#ifndef RENDER_H
#define RENDER_H
-extern qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+extern unsigned char r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+extern unsigned char r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+extern unsigned char r_worldsurfacevisible[262144];
extern matrix4x4_t r_identitymatrix;
// sky stuff
extern cvar_t r_sky;
+extern cvar_t r_skyscroll1;
+extern cvar_t r_skyscroll2;
extern int skyrendernow, skyrendermasked;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
-extern void R_ResetQuakeSky(void);
extern void R_ResetSkyBox(void);
// SHOWLMP stuff (Nehahra)
extern void SHOWLMP_clear(void);
// render profiling stuff
-extern qboolean intimerefresh;
extern char r_speeds_string[1024];
// lighting stuff
extern cvar_t r_ambient;
-
-// model rendering stuff
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern float *aliasvertcolor;
+extern cvar_t gl_flashblend;
// vis stuff
extern cvar_t r_novis;
-// detail texture stuff
-extern cvar_t r_detailtextures;
-
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
extern cvar_t r_waterscroll;
-extern cvar_t r_watershader;
+
+extern cvar_t developer_texturelogging;
+
+typedef struct rmesh_s
+{
+ // vertices of this mesh
+ int maxvertices;
+ int numvertices;
+ float *vertex3f;
+ float *svector3f;
+ float *tvector3f;
+ float *normal3f;
+ float *texcoord2f;
+ float *texcoordlightmap2f;
+ float *color4f;
+ // triangles of this mesh
+ int maxtriangles;
+ int numtriangles;
+ int *element3i;
+ int *neighbor3i;
+ // snapping epsilon
+ float epsilon2;
+}
+rmesh_t;
// 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);
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
-extern int r_framecount;
-extern mplane_t frustum[4];
-extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+extern int r_framecount;
+extern mplane_t frustum[5];
+
+typedef struct renderstats_s
+{
+ int entities;
+ int entities_surfaces;
+ int entities_triangles;
+ int world_leafs;
+ int world_portals;
+ int particles;
+ int meshes;
+ int meshes_elements;
+ int lights;
+ int lights_clears;
+ int lights_scissored;
+ int lights_lighttriangles;
+ int lights_shadowtriangles;
+ int lights_dynamicshadowtriangles;
+ int bloom;
+ int bloom_copypixels;
+ int bloom_drawpixels;
+}
+renderstats_t;
+
+extern renderstats_t renderstats;
+
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+extern float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+extern qboolean r_rtworld;
+extern qboolean r_rtworldshadows;
+extern qboolean r_rtdlight;
+extern qboolean r_rtdlightshadows;
// forces all rendering to draw triangle outlines
extern cvar_t r_showtris;
extern vec3_t r_viewup;
extern int r_view_x;
extern int r_view_y;
+extern int r_view_z;
extern int r_view_width;
extern int r_view_height;
-extern float r_view_fov_x;
-extern float r_view_fov_y;
+extern int r_view_depth;
extern matrix4x4_t r_view_matrix;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
-extern unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
extern qboolean envmap;
void R_RenderView(void); // must call R_UpdateWorld and set r_refdef first
-void R_InitSky (qbyte *src, int bytesperpixel); // called at level load
+void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
-void R_WorldVisibility(entity_render_t *ent);
-void R_DrawWorld(entity_render_t *ent);
+void R_WorldVisibility();
void R_DrawParticles(void);
void R_DrawExplosions(void);
#define gl_solid_format 3
#define gl_alpha_format 4
-//#define PARANOID 1
-
int R_CullBox(const vec3_t mins, const vec3_t maxs);
-#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
-extern qboolean fogenabled;
+#define FOGTABLEWIDTH 1024
extern vec3_t fogcolor;
extern vec_t fogdensity;
-#define calcfog(v) (exp(-(fogdensity*fogdensity*(((v)[0] - r_vieworigin[0])*((v)[0] - r_vieworigin[0])+((v)[1] - r_vieworigin[1])*((v)[1] - r_vieworigin[1])+((v)[2] - r_vieworigin[2])*((v)[2] - r_vieworigin[2])))))
-#define calcfogbyte(v) ((qbyte) (bound(0, ((int) ((float) (calcfog((v)) * 255.0f))), 255)))
+extern vec_t fogrange;
+extern vec_t fograngerecip;
+extern int fogtableindex;
+extern vec_t fogtabledistmultiplier;
+extern float fogtable[FOGTABLEWIDTH];
+extern qboolean fogenabled;
+#define VERTEXFOGTABLE(dist) (fogtableindex = (int)((dist) * fogtabledistmultiplier), fogtable[bound(0, fogtableindex, FOGTABLEWIDTH - 1)])
#include "r_modules.h"
#include "r_lerpanim.h"
extern cvar_t r_render;
+extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
+extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
+extern cvar_t r_smoothnormals_areaweighting;
+
#include "gl_backend.h"
#include "r_light.h"
+extern rtexture_t *r_texture_blanknormalmap;
+extern rtexture_t *r_texture_white;
+extern rtexture_t *r_texture_black;
+extern rtexture_t *r_texture_notexture;
+extern rtexture_t *r_texture_whitecube;
+extern rtexture_t *r_texture_normalizationcube;
+extern rtexture_t *r_texture_fogattenuation;
+extern rtexture_t *r_texture_fogintensity;
+
void R_TimeReport(char *name);
void R_TimeReport_Start(void);
void R_TimeReport_End(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, 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);
+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);
+
+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_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
#endif