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];
// forces all rendering to draw triangle outlines
extern cvar_t r_showtris;
-extern cvar_t r_showtris_polygonoffset;
extern cvar_t r_shownormals;
extern cvar_t r_showlighting;
extern cvar_t r_showshadowvolumes;
extern cvar_t r_showcollisionbrushes_polygonfactor;
extern cvar_t r_showcollisionbrushes_polygonoffset;
extern cvar_t r_showdisabledepthtest;
-extern int r_showtrispass;
//
// view origin
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 cvar_t r_glsl_offsetmapping;
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_glsl_offsetmapping_scale;
-extern cvar_t r_glsl_usehalffloat;
-extern cvar_t r_glsl_surfacenormalize;
extern cvar_t r_glsl_deluxemapping;
extern cvar_t gl_polyblend;
extern rtexture_t *r_texture_whitecube;
extern rtexture_t *r_texture_normalizationcube;
extern rtexture_t *r_texture_fogattenuation;
-extern rtexture_t *r_texture_fogintensity;
+//extern rtexture_t *r_texture_fogintensity;
void R_TimeReport(char *name);
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_color4f;
+extern float *rsurface_array_texcoord3f;
+
+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 const entity_render_t *rsurface_entity;
+extern const model_t *rsurface_model;
+extern const texture_t *rsurface_texture;
+
+void R_Mesh_ResizeArrays(int newvertices);
+
struct entity_render_s;
struct texture_s;
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, const struct msurface_s **texturesurfacelist, const vec3_t modelorg);
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg);
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);
+
#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)
#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
#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_SURFACENORMALIZE (1<<11) // (lightsource or deluxemapping) improved bumpmapping
-#define SHADERPERMUTATION_GEFORCEFX (1<<12) // use half vector types if available (NVIDIA specific)
-#define SHADERPERMUTATION_COUNT (1<<13) // how many permutations are possible
+#define SHADERPERMUTATION_COUNT (1<<11) // how many permutations are possible
typedef struct r_glsl_permutation_s
{
// information about each possible shader permutation
extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
// currently selected permutation
-r_glsl_permutation_t *r_glsl_permutation;
+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);
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting);
#endif