2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 extern float ixtable[4096];
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern int skyrenderlater, skyrendermasked;
37 int R_SetSkyBox(const char *sky);
38 void R_SkyStartFrame(void);
40 void R_ResetSkyBox(void);
42 // SHOWLMP stuff (Nehahra)
43 void SHOWLMP_decodehide(void);
44 void SHOWLMP_decodeshow(void);
45 void SHOWLMP_drawall(void);
47 // render profiling stuff
48 extern int r_timereport_active;
51 extern cvar_t r_ambient;
52 extern cvar_t gl_flashblend;
55 extern cvar_t r_novis;
57 extern cvar_t r_trippy;
60 extern cvar_t r_lerpsprites;
61 extern cvar_t r_lerpmodels;
62 extern cvar_t r_lerplightstyles;
63 extern cvar_t r_waterscroll;
65 extern cvar_t developer_texturelogging;
67 // shadow volume bsp struct with automatically growing nodes buffer
68 extern svbsp_t r_svbsp;
70 typedef struct rmesh_s
72 // vertices of this mesh
80 float *texcoordlightmap2f;
82 // triangles of this mesh
92 // useful functions for rendering
93 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
94 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
95 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
96 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
98 #define TOP_RANGE 16 // soldier uniform colors
99 #define BOTTOM_RANGE 96
101 //=============================================================================
103 extern cvar_t r_nearclip;
105 // forces all rendering to draw triangle outlines
106 extern cvar_t r_showoverdraw;
107 extern cvar_t r_showtris;
108 extern cvar_t r_shownormals;
109 extern cvar_t r_showlighting;
110 extern cvar_t r_showshadowvolumes;
111 extern cvar_t r_showcollisionbrushes;
112 extern cvar_t r_showcollisionbrushes_polygonfactor;
113 extern cvar_t r_showcollisionbrushes_polygonoffset;
114 extern cvar_t r_showdisabledepthtest;
116 extern cvar_t r_drawentities;
117 extern cvar_t r_draw2d;
118 extern qboolean r_draw2d_force;
119 extern cvar_t r_drawviewmodel;
120 extern cvar_t r_drawworld;
121 extern cvar_t r_speeds;
122 extern cvar_t r_fullbright;
123 extern cvar_t r_wateralpha;
124 extern cvar_t r_dynamic;
127 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
128 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
129 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
131 typedef enum r_refdef_scene_type_s {
135 } r_refdef_scene_type_t;
137 void R_SelectScene( r_refdef_scene_type_t scenetype );
138 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
140 void R_SkinFrame_PrepareForPurge(void);
141 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
142 void R_SkinFrame_Purge(void);
143 // set last to NULL to start from the beginning
144 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
145 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
146 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
147 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
148 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
149 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
150 skinframe_t *R_SkinFrame_LoadMissing(void);
152 rtexture_t *R_GetCubemap(const char *basename);
154 void R_View_WorldVisibility(qboolean forcenovis);
155 void R_DrawDecals(void);
156 void R_DrawParticles(void);
157 void R_DrawExplosions(void);
159 #define gl_solid_format 3
160 #define gl_alpha_format 4
162 int R_CullBox(const vec3_t mins, const vec3_t maxs);
163 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
164 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
166 #include "r_modules.h"
168 #include "meshqueue.h"
170 /// free all R_FrameData memory
171 void R_FrameData_Reset(void);
172 /// prepare for a new frame, recycles old buffers if a resize occurred previously
173 void R_FrameData_NewFrame(void);
174 /// allocate some temporary memory for your purposes
175 void *R_FrameData_Alloc(size_t size);
176 /// allocate some temporary memory and copy this data into it
177 void *R_FrameData_Store(size_t size, void *data);
178 /// set a marker that allows you to discard the following temporary memory allocations
179 void R_FrameData_SetMark(void);
180 /// discard recent memory allocations (rewind to marker)
181 void R_FrameData_ReturnToMark(void);
183 /// enum of the various types of hardware buffer object used in rendering
184 /// note that the r_buffermegs[] array must be maintained to match this
185 typedef enum r_bufferdata_type_e
187 R_BUFFERDATA_VERTEX, /// vertex buffer
188 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
189 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
190 R_BUFFERDATA_UNIFORM, /// uniform buffer
191 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
195 /// free all dynamic vertex/index/uniform buffers
196 void R_BufferData_Reset(void);
197 /// begin a new frame (recycle old buffers)
198 void R_BufferData_NewFrame(void);
199 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
200 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
202 /// free all R_AnimCache memory
203 void R_AnimCache_Free(void);
204 /// clear the animcache pointers on all known render entities
205 void R_AnimCache_ClearCache(void);
206 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
207 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
208 /// generate animcache data for all entities marked visible
209 void R_AnimCache_CacheVisibleEntities(void);
211 #include "r_lerpanim.h"
213 extern cvar_t r_render;
214 extern cvar_t r_renderview;
215 extern cvar_t r_waterwarp;
217 extern cvar_t r_textureunits;
219 extern cvar_t r_glsl_offsetmapping;
220 extern cvar_t r_glsl_offsetmapping_reliefmapping;
221 extern cvar_t r_glsl_offsetmapping_scale;
222 extern cvar_t r_glsl_offsetmapping_lod;
223 extern cvar_t r_glsl_offsetmapping_lod_distance;
224 extern cvar_t r_glsl_deluxemapping;
226 extern cvar_t gl_polyblend;
227 extern cvar_t gl_dither;
229 extern cvar_t cl_deathfade;
231 extern cvar_t r_smoothnormals_areaweighting;
233 extern cvar_t r_test;
235 #include "gl_backend.h"
237 extern rtexture_t *r_texture_blanknormalmap;
238 extern rtexture_t *r_texture_white;
239 extern rtexture_t *r_texture_grey128;
240 extern rtexture_t *r_texture_black;
241 extern rtexture_t *r_texture_notexture;
242 extern rtexture_t *r_texture_whitecube;
243 extern rtexture_t *r_texture_normalizationcube;
244 extern rtexture_t *r_texture_fogattenuation;
245 extern rtexture_t *r_texture_fogheighttexture;
247 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
248 extern unsigned int r_numqueries;
249 extern unsigned int r_maxqueries;
251 void R_TimeReport(const char *name);
254 void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
256 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
257 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
259 extern mempool_t *r_main_mempool;
261 typedef struct rsurfacestate_s
263 // current model array pointers
264 // these may point to processing buffers if model is animated,
265 // otherwise they point to static data.
266 // these are not directly used for rendering, they are just another level
269 // these either point at array_model* buffers (if the model is animated)
270 // or the model->surfmesh.data_* buffers (if the model is not animated)
272 // these are only set when an entity render begins, they do not change on
273 // a per surface basis.
275 // this indicates the model* arrays are pointed at array_model* buffers
276 // (in other words, the model has been animated in software)
277 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
278 qboolean modelgeneratedvertex;
279 // skeletal animation can be done by entity (animcache) or per batch,
280 // batch may be non-skeletal even if entity is skeletal, indicating that
281 // the dynamicvertex code path had to apply skeletal manually for a case
282 // where gpu-skinning is not possible, for this reason batch has its own
284 int entityskeletalnumtransforms; // how many transforms are used for this mesh
285 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
286 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
287 int entityskeletaltransform3x4offset;
288 int entityskeletaltransform3x4size;
289 float *modelvertex3f;
290 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
291 int modelvertex3f_bufferoffset;
292 float *modelsvector3f;
293 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
294 int modelsvector3f_bufferoffset;
295 float *modeltvector3f;
296 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
297 int modeltvector3f_bufferoffset;
298 float *modelnormal3f;
299 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
300 int modelnormal3f_bufferoffset;
301 float *modellightmapcolor4f;
302 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
303 int modellightmapcolor4f_bufferoffset;
304 float *modeltexcoordtexture2f;
305 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
306 int modeltexcoordtexture2f_bufferoffset;
307 float *modeltexcoordlightmap2f;
308 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
309 int modeltexcoordlightmap2f_bufferoffset;
310 unsigned char *modelskeletalindex4ub;
311 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
312 int modelskeletalindex4ub_bufferoffset;
313 unsigned char *modelskeletalweight4ub;
314 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
315 int modelskeletalweight4ub_bufferoffset;
316 r_vertexmesh_t *modelvertexmesh;
317 const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
318 int modelvertexmesh_bufferoffset;
320 const r_meshbuffer_t *modelelement3i_indexbuffer;
321 int modelelement3i_bufferoffset;
322 unsigned short *modelelement3s;
323 const r_meshbuffer_t *modelelement3s_indexbuffer;
324 int modelelement3s_bufferoffset;
325 int *modellightmapoffsets;
326 int modelnumvertices;
327 int modelnumtriangles;
328 const msurface_t *modelsurfaces;
329 // current rendering array pointers
330 // these may point to any of several different buffers depending on how
331 // much processing was needed to prepare this model for rendering
332 // these usually equal the model* pointers, they only differ if
333 // deformvertexes is used in a q3 shader, and consequently these can
334 // change on a per-surface basis (according to rsurface.texture)
335 qboolean batchgeneratedvertex;
336 qboolean batchmultidraw;
337 int batchmultidrawnumsurfaces;
338 const msurface_t **batchmultidrawsurfacelist;
339 int batchfirstvertex;
340 int batchnumvertices;
341 int batchfirsttriangle;
342 int batchnumtriangles;
343 r_vertexmesh_t *batchvertexmesh;
344 const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
345 int batchvertexmesh_bufferoffset;
346 float *batchvertex3f;
347 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
348 int batchvertex3f_bufferoffset;
349 float *batchsvector3f;
350 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
351 int batchsvector3f_bufferoffset;
352 float *batchtvector3f;
353 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
354 int batchtvector3f_bufferoffset;
355 float *batchnormal3f;
356 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
357 int batchnormal3f_bufferoffset;
358 float *batchlightmapcolor4f;
359 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
360 int batchlightmapcolor4f_bufferoffset;
361 float *batchtexcoordtexture2f;
362 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
363 int batchtexcoordtexture2f_bufferoffset;
364 float *batchtexcoordlightmap2f;
365 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
366 int batchtexcoordlightmap2f_bufferoffset;
367 unsigned char *batchskeletalindex4ub;
368 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
369 int batchskeletalindex4ub_bufferoffset;
370 unsigned char *batchskeletalweight4ub;
371 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
372 int batchskeletalweight4ub_bufferoffset;
374 const r_meshbuffer_t *batchelement3i_indexbuffer;
375 int batchelement3i_bufferoffset;
376 unsigned short *batchelement3s;
377 const r_meshbuffer_t *batchelement3s_indexbuffer;
378 int batchelement3s_bufferoffset;
379 int batchskeletalnumtransforms;
380 float *batchskeletaltransform3x4;
381 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
382 int batchskeletaltransform3x4offset;
383 int batchskeletaltransform3x4size;
384 // rendering pass processing arrays in GL11 and GL13 paths
386 const r_meshbuffer_t *passcolor4f_vertexbuffer;
387 int passcolor4f_bufferoffset;
389 // some important fields from the entity
393 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
394 double shadertime; // r_refdef.scene.time - ent->shadertime
395 // transform matrices to render this entity and effects on this entity
397 matrix4x4_t inversematrix;
398 // scale factors for transforming lengths into/out of entity space
400 float inversematrixscale;
401 // animation blending state from entity
402 frameblend_t frameblend[MAX_FRAMEBLENDS];
403 skeleton_t *skeleton;
404 // directional model shading state from entity
405 vec3_t modellight_ambient;
406 vec3_t modellight_diffuse;
407 vec3_t modellight_lightdir;
408 // colormapping state from entity (these are black if colormapping is off)
409 vec3_t colormap_pantscolor;
410 vec3_t colormap_shirtcolor;
411 // special coloring of ambient/diffuse textures (gloss not affected)
412 // colormod[3] is the alpha of the entity
414 // special coloring of glow textures
416 // view location in model space
417 vec3_t localvieworigin;
418 // polygon offset data for submodels
419 float basepolygonfactor;
420 float basepolygonoffset;
421 // current textures in batching code
423 rtexture_t *lightmaptexture;
424 rtexture_t *deluxemaptexture;
425 // whether lightmapping is active on this batch
426 // (otherwise vertex colored)
427 qboolean uselightmaptexture;
428 // fog plane in model space for direct application to vertices
430 float fogmasktabledistmultiplier;
433 float fogplaneviewdist;
436 // light currently being rendered
437 const rtlight_t *rtlight;
439 // this is the location of the light in entity space
440 vec3_t entitylightorigin;
441 // this transforms entity coordinates to light filter cubemap coordinates
442 // (also often used for other purposes)
443 matrix4x4_t entitytolight;
444 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
445 // of attenuation texturing in full 3D (Z result often ignored)
446 matrix4x4_t entitytoattenuationxyz;
447 // this transforms only the Z to S, and T is always 0.5
448 matrix4x4_t entitytoattenuationz;
450 // user wavefunc parameters (from csqc)
451 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
453 // pointer to an entity_render_t used only by R_GetCurrentTexture and
454 // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
455 // each frame (see r_frame also)
456 entity_render_t *entity;
460 extern rsurfacestate_t rsurface;
462 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
464 void RSurf_ActiveWorldEntity(void);
465 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
466 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents);
467 void RSurf_SetupDepthAndCulling(void);
469 void R_Mesh_ResizeArrays(int newvertices);
471 texture_t *R_GetCurrentTexture(texture_t *t);
472 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
473 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
474 void R_AddWaterPlanes(entity_render_t *ent);
475 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
476 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
478 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
479 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
480 #define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
481 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
482 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
483 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
484 #define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
485 #define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others
486 #define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
487 #define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
488 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
489 #define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
490 #define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
491 #define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader
492 #define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
493 #define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws
494 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
495 void RSurf_DrawBatch(void);
497 void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size);
499 typedef enum rsurfacepass_e
502 RSURFPASS_BACKGROUND,
504 RSURFPASS_DEFERREDGEOMETRY
508 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
509 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
510 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
511 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
512 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
514 typedef struct r_waterstate_waterplane_s
516 rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
517 rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
518 rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
523 int materialflags; // combined flags of all water surfaces on this plane
524 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
529 r_waterstate_waterplane_t;
531 typedef struct r_waterstate_s
533 int waterwidth, waterheight;
534 int texturewidth, textureheight;
535 int camerawidth, cameraheight;
536 rtexture_t *depthtexture;
538 int maxwaterplanes; // same as MAX_WATERPLANES
540 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
542 float screenscale[2];
543 float screencenter[2];
547 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
552 typedef struct r_framebufferstate_s
554 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
555 int fbo; // non-zero if r_viewfbo is enabled and working
556 int screentexturewidth, screentextureheight; // dimensions of texture
558 rtexture_t *colortexture; // non-NULL if fbo is non-zero
559 rtexture_t *depthtexture; // non-NULL if fbo is non-zero
560 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
561 rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
562 int bloomfbo[2]; // fbos for rendering into bloomtexture[]
563 int bloomindex; // which bloomtexture[] contains the final image
565 int bloomwidth, bloomheight;
566 int bloomtexturewidth, bloomtextureheight;
568 // arrays for rendering the screen passes
569 float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
570 float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
571 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
573 r_viewport_t bloomviewport;
575 r_waterstate_t water;
577 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
578 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
580 r_framebufferstate_t;
582 extern r_framebufferstate_t r_fb;
584 extern cvar_t r_viewfbo;
586 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
587 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
588 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
589 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
590 extern const float r_screenvertex3f[12];
591 extern cvar_t r_shadows;
592 extern cvar_t r_shadows_darken;
593 extern cvar_t r_shadows_drawafterrtlighting;
594 extern cvar_t r_shadows_castfrombmodels;
595 extern cvar_t r_shadows_throwdistance;
596 extern cvar_t r_shadows_throwdirection;
597 extern cvar_t r_shadows_focus;
598 extern cvar_t r_shadows_shadowmapscale;
599 extern cvar_t r_shadows_shadowmapbias;
600 extern cvar_t r_transparent_alphatocoverage;
601 extern cvar_t r_transparent_sortsurfacesbynearest;
602 extern cvar_t r_transparent_useplanardistance;
603 extern cvar_t r_transparent_sortarraysize;
604 extern cvar_t r_transparent_sortmindist;
605 extern cvar_t r_transparent_sortmaxdist;
607 void R_Model_Sprite_Draw(entity_render_t *ent);
610 void R_UpdateFog(void);
611 qboolean CL_VM_UpdateView(double frametime);
612 void SCR_DrawConsole(void);
613 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
614 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
615 void R_Shadow_UpdateBounceGridTexture(void);
616 void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
617 void R_DrawPortals(void);
618 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
619 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
620 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
621 dp_font_t *FindFont(const char *title, qboolean allocate_new);
622 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
624 void Render_Init(void);
626 // these are called by Render_Init
627 void R_Textures_Init(void);
628 void GL_Draw_Init(void);
629 void GL_Main_Init(void);
630 void R_Shadow_Init(void);
631 void R_Sky_Init(void);
632 void GL_Surf_Init(void);
633 void R_Particles_Init(void);
634 void R_Explosion_Init(void);
635 void gl_backend_init(void);
636 void Sbar_Init(void);
637 void R_LightningBeams_Init(void);
638 void Mod_RenderInit(void);
639 void Font_Init(void);
641 qboolean R_CompileShader_CheckStaticParms(void);
642 void R_GLSL_Restart_f(void);