void R_InitSky (unsigned char *src, int bytesperpixel); // called at level load
+void R_SkinFrame_PrepareForPurge(void);
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe);
+void R_SkinFrame_Purge(void);
+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_LoadMissing(void);
+
void R_View_WorldVisibility();
void R_DrawParticles(void);
void R_DrawExplosions(void);
#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);
#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 vec3_t org1, const vec3_t org2, float width);
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca);
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca);
extern mempool_t *r_main_mempool;
}
rsurfmode_t;
+extern float *rsurface_modelvertex3f;
+extern int rsurface_modelvertex3f_bufferobject;
+extern size_t rsurface_modelvertex3f_bufferoffset;
+extern float *rsurface_modelsvector3f;
+extern int rsurface_modelsvector3f_bufferobject;
+extern size_t rsurface_modelsvector3f_bufferoffset;
+extern float *rsurface_modeltvector3f;
+extern int rsurface_modeltvector3f_bufferobject;
+extern size_t rsurface_modeltvector3f_bufferoffset;
+extern float *rsurface_modelnormal3f;
+extern int rsurface_modelnormal3f_bufferobject;
+extern size_t rsurface_modelnormal3f_bufferoffset;
extern float *rsurface_vertex3f;
+extern int rsurface_vertex3f_bufferobject;
+extern size_t rsurface_vertex3f_bufferoffset;
extern float *rsurface_svector3f;
+extern int rsurface_svector3f_bufferobject;
+extern size_t rsurface_svector3f_bufferoffset;
extern float *rsurface_tvector3f;
+extern int rsurface_tvector3f_bufferobject;
+extern size_t rsurface_tvector3f_bufferoffset;
extern float *rsurface_normal3f;
+extern int rsurface_normal3f_bufferobject;
+extern size_t rsurface_normal3f_bufferoffset;
extern float *rsurface_lightmapcolor4f;
+extern int rsurface_lightmapcolor4f_bufferobject;
+extern size_t rsurface_lightmapcolor4f_bufferoffset;
extern vec3_t rsurface_modelorg;
extern qboolean rsurface_generatedvertex;
extern const entity_render_t *rsurface_entity;
extern qboolean rsurface_uselightmaptexture;
extern rsurfmode_t rsurface_mode;
-void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+void RSurf_ActiveWorldEntity(void);
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
void RSurf_CleanUp(void);
void R_Mesh_ResizeArrays(int newvertices);
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_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly);
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
#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_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+#define SHADERPERMUTATION_DIFFUSE (1<<7) // (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_SPECULAR (1<<8) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_CUBEFILTER (1<<9) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<10) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<11) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-#define SHADERPERMUTATION_COUNT (1<<11) // how many permutations are possible
-#define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 1) // mask of valid indexing bits for r_glsl_permutations[] array
+#define SHADERPERMUTATION_MAX (1<<12) // 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)
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;
r_glsl_permutation_t;
// information about each possible shader permutation
-extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
// currently selected permutation
extern r_glsl_permutation_t *r_glsl_permutation;
void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation);
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale);
void R_SwitchSurfaceShader(int permutation);
#endif