extern void SHOWLMP_decodehide(void);
extern void SHOWLMP_decodeshow(void);
extern void SHOWLMP_drawall(void);
-extern void SHOWLMP_clear(void);
// render profiling stuff
-extern char r_speeds_string[1024];
extern int r_timereport_active;
// lighting stuff
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
+extern cvar_t r_lerplightstyles;
extern cvar_t r_waterscroll;
extern cvar_t developer_texturelogging;
void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
-void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
-
void R_SkinFrame_PrepareForPurge(void);
void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
void R_SkinFrame_Purge(void);
+// set last to NULL to start from the beginning
+skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
-skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
skinframe_t *R_SkinFrame_LoadMissing(void);
void R_View_WorldVisibility(qboolean forcenovis);
+void R_DrawDecals(void);
void R_DrawParticles(void);
void R_DrawExplosions(void);
#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_grey128;
vec3_t colormap_shirtcolor;
// view location in model space
vec3_t modelorg; // TODO: rename this
+ // polygon offset data for submodels
+ float basepolygonfactor;
+ float basepolygonoffset;
// current texture in batching code
texture_t *texture;
// whether lightmapping is active on this batch
void RSurf_ActiveWorldEntity(void);
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
void RSurf_CleanUp(void);
+void RSurf_SetupDepthAndCulling(void);
void R_Mesh_ResizeArrays(int newvertices);
}
rsurfacepass_t;
+typedef enum gl20_texunit_e
+{
+ GL20TU_NORMAL = 0,
+ GL20TU_COLOR = 1,
+ GL20TU_GLOSS = 2,
+ GL20TU_GLOW = 3,
+ GL20TU_SECONDARY_NORMAL = 4,
+ GL20TU_SECONDARY_COLOR = 5,
+ GL20TU_SECONDARY_GLOSS = 6,
+ GL20TU_SECONDARY_GLOW = 7,
+ GL20TU_PANTS = 8,
+ GL20TU_SHIRT = 9,
+ GL20TU_FOGMASK = 10,
+ GL20TU_LIGHTMAP = 11,
+ GL20TU_DELUXEMAP = 12,
+ GL20TU_REFRACTION = 13,
+ GL20TU_REFLECTION = 14,
+ GL20TU_ATTENUATION = 3,
+ GL20TU_CUBE = 13,
+}
+gl20_texunit;
+
int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass);
#endif