skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
skinframe_t *R_SkinFrame_LoadMissing(void);
-void R_View_WorldVisibility();
+void R_View_WorldVisibility(qboolean forcenovis);
void R_DrawParticles(void);
void R_DrawExplosions(void);
extern rtexture_t *r_texture_blanknormalmap;
extern rtexture_t *r_texture_white;
+extern rtexture_t *r_texture_grey128;
extern rtexture_t *r_texture_black;
extern rtexture_t *r_texture_notexture;
extern rtexture_t *r_texture_whitecube;
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
void R_UpdateAllTextureInfo(entity_render_t *ent);
void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
-#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
+#define SHADERPERMUTATION_MODE_LIGHTMAP (1<<0) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
-#define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode
-#define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin
-#define SHADERPERMUTATION_DIFFUSE (1<<7) // (lightsource) whether to use directional shading
-#define SHADERPERMUTATION_SPECULAR (1<<8) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<9) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<10) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<11) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-
-#define SHADERPERMUTATION_MAX (1<<12) // how many permutations are possible
+#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<4) // (lightsource) use directional pixel shading from light source (rtlight)
+#define SHADERPERMUTATION_WATER (1<<5) // normalmap-perturbed refraction of the background, performed behind the surface (the texture or material must be transparent to see it)
+#define SHADERPERMUTATION_REFLECTION (1<<6) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+#define SHADERPERMUTATION_GLOW (1<<7) // (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_FOG (1<<8) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_COLORMAPPING (1<<9) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_DIFFUSE (1<<10) // (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_CONTRASTBOOST (1<<11) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+#define SHADERPERMUTATION_SPECULAR (1<<12) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_CUBEFILTER (1<<13) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<14) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<15) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+
+#define SHADERPERMUTATION_MAX (1<<16) // how many permutations are possible
#define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 1) // mask of valid indexing bits for r_glsl_permutations[] array
// these are additional flags used only by R_GLSL_CompilePermutation
int loc_Texture_Lightmap;
int loc_Texture_Deluxemap;
int loc_Texture_Glow;
+ int loc_Texture_Refraction;
+ int loc_Texture_Reflection;
int loc_FogColor;
int loc_LightPosition;
int loc_EyePosition;
int loc_SpecularScale;
int loc_SpecularPower;
int loc_GlowScale;
- int loc_SceneBrightness;
+ int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
int loc_OffsetMapping_Scale;
int loc_AmbientColor;
int loc_DiffuseColor;
int loc_SpecularColor;
int loc_LightDir;
+ int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+ int loc_DistortScaleRefractReflect;
+ int loc_ScreenScaleRefractReflect;
+ int loc_ScreenCenterRefractReflect;
+ int loc_RefractColor;
+ int loc_ReflectColor;
+ int loc_ReflectFactor;
+ int loc_ReflectOffset;
}
r_glsl_permutation_t;