void R_Init(void);
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_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
typedef enum r_refdef_scene_type_s {
RST_CLIENT,
// 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_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
-void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2);
+void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
+void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
extern mempool_t *r_main_mempool;
//
// this indicates the model* arrays are pointed at array_model* buffers
// (in other words, the model has been animated in software)
+ qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
qboolean modelgeneratedvertex;
float *modelvertex3f;
const r_meshbuffer_t *modelvertex3f_vertexbuffer;
void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
-void R_SetupShader_DepthOrShadow(qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb);
void R_SetupShader_ShowDepth(qboolean notrippy);
void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
r_waterstate_t water;
qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
+ qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
}
r_framebufferstate_t;
extern r_framebufferstate_t r_fb;
+extern cvar_t r_viewfbo;
+
+void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
extern cvar_t r_shadows_throwdirection;
extern cvar_t r_shadows_focus;
extern cvar_t r_shadows_shadowmapscale;
+extern cvar_t r_shadows_shadowmapbias;
+extern cvar_t r_transparent_alphatocoverage;
+extern cvar_t r_transparent_sortsurfacesbynearest;
+extern cvar_t r_transparent_useplanardistance;
+extern cvar_t r_transparent_sortarraysize;
+extern cvar_t r_transparent_sortmindist;
+extern cvar_t r_transparent_sortmaxdist;
void R_Model_Sprite_Draw(entity_render_t *ent);
void Mod_RenderInit(void);
void Font_Init(void);
-#endif
+qboolean R_CompileShader_CheckStaticParms(void);
+void R_GLSL_Restart_f(void);
+#endif