// forces all rendering to draw triangle outlines
extern cvar_t r_showtris;
-extern cvar_t r_showtris_polygonoffset;
extern cvar_t r_shownormals;
extern cvar_t r_showlighting;
extern cvar_t r_showshadowvolumes;
extern cvar_t r_showcollisionbrushes_polygonfactor;
extern cvar_t r_showcollisionbrushes_polygonoffset;
extern cvar_t r_showdisabledepthtest;
-extern int r_showtrispass;
//
// view origin
extern int r_view_height;
extern int r_view_depth;
extern matrix4x4_t r_view_matrix;
+extern float r_polygonfactor;
+extern float r_polygonoffset;
+extern float r_shadowpolygonfactor;
+extern float r_shadowpolygonoffset;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern cvar_t r_textureunits;
extern cvar_t r_glsl;
extern cvar_t r_glsl_offsetmapping;
+extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_glsl_offsetmapping_scale;
-extern cvar_t r_glsl_offsetmapping_bias;
extern cvar_t r_glsl_usehalffloat;
extern cvar_t r_glsl_surfacenormalize;
+extern cvar_t r_glsl_deluxemapping;
extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
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, 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);
+extern mempool_t *r_main_mempool;
+
+extern int rsurface_array_size;
+extern float *rsurface_array_vertex3f;
+extern float *rsurface_array_svector3f;
+extern float *rsurface_array_tvector3f;
+extern float *rsurface_array_normal3f;
+extern float *rsurface_array_color4f;
+extern float *rsurface_array_texcoord3f;
+
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern float *rsurface_lightmapcolor4f;
+extern qboolean rsurface_generatevertex;
+extern qboolean rsurface_generatetangents;
+extern qboolean rsurface_generatenormals;
+extern qboolean rsurface_deformvertex;
+extern qboolean rsurface_dynamicvertex;
+extern vec3_t rsurface_modelorg;
+extern const entity_render_t *rsurface_entity;
+extern const model_t *rsurface_model;
+extern const texture_t *rsurface_texture;
+
+void R_Mesh_ResizeArrays(int newvertices);
+
struct entity_render_s;
struct texture_s;
struct msurface_s;
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);
-#define SHADERPERMUTATION_DELUXEMAPPING (1<<0) // (lightmap) use directional pixel shading
-#define SHADERPERMUTATION_LIGHTSOURCE (1<<1) // (lightsource) indicates this is lightsource rendering mode
-#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
-#define SHADERPERMUTATION_COLORMAPPING (1<<3) // indicates this is a colormapped skin
-#define SHADERPERMUTATION_SPECULAR (1<<4) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<5) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<6) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_SURFACENORMALIZE (1<<7) // (lightsource or deluxemapping) improved bumpmapping
-#define SHADERPERMUTATION_GEFORCEFX (1<<8) // use half vector types if available (NVIDIA specific)
-#define SHADERPERMUTATION_COUNT (1<<9) // how many permutations are possible
+void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg);
+void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents);
+void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface);
+
+#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
+#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
+#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
+#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+#define SHADERPERMUTATION_SURFACENORMALIZE (1<<11) // (lightsource or deluxemapping) improved bumpmapping
+#define SHADERPERMUTATION_GEFORCEFX (1<<12) // use half vector types if available (NVIDIA specific)
+#define SHADERPERMUTATION_COUNT (1<<13) // how many permutations are possible
typedef struct r_glsl_permutation_s
{
int loc_Texture_Shirt;
int loc_Texture_Lightmap;
int loc_Texture_Deluxemap;
+ int loc_Texture_Glow;
int loc_FogColor;
int loc_LightPosition;
int loc_EyePosition;
int loc_SpecularScale;
int loc_SpecularPower;
int loc_OffsetMapping_Scale;
- int loc_OffsetMapping_Bias;
+ int loc_AmbientColor;
+ int loc_DiffuseColor;
+ int loc_SpecularColor;
+ int loc_LightDir;
}
r_glsl_permutation_t;
r_glsl_permutation_t *r_glsl_permutation;
void R_GLSL_CompilePermutation(int permutation);
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt);
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting);
#endif