#ifndef RENDER_H
#define RENDER_H
+#include "svbsp.h"
+
// 1.0f / N table
extern float ixtable[4096];
extern cvar_t developer_texturelogging;
+// shadow volume bsp struct with automatically growing nodes buffer
+extern svbsp_t r_svbsp;
+
typedef struct rmesh_s
{
// vertices of this mesh
#define gl_alpha_format 4
int R_CullBox(const vec3_t mins, const vec3_t maxs);
+int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
#include "r_modules.h"
extern const entity_render_t *rsurface_entity;
extern const model_t *rsurface_model;
extern texture_t *rsurface_texture;
-extern rtexture_t *rsurface_lightmaptexture;
+extern qboolean rsurface_uselightmaptexture;
extern rsurfmode_t rsurface_mode;
-void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+void RSurf_ActiveWorldEntity(void);
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
void RSurf_CleanUp(void);
void R_Mesh_ResizeArrays(int newvertices);
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
void R_UpdateAllTextureInfo(entity_render_t *ent);
void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
+void R_DrawWorldSurfaces(qboolean skysurfaces);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces);
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
#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_COUNT (1<<11) // how many permutations are possible
+#define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 1) // mask of valid indexing bits for r_glsl_permutations[] array
+
+// these are additional flags used only by R_GLSL_CompilePermutation
+#define SHADERPERMUTATION_USES_VERTEXSHADER (1<<29)
+#define SHADERPERMUTATION_USES_GEOMETRYSHADER (1<<30)
+#define SHADERPERMUTATION_USES_FRAGMENTSHADER (1<<31)
typedef struct r_glsl_permutation_s
{
// currently selected permutation
extern r_glsl_permutation_t *r_glsl_permutation;
-void R_GLSL_CompilePermutation(int permutation);
+void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
void R_SwitchSurfaceShader(int permutation);