extern void SHOWLMP_decodehide(void);
extern void SHOWLMP_decodeshow(void);
extern void SHOWLMP_drawall(void);
-extern void SHOWLMP_clear(void);
// render profiling stuff
-extern char r_speeds_string[1024];
extern int r_timereport_active;
// lighting stuff
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
+extern cvar_t r_lerplightstyles;
extern cvar_t r_waterscroll;
extern cvar_t developer_texturelogging;
void R_SkinFrame_PrepareForPurge(void);
void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
void R_SkinFrame_Purge(void);
+// set last to NULL to start from the beginning
+skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
-skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
skinframe_t *R_SkinFrame_LoadMissing(void);
-void R_View_WorldVisibility();
+void R_View_WorldVisibility(qboolean forcenovis);
+void R_DrawDecals(void);
void R_DrawParticles(void);
void R_DrawExplosions(void);
#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_grey128;
qboolean uselightmaptexture;
// one of the RSURFMODE_ values
rsurfmode_t mode;
- // type of vertex lighting being used on this batch
- int lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
// rtlight rendering
// light currently being rendered
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_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug);
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
-#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_DIFFUSE (1<<7) // (lightsource) whether to use directional shading
-#define SHADERPERMUTATION_CONTRASTBOOST (1<<8) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
-#define SHADERPERMUTATION_SPECULAR (1<<9) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<10) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<11) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<12) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-
-#define SHADERPERMUTATION_MAX (1<<13) // how many permutations are possible
-#define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 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
+typedef enum rsurfacepass_e
{
- // indicates if we have tried compiling this permutation already
- qboolean compiled;
- // 0 if compilation failed
- int program;
- int loc_Texture_Normal;
- int loc_Texture_Color;
- int loc_Texture_Gloss;
- int loc_Texture_Cube;
- int loc_Texture_Attenuation;
- int loc_Texture_FogMask;
- int loc_Texture_Pants;
- int loc_Texture_Shirt;
- int loc_Texture_Lightmap;
- int loc_Texture_Deluxemap;
- int loc_Texture_Glow;
- int loc_FogColor;
- int loc_LightPosition;
- int loc_EyePosition;
- int loc_LightColor;
- int loc_Color_Pants;
- int loc_Color_Shirt;
- int loc_FogRangeRecip;
- int loc_AmbientScale;
- int loc_DiffuseScale;
- int loc_SpecularScale;
- int loc_SpecularPower;
- int loc_GlowScale;
- int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
- int loc_OffsetMapping_Scale;
- int loc_AmbientColor;
- int loc_DiffuseColor;
- int loc_SpecularColor;
- int loc_LightDir;
- int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+ RSURFPASS_BASE,
+ RSURFPASS_BACKGROUND,
+ RSURFPASS_RTLIGHT
}
-r_glsl_permutation_t;
-
-// information about each possible shader permutation
-extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
-// currently selected permutation
-extern r_glsl_permutation_t *r_glsl_permutation;
+rsurfacepass_t;
-void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale);
-void R_SwitchSurfaceShader(int permutation);
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass);
#endif