+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);
+
+extern mempool_t *r_main_mempool;
+
+typedef struct rsurfacestate_s
+{
+ // current model array pointers
+ // these may point to processing buffers if model is animated,
+ // otherwise they point to static data.
+ // these are not directly used for rendering, they are just another level
+ // of processing
+ //
+ // these either point at array_model* buffers (if the model is animated)
+ // or the model->surfmesh.data_* buffers (if the model is not animated)
+ //
+ // these are only set when an entity render begins, they do not change on
+ // a per surface basis.
+ //
+ // this indicates the model* arrays are pointed at array_model* buffers
+ // (in other words, the model has been animated in software)
+ qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
+ qboolean modelgeneratedvertex;
+ // skeletal animation can be done by entity (animcache) or per batch,
+ // batch may be non-skeletal even if entity is skeletal, indicating that
+ // the dynamicvertex code path had to apply skeletal manually for a case
+ // where gpu-skinning is not possible, for this reason batch has its own
+ // variables
+ int entityskeletalnumtransforms; // how many transforms are used for this mesh
+ float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
+ const r_meshbuffer_t *entityskeletaltransform3x4buffer; // uniform buffer
+ int entityskeletaltransform3x4offset;
+ int entityskeletaltransform3x4size;
+ float *modelvertex3f;
+ const r_meshbuffer_t *modelvertex3f_vertexbuffer;
+ int modelvertex3f_bufferoffset;
+ float *modelsvector3f;
+ const r_meshbuffer_t *modelsvector3f_vertexbuffer;
+ int modelsvector3f_bufferoffset;
+ float *modeltvector3f;
+ const r_meshbuffer_t *modeltvector3f_vertexbuffer;
+ int modeltvector3f_bufferoffset;
+ float *modelnormal3f;
+ const r_meshbuffer_t *modelnormal3f_vertexbuffer;
+ int modelnormal3f_bufferoffset;
+ float *modellightmapcolor4f;
+ const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer;
+ int modellightmapcolor4f_bufferoffset;
+ float *modeltexcoordtexture2f;
+ const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer;
+ int modeltexcoordtexture2f_bufferoffset;
+ float *modeltexcoordlightmap2f;
+ const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer;
+ int modeltexcoordlightmap2f_bufferoffset;
+ unsigned char *modelskeletalindex4ub;
+ const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer;
+ int modelskeletalindex4ub_bufferoffset;
+ unsigned char *modelskeletalweight4ub;
+ const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
+ int modelskeletalweight4ub_bufferoffset;
+ r_vertexmesh_t *modelvertexmesh;
+ const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
+ int modelvertexmesh_bufferoffset;
+ int *modelelement3i;
+ const r_meshbuffer_t *modelelement3i_indexbuffer;
+ int modelelement3i_bufferoffset;
+ unsigned short *modelelement3s;
+ const r_meshbuffer_t *modelelement3s_indexbuffer;
+ int modelelement3s_bufferoffset;
+ int *modellightmapoffsets;
+ int modelnumvertices;
+ int modelnumtriangles;
+ const msurface_t *modelsurfaces;
+ // current rendering array pointers
+ // these may point to any of several different buffers depending on how
+ // much processing was needed to prepare this model for rendering
+ // these usually equal the model* pointers, they only differ if
+ // deformvertexes is used in a q3 shader, and consequently these can
+ // change on a per-surface basis (according to rsurface.texture)
+ qboolean batchgeneratedvertex;
+ qboolean batchmultidraw;
+ int batchmultidrawnumsurfaces;
+ const msurface_t **batchmultidrawsurfacelist;
+ int batchfirstvertex;
+ int batchnumvertices;
+ int batchfirsttriangle;
+ int batchnumtriangles;
+ r_vertexmesh_t *batchvertexmesh;
+ const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
+ int batchvertexmesh_bufferoffset;
+ float *batchvertex3f;
+ const r_meshbuffer_t *batchvertex3f_vertexbuffer;
+ int batchvertex3f_bufferoffset;
+ float *batchsvector3f;
+ const r_meshbuffer_t *batchsvector3f_vertexbuffer;
+ int batchsvector3f_bufferoffset;
+ float *batchtvector3f;
+ const r_meshbuffer_t *batchtvector3f_vertexbuffer;
+ int batchtvector3f_bufferoffset;
+ float *batchnormal3f;
+ const r_meshbuffer_t *batchnormal3f_vertexbuffer;
+ int batchnormal3f_bufferoffset;
+ float *batchlightmapcolor4f;
+ const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer;
+ int batchlightmapcolor4f_bufferoffset;
+ float *batchtexcoordtexture2f;
+ const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer;
+ int batchtexcoordtexture2f_bufferoffset;
+ float *batchtexcoordlightmap2f;
+ const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer;
+ int batchtexcoordlightmap2f_bufferoffset;
+ unsigned char *batchskeletalindex4ub;
+ const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer;
+ int batchskeletalindex4ub_bufferoffset;
+ unsigned char *batchskeletalweight4ub;
+ const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer;
+ int batchskeletalweight4ub_bufferoffset;
+ int *batchelement3i;
+ const r_meshbuffer_t *batchelement3i_indexbuffer;
+ int batchelement3i_bufferoffset;
+ unsigned short *batchelement3s;
+ const r_meshbuffer_t *batchelement3s_indexbuffer;
+ int batchelement3s_bufferoffset;
+ int batchskeletalnumtransforms;
+ float *batchskeletaltransform3x4;
+ const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer
+ int batchskeletaltransform3x4offset;
+ int batchskeletaltransform3x4size;
+ // rendering pass processing arrays in GL11 and GL13 paths
+ float *passcolor4f;
+ const r_meshbuffer_t *passcolor4f_vertexbuffer;
+ int passcolor4f_bufferoffset;
+
+ // some important fields from the entity
+ int ent_skinnum;
+ int ent_qwskin;
+ int ent_flags;
+ int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
+ double shadertime; // r_refdef.scene.time - ent->shadertime
+ // transform matrices to render this entity and effects on this entity
+ matrix4x4_t matrix;
+ matrix4x4_t inversematrix;
+ // scale factors for transforming lengths into/out of entity space
+ float matrixscale;
+ float inversematrixscale;
+ // animation blending state from entity
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ skeleton_t *skeleton;
+ // directional model shading state from entity
+ vec3_t modellight_ambient;
+ vec3_t modellight_diffuse;
+ vec3_t modellight_lightdir;
+ // colormapping state from entity (these are black if colormapping is off)
+ vec3_t colormap_pantscolor;
+ vec3_t colormap_shirtcolor;
+ // special coloring of ambient/diffuse textures (gloss not affected)
+ // colormod[3] is the alpha of the entity
+ float colormod[4];
+ // special coloring of glow textures
+ float glowmod[3];
+ // view location in model space
+ vec3_t localvieworigin;
+ // polygon offset data for submodels
+ float basepolygonfactor;
+ float basepolygonoffset;
+ // current textures in batching code
+ texture_t *texture;
+ rtexture_t *lightmaptexture;
+ rtexture_t *deluxemaptexture;
+ // whether lightmapping is active on this batch
+ // (otherwise vertex colored)
+ qboolean uselightmaptexture;
+ // fog plane in model space for direct application to vertices
+ float fograngerecip;
+ float fogmasktabledistmultiplier;
+ float fogplane[4];
+ float fogheightfade;
+ float fogplaneviewdist;
+
+ // rtlight rendering
+ // light currently being rendered
+ const rtlight_t *rtlight;
+
+ // this is the location of the light in entity space
+ vec3_t entitylightorigin;
+ // this transforms entity coordinates to light filter cubemap coordinates
+ // (also often used for other purposes)
+ matrix4x4_t entitytolight;
+ // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (Z result often ignored)
+ matrix4x4_t entitytoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ matrix4x4_t entitytoattenuationz;
+
+ // user wavefunc parameters (from csqc)
+ float userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
+
+ // pointer to an entity_render_t used only by R_GetCurrentTexture and
+ // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within
+ // each frame (see r_frame also)
+ entity_render_t *entity;
+}
+rsurfacestate_t;
+
+extern rsurfacestate_t rsurface;
+
+void R_HDR_UpdateIrisAdaptation(const vec3_t point);
+
+void RSurf_ActiveWorldEntity(void);
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass);
+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);
+void RSurf_SetupDepthAndCulling(void);
+
+void R_Mesh_ResizeArrays(int newvertices);
+
+texture_t *R_GetCurrentTexture(texture_t *t);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
+void R_AddWaterPlanes(entity_render_t *ent);
+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);
+
+#define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh
+#define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
+#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
+#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others
+#define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
+#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
+#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws
+void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void RSurf_DrawBatch(void);
+
+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);
+
+typedef enum rsurfacepass_e
+{
+ RSURFPASS_BASE,
+ RSURFPASS_BACKGROUND,
+ RSURFPASS_RTLIGHT,
+ RSURFPASS_DEFERREDGEOMETRY
+}
+rsurfacepass_t;
+
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
+void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
+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);
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
+
+typedef struct r_waterstate_waterplane_s
+{
+ rtexture_t *texture_refraction; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFRACTION
+ rtexture_t *texture_reflection; // MATERIALFLAG_WATERSHADER or MATERIALFLAG_REFLECTION
+ rtexture_t *texture_camera; // MATERIALFLAG_CAMERA
+ int fbo_refraction;
+ int fbo_reflection;
+ int fbo_camera;
+ mplane_t plane;
+ int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps
+ qboolean pvsvalid;
+ int camera_entity;
+ vec3_t mins, maxs;
+}
+r_waterstate_waterplane_t;
+
+typedef struct r_waterstate_s
+{
+ int waterwidth, waterheight;
+ int texturewidth, textureheight;
+ int camerawidth, cameraheight;
+ rtexture_t *depthtexture;
+
+ int maxwaterplanes; // same as MAX_WATERPLANES
+ int numwaterplanes;
+ r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
+
+ float screenscale[2];
+ float screencenter[2];
+
+ qboolean enabled;
+
+ qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+ qboolean hideplayer;
+}
+r_waterstate_t;
+
+typedef struct r_framebufferstate_s
+{
+ textype_t textype; // type of color buffer we're using (dependent on r_viewfbo cvar)
+ int fbo; // non-zero if r_viewfbo is enabled and working
+ int screentexturewidth, screentextureheight; // dimensions of texture
+
+ rtexture_t *colortexture; // non-NULL if fbo is non-zero
+ rtexture_t *depthtexture; // non-NULL if fbo is non-zero
+ rtexture_t *ghosttexture; // for r_motionblur (not recommended on multi-GPU hardware!)
+ rtexture_t *bloomtexture[2]; // for r_bloom, multi-stage processing
+ int bloomfbo[2]; // fbos for rendering into bloomtexture[]
+ int bloomindex; // which bloomtexture[] contains the final image
+
+ int bloomwidth, bloomheight;
+ int bloomtexturewidth, bloomtextureheight;
+
+ // arrays for rendering the screen passes
+ float screentexcoord2f[8]; // texcoords for colortexture or ghosttexture
+ float bloomtexcoord2f[8]; // texcoords for bloomtexture[]
+ float offsettexcoord2f[8]; // temporary use while updating bloomtexture[]
+
+ r_viewport_t bloomviewport;
+
+ r_waterstate_t water;
+
+ qboolean ghosttexture_valid; // don't draw garbage on first frame with motionblur
+ qboolean usedepthtextures; // use depth texture instead of depth renderbuffer (faster if you need to read it later anyway)
+}
+r_framebufferstate_t;
+
+extern r_framebufferstate_t r_fb;
+
+extern cvar_t r_viewfbo;
+
+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
+void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+extern const float r_screenvertex3f[12];
+extern cvar_t r_shadows;
+extern cvar_t r_shadows_darken;
+extern cvar_t r_shadows_drawafterrtlighting;
+extern cvar_t r_shadows_castfrombmodels;
+extern cvar_t r_shadows_throwdistance;
+extern cvar_t r_shadows_throwdirection;
+extern cvar_t r_shadows_focus;
+extern cvar_t r_shadows_shadowmapscale;
+extern cvar_t r_shadows_shadowmapbias;
+extern cvar_t r_transparent_alphatocoverage;
+extern cvar_t r_transparent_sortsurfacesbynearest;
+extern cvar_t r_transparent_useplanardistance;
+extern cvar_t r_transparent_sortarraysize;
+extern cvar_t r_transparent_sortmindist;
+extern cvar_t r_transparent_sortmaxdist;
+
+void R_Model_Sprite_Draw(entity_render_t *ent);
+
+struct prvm_prog_s;
+void R_UpdateFog(void);
+qboolean CL_VM_UpdateView(double frametime);
+void SCR_DrawConsole(void);
+void R_Shadow_EditLights_DrawSelectedLightProperties(void);
+void R_DecalSystem_Reset(decalsystem_t *decalsystem);
+void R_Shadow_UpdateBounceGridTexture(void);
+void R_DrawLightningBeams(void);
+void VM_CL_AddPolygonsToMeshQueue(struct prvm_prog_s *prog);
+void R_DrawPortals(void);
+void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+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, qboolean allocate_new);
+void LoadFont(qboolean override, const char *name, dp_font_t *fnt, float scale, float voffset);
+
+void Render_Init(void);
+
+// these are called by Render_Init
+void R_Textures_Init(void);
+void GL_Draw_Init(void);
+void GL_Main_Init(void);
+void R_Shadow_Init(void);
+void R_Sky_Init(void);
+void GL_Surf_Init(void);
+void R_Particles_Init(void);
+void R_Explosion_Init(void);
+void gl_backend_init(void);
+void Sbar_Init(void);
+void R_LightningBeams_Init(void);
+void Mod_RenderInit(void);
+void Font_Init(void);
+
+qboolean R_CompileShader_CheckStaticParms(void);
+void R_GLSL_Restart_f(void);