extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
-extern int skyrendernow, skyrendermasked;
+extern int skyrenderlater, skyrendermasked;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
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);
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, qboolean depthdisable, qboolean depthshort, 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);
+void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2);
extern mempool_t *r_main_mempool;
// this indicates the model* arrays are pointed at array_model* buffers
// (in other words, the model has been animated in software)
qboolean generatedvertex;
- float *modelvertex3f;
+ const float *modelvertex3f;
int modelvertex3f_bufferobject;
size_t modelvertex3f_bufferoffset;
- float *modelsvector3f;
+ const float *modelsvector3f;
int modelsvector3f_bufferobject;
size_t modelsvector3f_bufferoffset;
- float *modeltvector3f;
+ const float *modeltvector3f;
int modeltvector3f_bufferobject;
size_t modeltvector3f_bufferoffset;
- float *modelnormal3f;
+ const float *modelnormal3f;
int modelnormal3f_bufferobject;
size_t modelnormal3f_bufferoffset;
- float *modellightmapcolor4f;
+ const float *modellightmapcolor4f;
int modellightmapcolor4f_bufferobject;
size_t modellightmapcolor4f_bufferoffset;
- float *modeltexcoordtexture2f;
+ const float *modeltexcoordtexture2f;
int modeltexcoordtexture2f_bufferobject;
size_t modeltexcoordtexture2f_bufferoffset;
- float *modeltexcoordlightmap2f;
+ const float *modeltexcoordlightmap2f;
int modeltexcoordlightmap2f_bufferobject;
size_t modeltexcoordlightmap2f_bufferoffset;
- int *modelelement3i;
- unsigned short *modelelement3s;
+ const int *modelelement3i;
+ const unsigned short *modelelement3s;
int modelelement3i_bufferobject;
int modelelement3s_bufferobject;
- int *modellightmapoffsets;
+ const int *modellightmapoffsets;
int modelnum_vertices;
int modelnum_triangles;
- msurface_t *modelsurfaces;
+ const msurface_t *modelsurfaces;
// current rendering array pointers
// these may point to any of several different buffers depending on how
// much processing was needed to prepare this model for rendering
// the exception is the color array which is often generated based on
// colormod, alpha fading, and fogging, it may also come from q3bsp vertex
// lighting of certain surfaces
- float *vertex3f;
+ const float *vertex3f;
int vertex3f_bufferobject;
size_t vertex3f_bufferoffset;
- float *svector3f;
+ const float *svector3f;
int svector3f_bufferobject;
size_t svector3f_bufferoffset;
- float *tvector3f;
+ const float *tvector3f;
int tvector3f_bufferobject;
size_t tvector3f_bufferoffset;
- float *normal3f;
+ const float *normal3f;
int normal3f_bufferobject;
size_t normal3f_bufferoffset;
- float *lightmapcolor4f;
+ const float *lightmapcolor4f;
int lightmapcolor4f_bufferobject;
size_t lightmapcolor4f_bufferoffset;
- float *texcoordtexture2f;
+ const float *texcoordtexture2f;
int texcoordtexture2f_bufferobject;
size_t texcoordtexture2f_bufferoffset;
- float *texcoordlightmap2f;
+ const float *texcoordlightmap2f;
int texcoordlightmap2f_bufferobject;
size_t texcoordlightmap2f_bufferoffset;
+ // some important fields from the entity
+ int ent_skinnum;
+ int ent_qwskin;
+ int ent_flags;
+ float ent_shadertime;
+ float ent_color[4];
// transform matrices to render this entity and effects on this entity
matrix4x4_t matrix;
matrix4x4_t inversematrix;
+ // scale factors for transforming lengths into/out of entity space
+ float matrixscale;
+ float inversematrixscale;
// animation blending state from entity
frameblend_t frameblend[MAX_FRAMEBLENDS];
// directional model shading state from entity
// whether lightmapping is active on this batch
// (otherwise vertex colored)
qboolean uselightmaptexture;
+ // fog plane in model space for direct application to vertices
+ float fograngerecip;
+ float fogmasktabledistmultiplier;
+ float fogplane[4];
+ float fogheightfade;
+ float fogplaneviewdist;
// rtlight rendering
// light currently being rendered
void RSurf_ActiveWorldEntity(void);
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+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, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents);
void RSurf_SetupDepthAndCulling(void);
void R_Mesh_ResizeArrays(int newvertices);
void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug);
void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug);
void R_AddWaterPlanes(entity_render_t *ent);
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth);
-void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
-void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist);
typedef enum rsurfacepass_e
{