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fteqw/engine/client/render.h
Spoike 2bf193001b implement pcma+pcmu codecs for voip for xmpp compat, because they're fairly simple and I can.
remove MAX_MAP_LEAFS limit, although its still checked for sanity (just MUCH higher). You may need 64bit processes on account of the pvs+phs memory required.
integrated my fork of frikdec into fteqccgui. Just associate .dat with fteqccgui and it'll decompile the progs (compiling will then embed the decompiled source into the resulting .dat to avoid repeated decompilation). Be sure to back up first... not tested as a 64bit process.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5114 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-06-21 01:24:25 +00:00

708 lines
26 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 = NULL;
//GLES2 requires GL_UNSIGNED_SHORT
//geforce4 only does shorts. gffx can do ints, but with a performance hit (like most things on that gpu)
//ati is generally more capable, but generally also has a smaller market share
//desktop-gl will generally cope with ints, but expect a performance hit from that with old gpus (so we don't bother)
//vulkan+dx10 can cope with ints, but might be 24bit
//either way, all renderers in the same build need to use the same thing.
#if (defined(GLQUAKE) && !defined(NOLEGACY)) || defined(MINIMAL) || defined(D3D8QUAKE) || defined(D3D9QUAKE) || 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
#define DXGI_FORMAT_INDEX_UINT DXGI_FORMAT_R16_UINT
#define VK_INDEX_TYPE VK_INDEX_TYPE_UINT16
typedef unsigned short index_t;
#define MAX_INDICIES 0xffffu
#else
#define GL_INDEX_TYPE GL_UNSIGNED_INT
#define D3DFMT_QINDEX D3DFMT_INDEX32
#define DXGI_FORMAT_INDEX_UINT DXGI_FORMAT_R32_UINT
#define VK_INDEX_TYPE VK_INDEX_TYPE_UINT32
typedef unsigned int index_t;
#define MAX_INDICIES 0x00ffffffu
#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
//q3 ones stop here.
//fte ones start here
RT_PORTALCAMERA, // an alternative to RT_PORTALSURFACE.
RT_MAX_REF_ENTITY_TYPE
} refEntityType_t;
typedef unsigned int skinid_t; //skin 0 is 'unused'
struct dlight_s;
typedef struct entity_s
{
//FIXME: instancing somehow. separate visentity+visinstance. only viable with full glsl though.
//will need to generate a vbo somehow for the instances.
int keynum; // for matching entities in different frames
vec3_t origin;
vec3_t angles; // fixme: should be redundant.
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 calced*/
vec3_t light_avg; /*midpoint level*/
vec3_t light_range; /*avg + this = max, avg - this = min*/
vec3_t light_dir;
vec3_t oldorigin; /*for q2/q3 beams*/
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
#ifdef HEXEN2
int h2playerclass; //hexen2's quirky colourmapping
#endif
// 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 HEXEN2
int drawflags;
int abslight;
#endif
} entity_t;
#define MAX_GEOMSETS 32
#define Q1UNSPECIFIED 0x00ffffff //0xffRRGGBB or 0x0000000V are both valid values. so this is an otherwise-illegal value to say its not been set.
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.
char qwskinname[MAX_QPATH];
struct qwskin_s *qwskin;
unsigned int q1upper; //Q1UNSPECIFIED
unsigned int q1lower; //Q1UNSPECIFIED
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(int fogtype);
typedef enum {
STEREO_OFF,
STEREO_QUAD,
STEREO_RED_CYAN,
STEREO_RED_BLUE,
STEREO_RED_GREEN,
STEREO_CROSSEYED,
#ifdef FTE_TARGET_WEB
STEREO_WEBVR,
#endif
//these are internal methods and do not form part of any public API
STEREO_LEFTONLY,
STEREO_RIGHTONLY
} stereomethod_t;
typedef enum
{
PROJ_STANDARD = 0,
PROJ_STEREOGRAPHIC = 1, //aka panini
PROJ_FISHEYE = 2, //standard fisheye
PROJ_PANORAMA = 3, //for nice panoramas
PROJ_LAEA = 4, //lambert azimuthal equal-area
PROJ_EQUIRECTANGULAR = 5 //projects a sphere into 2d. used by vr screenshots.
} qprojection_t;
typedef struct {
char texname[MAX_QPATH];
} rtname_t;
#define R_MAX_RENDERTARGETS 8
#ifndef R_MAX_RECURSE
#define R_MAX_RECURSE 6
#endif
#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)*/
vec3_t headaxis[3]; /*this is for head mounted displays. this is relative to the view*/
vec3_t eyeoffset; /*world space, for vr screenies*/
float fov_x, fov_y, afov;
float mindist, maxdist; //maxdist may be 0, for 'infinite', in which case mindist probably isn't valid either.
qboolean drawsbar;
qboolean drawcrosshair;
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];
qbyte *scenevis; /*this is the vis that's currently being draw*/
mplane_t frustum[MAXFRUSTUMPLANES];
int frustum_numworldplanes; //all but far, which isn't culled because this wouldn't cover the entire screen.
int frustum_numplanes; //includes far plane (which is reduced with fog).
fogstate_t globalfog;
float hdr_value;
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*/
stereomethod_t stereomethod;
rtname_t rt_destcolour[R_MAX_RENDERTARGETS]; /*used for 2d. written by 3d*/
rtname_t rt_sourcecolour; /*read by 2d. not used for 3d. */
rtname_t rt_depth; /*read by 2d. used by 3d (renderbuffer used if not set)*/
rtname_t rt_ripplemap; /*read by 2d. used by 3d (internal ripplemap buffer used if not set)*/
rtname_t nearenvmap; /*provides a fallback endmap cubemap to render with*/
qbyte *forcedvis; /*set if forcevis is set*/
qboolean areabitsknown;
qbyte areabits[MAX_MAP_AREA_BYTES];
} 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 R_GAliasFlushSkinCache(qboolean final);
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);
qboolean R_DrawSkyChain (struct batch_s *batch); /*called from the backend, and calls back into it*/
void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height); /*generate q1 sky texnums*/
void R_Clutter_Emit(struct batch_s **batches);
void R_Clutter_Purge(void);
//r_surf.c
void Surf_NewMap (void);
void Surf_PreNewMap(void);
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);
#define LMBLOCK_SIZE_MAX 2048 //single axis
typedef struct glRect_s {
unsigned short l,t,r,b;
} 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 uploadfmt_t lightmap_fmt; //bgra32, rgba32, rgb24, lum8
void QDECL 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_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_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, //disable texture coord wrapping.
IF_NOMIPMAP = 1<<1, //disable mipmaps.
IF_NEAREST = 1<<2, //force nearest
IF_LINEAR = 1<<3, //force linear
IF_UIPIC = 1<<4, //subject to texturemode2d
/*WARNING: If the above are changed, be sure to change shader pass flags*/
IF_NOPICMIP = 1<<5,
IF_NOALPHA = 1<<6, /*hint rather than requirement*/
IF_NOGAMMA = 1<<7,
IF_3DMAP = 1<<8, /*waning - don't test directly*/
IF_CUBEMAP = 1<<9, /*waning - don't test directly*/
IF_TEXTYPE = (1<<8) | (1<<9), /*0=2d, 1=3d, 2=cubeface, 3=?*/
IF_TEXTYPESHIFT = 8, /*0=2d, 1=3d, 2-7=cubeface*/
IF_MIPCAP = 1<<10,
IF_PREMULTIPLYALPHA = 1<<12, //rgb *= alpha
IF_PALETTIZE = 1<<21,
IF_NOPURGE = 1<<22,
IF_HIGHPRIORITY = 1<<23,
IF_LOWPRIORITY = 1<<24,
IF_LOADNOW = 1<<25, /*hit the disk now, and delay the gl load until its actually needed. this is used only so that the width+height are known in advance*/
IF_NOPCX = 1<<26, /*block pcx format. meaning qw skins can use team colours and cropping*/
IF_TRYBUMP = 1<<27, /*attempt to load _bump if the specified _norm texture wasn't found*/
IF_RENDERTARGET = 1<<28, /*never loaded from disk, loading can't fail*/
IF_EXACTEXTENSION = 1<<29, /*don't mangle extensions, use what is specified and ONLY that*/
IF_NOREPLACE = 1<<30, /*don't load a replacement, for some reason*/
IF_NOWORKER = 1u<<31 /*don't pass the work to a loader thread. this gives fully synchronous loading. only valid from the main thread.*/
};
#define R_LoadTexture8(id,w,h,d,f,t) Image_GetTexture(id, NULL, f, d, NULL, w, h, t?TF_TRANS8:TF_SOLID8)
#define R_LoadTexture32(id,w,h,d,f) Image_GetTexture(id, NULL, f, d, NULL, w, h, TF_RGBA32)
#define R_LoadTextureFB(id,w,h,d,f) Image_GetTexture(id, NULL, f, d, NULL, w, h, TF_TRANS8_FULLBRIGHT)
#define R_LoadTexture(id,w,h,fmt,d,fl) Image_GetTexture(id, NULL, fl, d, NULL, w, h, fmt)
image_t *Image_FindTexture (const char *identifier, const char *subpath, unsigned int flags);
image_t *Image_CreateTexture(const char *identifier, const char *subpath, unsigned int flags);
image_t *Image_GetTexture (const char *identifier, const char *subpath, unsigned int flags, void *fallbackdata, void *fallbackpalette, int fallbackwidth, int fallbackheight, uploadfmt_t fallbackfmt);
qboolean Image_UnloadTexture(image_t *tex); //true if it did something.
void Image_DestroyTexture (image_t *tex);
qboolean Image_LoadTextureFromMemory(texid_t tex, int flags, const char *iname, char *fname, qbyte *filedata, int filesize); //intended really for worker threads, but should be fine from the main thread too
void Image_Upload (texid_t tex, uploadfmt_t fmt, void *data, void *palette, int width, int height, unsigned int flags);
void Image_Purge(void); //purge any textures which are not needed any more (releases memory, but doesn't give null pointers).
void Image_Init(void);
void Image_Shutdown(void);
image_t *Image_LoadTexture (const char *identifier, int width, int height, uploadfmt_t fmt, void *data, unsigned int flags);
#ifdef D3D8QUAKE
void D3D8_Set2D (void);
void D3D8_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis);
qboolean D3D8_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips);
void D3D8_DestroyTexture (texid_t tex);
#endif
#ifdef D3D9QUAKE
void D3D9_Set2D (void);
void D3D9_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis);
qboolean D3D9_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips);
void D3D9_DestroyTexture (texid_t tex);
#endif
#ifdef D3D11QUAKE
void D3D11_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis);
qboolean D3D11_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips);
void D3D11_DestroyTexture (texid_t tex);
#endif
//extern int image_width, image_height;
texid_t R_LoadReplacementTexture(const char *name, const char *subpath, unsigned int flags, void *lowres, int lowreswidth, int lowresheight, uploadfmt_t fmt);
texid_tf R_LoadHiResTexture(const char *name, const char *subpath, unsigned int flags);
texid_tf R_LoadBumpmapTexture(const char *name, const char *subpath);
void R_LoadNumberedLightTexture(struct dlight_s *dl, int cubetexnum);
qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, const 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, int surfaceidx, const char *name);
int Mod_FrameNumForName(struct model_s *model, int surfaceidx, const char *name);
float Mod_GetFrameDuration(struct model_s *model, int surfaceidx, 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);
typedef struct
{
unsigned int *offsets;
unsigned short *extents;
unsigned char *styles;
unsigned char *shifts;
} lightmapoverrides_t;
void Mod_LoadLighting (struct model_s *loadmodel, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe, lightmapoverrides_t *overrides);
struct mleaf_s *Mod_PointInLeaf (struct model_s *model, float *p);
void Mod_Think (void);
void Mod_NowLoadExternal(struct model_s *loadmodel);
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(void *module, int idx);
void Mod_UnRegisterAllModelFormats(void *module);
void Mod_ModelLoaded(void *ctx, void *data, size_t a, size_t b);
#ifdef RUNTIMELIGHTING
struct relight_ctx_s;
struct llightinfo_s;
void LightFace (struct relight_ctx_s *ctx, struct llightinfo_s *threadctx, int surfnum); //version that is aware of bsp trees
void LightPlane (struct relight_ctx_s *ctx, struct llightinfo_s *threadctx, qbyte surf_styles[4], qbyte *surf_rgbsamples, qbyte *surf_deluxesamples, vec4_t surf_plane, vec4_t surf_texplanes[2], vec2_t exactmins, vec2_t exactmaxs, int texmins[2], int texsize[2], float lmscale); //special version that doesn't know what a face is or anything.
struct relight_ctx_s *LightStartup(struct relight_ctx_s *ctx, struct model_s *model, qboolean shadows, qboolean skiplit);
void LightReloadEntities(struct relight_ctx_s *ctx, const char *entstring, qboolean ignorestyles);
void LightShutdown(struct relight_ctx_s *ctx, struct model_s *mod);
extern const size_t lightthreadctxsize;
#endif
extern struct model_s *currentmodel;
qboolean Media_ShowFilm(void);
void Media_CaptureDemoEnd(void);
void Media_RecordFrame (void);
qboolean Media_PausedDemo (qboolean fortiming);
int Media_Capturing (void);
double Media_TweekCaptureFrameTime(double oldtime, double time);
void Media_WriteCurrentTrack(sizebuf_t *buf);
void MYgluPerspective(double fovx, double fovy, double zNear, double zFar);
void R_PushDlights (void);
qbyte *R_MarkLeaves_Q1 (qboolean getvisonly);
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);
void R_UpdateHDR(vec3_t org);
void R_UpdateLightStyle(unsigned int style, const char *stylestring, float r, float g, float b);
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 WritePCXfile (const char *filename, enum fs_relative fsroot, 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 Image_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight);
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_playershadows;
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, r_shadow_realtime_world_lightmaps;
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_lavaalpha;
extern cvar_t r_slimealpha;
extern cvar_t r_telealpha;
extern cvar_t r_waterstyle;
extern cvar_t r_lavastyle;
extern cvar_t r_slimestyle;
extern cvar_t r_telestyle;
extern cvar_t r_dynamic;
extern cvar_t r_novis;
extern cvar_t r_netgraph;
extern cvar_t r_deluxmapping_cvar;
extern qboolean r_deluxmapping;
extern cvar_t r_softwarebanding_cvar;
extern qboolean r_softwarebanding;
extern cvar_t r_lightprepass_cvar;
extern int r_lightprepass; //0=off,1=16bit,2=32bit
#ifdef R_XFLIP
extern cvar_t r_xflip;
#endif
extern cvar_t gl_mindist, gl_maxdist;
extern cvar_t r_clear;
extern cvar_t gl_poly;
extern cvar_t gl_affinemodels;
extern cvar_t r_renderscale;
extern cvar_t gl_nohwblend;
extern cvar_t r_coronas, r_coronas_occlusion, r_coronas_mindist, r_coronas_fadedist, r_flashblend, r_flashblendscale;
extern cvar_t r_lightstylesmooth;
extern cvar_t r_lightstylesmooth_limit;
extern cvar_t r_lightstylespeed;
extern cvar_t r_lightstylescale;
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;
extern cvar_t r_meshpitch;
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_SETUP,
RSPEED_SUBMIT,
RSPEED_PRESENT,
RSPEED_ACQUIRE,
RSPEED_MAX
};
extern int rspeeds[RSPEED_MAX];
enum {
RQUANT_MSECS, //old r_speeds
RQUANT_PRIMITIVEINDICIES,
RQUANT_DRAWS,
RQUANT_ENTBATCHES,
RQUANT_WORLDBATCHES,
RQUANT_2DBATCHES,
RQUANT_SHADOWINDICIES,
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 0//defined(NDEBUG) || !defined(_WIN32)
#define RSpeedLocals()
#define RSpeedMark()
#define RSpeedRemark()
#define RSpeedEnd(spt)
#else
#define RSpeedLocals() double rsp
#define RSpeedMark() double 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] += (double)(Sys_DoubleTime()*1000000) - rsp;}}while (0)
#else
#define RSpeedEnd(spt) rspeeds[spt] += (r_speeds.ival>1)?Sys_DoubleTime()*1000000 - rsp:0
#endif
#endif