// sky stuff
extern int R_SetSkyBox(char* sky);
-extern cvar_t r_skyquality;
+extern cvar_t r_sky;
// these are exposed because surface rendering uses them
extern rtexture_t *solidskytexture;
extern rtexture_t *alphaskytexture;
-extern int skyrendernow, skyrendermasked, skyrenderglquake;
+extern int skyrendernow, skyrendermasked;
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
// vis stuff
extern cvar_t r_novis;
+// detail texture stuff
+extern cvar_t r_detailtextures;
+
+// useful functions for rendering
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
+void R_FillColors(float *out, int verts, float r, float g, float b, float a);
+
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
-extern entity_render_t *currentrenderentity;
extern int r_framecount;
extern mplane_t frustum[4];
extern int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
extern cvar_t r_fullbright;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
-extern cvar_t r_waterripple;
void R_Init (void);
void R_RenderView (void); // must set r_refdef first
void R_NewMap (void);
-void R_DrawWorld(void);
-void R_SetupForWorldRendering(void);
-void R_MarkWorldLights(void);
-void R_PrepareSurfaces(void);
-void R_DrawSurfaces(int type);
-void R_DrawPortals(void);
+void R_DrawWorld(entity_render_t *ent);
+void R_SurfMarkLights (entity_render_t *ent);
+void R_PrepareSurfaces(entity_render_t *ent);
+void R_DrawSurfaces(entity_render_t *ent, int type);
+void R_DrawPortals(entity_render_t *ent);
void R_DrawParticles(void);
void R_DrawExplosions(void);
+void R_DrawBrushModelSky (entity_render_t *ent);
+void R_DrawBrushModelNormal (entity_render_t *ent);
+void R_DrawZymoticModel (entity_render_t *ent);
+void R_DrawQ1Q2AliasModel(entity_render_t *ent);
+void R_DrawSpriteModel (entity_render_t *ent);
// LordHavoc: vertex transform
#include "transform.h"
#include "r_modules.h"
+#include "meshqueue.h"
+
extern float overbrightscale;
#include "r_lerpanim.h"
-void R_DrawBrushModelSky (void);
-void R_DrawBrushModelNormal (void);
-void R_DrawAliasModel (void);
-void R_DrawSpriteModel (void);
-
extern cvar_t r_render;
#include "image.h"
-extern cvar_t r_multitexture;
+extern cvar_t r_textureunits;
extern cvar_t gl_dither;
// FIXME: this should live in the backend only
#include "r_light.h"
-extern rtexture_t *particlefonttexture;
-
-// particletexture_t is a rectangle in the particlefonttexture
-typedef struct
-{
- float s1, t1, s2, t2;
-}
-particletexture_t;
-
-#define MAX_PARTICLETEXTURES 64
-// [0] is normal, [1] is fog, they may be the same
-extern particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
-
void R_TimeReport(char *name);
void R_TimeReport_Start(void);
void R_TimeReport_End(void);