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
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.
This is a cvar definition. Cvars can be user modified and used in our menus e.g.
surfaces are assigned to arrays based on their primary rendering type and then sorted by world textur...
void R_RenderOpaqueBspRRefs(void)
Draw all simple opaque bsp surfaces with multitexture enabled and light enabled.
const model_t * bufferMapTile
this is the currently handled bsp model
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
cvar_t * r_default_hardness
const char * vendorString
struct rlocals_s rlocals_t
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
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...
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.