extern float ixtable[4096];
// fog stuff
-extern void FOG_clear(void);
+void FOG_clear(void);
// sky stuff
extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
extern int skyrenderlater, skyrendermasked;
-extern int R_SetSkyBox(const char *sky);
-extern void R_SkyStartFrame(void);
-extern void R_Sky(void);
-extern void R_ResetSkyBox(void);
+int R_SetSkyBox(const char *sky);
+void R_SkyStartFrame(void);
+void R_Sky(void);
+void R_ResetSkyBox(void);
// SHOWLMP stuff (Nehahra)
-extern void SHOWLMP_decodehide(void);
-extern void SHOWLMP_decodeshow(void);
-extern void SHOWLMP_drawall(void);
+void SHOWLMP_decodehide(void);
+void SHOWLMP_decodeshow(void);
+void SHOWLMP_drawall(void);
// render profiling stuff
extern int r_timereport_active;
extern cvar_t r_showcollisionbrushes_polygonoffset;
extern cvar_t r_showdisabledepthtest;
-//
-// view origin
-//
extern cvar_t r_drawentities;
extern cvar_t r_draw2d;
extern qboolean r_draw2d_force;
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;
}
rsurfacepass_t;
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy);
-void R_SetupShader_DepthOrShadow(qboolean notrippy);
+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, 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);
typedef struct r_waterstate_waterplane_s
{
- rtexture_t *texture_refraction;
- rtexture_t *texture_reflection;
- rtexture_t *texture_camera;
+ rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
+ rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
+ rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
+ int fbo_refraction;
+ int fbo_reflection;
+ int fbo_camera;
mplane_t plane;
int materialflags; // combined flags of all water surfaces on this plane
unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
typedef struct r_waterstate_s
{
- qboolean enabled;
-
- qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
- qboolean renderingrefraction;
-
int waterwidth, waterheight;
int texturewidth, textureheight;
int camerawidth, cameraheight;
+ rtexture_t *depthtexture;
int maxwaterplanes; // same as MAX_WATERPLANES
int numwaterplanes;
float screenscale[2];
float screencenter[2];
+
+ qboolean enabled;
+
+ qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+ qboolean hideplayer;
}
r_waterstate_t;
-extern r_waterstate_t r_waterstate;
+typedef struct r_framebufferstate_s
+{
+ textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
+ int fbo; // non-zero if r_viewfbo is enabled and working
+ int screentexturewidth, screentextureheight; // dimensions of texture
-#endif
+ rtexture_t *colortexture; // non-NULL if fbo is non-zero
+ rtexture_t *depthtexture; // non-NULL if fbo is non-zero
+ rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
+ rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
+ int bloomfbo[2]; // fbos for rendering into bloomtexture[]
+ int bloomindex; // which bloomtexture[] contains the final image
+
+ int bloomwidth, bloomheight;
+ int bloomtexturewidth, bloomtextureheight;
+
+ // arrays for rendering the screen passes
+ float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
+ float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
+ float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
+
+ r_viewport_t bloomviewport;
+ 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 const float r_screenvertex3f[12];
+extern cvar_t r_shadows;
+extern cvar_t r_shadows_darken;
+extern cvar_t r_shadows_drawafterrtlighting;
+extern cvar_t r_shadows_castfrombmodels;
+extern cvar_t r_shadows_throwdistance;
+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);
+
+struct prvm_prog_s;
+void R_UpdateFog(void);
+qboolean CL_VM_UpdateView(void);
+void SCR_DrawConsole(void);
+void R_Shadow_EditLights_DrawSelectedLightProperties(void);
+void R_DecalSystem_Reset(decalsystem_t *decalsystem);
+void R_Shadow_UpdateBounceGridTexture(void);
+void R_DrawLightningBeams(void);
+void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
+void R_DrawPortals(void);
+void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_Water_AddWaterPlane(msurface_t *surface, int entno);
+int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+dp_font_t *FindFont(const char *title, qboolean allocate_new);
+void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
+
+void Render_Init(void);
+
+// these are called by Render_Init
+void R_Textures_Init(void);
+void GL_Draw_Init(void);
+void GL_Main_Init(void);
+void R_Shadow_Init(void);
+void R_Sky_Init(void);
+void GL_Surf_Init(void);
+void R_Particles_Init(void);
+void R_Explosion_Init(void);
+void gl_backend_init(void);
+void Sbar_Init(void);
+void R_LightningBeams_Init(void);
+void Mod_RenderInit(void);
+void Font_Init(void);
+
+qboolean R_CompileShader_CheckStaticParms(void);
+void R_GLSL_Restart_f(void);
+
+#endif