#ifndef GL_BACKEND_H
#define GL_BACKEND_H
-#define MAX_TEXTUREUNITS 16
+// how many texture units to track state on (backendunits/backendimageunits/backendarrayunits are limited to this value)
+#define MAX_TEXTUREUNITS 64
#define POLYGONELEMENTS_MAXPOINTS 258
extern int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
extern int quadelements[QUADELEMENTS_MAXQUADS*6];
void GL_SetupView_Orientation_Identity(void);
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix);
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix);
void GL_SetupView_Mode_Perspective(double frustumx, double frustumy, double zNear, double zFar);
void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double frustumx, double frustumy, double zNear);
void GL_SetupView_Mode_Ortho(double x1, double y1, double x2, double y2, double zNear, double zFar);
void GL_ScissorTest(int state);
void GL_Clear(int mask);
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list);
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list);
void GL_Backend_FreeProgram(unsigned int prog);
extern cvar_t gl_lockarrays;
// sets up the requested vertex transform matrix
void R_Mesh_Matrix(const matrix4x4_t *matrix);
// sets the vertex array pointer
-void R_Mesh_VertexPointer(const float *vertex3f);
+void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset);
// sets the color array pointer (GL_Color only works when this is NULL)
-void R_Mesh_ColorPointer(const float *color4f);
+void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset);
// sets the texcoord array pointer for an array unit
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord);
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset);
// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap);
// sets these are like TexBindAll with only one of the texture indices non-zero
void R_Mesh_ResetTextureState(void);
// renders a mesh
-void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements);
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset);
// renders a mesh as lines
void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements);
qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect);
// used by R_Envmap_f and internally in backend, clears the frame
void R_ClearScreen(void);
-// invoke refresh of frame
-void SCR_UpdateScreen(void);
// invoke refresh of loading plaque (nothing else seen)
void SCR_UpdateLoadingScreen(qboolean clear);