#ifndef RENDER_H
#define RENDER_H
+#include "svbsp.h"
+
// 1.0f / N table
extern float ixtable[4096];
extern cvar_t developer_texturelogging;
+// shadow volume bsp struct with automatically growing nodes buffer
+extern svbsp_t r_svbsp;
+
typedef struct rmesh_s
{
// vertices of this mesh
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);
#define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter
#define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface
#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+
#define SHADERPERMUTATION_COUNT (1<<11) // how many permutations are possible
+#define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 1) // mask of valid indexing bits for r_glsl_permutations[] array
+
+// these are additional flags used only by R_GLSL_CompilePermutation
+#define SHADERPERMUTATION_USES_VERTEXSHADER (1<<29)
+#define SHADERPERMUTATION_USES_GEOMETRYSHADER (1<<30)
+#define SHADERPERMUTATION_USES_FRAGMENTSHADER (1<<31)
typedef struct r_glsl_permutation_s
{
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;
// currently selected permutation
extern r_glsl_permutation_t *r_glsl_permutation;
-void R_GLSL_CompilePermutation(int permutation);
+void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
void R_SwitchSurfaceShader(int permutation);