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;
59 extern cvar_t r_lerpsprites;
60 extern cvar_t r_lerpmodels;
61 extern cvar_t r_lerplightstyles;
62 extern cvar_t r_waterscroll;
64 extern cvar_t developer_texturelogging;
66 // shadow volume bsp struct with automatically growing nodes buffer
67 extern svbsp_t r_svbsp;
69 typedef struct rmesh_s
71 // vertices of this mesh
79 float *texcoordlightmap2f;
81 // triangles of this mesh
91 // useful functions for rendering
92 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
93 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
94 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
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);
165 #include "r_modules.h"
167 #include "meshqueue.h"
169 void R_FrameData_Reset(void);
170 void R_FrameData_NewFrame(void);
171 void *R_FrameData_Alloc(size_t size);
172 void *R_FrameData_Store(size_t size, void *data);
173 void R_FrameData_SetMark(void);
174 void R_FrameData_ReturnToMark(void);
176 void R_AnimCache_Free(void);
177 void R_AnimCache_ClearCache(void);
178 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
179 void R_AnimCache_CacheVisibleEntities(void);
181 #include "r_lerpanim.h"
183 extern cvar_t r_render;
184 extern cvar_t r_renderview;
185 extern cvar_t r_waterwarp;
187 extern cvar_t r_textureunits;
189 extern cvar_t r_glsl_offsetmapping;
190 extern cvar_t r_glsl_offsetmapping_reliefmapping;
191 extern cvar_t r_glsl_offsetmapping_scale;
192 extern cvar_t r_glsl_offsetmapping_lod;
193 extern cvar_t r_glsl_offsetmapping_lod_distance;
194 extern cvar_t r_glsl_deluxemapping;
196 extern cvar_t gl_polyblend;
197 extern cvar_t gl_dither;
199 extern cvar_t cl_deathfade;
201 extern cvar_t r_smoothnormals_areaweighting;
203 extern cvar_t r_test;
205 #include "gl_backend.h"
207 extern rtexture_t *r_texture_blanknormalmap;
208 extern rtexture_t *r_texture_white;
209 extern rtexture_t *r_texture_grey128;
210 extern rtexture_t *r_texture_black;
211 extern rtexture_t *r_texture_notexture;
212 extern rtexture_t *r_texture_whitecube;
213 extern rtexture_t *r_texture_normalizationcube;
214 extern rtexture_t *r_texture_fogattenuation;
215 extern rtexture_t *r_texture_fogheighttexture;
217 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
218 extern unsigned int r_numqueries;
219 extern unsigned int r_maxqueries;
221 void R_TimeReport(const char *name);
224 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);
226 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
227 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
229 extern mempool_t *r_main_mempool;
231 typedef struct rsurfacestate_s
233 // current model array pointers
234 // these may point to processing buffers if model is animated,
235 // otherwise they point to static data.
236 // these are not directly used for rendering, they are just another level
239 // these either point at array_model* buffers (if the model is animated)
240 // or the model->surfmesh.data_* buffers (if the model is not animated)
242 // these are only set when an entity render begins, they do not change on
243 // a per surface basis.
245 // this indicates the model* arrays are pointed at array_model* buffers
246 // (in other words, the model has been animated in software)
247 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
248 qboolean modelgeneratedvertex;
249 // skeletal animation can be done by entity (animcache) or per batch,
250 // batch may be non-skeletal even if entity is skeletal, indicating that
251 // the dynamicvertex code path had to apply skeletal manually for a case
252 // where gpu-skinning is not possible, for this reason batch has its own
254 int entityskeletalnumtransforms; // how many transforms are used for this mesh
255 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
256 float *modelvertex3f;
257 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
258 size_t modelvertex3f_bufferoffset;
259 float *modelsvector3f;
260 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
261 size_t modelsvector3f_bufferoffset;
262 float *modeltvector3f;
263 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
264 size_t modeltvector3f_bufferoffset;
265 float *modelnormal3f;
266 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
267 size_t modelnormal3f_bufferoffset;
268 float *modellightmapcolor4f;
269 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
270 size_t modellightmapcolor4f_bufferoffset;
271 float *modeltexcoordtexture2f;
272 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
273 size_t modeltexcoordtexture2f_bufferoffset;
274 float *modeltexcoordlightmap2f;
275 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
276 size_t modeltexcoordlightmap2f_bufferoffset;
277 unsigned char *modelskeletalindex4ub;
278 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
279 size_t modelskeletalindex4ub_bufferoffset;
280 unsigned char *modelskeletalweight4ub;
281 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
282 size_t modelskeletalweight4ub_bufferoffset;
283 r_vertexmesh_t *modelvertexmesh;
284 const r_meshbuffer_t *modelvertexmeshbuffer;
285 const r_meshbuffer_t *modelvertex3fbuffer;
287 const r_meshbuffer_t *modelelement3i_indexbuffer;
288 size_t modelelement3i_bufferoffset;
289 unsigned short *modelelement3s;
290 const r_meshbuffer_t *modelelement3s_indexbuffer;
291 size_t modelelement3s_bufferoffset;
292 int *modellightmapoffsets;
293 int modelnumvertices;
294 int modelnumtriangles;
295 const msurface_t *modelsurfaces;
296 // current rendering array pointers
297 // these may point to any of several different buffers depending on how
298 // much processing was needed to prepare this model for rendering
299 // these usually equal the model* pointers, they only differ if
300 // deformvertexes is used in a q3 shader, and consequently these can
301 // change on a per-surface basis (according to rsurface.texture)
302 qboolean batchgeneratedvertex;
303 qboolean batchmultidraw;
304 int batchmultidrawnumsurfaces;
305 const msurface_t **batchmultidrawsurfacelist;
306 int batchfirstvertex;
307 int batchnumvertices;
308 int batchfirsttriangle;
309 int batchnumtriangles;
310 r_vertexmesh_t *batchvertexmesh;
311 const r_meshbuffer_t *batchvertexmeshbuffer;
312 const r_meshbuffer_t *batchvertex3fbuffer;
313 float *batchvertex3f;
314 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
315 size_t batchvertex3f_bufferoffset;
316 float *batchsvector3f;
317 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
318 size_t batchsvector3f_bufferoffset;
319 float *batchtvector3f;
320 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
321 size_t batchtvector3f_bufferoffset;
322 float *batchnormal3f;
323 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
324 size_t batchnormal3f_bufferoffset;
325 float *batchlightmapcolor4f;
326 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
327 size_t batchlightmapcolor4f_bufferoffset;
328 float *batchtexcoordtexture2f;
329 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
330 size_t batchtexcoordtexture2f_bufferoffset;
331 float *batchtexcoordlightmap2f;
332 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
333 size_t batchtexcoordlightmap2f_bufferoffset;
334 unsigned char *batchskeletalindex4ub;
335 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
336 size_t batchskeletalindex4ub_bufferoffset;
337 unsigned char *batchskeletalweight4ub;
338 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
339 size_t batchskeletalweight4ub_bufferoffset;
341 const r_meshbuffer_t *batchelement3i_indexbuffer;
342 size_t batchelement3i_bufferoffset;
343 unsigned short *batchelement3s;
344 const r_meshbuffer_t *batchelement3s_indexbuffer;
345 size_t batchelement3s_bufferoffset;
346 int batchskeletalnumtransforms;
347 float *batchskeletaltransform3x4;
348 // rendering pass processing arrays in GL11 and GL13 paths
350 const r_meshbuffer_t *passcolor4f_vertexbuffer;
351 size_t passcolor4f_bufferoffset;
353 // some important fields from the entity
357 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
358 double shadertime; // r_refdef.scene.time - ent->shadertime
359 // transform matrices to render this entity and effects on this entity
361 matrix4x4_t inversematrix;
362 // scale factors for transforming lengths into/out of entity space
364 float inversematrixscale;
365 // animation blending state from entity
366 frameblend_t frameblend[MAX_FRAMEBLENDS];
367 skeleton_t *skeleton;
368 // directional model shading state from entity
369 vec3_t modellight_ambient;
370 vec3_t modellight_diffuse;
371 vec3_t modellight_lightdir;
372 // colormapping state from entity (these are black if colormapping is off)
373 vec3_t colormap_pantscolor;
374 vec3_t colormap_shirtcolor;
375 // special coloring of ambient/diffuse textures (gloss not affected)
376 // colormod[3] is the alpha of the entity
378 // special coloring of glow textures
380 // view location in model space
381 vec3_t localvieworigin;
382 // polygon offset data for submodels
383 float basepolygonfactor;
384 float basepolygonoffset;
385 // current textures in batching code
387 rtexture_t *lightmaptexture;
388 rtexture_t *deluxemaptexture;
389 // whether lightmapping is active on this batch
390 // (otherwise vertex colored)
391 qboolean uselightmaptexture;
392 // fog plane in model space for direct application to vertices
394 float fogmasktabledistmultiplier;
397 float fogplaneviewdist;
400 // light currently being rendered
401 const rtlight_t *rtlight;
403 // this is the location of the light in entity space
404 vec3_t entitylightorigin;
405 // this transforms entity coordinates to light filter cubemap coordinates
406 // (also often used for other purposes)
407 matrix4x4_t entitytolight;
408 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
409 // of attenuation texturing in full 3D (Z result often ignored)
410 matrix4x4_t entitytoattenuationxyz;
411 // this transforms only the Z to S, and T is always 0.5
412 matrix4x4_t entitytoattenuationz;
414 // user wavefunc parameters (from csqc)
415 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
417 // pointer to an entity_render_t used only by R_GetCurrentTexture and
418 // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
419 // each frame (see r_frame also)
420 entity_render_t *entity;
424 extern rsurfacestate_t rsurface;
426 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
428 void RSurf_ActiveWorldEntity(void);
429 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
430 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);
431 void RSurf_SetupDepthAndCulling(void);
433 void R_Mesh_ResizeArrays(int newvertices);
435 texture_t *R_GetCurrentTexture(texture_t *t);
436 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
437 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
438 void R_AddWaterPlanes(entity_render_t *ent);
439 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
440 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);
442 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
443 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
444 #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
445 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
446 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
447 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
448 #define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
449 #define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others
450 #define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
451 #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
452 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
453 #define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
454 #define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
455 #define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader
456 #define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
457 #define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws
458 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
459 void RSurf_DrawBatch(void);
461 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);
463 typedef enum rsurfacepass_e
466 RSURFPASS_BACKGROUND,
468 RSURFPASS_DEFERREDGEOMETRY
472 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
473 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
474 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
475 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);
476 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
478 typedef struct r_waterstate_waterplane_s
480 rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
481 rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
482 rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
487 int materialflags; // combined flags of all water surfaces on this plane
488 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
493 r_waterstate_waterplane_t;
495 typedef struct r_waterstate_s
497 int waterwidth, waterheight;
498 int texturewidth, textureheight;
499 int camerawidth, cameraheight;
500 rtexture_t *depthtexture;
502 int maxwaterplanes; // same as MAX_WATERPLANES
504 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
506 float screenscale[2];
507 float screencenter[2];
511 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
516 typedef struct r_framebufferstate_s
518 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
519 int fbo; // non-zero if r_viewfbo is enabled and working
520 int screentexturewidth, screentextureheight; // dimensions of texture
522 rtexture_t *colortexture; // non-NULL if fbo is non-zero
523 rtexture_t *depthtexture; // non-NULL if fbo is non-zero
524 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
525 rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
526 int bloomfbo[2]; // fbos for rendering into bloomtexture[]
527 int bloomindex; // which bloomtexture[] contains the final image
529 int bloomwidth, bloomheight;
530 int bloomtexturewidth, bloomtextureheight;
532 // arrays for rendering the screen passes
533 float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
534 float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
535 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
537 r_viewport_t bloomviewport;
539 r_waterstate_t water;
541 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
542 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
544 r_framebufferstate_t;
546 extern r_framebufferstate_t r_fb;
548 extern cvar_t r_viewfbo;
550 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
551 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
552 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
553 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
554 extern const float r_screenvertex3f[12];
555 extern cvar_t r_shadows;
556 extern cvar_t r_shadows_darken;
557 extern cvar_t r_shadows_drawafterrtlighting;
558 extern cvar_t r_shadows_castfrombmodels;
559 extern cvar_t r_shadows_throwdistance;
560 extern cvar_t r_shadows_throwdirection;
561 extern cvar_t r_shadows_focus;
562 extern cvar_t r_shadows_shadowmapscale;
563 extern cvar_t r_shadows_shadowmapbias;
564 extern cvar_t r_transparent_alphatocoverage;
565 extern cvar_t r_transparent_sortsurfacesbynearest;
566 extern cvar_t r_transparent_useplanardistance;
567 extern cvar_t r_transparent_sortarraysize;
568 extern cvar_t r_transparent_sortmindist;
569 extern cvar_t r_transparent_sortmaxdist;
571 void R_Model_Sprite_Draw(entity_render_t *ent);
574 void R_UpdateFog(void);
575 qboolean CL_VM_UpdateView(void);
576 void SCR_DrawConsole(void);
577 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
578 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
579 void R_Shadow_UpdateBounceGridTexture(void);
580 void R_DrawLightningBeams(void);
581 void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
582 void R_DrawPortals(void);
583 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
584 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
585 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
586 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
587 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
588 dp_font_t *FindFont(const char *title, qboolean allocate_new);
589 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
591 void Render_Init(void);
593 // these are called by Render_Init
594 void R_Textures_Init(void);
595 void GL_Draw_Init(void);
596 void GL_Main_Init(void);
597 void R_Shadow_Init(void);
598 void R_Sky_Init(void);
599 void GL_Surf_Init(void);
600 void R_Particles_Init(void);
601 void R_Explosion_Init(void);
602 void gl_backend_init(void);
603 void Sbar_Init(void);
604 void R_LightningBeams_Init(void);
605 void Mod_RenderInit(void);
606 void Font_Init(void);
608 qboolean R_CompileShader_CheckStaticParms(void);
609 void R_GLSL_Restart_f(void);