28 #include "../../common/common.h" 29 #include "../../common/qfiles.h" 30 #include "../cl_renderer.h" 31 #include "../cl_video.h" 45 #define MIN_GL_CONSTANT_ATTENUATION 0.01 100 typedef struct rlocals_s {
112 float world_matrix[16];
128 bool R_CullSphere(
const vec3_t centre,
const float radius,
const unsigned int clipflags);
void R_DrawModelParticle(modelInfo_t *mi)
Renders a particle model for the battlescape.
void R_DrawParticles(void)
void R_ClearBspRRefs(void)
cvar_t * r_screenshot_jpeg_quality
cvar_t * r_default_specular
void R_RenderAlphaTestBspRRefs(void)
void R_RenderOpaqueWarpBspRRefs(void)
Draw all warped opaque bsp surfaces via warp shader.
void R_RenderOpaqueBspRRefs(void)
Draw all simple opaque bsp surfaces with multitexture enabled and light enabled.
bool R_CullBspModel(const entity_t *e)
Returns true if the specified entity is completely culled by the view frustum, false otherwise...
cvar_t * r_dynamic_lights
cvar_t * r_screenshot_format
const char * rendererString
Contains the game screen context, everything that is needed to create the graphic context...
void R_DrawInitLocal(void)
Loads some textures and init the 3d globe.
int maxVertexTextureImageUnits
void R_DrawMaterialSurfaces(const mBspSurfaces_t *surfs, glElementIndex_t *indexPtr)
Iterates the specified surfaces list, updating materials as they are encountered, and rendering all v...
void R_GetLevelSurfaceLists(void)
Fills the surface chains for the current worldlevel and hide other levels.
void R_SetSurfaceBumpMappingParameters(const mBspSurface_t *surf, const image_t *normalMap, const image_t *specularMap)
void R_RenderBlendWarpBspRRefs(void)
Draw all warped translucent bsp surfaces via warp shader and with blend enabled.
cvar_t * r_stencilshadows
void R_RenderFlareBspRRefs(void)
cvar_t * r_ext_texture_compression
surfaces are assigned to arrays based on their primary rendering type and then sorted by world textur...
cvar_t * r_default_hardness
const char * vendorString
bool R_InitGraphics(const viddefContext_t *context)
Init the SDL window.
hardwareType_t hardwareType
int gl_compressed_alpha_format
void R_GetEntityLists(void)
Primary entry point for drawing all entities.
cvar_t * r_glsl_version
The GLSL version being used (not necessarily a supported version by the OpenGL implementation). Stored as a c-string and integer.
cvar_t * r_overridematerial
const model_t * bufferMapTile
this is the currently handled bsp model
void R_SetupFrustum(void)
void R_RenderMaterialBspRRefs(void)
void R_DrawSurfaces(const mBspSurfaces_t *surfs, glElementIndex_t *indexPtr)
General surface drawing function, that draw the surface chains.
const char * versionString
bool R_CullMeshModel(const entity_t *e)
Checks whether a model is visible in the current scene.
void R_RenderBlendBspRRefs(void)
Draw all translucent bsp surfaces with multitexture enabled and blend enabled.
const char * extensionsString
void R_DrawBspNormals(int tile)
Developer tool for viewing BSP vertex normals. Only Phong interpolated surfaces show their normals wh...
This is a cvar definition. Cvars can be user modified and used in our menus e.g.
void R_AddBspRRef(const mBspModel_t *model, const vec3_t origin, const vec3_t angles, const bool forceVisibility)
Adds bsp render references.
cvar_t * r_debug_tangents
bool R_CullSphere(const vec3_t centre, const float radius, const unsigned int clipflags)
Performs a spherical frustum check.
int gl_compressed_solid_format
Header file for the render material subsystem.