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
+typedef enum r_refdef_scene_type_s {
+ RST_CLIENT,
+ RST_MENU,
+ RST_COUNT
+} r_refdef_scene_type_t;
-void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
+void R_SelectScene( r_refdef_scene_type_t scenetype );
+r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
void R_SkinFrame_PrepareForPurge(void);
void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
extern mempool_t *r_main_mempool;
-typedef enum rsurfmode_e
-{
- RSURFMODE_NONE,
- RSURFMODE_SHOWSURFACES,
- RSURFMODE_SKY,
- RSURFMODE_MULTIPASS,
- RSURFMODE_GLSL
-}
-rsurfmode_t;
-
typedef struct rsurfacestate_s
{
// processing buffers
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
// (otherwise vertex colored)
qboolean uselightmaptexture;
- // one of the RSURFMODE_ values
- rsurfmode_t mode;
// rtlight rendering
// light currently being rendered
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;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass);
+typedef enum gl20_texunit_e
+{
+ GL20TU_FIRST = 0,
+ GL20TU_SECOND = 1,
+ GL20TU_GAMMARAMPS = 2,
+ 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;
+
+void R_SetupGenericShader(qboolean usetexture);
+void R_SetupGenericTwoTextureShader(int texturemode);
+void R_SetupDepthOrShadowShader(void);
+void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
#endif