#define RENDER_H
#include "svbsp.h"
+#include "r_stats.h"
typedef enum glsl_attrib_e
{
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
+extern cvar_t r_q1bsp_lightmap_updates_enabled;
+extern cvar_t r_q1bsp_lightmap_updates_combine;
+extern cvar_t r_q1bsp_lightmap_updates_combine_full_texture;
+extern cvar_t r_q1bsp_lightmap_updates_hidden_surfaces;
+
void R_NewExplosion(const vec3_t org);
void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height); // must set r_refdef and call R_UpdateVariables and CL_UpdateEntityShading first
void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
-float RSurf_FogVertex(const vec3_t p);
-float RSurf_FogPoint(const vec3_t p);
+float RSurf_FogPoint(const float *v);
+float RSurf_FogVertex(const float *v);
typedef enum r_refdef_scene_type_s {
RST_CLIENT,
entity_render_t *worldentity;
// same as worldentity->model
- dp_model_t *worldmodel;
+ model_t *worldmodel;
// renderable entities (excluding world)
entity_render_t **entities;
#define gl_solid_format 3
#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);
+qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs);
+qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
#include "r_modules.h"
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 float *org1, const float *org2, float width);
-void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
+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;
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_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, qbool ui);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_rendertarget_s {
void R_DecalSystem_Reset(decalsystem_t *decalsystem);
void R_Shadow_UpdateBounceGridTexture(void);
void R_DrawPortals(void);
-void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface, int combine);
void R_Water_AddWaterPlane(msurface_t *surface, int entno);
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
dp_font_t *FindFont(const char *title, qbool allocate_new);