mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
c0680334c7
Multiple consoles can now be printed/cleared via extra con commands. Fixed the tab-completion alignment, by adding support for \t characters. Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now. Trying to fix load time issues on q3bsps with a lot of curves. Fixed sprites. Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed. QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still. QTV proxy now supports ipv6. QTV proxy now attempts to use the fte browser plugin. Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins). git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
421 lines
11 KiB
C
421 lines
11 KiB
C
#ifndef SHADER_H
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#define SHADER_H
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typedef void (shader_gen_t)(char *name, shader_t*, const void *args);
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#define SHADER_PASS_MAX 8
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#define SHADER_MAX_TC_MODS 8
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#define SHADER_DEFORM_MAX 8
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#define SHADER_MAX_ANIMFRAMES 8
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#define SHADER_ANIM_FRAMES_MAX 16
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#define SHADER_PROGPARMS_MAX 16
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typedef enum {
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SHADER_BSP,
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SHADER_BSP_VERTEX,
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SHADER_BSP_FLARE,
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SHADER_MD3,
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SHADER_2D
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} shadertype_t;
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typedef enum {
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SHADER_SORT_NONE,
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SHADER_SORT_SKY,
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SHADER_SORT_PORTAL,
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SHADER_SORT_OPAQUE,
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SHADER_SORT_BANNER,
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SHADER_SORT_UNDERWATER,
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SHADER_SORT_DECAL,
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SHADER_SORT_ADDITIVE,
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SHADER_SORT_NEAREST
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} shadersort_t;
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typedef enum {
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MF_NONE = 1<<0,
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MF_NORMALS = 1<<1,
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MF_TRNORMALS = 1<<2,
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MF_COLORS = 1<<3,
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MF_STCOORDS = 1<<4,
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MF_LMCOORDS = 1<<5,
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MF_NOCULL = 1<<6,
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MF_NONBATCHED = 1<<7
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} meshfeatures_t;
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//colour manipulation
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typedef struct
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{
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enum {
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SHADER_FUNC_SIN,
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SHADER_FUNC_TRIANGLE,
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SHADER_FUNC_SQUARE,
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SHADER_FUNC_SAWTOOTH,
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SHADER_FUNC_INVERSESAWTOOTH,
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SHADER_FUNC_NOISE,
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SHADER_FUNC_CONSTANT
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} type; // SHADER_FUNC enum
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float args[4]; // offset, amplitude, phase_offset, rate
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} shaderfunc_t;
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typedef struct meshbuffer_s
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{
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int infokey; // lightmap number or mesh number
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unsigned int dlightbits;
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entity_t *entity;
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struct shader_s *shader;
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mesh_t *mesh;
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struct mfog_s *fog;
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} meshbuffer_t;
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//tecture coordinate manipulation
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typedef struct
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{
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enum {
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SHADER_TCMOD_NONE, //bug
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SHADER_TCMOD_SCALE, //some sorta tabled deformation
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SHADER_TCMOD_SCROLL, //boring moving texcoords with time
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SHADER_TCMOD_STRETCH, //constant factor
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SHADER_TCMOD_ROTATE,
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SHADER_TCMOD_MAX,
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SHADER_TCMOD_TRANSFORM,
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SHADER_TCMOD_TURB
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} type;
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float args[6];
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} tcmod_t;
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//vertex positioning manipulation.
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typedef struct
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{
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enum {
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DEFORMV_NONE, //bug
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DEFORMV_MOVE,
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DEFORMV_WAVE,
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DEFORMV_NORMAL,
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DEFORMV_BULGE,
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DEFORMV_AUTOSPRITE,
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DEFORMV_AUTOSPRITE2,
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DEFORMV_PROJECTION_SHADOW
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} type;
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float args[4];
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shaderfunc_t func;
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} deformv_t;
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enum
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{
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/*source and dest factors match each other for easier parsing
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but they're not meant to ever be set on the shader itself
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NONE is also invalid, and is used to signify disabled, it should never be set on only one
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*/
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SBITS_SRCBLEND_NONE = 0x00000000,
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SBITS_SRCBLEND_ZERO = 0x00000001,
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SBITS_SRCBLEND_ONE = 0x00000002,
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SBITS_SRCBLEND_DST_COLOR = 0x00000003,
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SBITS_SRCBLEND_ONE_MINUS_DST_COLOR = 0x00000004,
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SBITS_SRCBLEND_SRC_ALPHA = 0x00000005,
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SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA = 0x00000006,
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SBITS_SRCBLEND_DST_ALPHA = 0x00000007,
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SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA = 0x00000008,
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SBITS_SRCBLEND_SRC_COLOR_INVALID = 0x00000009,
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SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID = 0x0000000a,
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SBITS_SRCBLEND_ALPHA_SATURATE = 0x0000000b,
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#define SBITS_SRCBLEND_BITS 0x0000000f
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/*must match src factors, just shifted 4*/
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SBITS_DSTBLEND_NONE = 0x00000000,
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SBITS_DSTBLEND_ZERO = 0x00000010,
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SBITS_DSTBLEND_ONE = 0x00000020,
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SBITS_DSTBLEND_DST_COLOR_INVALID = 0x00000030,
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SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID = 0x00000040,
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SBITS_DSTBLEND_SRC_ALPHA = 0x00000050,
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SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA = 0x00000060,
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SBITS_DSTBLEND_DST_ALPHA = 0x00000070,
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SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA = 0x00000080,
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SBITS_DSTBLEND_SRC_COLOR = 0x00000090,
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SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR = 0x000000a0,
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SBITS_DSTBLEND_ALPHA_SATURATE_INVALID = 0x000000b0,
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#define SBITS_DSTBLEND_BITS 0x000000f0
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#define SBITS_BLEND_BITS (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)
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SBITS_ATEST_NONE = 0x00000000,
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SBITS_ATEST_GT0 = 0x00000100,
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SBITS_ATEST_LT128 = 0x00000200,
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SBITS_ATEST_GE128 = 0x00000300,
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#define SBITS_ATEST_BITS 0x00000f00
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SBITS_MISC_DEPTHWRITE = 0x00001000,
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SBITS_MISC_NODEPTHTEST = 0x00002000,
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SBITS_MISC_DEPTHEQUALONLY = 0x00004000,
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SBITS_MISC_DEPTHCLOSERONLY = 0x00008000,
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// SBITS_MISC_POLYFILL_LINES = 0x00008000,
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#define SBITS_MISC_BITS 0x0000f000
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};
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typedef struct shaderpass_s {
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int numMergedPasses;
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#ifndef NOMEDIA
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struct cin_s *cin;
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#endif
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unsigned int shaderbits;
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unsigned int blendmode;
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enum {
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RGB_GEN_WAVE,
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RGB_GEN_ENTITY,
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RGB_GEN_ONE_MINUS_ENTITY,
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RGB_GEN_VERTEX,
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RGB_GEN_EXACT_VERTEX,
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RGB_GEN_ONE_MINUS_VERTEX,
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RGB_GEN_IDENTITY_LIGHTING,
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RGB_GEN_IDENTITY,
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RGB_GEN_CONST,
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RGB_GEN_UNKNOWN,
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RGB_GEN_LIGHTING_DIFFUSE,
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RGB_GEN_TOPCOLOR,
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RGB_GEN_BOTTOMCOLOR
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} rgbgen;
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shaderfunc_t rgbgen_func;
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enum {
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ALPHA_GEN_ENTITY,
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ALPHA_GEN_WAVE,
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ALPHA_GEN_PORTAL,
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ALPHA_GEN_SPECULAR,
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ALPHA_GEN_IDENTITY,
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ALPHA_GEN_VERTEX,
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ALPHA_GEN_CONST
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} alphagen;
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shaderfunc_t alphagen_func;
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enum {
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TC_GEN_BASE, //basic specified texture coords
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TC_GEN_LIGHTMAP, //use loaded lightmap coords
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TC_GEN_ENVIRONMENT,
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TC_GEN_DOTPRODUCT,
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TC_GEN_VECTOR,
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//these are really for use only in glsl stuff.
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TC_GEN_NORMAL,
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TC_GEN_SVECTOR,
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TC_GEN_TVECTOR,
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} tcgen;
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int numtcmods;
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tcmod_t tcmods[SHADER_MAX_TC_MODS];
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int anim_numframes;
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texid_t anim_frames[SHADER_MAX_ANIMFRAMES];
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float anim_fps;
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// unsigned int texturetype;
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enum {
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T_GEN_SINGLEMAP, //single texture specified in the shader
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T_GEN_ANIMMAP, //animating sequence of textures specified in the shader
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T_GEN_LIGHTMAP, //world light samples
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T_GEN_DELUXMAP, //world light directions
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T_GEN_SHADOWMAP, //light's depth values.
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T_GEN_DIFFUSE, //texture's default diffuse texture
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T_GEN_NORMALMAP, //texture's default normalmap
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T_GEN_SPECULAR, //texture's default specular texture
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T_GEN_UPPEROVERLAY, //texture's default personal colour
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T_GEN_LOWEROVERLAY, //texture's default team colour
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T_GEN_FULLBRIGHT, //texture's default fullbright overlay
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T_GEN_CURRENTRENDER,//copy the current screen to a texture, and draw that
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T_GEN_VIDEOMAP, //use the media playback as an image source, updating each frame for which it is visible
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} texgen;
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enum {
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SHADER_PASS_NOCOLORARRAY = 1<< 3,
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//FIXME: remove these
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SHADER_PASS_VIDEOMAP = 1 << 4,
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SHADER_PASS_DETAIL = 1 << 5,
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SHADER_PASS_LIGHTMAP = 1 << 6,
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SHADER_PASS_DELUXMAP = 1 << 7,
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SHADER_PASS_ANIMMAP = 1 << 8
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} flags;
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} shaderpass_t;
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typedef struct
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{
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mesh_t meshes[5];
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texid_t farbox_textures[6];
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texid_t nearbox_textures[6];
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} skydome_t;
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typedef struct {
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enum shaderprogparmtype_e {
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SP_BAD,
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SP_ENTCOLOURS,
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SP_TOPCOLOURS,
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SP_BOTTOMCOLOURS,
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SP_TIME,
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SP_EYEPOS,
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SP_ENTMATRIX,
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SP_LIGHTRADIUS,
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SP_LIGHTCOLOUR,
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SP_LIGHTPOSITION,
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//things that are set immediatly
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SP_FIRSTIMMEDIATE, //never set
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SP_CVARI,
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SP_CVARF,
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SP_TEXTURE
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} type;
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unsigned int handle;
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} shaderprogparm_t;
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typedef struct {
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float factor;
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float unit;
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} polyoffset_t;
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struct shader_s
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{
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int width;
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int height;
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int numpasses;
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texnums_t defaulttextures;
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struct shader_s *next;
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char name[MAX_QPATH];
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//end of shared fields.
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byte_vec4_t fog_color;
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float fog_dist;
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int numdeforms;
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deformv_t deforms[SHADER_DEFORM_MAX];
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polyoffset_t polyoffset;
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enum {
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SHADER_SKY = 1 << 0,
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SHADER_NOMIPMAPS = 1 << 1,
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SHADER_NOPICMIP = 1 << 2,
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SHADER_CULL_FRONT = 1 << 3,
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SHADER_CULL_BACK = 1 << 4,
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SHADER_DEFORMV_BULGE = 1 << 5,
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SHADER_AUTOSPRITE = 1 << 6,
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SHADER_FLARE = 1 << 7,
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// SHADER_REMOVED = 1 << 8,
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SHADER_ENTITY_MERGABLE = 1 << 9,
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SHADER_VIDEOMAP = 1 << 10,
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SHADER_DEPTHWRITE = 1 << 11,
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SHADER_AGEN_PORTAL = 1 << 12,
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SHADER_BLEND = 1 << 13, //blend or alphatest (not 100% opaque).
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SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders.
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SHADER_NODLIGHT = 1 << 15, //from surfaceflags
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SHADER_HASLIGHTMAP = 1 << 16
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} flags;
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union {
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int glsl;
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} programhandle;
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int numprogparams;
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shaderprogparm_t progparm[SHADER_PROGPARMS_MAX];
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shaderpass_t passes[SHADER_PASS_MAX];
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shadersort_t sort;
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skydome_t *skydome;
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shader_gen_t *generator;
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const char *genargs;
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meshfeatures_t features;
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int registration_sequence;
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};
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extern shader_t r_shaders[];
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extern int be_maxpasses;
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shader_t *R_RegisterPic (char *name);
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shader_t *R_RegisterShader (char *name, const char *shaderscript);
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shader_t *R_RegisterShader_Lightmap (char *name);
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shader_t *R_RegisterShader_Vertex (char *name);
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shader_t *R_RegisterShader_Flare (char *name);
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shader_t *R_RegisterSkin (char *name);
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shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args);
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void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader);
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cin_t *R_ShaderGetCinematic(char *name);
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void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSP(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultScript(char *shortname, shader_t *s, const void *args);
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void Shader_DoReload(void);
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void R_BackendInit (void);
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void Shader_Shutdown (void);
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qboolean Shader_Init (void);
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void Shader_NeedReload(void);
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mfog_t *CM_FogForOrigin(vec3_t org);
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//not all modes accept meshes - STENCIL(intentional) and DEPTHONLY(not implemented)
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typedef enum
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{
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BEM_STANDARD, //regular mode to draw surfaces akin to q3 (aka: legacy mode). lightmaps+delux+ambient
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BEM_DEPTHONLY, //just a quick depth pass. textures used only for alpha test (shadowmaps).
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BEM_STENCIL, //used for drawing shadow volumes to the stencil buffer.
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BEM_DEPTHDARK, //a quick depth pass. textures used only for alpha test. additive textures still shown as normal.
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BEM_LIGHT, //we have a valid light
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BEM_SMAPLIGHT //we have a light using a shadowmap
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} backendmode_t;
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#define BEF_FORCEDEPTHWRITE 1
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#define BEF_FORCEDEPTHTEST 2
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#define BEF_FORCEADDITIVE 4 //blend dest = GL_ONE
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#define BEF_FORCETRANSPARENT 8 //texenv replace -> modulate
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#define BEF_FORCENODEPTH 16 //disables any and all depth.
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#define BEF_PUSHDEPTH 32 //additional polygon offset
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//Select the current render mode and modifier flags
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void BE_SelectMode(backendmode_t mode, unsigned int flags);
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//Draws an entire mesh chain from a VBO. vbo can be null, in which case the chain may be drawn without batching.
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void BE_DrawMeshChain(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums);
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//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
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void BE_DrawWorld (qbyte *vis);
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//called at init, force the display to the right defaults etc
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void BE_Init(void);
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//Generates an optimised VBO, one for each texture on the map
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void BE_GenBrushModelVBO(model_t *mod);
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//Destroys the given vbo
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void BE_ClearVBO(vbo_t *vbo);
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//Uploads all modified lightmaps
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void BE_UploadAllLightmaps(void);
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#ifdef RTLIGHTS
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//submits the world and ents... used only by gl_shadows.c
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void BE_SubmitMeshes (void);
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//sets up gl for depth-only FIXME
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void BE_SetupForShadowMap(void);
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//Generates shadow maps (called before anything is drawn in case it needs to clobber the normal view)
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void Sh_GenShadowMaps (void);
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//Draws lights, called from the backend
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void Sh_DrawLights(qbyte *vis);
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//Draws the depth of ents in the world near the current light
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void BE_BaseEntShadowDepth(void);
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//Sets the given light+colour to be the current one that everything is to be lit/culled by.
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void BE_SelectDLight(dlight_t *dl, vec3_t colour);
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//Returns true if the mesh is not lit by the current light
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qboolean BE_LightCullModel(vec3_t org, model_t *model);
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#endif
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#endif
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