#ifndef RENDER_H
#define RENDER_H
-extern qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+extern qbyte r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+extern qbyte r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+extern qbyte r_worldsurfacevisible[262144];
extern matrix4x4_t r_identitymatrix;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
-extern void R_ResetQuakeSky(void);
extern void R_ResetSkyBox(void);
// SHOWLMP stuff (Nehahra)
extern void SHOWLMP_clear(void);
// render profiling stuff
-extern qboolean intimerefresh;
extern char r_speeds_string[1024];
// lighting stuff
extern cvar_t r_ambient;
-
-// model rendering stuff
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern float *aliasvertcolor;
+extern cvar_t gl_flashblend;
// vis stuff
extern cvar_t r_novis;
-// detail texture stuff
-extern cvar_t r_detailtextures;
-
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
extern cvar_t r_waterscroll;
-extern cvar_t r_watershader;
+
+extern cvar_t developer_texturelogging;
+
+typedef struct rmesh_s
+{
+ // vertices of this mesh
+ int maxvertices;
+ int numvertices;
+ float *vertex3f;
+ float *svector3f;
+ float *tvector3f;
+ float *normal3f;
+ float *texcoord2f;
+ float *texcoordlightmap2f;
+ float *color4f;
+ // triangles of this mesh
+ int maxtriangles;
+ int numtriangles;
+ int *element3i;
+ int *neighbor3i;
+ // snapping epsilon
+ float epsilon2;
+}
+rmesh_t;
// useful functions for rendering
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
void R_FillColors(float *out, int verts, float r, float g, float b, float a);
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
-extern int r_framecount;
-extern mplane_t frustum[4];
-extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+extern int r_framecount;
+extern mplane_t frustum[5];
+
+extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
+
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+extern float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+extern qboolean r_rtworld;
+extern qboolean r_rtworldshadows;
+extern qboolean r_rtdlight;
+extern qboolean r_rtdlightshadows;
// forces all rendering to draw triangle outlines
extern cvar_t r_showtris;
void R_InitSky (qbyte *src, int bytesperpixel); // called at level load
-void R_WorldVisibility(entity_render_t *ent);
-void R_DrawWorld(entity_render_t *ent);
+void R_WorldVisibility();
void R_DrawParticles(void);
void R_DrawExplosions(void);
#define gl_solid_format 3
#define gl_alpha_format 4
-//#define PARANOID 1
-
int R_CullBox(const vec3_t mins, const vec3_t maxs);
-#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
extern qboolean fogenabled;
extern vec3_t fogcolor;
extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
+extern cvar_t r_smoothnormals_areaweighting;
+
#include "gl_backend.h"
#include "r_light.h"
+extern rtexture_t *r_texture_blanknormalmap;
+extern rtexture_t *r_texture_white;
+extern rtexture_t *r_texture_black;
+extern rtexture_t *r_texture_notexture;
+extern rtexture_t *r_texture_whitecube;
+extern rtexture_t *r_texture_normalizationcube;
+
void R_TimeReport(char *name);
void R_TimeReport_Start(void);
void R_TimeReport_End(void);
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, int depthdisable, 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);
+struct entity_render_s;
+struct texture_s;
+struct msurface_s;
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
+void R_UpdateAllTextureInfo(entity_render_t *ent);
+void R_QueueTextureSurfaceList(entity_render_t *ent, struct texture_s *texture, int texturenumsurfaces, const struct msurface_s **texturesurfacelist, const vec3_t modelorg);
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
+
#endif