#ifndef RENDER_H
#define RENDER_H
-// flag arrays used for visibility checking on world model
-// (all other entities have no per-surface/per-leaf visibility checks)
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-extern unsigned char r_pvsbits[(32768+7)>>3];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-extern unsigned char r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
-extern unsigned char r_worldsurfacevisible[262144];
-// if true, the view is currently in a leaf without pvs data
-extern qboolean r_worldnovis;
-
// 1.0f / N table
extern float ixtable[4096];
-// far clip distance for scene
-extern float r_farclip;
-
// fog stuff
extern void FOG_clear(void);
-extern float fog_density, fog_red, fog_green, fog_blue;
// sky stuff
extern cvar_t r_sky;
//=============================================================================
-extern int r_framecount;
-extern mplane_t frustum[5];
-
-typedef struct renderstats_s
-{
- int entities;
- int entities_surfaces;
- int entities_triangles;
- int world_leafs;
- int world_portals;
- int particles;
- int meshes;
- int meshes_elements;
- int lights;
- int lights_clears;
- int lights_scissored;
- int lights_lighttriangles;
- int lights_shadowtriangles;
- int lights_dynamicshadowtriangles;
- int bloom;
- int bloom_copypixels;
- int bloom_drawpixels;
-}
-renderstats_t;
-
-extern renderstats_t renderstats;
-
-// brightness of world lightmaps and related lighting
-// (often reduced when world rtlights are enabled)
-extern float r_lightmapintensity;
-// whether to draw world lights realtime, dlights realtime, and their shadows
-extern qboolean r_rtworld;
-extern qboolean r_rtworldshadows;
-extern qboolean r_rtdlight;
-extern qboolean r_rtdlightshadows;
-
extern cvar_t r_nearclip;
// forces all rendering to draw triangle outlines
//
// view origin
//
-extern vec3_t r_vieworigin;
-extern vec3_t r_viewforward;
-extern vec3_t r_viewleft;
-extern vec3_t r_viewright;
-extern vec3_t r_viewup;
-extern int r_view_x;
-extern int r_view_y;
-extern int r_view_z;
-extern int r_view_width;
-extern int r_view_height;
-extern int r_view_depth;
-extern matrix4x4_t r_view_matrix;
-extern float r_polygonfactor;
-extern float r_polygonoffset;
-extern float r_shadowpolygonfactor;
-extern float r_shadowpolygonoffset;
-
-extern mleaf_t *r_viewleaf, *r_oldviewleaf;
-
-extern qboolean envmap;
-
extern cvar_t r_drawentities;
extern cvar_t r_drawviewmodel;
extern cvar_t r_speeds;
extern cvar_t r_dynamic;
void R_Init(void);
-void R_UpdateWorld(void); // needs no r_refdef
-void R_RenderView(void); // must call R_UpdateWorld and set r_refdef first
+void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
+void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
-void R_WorldVisibility();
+void R_View_WorldVisibility();
void R_DrawParticles(void);
void R_DrawExplosions(void);
int R_CullBox(const vec3_t mins, const vec3_t maxs);
-#define FOGTABLEWIDTH 1024
-extern vec3_t fogcolor;
-extern vec_t fogdensity;
-extern vec_t fogrange;
-extern vec_t fograngerecip;
-extern int fogtableindex;
-extern vec_t fogtabledistmultiplier;
-extern float fogtable[FOGTABLEWIDTH];
-extern qboolean fogenabled;
-#define VERTEXFOGTABLE(dist) (fogtableindex = (int)((dist) * fogtabledistmultiplier), fogtable[bound(0, fogtableindex, FOGTABLEWIDTH - 1)])
-
#include "r_modules.h"
#include "meshqueue.h"
extern cvar_t r_smoothnormals_areaweighting;
+extern cvar_t r_test;
+
#include "gl_backend.h"
#include "r_light.h"
// r_stain
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);
-void R_DrawWorldCrosshair(void);
-void R_Draw2DCrosshair(void);
-
void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca);
extern mempool_t *r_main_mempool;
extern int rsurface_array_size;
-extern float *rsurface_array_vertex3f;
-extern float *rsurface_array_svector3f;
-extern float *rsurface_array_tvector3f;
-extern float *rsurface_array_normal3f;
+extern float *rsurface_array_modelvertex3f;
+extern float *rsurface_array_modelsvector3f;
+extern float *rsurface_array_modeltvector3f;
+extern float *rsurface_array_modelnormal3f;
+extern float *rsurface_array_deformedvertex3f;
+extern float *rsurface_array_deformedsvector3f;
+extern float *rsurface_array_deformedtvector3f;
+extern float *rsurface_array_deformednormal3f;
extern float *rsurface_array_color4f;
extern float *rsurface_array_texcoord3f;
+typedef enum rsurfmode_e
+{
+ RSURFMODE_NONE,
+ RSURFMODE_SHOWSURFACES,
+ RSURFMODE_SKY,
+ RSURFMODE_MULTIPASS,
+ RSURFMODE_GLSL
+}
+rsurfmode_t;
+
extern float *rsurface_vertex3f;
extern float *rsurface_svector3f;
extern float *rsurface_tvector3f;
extern float *rsurface_normal3f;
extern float *rsurface_lightmapcolor4f;
extern vec3_t rsurface_modelorg;
+extern qboolean rsurface_generatedvertex;
extern const entity_render_t *rsurface_entity;
extern const model_t *rsurface_model;
-extern const texture_t *rsurface_texture;
+extern texture_t *rsurface_texture;
+extern rtexture_t *rsurface_lightmaptexture;
+extern rsurfmode_t rsurface_mode;
+
+void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+void RSurf_CleanUp(void);
void R_Mesh_ResizeArrays(int newvertices);
struct msurface_s;
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
void R_UpdateAllTextureInfo(entity_render_t *ent);
-void R_QueueTextureSurfaceList(entity_render_t *ent, struct texture_s *texture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg);
+void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
-void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
+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_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
int loc_DiffuseScale;
int loc_SpecularScale;
int loc_SpecularPower;
+ int loc_GlowScale;
+ int loc_SceneBrightness;
int loc_OffsetMapping_Scale;
int loc_AmbientColor;
int loc_DiffuseColor;
extern r_glsl_permutation_t *r_glsl_permutation;
void R_GLSL_CompilePermutation(int permutation);
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting);
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
+void R_SwitchSurfaceShader(int permutation);
#endif