SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
+ SHADERMODE_LIGHTGRID, ///< (lightmap) use directional pixel shading from lightgrid data (q3bsp)
SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
rtexture_t *R_GetCubemap(const char *basename);
void R_View_WorldVisibility(qboolean forcenovis);
-void R_DrawDecals(void);
void R_DrawParticles(void);
void R_DrawExplosions(void);
/// generate animcache data for all entities marked visible
void R_AnimCache_CacheVisibleEntities(void);
-#include "r_lerpanim.h"
-
extern cvar_t r_render;
extern cvar_t r_renderview;
extern cvar_t r_waterwarp;
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, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui);
-void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
-void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui);
+void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui);
#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
// but potentially faster)
rtexture_t *colortexture[4];
rtexture_t *depthtexture;
- // a rendertarget will not be reused in the same frame (realtime == lastusetime),
+ // 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 (realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
+ // 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;
void Font_Init(void);
qboolean R_CompileShader_CheckStaticParms(void);
-void R_GLSL_Restart_f(void);
+void R_GLSL_Restart_f(cmd_state_t *cmd);
#endif