2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 extern float ixtable[4096];
34 extern cvar_t r_skyscroll1;
35 extern cvar_t r_skyscroll2;
36 extern int skyrenderlater, skyrendermasked;
37 int R_SetSkyBox(const char *sky);
38 void R_SkyStartFrame(void);
40 void R_ResetSkyBox(void);
42 // SHOWLMP stuff (Nehahra)
43 void SHOWLMP_decodehide(void);
44 void SHOWLMP_decodeshow(void);
45 void SHOWLMP_drawall(void);
47 // render profiling stuff
48 extern int r_timereport_active;
51 extern cvar_t r_ambient;
52 extern cvar_t gl_flashblend;
55 extern cvar_t r_novis;
57 extern cvar_t r_trippy;
59 extern cvar_t r_lerpsprites;
60 extern cvar_t r_lerpmodels;
61 extern cvar_t r_lerplightstyles;
62 extern cvar_t r_waterscroll;
64 extern cvar_t developer_texturelogging;
66 // shadow volume bsp struct with automatically growing nodes buffer
67 extern svbsp_t r_svbsp;
69 typedef struct rmesh_s
71 // vertices of this mesh
79 float *texcoordlightmap2f;
81 // triangles of this mesh
91 // useful functions for rendering
92 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
93 void R_FillColors(float *out, int verts, float r, float g, float b, float a);
94 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
95 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
96 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);
98 #define TOP_RANGE 16 // soldier uniform colors
99 #define BOTTOM_RANGE 96
101 //=============================================================================
103 extern cvar_t r_nearclip;
105 // forces all rendering to draw triangle outlines
106 extern cvar_t r_showoverdraw;
107 extern cvar_t r_showtris;
108 extern cvar_t r_shownormals;
109 extern cvar_t r_showlighting;
110 extern cvar_t r_showshadowvolumes;
111 extern cvar_t r_showcollisionbrushes;
112 extern cvar_t r_showcollisionbrushes_polygonfactor;
113 extern cvar_t r_showcollisionbrushes_polygonoffset;
114 extern cvar_t r_showdisabledepthtest;
116 extern cvar_t r_drawentities;
117 extern cvar_t r_draw2d;
118 extern qboolean r_draw2d_force;
119 extern cvar_t r_drawviewmodel;
120 extern cvar_t r_drawworld;
121 extern cvar_t r_speeds;
122 extern cvar_t r_fullbright;
123 extern cvar_t r_wateralpha;
124 extern cvar_t r_dynamic;
127 void R_UpdateVariables(void); // must call after setting up most of r_refdef, but before calling R_RenderView
128 void R_RenderView(void); // must set r_refdef and call R_UpdateVariables first
129 void R_RenderView_UpdateViewVectors(void); // just updates r_refdef.view.{forward,left,up,origin,right,inverse_matrix}
131 typedef enum r_refdef_scene_type_s {
135 } r_refdef_scene_type_t;
137 void R_SelectScene( r_refdef_scene_type_t scenetype );
138 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype );
140 void R_SkinFrame_PrepareForPurge(void);
141 void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
142 void R_SkinFrame_Purge(void);
143 // set last to NULL to start from the beginning
144 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
145 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
146 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
147 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
148 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
149 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
150 skinframe_t *R_SkinFrame_LoadMissing(void);
152 rtexture_t *R_GetCubemap(const char *basename);
154 void R_View_WorldVisibility(qboolean forcenovis);
155 void R_DrawDecals(void);
156 void R_DrawParticles(void);
157 void R_DrawExplosions(void);
159 #define gl_solid_format 3
160 #define gl_alpha_format 4
162 int R_CullBox(const vec3_t mins, const vec3_t maxs);
163 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes);
165 #include "r_modules.h"
167 #include "meshqueue.h"
169 /// free all R_FrameData memory
170 void R_FrameData_Reset(void);
171 /// prepare for a new frame, recycles old buffers if a resize occurred previously
172 void R_FrameData_NewFrame(void);
173 /// allocate some temporary memory for your purposes
174 void *R_FrameData_Alloc(size_t size);
175 /// allocate some temporary memory and copy this data into it
176 void *R_FrameData_Store(size_t size, void *data);
177 /// set a marker that allows you to discard the following temporary memory allocations
178 void R_FrameData_SetMark(void);
179 /// discard recent memory allocations (rewind to marker)
180 void R_FrameData_ReturnToMark(void);
182 /// enum of the various types of hardware buffer object used in rendering
183 /// note that the r_buffermegs[] array must be maintained to match this
184 typedef enum r_bufferdata_type_e
186 R_BUFFERDATA_VERTEX, /// vertex buffer
187 R_BUFFERDATA_INDEX16, /// index buffer - 16bit (because D3D cares)
188 R_BUFFERDATA_INDEX32, /// index buffer - 32bit (because D3D cares)
189 R_BUFFERDATA_UNIFORM, /// uniform buffer
190 R_BUFFERDATA_COUNT /// how many kinds of buffer we have
194 /// free all dynamic vertex/index/uniform buffers
195 void R_BufferData_Reset(void);
196 /// begin a new frame (recycle old buffers)
197 void R_BufferData_NewFrame(void);
198 /// request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and offset, always successful
199 r_meshbuffer_t *R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset);
201 /// free all R_AnimCache memory
202 void R_AnimCache_Free(void);
203 /// clear the animcache pointers on all known render entities
204 void R_AnimCache_ClearCache(void);
205 /// get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangents)
206 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
207 /// generate animcache data for all entities marked visible
208 void R_AnimCache_CacheVisibleEntities(void);
210 #include "r_lerpanim.h"
212 extern cvar_t r_render;
213 extern cvar_t r_renderview;
214 extern cvar_t r_waterwarp;
216 extern cvar_t r_textureunits;
218 extern cvar_t r_glsl_offsetmapping;
219 extern cvar_t r_glsl_offsetmapping_reliefmapping;
220 extern cvar_t r_glsl_offsetmapping_scale;
221 extern cvar_t r_glsl_offsetmapping_lod;
222 extern cvar_t r_glsl_offsetmapping_lod_distance;
223 extern cvar_t r_glsl_deluxemapping;
225 extern cvar_t gl_polyblend;
226 extern cvar_t gl_dither;
228 extern cvar_t cl_deathfade;
230 extern cvar_t r_smoothnormals_areaweighting;
232 extern cvar_t r_test;
234 #include "gl_backend.h"
236 extern rtexture_t *r_texture_blanknormalmap;
237 extern rtexture_t *r_texture_white;
238 extern rtexture_t *r_texture_grey128;
239 extern rtexture_t *r_texture_black;
240 extern rtexture_t *r_texture_notexture;
241 extern rtexture_t *r_texture_whitecube;
242 extern rtexture_t *r_texture_normalizationcube;
243 extern rtexture_t *r_texture_fogattenuation;
244 extern rtexture_t *r_texture_fogheighttexture;
246 extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
247 extern unsigned int r_numqueries;
248 extern unsigned int r_maxqueries;
250 void R_TimeReport(const char *name);
253 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);
255 void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width);
256 void R_CalcSprite_Vertex3f(float *vertex3f, const float *origin, const float *left, const float *up, float scalex1, float scalex2, float scaley1, float scaley2);
258 extern mempool_t *r_main_mempool;
260 typedef struct rsurfacestate_s
262 // current model array pointers
263 // these may point to processing buffers if model is animated,
264 // otherwise they point to static data.
265 // these are not directly used for rendering, they are just another level
268 // these either point at array_model* buffers (if the model is animated)
269 // or the model->surfmesh.data_* buffers (if the model is not animated)
271 // these are only set when an entity render begins, they do not change on
272 // a per surface basis.
274 // this indicates the model* arrays are pointed at array_model* buffers
275 // (in other words, the model has been animated in software)
276 qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
277 qboolean modelgeneratedvertex;
278 // skeletal animation can be done by entity (animcache) or per batch,
279 // batch may be non-skeletal even if entity is skeletal, indicating that
280 // the dynamicvertex code path had to apply skeletal manually for a case
281 // where gpu-skinning is not possible, for this reason batch has its own
283 int entityskeletalnumtransforms; // how many transforms are used for this mesh
284 float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
285 const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
286 int entityskeletaltransform3x4offset;
287 int entityskeletaltransform3x4size;
288 float *modelvertex3f;
289 const r_meshbuffer_t *modelvertex3f_vertexbuffer;
290 int modelvertex3f_bufferoffset;
291 float *modelsvector3f;
292 const r_meshbuffer_t *modelsvector3f_vertexbuffer;
293 int modelsvector3f_bufferoffset;
294 float *modeltvector3f;
295 const r_meshbuffer_t *modeltvector3f_vertexbuffer;
296 int modeltvector3f_bufferoffset;
297 float *modelnormal3f;
298 const r_meshbuffer_t *modelnormal3f_vertexbuffer;
299 int modelnormal3f_bufferoffset;
300 float *modellightmapcolor4f;
301 const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
302 int modellightmapcolor4f_bufferoffset;
303 float *modeltexcoordtexture2f;
304 const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
305 int modeltexcoordtexture2f_bufferoffset;
306 float *modeltexcoordlightmap2f;
307 const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
308 int modeltexcoordlightmap2f_bufferoffset;
309 unsigned char *modelskeletalindex4ub;
310 const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
311 int modelskeletalindex4ub_bufferoffset;
312 unsigned char *modelskeletalweight4ub;
313 const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
314 int modelskeletalweight4ub_bufferoffset;
315 r_vertexmesh_t *modelvertexmesh;
316 const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
317 int modelvertexmesh_bufferoffset;
319 const r_meshbuffer_t *modelelement3i_indexbuffer;
320 int modelelement3i_bufferoffset;
321 unsigned short *modelelement3s;
322 const r_meshbuffer_t *modelelement3s_indexbuffer;
323 int modelelement3s_bufferoffset;
324 int *modellightmapoffsets;
325 int modelnumvertices;
326 int modelnumtriangles;
327 const msurface_t *modelsurfaces;
328 // current rendering array pointers
329 // these may point to any of several different buffers depending on how
330 // much processing was needed to prepare this model for rendering
331 // these usually equal the model* pointers, they only differ if
332 // deformvertexes is used in a q3 shader, and consequently these can
333 // change on a per-surface basis (according to rsurface.texture)
334 qboolean batchgeneratedvertex;
335 qboolean batchmultidraw;
336 int batchmultidrawnumsurfaces;
337 const msurface_t **batchmultidrawsurfacelist;
338 int batchfirstvertex;
339 int batchnumvertices;
340 int batchfirsttriangle;
341 int batchnumtriangles;
342 r_vertexmesh_t *batchvertexmesh;
343 const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
344 int batchvertexmesh_bufferoffset;
345 float *batchvertex3f;
346 const r_meshbuffer_t *batchvertex3f_vertexbuffer;
347 int batchvertex3f_bufferoffset;
348 float *batchsvector3f;
349 const r_meshbuffer_t *batchsvector3f_vertexbuffer;
350 int batchsvector3f_bufferoffset;
351 float *batchtvector3f;
352 const r_meshbuffer_t *batchtvector3f_vertexbuffer;
353 int batchtvector3f_bufferoffset;
354 float *batchnormal3f;
355 const r_meshbuffer_t *batchnormal3f_vertexbuffer;
356 int batchnormal3f_bufferoffset;
357 float *batchlightmapcolor4f;
358 const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
359 int batchlightmapcolor4f_bufferoffset;
360 float *batchtexcoordtexture2f;
361 const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
362 int batchtexcoordtexture2f_bufferoffset;
363 float *batchtexcoordlightmap2f;
364 const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
365 int batchtexcoordlightmap2f_bufferoffset;
366 unsigned char *batchskeletalindex4ub;
367 const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
368 int batchskeletalindex4ub_bufferoffset;
369 unsigned char *batchskeletalweight4ub;
370 const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
371 int batchskeletalweight4ub_bufferoffset;
373 const r_meshbuffer_t *batchelement3i_indexbuffer;
374 int batchelement3i_bufferoffset;
375 unsigned short *batchelement3s;
376 const r_meshbuffer_t *batchelement3s_indexbuffer;
377 int batchelement3s_bufferoffset;
378 int batchskeletalnumtransforms;
379 float *batchskeletaltransform3x4;
380 const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
381 int batchskeletaltransform3x4offset;
382 int batchskeletaltransform3x4size;
383 // rendering pass processing arrays in GL11 and GL13 paths
385 const r_meshbuffer_t *passcolor4f_vertexbuffer;
386 int passcolor4f_bufferoffset;
388 // some important fields from the entity
392 int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
393 double shadertime; // r_refdef.scene.time - ent->shadertime
394 // transform matrices to render this entity and effects on this entity
396 matrix4x4_t inversematrix;
397 // scale factors for transforming lengths into/out of entity space
399 float inversematrixscale;
400 // animation blending state from entity
401 frameblend_t frameblend[MAX_FRAMEBLENDS];
402 skeleton_t *skeleton;
403 // directional model shading state from entity
404 vec3_t modellight_ambient;
405 vec3_t modellight_diffuse;
406 vec3_t modellight_lightdir;
407 // colormapping state from entity (these are black if colormapping is off)
408 vec3_t colormap_pantscolor;
409 vec3_t colormap_shirtcolor;
410 // special coloring of ambient/diffuse textures (gloss not affected)
411 // colormod[3] is the alpha of the entity
413 // special coloring of glow textures
415 // view location in model space
416 vec3_t localvieworigin;
417 // polygon offset data for submodels
418 float basepolygonfactor;
419 float basepolygonoffset;
420 // current textures in batching code
422 rtexture_t *lightmaptexture;
423 rtexture_t *deluxemaptexture;
424 // whether lightmapping is active on this batch
425 // (otherwise vertex colored)
426 qboolean uselightmaptexture;
427 // fog plane in model space for direct application to vertices
429 float fogmasktabledistmultiplier;
432 float fogplaneviewdist;
435 // light currently being rendered
436 const rtlight_t *rtlight;
438 // this is the location of the light in entity space
439 vec3_t entitylightorigin;
440 // this transforms entity coordinates to light filter cubemap coordinates
441 // (also often used for other purposes)
442 matrix4x4_t entitytolight;
443 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
444 // of attenuation texturing in full 3D (Z result often ignored)
445 matrix4x4_t entitytoattenuationxyz;
446 // this transforms only the Z to S, and T is always 0.5
447 matrix4x4_t entitytoattenuationz;
449 // user wavefunc parameters (from csqc)
450 float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
452 // pointer to an entity_render_t used only by R_GetCurrentTexture and
453 // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
454 // each frame (see r_frame also)
455 entity_render_t *entity;
459 extern rsurfacestate_t rsurface;
461 void R_HDR_UpdateIrisAdaptation(const vec3_t point);
463 void RSurf_ActiveWorldEntity(void);
464 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
465 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, qboolean wantnormals, qboolean wanttangents);
466 void RSurf_SetupDepthAndCulling(void);
468 void R_Mesh_ResizeArrays(int newvertices);
470 texture_t *R_GetCurrentTexture(texture_t *t);
471 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
472 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
473 void R_AddWaterPlanes(entity_render_t *ent);
474 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
475 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);
477 #define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
478 #define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
479 #define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
480 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
481 #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
482 #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
483 #define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
484 #define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others
485 #define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
486 #define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
487 #define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
488 #define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
489 #define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
490 #define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader
491 #define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
492 #define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws
493 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
494 void RSurf_DrawBatch(void);
496 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);
498 typedef enum rsurfacepass_e
501 RSURFPASS_BACKGROUND,
503 RSURFPASS_DEFERREDGEOMETRY
507 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
508 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
509 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
510 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
511 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
513 typedef struct r_waterstate_waterplane_s
515 rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
516 rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
517 rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
522 int materialflags; // combined flags of all water surfaces on this plane
523 unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
528 r_waterstate_waterplane_t;
530 typedef struct r_waterstate_s
532 int waterwidth, waterheight;
533 int texturewidth, textureheight;
534 int camerawidth, cameraheight;
535 rtexture_t *depthtexture;
537 int maxwaterplanes; // same as MAX_WATERPLANES
539 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
541 float screenscale[2];
542 float screencenter[2];
546 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
551 typedef struct r_framebufferstate_s
553 textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
554 int fbo; // non-zero if r_viewfbo is enabled and working
555 int screentexturewidth, screentextureheight; // dimensions of texture
557 rtexture_t *colortexture; // non-NULL if fbo is non-zero
558 rtexture_t *depthtexture; // non-NULL if fbo is non-zero
559 rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
560 rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
561 int bloomfbo[2]; // fbos for rendering into bloomtexture[]
562 int bloomindex; // which bloomtexture[] contains the final image
564 int bloomwidth, bloomheight;
565 int bloomtexturewidth, bloomtextureheight;
567 // arrays for rendering the screen passes
568 float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
569 float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
570 float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
572 r_viewport_t bloomviewport;
574 r_waterstate_t water;
576 qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
577 qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
579 r_framebufferstate_t;
581 extern r_framebufferstate_t r_fb;
583 extern cvar_t r_viewfbo;
585 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2); // this is called by R_ResetViewRendering2D and _DrawQ_Setup and internal
586 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
587 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
588 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
589 extern const float r_screenvertex3f[12];
590 extern cvar_t r_shadows;
591 extern cvar_t r_shadows_darken;
592 extern cvar_t r_shadows_drawafterrtlighting;
593 extern cvar_t r_shadows_castfrombmodels;
594 extern cvar_t r_shadows_throwdistance;
595 extern cvar_t r_shadows_throwdirection;
596 extern cvar_t r_shadows_focus;
597 extern cvar_t r_shadows_shadowmapscale;
598 extern cvar_t r_shadows_shadowmapbias;
599 extern cvar_t r_transparent_alphatocoverage;
600 extern cvar_t r_transparent_sortsurfacesbynearest;
601 extern cvar_t r_transparent_useplanardistance;
602 extern cvar_t r_transparent_sortarraysize;
603 extern cvar_t r_transparent_sortmindist;
604 extern cvar_t r_transparent_sortmaxdist;
606 void R_Model_Sprite_Draw(entity_render_t *ent);
609 void R_UpdateFog(void);
610 qboolean CL_VM_UpdateView(double frametime);
611 void SCR_DrawConsole(void);
612 void R_Shadow_EditLights_DrawSelectedLightProperties(void);
613 void R_DecalSystem_Reset(decalsystem_t *decalsystem);
614 void R_Shadow_UpdateBounceGridTexture(void);
615 void R_DrawLightningBeams(void);
616 void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
617 void R_DrawPortals(void);
618 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
619 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
620 void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
621 void R_Water_AddWaterPlane(msurface_t *surface, int entno);
622 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
623 dp_font_t *FindFont(const char *title, qboolean allocate_new);
624 void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
626 void Render_Init(void);
628 // these are called by Render_Init
629 void R_Textures_Init(void);
630 void GL_Draw_Init(void);
631 void GL_Main_Init(void);
632 void R_Shadow_Init(void);
633 void R_Sky_Init(void);
634 void GL_Surf_Init(void);
635 void R_Particles_Init(void);
636 void R_Explosion_Init(void);
637 void gl_backend_init(void);
638 void Sbar_Init(void);
639 void R_LightningBeams_Init(void);
640 void Mod_RenderInit(void);
641 void Font_Init(void);
643 qboolean R_CompileShader_CheckStaticParms(void);
644 void R_GLSL_Restart_f(void);