-extern int rsurface_array_size;
-extern float *rsurface_array_vertex3f;
-extern float *rsurface_array_svector3f;
-extern float *rsurface_array_tvector3f;
-extern float *rsurface_array_normal3f;
-extern float *rsurface_array_color4f;
-extern float *rsurface_array_texcoord3f;
-
-extern float *rsurface_vertex3f;
-extern float *rsurface_svector3f;
-extern float *rsurface_tvector3f;
-extern float *rsurface_normal3f;
-extern float *rsurface_lightmapcolor4f;
-extern qboolean rsurface_generatevertex;
-extern qboolean rsurface_generatetangents;
-extern qboolean rsurface_generatenormals;
-extern qboolean rsurface_deformvertex;
-extern qboolean rsurface_dynamicvertex;
-extern vec3_t rsurface_modelorg;
-extern const entity_render_t *rsurface_entity;
-extern const model_t *rsurface_model;
-extern const texture_t *rsurface_texture;
-
-void R_Mesh_ResizeArrays(int newvertices);
-
-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);
-
-void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg);
-void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents);
-void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface);
-
-#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
-#define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode
-#define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin
-#define SHADERPERMUTATION_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-#define SHADERPERMUTATION_SURFACENORMALIZE (1<<11) // (lightsource or deluxemapping) improved bumpmapping
-#define SHADERPERMUTATION_GEFORCEFX (1<<12) // use half vector types if available (NVIDIA specific)
-#define SHADERPERMUTATION_COUNT (1<<13) // how many permutations are possible
-
-typedef struct r_glsl_permutation_s
+typedef struct rsurfacestate_s
+{
+ // current model array pointers
+ // these may point to processing buffers if model is animated,
+ // otherwise they point to static data.
+ // these are not directly used for rendering, they are just another level
+ // of processing
+ //
+ // these either point at array_model* buffers (if the model is animated)
+ // or the model->surfmesh.data_* buffers (if the model is not animated)
+ //
+ // these are only set when an entity render begins, they do not change on
+ // a per surface basis.
+ //
+ // this indicates the model* arrays are pointed at array_model* buffers
+ // (in other words, the model has been animated in software)
+ qbool forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
+ qbool modelgeneratedvertex;
+ // skeletal animation can be done by entity (animcache) or per batch,
+ // batch may be non-skeletal even if entity is skeletal, indicating that
+ // the dynamicvertex code path had to apply skeletal manually for a case
+ // where gpu-skinning is not possible, for this reason batch has its own
+ // variables
+ int entityskeletalnumtransforms; // how many transforms are used for this mesh
+ float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
+ const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
+ int entityskeletaltransform3x4offset;
+ int entityskeletaltransform3x4size;
+ float *modelvertex3f;
+ const r_meshbuffer_t *modelvertex3f_vertexbuffer;
+ int modelvertex3f_bufferoffset;
+ float *modelsvector3f;
+ const r_meshbuffer_t *modelsvector3f_vertexbuffer;
+ int modelsvector3f_bufferoffset;
+ float *modeltvector3f;
+ const r_meshbuffer_t *modeltvector3f_vertexbuffer;
+ int modeltvector3f_bufferoffset;
+ float *modelnormal3f;
+ const r_meshbuffer_t *modelnormal3f_vertexbuffer;
+ int modelnormal3f_bufferoffset;
+ float *modellightmapcolor4f;
+ const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
+ int modellightmapcolor4f_bufferoffset;
+ float *modeltexcoordtexture2f;
+ const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
+ int modeltexcoordtexture2f_bufferoffset;
+ float *modeltexcoordlightmap2f;
+ const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
+ int modeltexcoordlightmap2f_bufferoffset;
+ unsigned char *modelskeletalindex4ub;
+ const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
+ int modelskeletalindex4ub_bufferoffset;
+ unsigned char *modelskeletalweight4ub;
+ const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
+ int modelskeletalweight4ub_bufferoffset;
+ int *modelelement3i;
+ const r_meshbuffer_t *modelelement3i_indexbuffer;
+ int modelelement3i_bufferoffset;
+ unsigned short *modelelement3s;
+ const r_meshbuffer_t *modelelement3s_indexbuffer;
+ int modelelement3s_bufferoffset;
+ int *modellightmapoffsets;
+ int modelnumvertices;
+ int modelnumtriangles;
+ 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
+ // these usually equal the model* pointers, they only differ if
+ // deformvertexes is used in a q3 shader, and consequently these can
+ // change on a per-surface basis (according to rsurface.texture)
+ qbool batchgeneratedvertex;
+ qbool batchmultidraw;
+ int batchmultidrawnumsurfaces;
+ const msurface_t **batchmultidrawsurfacelist;
+ int batchfirstvertex;
+ int batchnumvertices;
+ int batchfirsttriangle;
+ int batchnumtriangles;
+ float *batchvertex3f;
+ const r_meshbuffer_t *batchvertex3f_vertexbuffer;
+ int batchvertex3f_bufferoffset;
+ float *batchsvector3f;
+ const r_meshbuffer_t *batchsvector3f_vertexbuffer;
+ int batchsvector3f_bufferoffset;
+ float *batchtvector3f;
+ const r_meshbuffer_t *batchtvector3f_vertexbuffer;
+ int batchtvector3f_bufferoffset;
+ float *batchnormal3f;
+ const r_meshbuffer_t *batchnormal3f_vertexbuffer;
+ int batchnormal3f_bufferoffset;
+ float *batchlightmapcolor4f;
+ const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
+ int batchlightmapcolor4f_bufferoffset;
+ float *batchtexcoordtexture2f;
+ const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
+ int batchtexcoordtexture2f_bufferoffset;
+ float *batchtexcoordlightmap2f;
+ const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
+ int batchtexcoordlightmap2f_bufferoffset;
+ unsigned char *batchskeletalindex4ub;
+ const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
+ int batchskeletalindex4ub_bufferoffset;
+ unsigned char *batchskeletalweight4ub;
+ const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
+ int batchskeletalweight4ub_bufferoffset;
+ int *batchelement3i;
+ const r_meshbuffer_t *batchelement3i_indexbuffer;
+ int batchelement3i_bufferoffset;
+ unsigned short *batchelement3s;
+ const r_meshbuffer_t *batchelement3s_indexbuffer;
+ int batchelement3s_bufferoffset;
+ int batchskeletalnumtransforms;
+ float *batchskeletaltransform3x4;
+ const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
+ int batchskeletaltransform3x4offset;
+ int batchskeletaltransform3x4size;
+
+ // some important fields from the entity
+ int ent_skinnum;
+ int ent_qwskin;
+ int ent_flags;
+ int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
+ double shadertime; // r_refdef.scene.time - ent->shadertime
+ // 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];
+ skeleton_t *skeleton;
+ // view location in model space
+ vec3_t localvieworigin;
+ // polygon offset data for submodels
+ float basepolygonfactor;
+ float basepolygonoffset;
+ // current textures in batching code
+ texture_t *texture;
+ rtexture_t *lightmaptexture;
+ rtexture_t *deluxemaptexture;
+ // whether lightmapping is active on this batch
+ // (otherwise vertex colored)
+ qbool 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
+ const rtlight_t *rtlight;
+
+ // this is the location of the light in entity space
+ vec3_t entitylightorigin;
+ // this transforms entity coordinates to light filter cubemap coordinates
+ // (also often used for other purposes)
+ matrix4x4_t entitytolight;
+ // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (Z result often ignored)
+ matrix4x4_t entitytoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ matrix4x4_t entitytoattenuationz;
+
+ // user wavefunc parameters (from csqc)
+ float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
+
+ // pointer to an entity_render_t used only by R_GetCurrentTexture and
+ // RSurf_ActiveModelEntity as a unique id within each frame (see r_frame
+ // also)
+ entity_render_t *entity;
+}
+rsurfacestate_t;
+
+extern rsurfacestate_t rsurface;
+
+void R_HDR_UpdateIrisAdaptation(const vec3_t point);
+
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass);
+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, qbool wantnormals, qbool wanttangents);
+void RSurf_SetupDepthAndCulling(void);
+
+extern int r_textureframe; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
+texture_t *R_GetCurrentTexture(texture_t *t);
+void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui);
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui);
+void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui);
+
+#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
+#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
+#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
+#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
+#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
+#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
+#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
+#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
+#define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
+void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void RSurf_UploadBuffersForBatch(void);
+void RSurf_DrawBatch(void);
+
+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);
+
+typedef enum rsurfacepass_e
+{
+ RSURFPASS_BASE,
+ RSURFPASS_BACKGROUND,
+ RSURFPASS_RTLIGHT,
+ RSURFPASS_DEFERREDGEOMETRY
+}
+rsurfacepass_t;
+
+void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha);
+void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy);
+void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal);
+void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qbool notrippy);
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
+
+typedef struct r_rendertarget_s {
+ // texcoords for sampling from the viewport (clockwise: 0,0 1,0 1,1 0,1)
+ float texcoord2f[8];
+ // textures are this size and type
+ int texturewidth;
+ int textureheight;
+ // TEXTYPE for each color target - usually TEXTYPE_COLORBUFFER16F
+ textype_t colortextype[4];
+ // TEXTYPE for depth target - usually TEXTYPE_DEPTHBUFFER24 or TEXTYPE_SHADOWMAP24_COMP
+ textype_t depthtextype;
+ // if true the depth target will be a renderbuffer rather than a texture (still rtexture_t though)
+ qbool depthisrenderbuffer;
+ // framebuffer object referencing the textures
+ int fbo;
+ // there can be up to 4 color targets and 1 depth target, the depthtexture
+ // may be a real texture (readable) or just a renderbuffer (not readable,
+ // but potentially faster)
+ rtexture_t *colortexture[4];
+ rtexture_t *depthtexture;
+ // a rendertarget will not be reused in the same frame (host.realtime == lastusetime),
+ // on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
+ // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (host.realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
+ double lastusetime;
+} r_rendertarget_t;
+
+// called each frame after render to delete render targets that have not been used for a while
+void R_RenderTarget_FreeUnused(qbool force);
+// returns a rendertarget, creates rendertarget if needed or intelligently reuses targets across frames if they match and have not been used already this frame
+r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3);
+
+typedef struct r_waterstate_waterplane_s
+{
+ r_rendertarget_t *rt_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
+ r_rendertarget_t *rt_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
+ r_rendertarget_t *rt_camera; // MATERIALFLAG_CAMERA
+ mplane_t plane;
+ int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
+ qbool pvsvalid;
+ int camera_entity;
+ vec3_t mins, maxs;
+}
+r_waterstate_waterplane_t;
+
+typedef struct r_waterstate_s