#define SHADERSTAGE_NORMAL 1
#define SHADERSTAGE_COUNT 2
-#define SHADERFLAGS_NEEDLIGHTMAP 1
-
#define SURF_PLANEBACK 2
#define SURF_DRAWSKY 4
#define SURF_DRAWTURB 0x10
#define SURF_DRAWNOALPHA 0x100
#define SURF_DRAWFULLBRIGHT 0x200
#define SURF_LIGHTBOTHSIDES 0x400
-#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
-#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
struct entity_render_s;
struct texture_s;
struct msurface_s;
-// change this stuff when real shaders are added
-typedef struct Cshader_s
-{
- void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
- int flags;
-}
-Cshader_t;
-
-extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_sky;
typedef struct texture_s
{
// loaded the same as model skins
skinframe_t skin;
- // shader to use for this texture
- Cshader_t *shader;
-
// total frames in sequence and alternate sequence
int anim_total[2];
// direct pointers to each of the frames in the sequences
#define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
#define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
+#define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)
#endif