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fteqw/engine/client/render.h
Spoike 2e1a70e319 rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it.
maplist command now generates links.
implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins.
playing demos inside zips/pk3s/paks should now work.
bumped default rate cvar.
added cl_transfer to attempt to connect to a new server without disconnecting first.
rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period.
added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users.
fixed menus to properly support right-aligned text. this finally fixes variable-width fonts.
rewrote console tab completion suggestions display. now clickable links.
strings obtained from qc are now marked as const. this has required quite a few added consts all over the place.
probably crappy attempt at adding joypad support to the sdl port. no idea if it works.
changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself.
Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix.
multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys).
added modelviewer command to view models.
added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir.
clamped classic tracer density. scrag particles no longer look quite so buggy.
added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written.
if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works.
added experimental mapcluster server mode (that console command). New maps will be started up as required.
rewrote skeletal blending code a bit.
added cylinder geomtypes.
fix cfg_save writing to the wrong path bug.
VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be.
win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support.
exposed basic model loading api to plugins.
d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable.
attempted to add gamma ramp support for d3d11.
added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11.
added vid_srgb cvar.
shadowless lights are no longer disabled if shadows are not supported.
attempt to add support for touchscreens in win7/8.
Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable.
updated saved game code. can again load saved games from vanilla-like engines.
changed scale clamping. 0.0001 should no longer appear as 1.
changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00

620 lines
21 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// refresh.h -- public interface to refresh functions
// default soldier colors
#define TOP_DEFAULT 1
#define BOTTOM_DEFAULT 6
#define TOP_RANGE (TOP_DEFAULT<<4)
#define BOTTOM_RANGE (BOTTOM_DEFAULT<<4)
extern int r_framecount;
struct msurface_s;
struct batch_s;
struct model_s;
struct texnums_s;
struct texture_s;
static const texid_t r_nulltex = {{0}};
#if 1 || defined(MINIMAL) || defined(D3DQUAKE) || defined(ANDROID)
#define sizeof_index_t 2
#endif
#if sizeof_index_t == 2
#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
#define D3DFMT_QINDEX D3DFMT_INDEX16
typedef unsigned short index_t;
#define MAX_INDICIES 0xffff
#else
#define GL_INDEX_TYPE GL_UNSIGNED_INT
#define D3DFMT_QINDEX D3DFMT_INDEX32
typedef unsigned int index_t;
#define MAX_INDICIES 0xffffffff
#endif
//=============================================================================
//the eye doesn't see different colours in the same proportion.
//must add to slightly less than 1
#define NTSC_RED 0.299
#define NTSC_GREEN 0.587
#define NTSC_BLUE 0.114
#define NTSC_SUM (NTSC_RED + NTSC_GREEN + NTSC_BLUE)
typedef enum {
RT_MODEL,
RT_POLY,
RT_SPRITE,
RT_BEAM,
RT_RAIL_CORE,
RT_RAIL_RINGS,
RT_LIGHTNING,
RT_PORTALSURFACE, // doesn't draw anything, just info for portals
RT_MAX_REF_ENTITY_TYPE
} refEntityType_t;
typedef unsigned int skinid_t; //skin 0 is 'unused'
struct dlight_s;
typedef struct entity_s
{
int keynum; // for matching entities in different frames
vec3_t origin;
vec3_t angles;
vec3_t axis[3];
vec4_t shaderRGBAf; /*colormod+alpha, available for shaders to mix*/
float shaderTime; /*timestamp, for syncing shader times to spawns*/
vec3_t glowmod; /*meant to be a multiplier for the fullbrights*/
int light_known; /*bsp lighting has been caled*/
vec3_t light_avg; /*midpoint level*/
vec3_t light_range; /*avg + this = max, avg - this = min*/
vec3_t light_dir;
vec3_t oldorigin;
vec3_t oldangles;
struct model_s *model; // NULL = no model
int skinnum; // for Alias models
skinid_t customskin; // quake3 style skins
int playerindex; //for qw skins
int topcolour; //colourmapping
int bottomcolour; //colourmapping
int h2playerclass; //hexen2's quirky colourmapping
// struct efrag_s *efrag; // linked list of efrags (FIXME)
// int visframe; // last frame this entity was
// found in an active leaf
// only used for static objects
// int dlightframe; // dynamic lighting
// int dlightbits;
// FIXME: could turn these into a union
// int trivial_accept;
// struct mnode_s *topnode; // for bmodels, first world node
// that splits bmodel, or NULL if
// not split
framestate_t framestate;
int flags;
refEntityType_t rtype;
float rotation;
struct shader_s *forcedshader;
#ifdef PEXT_SCALE
float scale;
#endif
#ifdef PEXT_FATNESS
float fatness;
#endif
#ifdef PEXT_HEXEN2
int drawflags;
int abslight;
#endif
} entity_t;
#define MAX_GEOMSETS 32
typedef struct
{
char skinname[MAX_QPATH];
int nummappings;
int maxmappings;
qbyte geomset[MAX_GEOMSETS]; //allows selecting a single set of geometry from alternatives. this might be a can of worms.
struct
{
char surface[MAX_QPATH];
shader_t *shader;
texnums_t texnums;
int needsfree; //which textures need to be freed.
} mappings[1];
} skinfile_t;
// plane_t structure
typedef struct mplane_s
{
vec3_t normal;
float dist;
qbyte type; // for texture axis selection and fast side tests
qbyte signbits; // signx + signy<<1 + signz<<1
qbyte pad[2];
} mplane_t;
#define MAXFRUSTUMPLANES 7 //4 side, 1 near, 1 far (fog), 1 water plane.
typedef struct
{
//note: uniforms expect specific padding/ordering. be really careful with reordering this
vec3_t colour; //w_fog[0].xyz
float alpha; //w_fog[0].w scales clamped fog value
float density; //w_fog[1].x egads, everyone has a different opinion.
float depthbias; //w_fog[1].y distance until the fog actually starts
float glslpad1; //w_fog[1].z
float glslpad2; //w_fog[1].w
// float alpha;
// float start;
// float end;
// float height;
// float fadedepth;
float time; //timestamp for when its current.
} fogstate_t;
void CL_BlendFog(fogstate_t *result, fogstate_t *oldf, float time, fogstate_t *newf);
void CL_ResetFog(void);
#define R_MAX_RECURSE 6
#define R_POSTPROC_PASSES 6
#define RDFD_FOV 1
typedef struct
{
vrect_t grect; // game rectangle. fullscreen except for csqc/splitscreen/hud.
vrect_t vrect; // subwindow in grect for 3d view. equal to grect if no hud.
vec3_t pvsorigin; /*render the view using this point for pvs (useful for mirror views)*/
vec3_t vieworg; /*logical view center*/
vec3_t viewangles;
vec3_t viewaxis[3]; /*forward, left, up (NOT RIGHT)*/
float fov_x, fov_y, afov;
qboolean drawsbar;
int flags; //(Q2)RDF_ flags
int dirty;
playerview_t *playerview;
// int currentplayernum;
float time;
// float waterheight; //updated by the renderer. stuff sitting at this height generate ripple effects
float m_projection[16];
float m_view[16];
mplane_t frustum[MAXFRUSTUMPLANES];
int frustum_numplanes;
fogstate_t globalfog;
pxrect_t pxrect; /*vrect, but in pixels rather than virtual coords*/
qboolean externalview; /*draw external models and not viewmodels*/
int recurse; /*in a mirror/portal/half way through drawing something else*/
qboolean forcevis; /*if true, vis comes from the forcedvis field instead of recalculated*/
unsigned int flipcull; /*reflected/flipped view, requires inverted culling (should be set to SHADER_CULL_FLIPPED or 0)*/
qboolean useperspective; /*not orthographic*/
int rt_destcolour; /*used for 2d. written by 3d*/
int rt_sourcecolour; /*read by 2d. not used for 3d. */
int rt_depth; /*read by 2d. used by 3d (renderbuffer used if not set)*/
int rt_ripplemap; /*read by 2d. used by 3d (internal ripplemap buffer used if not set)*/
qbyte *forcedvis;
struct
{
qboolean defaulted;
vec3_t origin;
vec3_t forward;
vec3_t right;
vec3_t up;
int inwater;
} audio;
} refdef_t;
extern refdef_t r_refdef;
extern vec3_t r_origin, vpn, vright, vup;
extern struct texture_s *r_notexture_mip;
extern entity_t r_worldentity;
void BE_GenModelBatches(struct batch_s **batches, const struct dlight_s *dl, unsigned int bemode); //if dl, filters based upon the dlight.
//gl_alias.c
void GL_GAliasFlushSkinCache(void);
void R_GAlias_DrawBatch(struct batch_s *batch);
void R_GAlias_GenerateBatches(entity_t *e, struct batch_s **batches);
void R_LightArraysByte_BGR(const entity_t *entity, vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals);
void R_LightArrays(const entity_t *entity, vecV_t *coords, vec4_t *colours, int vertcount, vec3_t *normals, float scale);
void R_DrawSkyChain (struct batch_s *batch); /*called from the backend, and calls back into it*/
void R_InitSky (struct texnums_s *ret, struct texture_s *mt, qbyte *src); /*generate q1 sky texnums*/
//r_surf.c
void Surf_SetupFrame(void); //determine pvs+viewcontents
void Surf_DrawWorld(void);
void Surf_GenBrushBatches(struct batch_s **batches, entity_t *ent);
void Surf_StainSurf(struct msurface_s *surf, float *parms);
void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius);
void Surf_LessenStains(void);
void Surf_WipeStains(void);
void Surf_DeInit(void);
void Surf_Clear(struct model_s *mod);
void Surf_BuildLightmaps(void); //enables Surf_BuildModelLightmaps, calls it for each bsp.
void Surf_ClearLightmaps(void); //stops Surf_BuildModelLightmaps from working.
void Surf_BuildModelLightmaps (struct model_s *m); //rebuild lightmaps for a single bsp. beware of submodels.
void Surf_RenderDynamicLightmaps (struct msurface_s *fa);
void Surf_RenderAmbientLightmaps (struct msurface_s *fa, int ambient);
int Surf_LightmapShift (struct model_s *model);
#ifndef LMBLOCK_WIDTH
#define LMBLOCK_WIDTH 128
#define LMBLOCK_HEIGHT 128
typedef struct glRect_s {
unsigned short l,t,w,h;
} glRect_t;
typedef unsigned char stmap;
struct mesh_s;
typedef struct {
texid_t lightmap_texture;
qboolean modified;
qboolean external;
qboolean hasdeluxe;
int width;
int height;
glRect_t rectchange;
qbyte *lightmaps;//[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT];
stmap *stainmaps;//[3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //rgb no a. added to lightmap for added (hopefully) speed.
} lightmapinfo_t;
extern lightmapinfo_t **lightmap;
extern int numlightmaps;
//extern texid_t *lightmap_textures;
//extern texid_t *deluxmap_textures;
extern int lightmap_bytes; // 1, 3, or 4
extern qboolean lightmap_bgra; /*true=bgra, false=rgba*/
#endif
void Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue);
void R_SetSky(char *skyname); /*override all sky shaders*/
#if defined(GLQUAKE)
void GLR_Init (void);
void GLR_ReInit (void);
void GLR_InitTextures (void);
void GLR_InitEfrags (void);
void GLR_RenderView (void); // must set r_refdef first
// called whenever r_refdef or vid change
void GLR_DrawPortal(struct batch_s *batch, struct batch_s **blist, struct batch_s *depthmasklist[2], int portaltype);
void GLR_PreNewMap(void);
void GLR_NewMap (void);
void GLR_PushDlights (void);
void GLR_DrawWaterSurfaces (void);
void GLVID_DeInit (void);
void GLR_DeInit (void);
void GLSCR_DeInit (void);
void GLVID_Console_Resize(void);
#endif
int R_LightPoint (vec3_t p);
void R_RenderDlights (void);
enum imageflags
{
/*warning: many of these flags only apply the first time it is requested*/
IF_CLAMP = 1<<0,
IF_NEAREST = 1<<1,
IF_UIPIC = 1<<10, //subject to texturemode2d
IF_LINEAR = 1<<11,
IF_NOPICMIP = 1<<2,
IF_NOMIPMAP = 1<<3,
IF_NOALPHA = 1<<4,
IF_NOGAMMA = 1<<5,
IF_3DMAP = 1<<6, /*waning - don't test directly*/
IF_CUBEMAP = 1<<7, /*waning - don't test directly*/
IF_CUBEMAPEXTRA = 1<<8,
IF_TEXTYPE = (1<<6) | (1<<7) | (1<<8), /*0=2d, 1=3d, 2-7=cubeface*/
IF_TEXTYPESHIFT = 6, /*0=2d, 1=3d, 2-7=cubeface*/
IF_MIPCAP = 1<<9,
IF_EXACTEXTENSION = 1<<29,
IF_REPLACE = 1<<30,
IF_SUBDIRONLY = 1<<31
};
#define R_LoadTexture8(id,w,h,d,f,t) R_LoadTexture(id,w,h,t?TF_TRANS8:TF_SOLID8,d,f)
#define R_LoadTexture32(id,w,h,d,f) R_LoadTexture(id,w,h,TF_RGBA32,d,f)
#define R_LoadTextureFB(id,w,h,d,f) R_LoadTexture(id,w,h,TF_TRANS8_FULLBRIGHT,d,f)
#define R_LoadTexture8BumpPal(id,w,h,d,f) R_LoadTexture(id,w,h,TF_HEIGHT8PAL,d,f)
#define R_LoadTexture8Bump(id,w,h,d,f) R_LoadTexture(id,w,h,TF_HEIGHT8,d,f)
/*it seems a little excessive to have to include glquake (and windows headers), just to load some textures/shaders for the backend*/
#ifdef GLQUAKE
texid_tf GL_AllocNewTexture(const char *name, int w, int h, unsigned int flags);
void GL_UploadFmt(texid_t tex, const char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
texid_tf GL_LoadTextureFmt (const char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
void GL_DestroyTexture(texid_t tex);
#endif
#ifdef D3DQUAKE
texid_t D3D9_LoadTexture (const char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
texid_t D3D9_LoadTexture8Pal24 (const char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
texid_t D3D9_LoadTexture8Pal32 (const char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
texid_t D3D9_LoadCompressed (const char *name);
texid_t D3D9_FindTexture (const char *identifier, unsigned int flags);
texid_t D3D9_AllocNewTexture(const char *ident, int width, int height, unsigned int flags);
void D3D9_Upload (texid_t tex, const char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
void D3D9_DestroyTexture (texid_t tex);
void D3D9_Image_Shutdown(void);
texid_t D3D11_LoadTexture (const char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
texid_t D3D11_LoadTexture8Pal24 (const char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
texid_t D3D11_LoadTexture8Pal32 (const char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
texid_t D3D11_LoadCompressed (const char *name);
texid_t D3D11_FindTexture (const char *identifier, unsigned int flags);
texid_t D3D11_AllocNewTexture(const char *ident, int width, int height, unsigned int flags);
void D3D11_Upload (texid_t tex, const char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
void D3D11_DestroyTexture (texid_t tex);
void D3D11_Image_Shutdown(void);
#endif
extern int image_width, image_height;
texid_tf R_LoadReplacementTexture(const char *name, const char *subpath, unsigned int flags);
texid_tf R_LoadHiResTexture(const char *name, const char *subpath, unsigned int flags);
texid_tf R_LoadBumpmapTexture(const char *name, const char *subpath);
qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, char *fname);
extern texid_t particletexture;
extern texid_t particlecqtexture;
extern texid_t explosiontexture;
extern texid_t balltexture;
extern texid_t beamtexture;
extern texid_t ptritexture;
skinid_t Mod_RegisterSkinFile(const char *skinname);
skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext);
void Mod_WipeSkin(skinid_t id);
skinfile_t *Mod_LookupSkin(skinid_t id);
void Mod_Init (qboolean initial);
void Mod_Shutdown (qboolean final);
int Mod_TagNumForName(struct model_s *model, const char *name);
int Mod_SkinNumForName(struct model_s *model, const char *name);
int Mod_FrameNumForName(struct model_s *model, const char *name);
float Mod_GetFrameDuration(struct model_s *model, int frameno);
void Mod_ResortShaders(void);
void Mod_ClearAll (void);
struct model_s *Mod_FindName (const char *name);
void *Mod_Extradata (struct model_s *mod); // handles caching
void Mod_TouchModel (const char *name);
void Mod_RebuildLightmaps (void);
struct mleaf_s *Mod_PointInLeaf (struct model_s *model, float *p);
void Mod_Think (void);
void Mod_NowLoadExternal(void);
void GLR_LoadSkys (void);
void R_BloomRegister(void);
int Mod_RegisterModelFormatText(void *module, const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
int Mod_RegisterModelFormatMagic(void *module, const char *formatname, unsigned int magic, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
void Mod_UnRegisterModelFormat(int idx);
void Mod_UnRegisterAllModelFormats(void *module);
#ifdef RUNTIMELIGHTING
void LightFace (int surfnum);
void LightLoadEntities(char *entstring);
#endif
extern struct model_s *currentmodel;
qboolean Media_ShowFilm(void);
void Media_CaptureDemoEnd(void);
void Media_RecordFrame (void);
qboolean Media_PausedDemo (void);
int Media_Capturing (void);
double Media_TweekCaptureFrameTime(double oldtime, double time);
void MYgluPerspective(double fovx, double fovy, double zNear, double zFar);
void R_PushDlights (void);
qbyte *R_MarkLeaves_Q1 (void);
qbyte *R_CalcVis_Q1 (void);
qbyte *R_MarkLeaves_Q2 (void);
qbyte *R_MarkLeaves_Q3 (void);
void R_SetFrustum (float projmat[16], float viewmat[16]);
void R_SetRenderer(rendererinfo_t *ri);
void R_AnimateLight (void);
struct texture_s *R_TextureAnimation (int frame, struct texture_s *base); //mostly deprecated, only lingers for rtlights so world only.
struct texture_s *R_TextureAnimation_Q2 (struct texture_s *base); //mostly deprecated, only lingers for rtlights so world only.
void RQ_Init(void);
void RQ_Shutdown(void);
void CLQ2_EntityEvent(entity_state_t *es);
void CLQ2_TeleporterParticles(entity_state_t *es);
void CLQ2_IonripperTrail(vec3_t oldorg, vec3_t neworg);
void CLQ2_TrackerTrail(vec3_t oldorg, vec3_t neworg, int flags);
void CLQ2_Tracker_Shell(vec3_t org);
void CLQ2_TagTrail(vec3_t oldorg, vec3_t neworg, int flags);
void CLQ2_FlagTrail(vec3_t oldorg, vec3_t neworg, int flags);
void CLQ2_TrapParticles(entity_t *ent);
void CLQ2_BfgParticles(entity_t *ent);
struct q2centity_s;
void CLQ2_FlyEffect(struct q2centity_s *ent, vec3_t org);
void CLQ2_DiminishingTrail(vec3_t oldorg, vec3_t neworg, struct q2centity_s *ent, unsigned int effects);
void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg);
void WritePCXfile (const char *filename, qbyte *data, int width, int height, int rowbytes, qbyte *palette, qboolean upload); //data is 8bit.
qbyte *ReadPCXFile(qbyte *buf, int length, int *width, int *height);
qbyte *ReadTargaFile(qbyte *buf, int length, int *width, int *height, qboolean *hasalpha, int asgrey);
qbyte *ReadJPEGFile(qbyte *infile, int length, int *width, int *height);
qbyte *ReadPNGFile(qbyte *buf, int length, int *width, int *height, const char *name);
qbyte *ReadPCXPalette(qbyte *buf, int len, qbyte *out);
void BoostGamma(qbyte *rgba, int width, int height);
void SaturateR8G8B8(qbyte *data, int size, float sat);
void AddOcranaLEDsIndexed (qbyte *image, int h, int w);
void Renderer_Init(void);
void Renderer_Start(void);
qboolean Renderer_Started(void);
void R_ShutdownRenderer(qboolean videotoo);
void R_RestartRenderer_f (void);//this goes here so we can save some stack when first initing the sw renderer.
//used to live in glquake.h
qbyte GetPaletteIndex(int red, int green, int blue);
extern cvar_t r_norefresh;
extern cvar_t r_drawentities;
extern cvar_t r_drawworld;
extern cvar_t r_drawviewmodel;
extern cvar_t r_drawviewmodelinvis;
extern cvar_t r_speeds;
extern cvar_t r_waterwarp;
extern cvar_t r_fullbright;
extern cvar_t r_lightmap;
extern cvar_t r_glsl_offsetmapping;
extern cvar_t r_shadow_realtime_dlight, r_shadow_realtime_dlight_shadows;
extern cvar_t r_shadow_realtime_dlight_ambient;
extern cvar_t r_shadow_realtime_dlight_diffuse;
extern cvar_t r_shadow_realtime_dlight_specular;
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_shadows;
extern cvar_t r_shadow_shadowmapping;
extern cvar_t r_editlights_import_radius;
extern cvar_t r_editlights_import_ambient;
extern cvar_t r_editlights_import_diffuse;
extern cvar_t r_editlights_import_specular;
extern cvar_t r_mirroralpha;
extern cvar_t r_wateralpha;
extern cvar_t r_waterstyle;
extern cvar_t r_slimestyle;
extern cvar_t r_lavastyle;
extern cvar_t r_dynamic;
extern cvar_t r_novis;
extern cvar_t r_netgraph;
extern cvar_t r_deluxemapping;
#ifdef R_XFLIP
extern cvar_t r_xflip;
#endif
extern cvar_t r_lightprepass;
extern cvar_t gl_maxdist;
extern cvar_t r_clear;
extern cvar_t gl_poly;
extern cvar_t gl_affinemodels;
extern cvar_t gl_nohwblend;
extern cvar_t gl_reporttjunctions;
extern cvar_t r_coronas, r_flashblend, r_flashblendscale;
extern cvar_t r_lightstylesmooth;
extern cvar_t r_lightstylesmooth_limit;
extern cvar_t r_lightstylespeed;
extern cvar_t gl_nocolors;
extern cvar_t gl_load24bit;
extern cvar_t gl_finish;
extern cvar_t gl_max_size;
extern cvar_t gl_playermip;
extern cvar_t r_lightmap_saturation;
enum {
RSPEED_TOTALREFRESH,
RSPEED_LINKENTITIES,
RSPEED_PROTOCOL,
RSPEED_WORLDNODE,
RSPEED_WORLD,
RSPEED_DRAWENTITIES,
RSPEED_STENCILSHADOWS,
RSPEED_FULLBRIGHTS,
RSPEED_DYNAMIC,
RSPEED_PARTICLES,
RSPEED_PARTICLESDRAW,
RSPEED_PALETTEFLASHES,
RSPEED_2D,
RSPEED_SERVER,
RSPEED_FINISH,
RSPEED_MAX
};
extern int rspeeds[RSPEED_MAX];
enum {
RQUANT_MSECS, //old r_speeds
RQUANT_EPOLYS,
RQUANT_WPOLYS,
RQUANT_DRAWS,
RQUANT_ENTBATCHES,
RQUANT_WORLDBATCHES,
RQUANT_2DBATCHES,
RQUANT_SHADOWFACES,
RQUANT_SHADOWEDGES,
RQUANT_SHADOWSIDES,
RQUANT_LITFACES,
RQUANT_RTLIGHT_DRAWN,
RQUANT_RTLIGHT_CULL_FRUSTUM,
RQUANT_RTLIGHT_CULL_PVS,
RQUANT_RTLIGHT_CULL_SCISSOR,
RQUANT_MAX
};
extern int rquant[RQUANT_MAX];
#define RQuantAdd(type,quant) rquant[type] += quant
#if defined(NDEBUG) || !defined(_WIN32)
#define RSpeedLocals()
#define RSpeedMark()
#define RSpeedRemark()
#define RSpeedEnd(spt)
#else
#define RSpeedLocals() int rsp
#define RSpeedMark() int rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0
#define RSpeedRemark() rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0
#if defined(_WIN32) && defined(GLQUAKE)
extern void (_stdcall *qglFinish) (void);
#define RSpeedEnd(spt) do {if(r_speeds.ival > 1){if(r_speeds.ival > 2 && qglFinish)qglFinish(); rspeeds[spt] += (int)(Sys_DoubleTime()*1000000) - rsp;}}while (0)
#else
#define RSpeedEnd(spt) rspeeds[spt] += (r_speeds.ival>1)?Sys_DoubleTime()*1000000 - rsp:0
#endif
#endif