter[2];
562 extern r_waterstate_t r_waterstate;