45#define MIN_GL_CONSTANT_ATTENUATION 0.01
100typedef struct rlocals_s {
128bool R_CullSphere(
const vec3_t centre,
const float radius,
const unsigned int clipflags);
definitions common between client and server, but not game lib
Header for various formats like pak, and model formats as well as bsp format.
cvar_t * r_default_hardness
void R_DrawSurfaces(const mBspSurfaces_t *surfs, glElementIndex_t *indexPtr)
General surface drawing function, that draw the surface chains.
cvar_t * r_screenshot_jpeg_quality
cvar_t * r_overridematerial
void R_DrawParticles(void)
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_RenderBlendWarpBspRRefs(void)
Draw all warped translucent bsp surfaces via warp shader and with blend enabled.
void R_SetupFrustum(void)
void R_RenderOpaqueBspRRefs(void)
Draw all simple opaque bsp surfaces with multitexture enabled and light enabled.
void R_SetSurfaceBumpMappingParameters(const mBspSurface_t *surf, const image_t *normalMap, const image_t *specularMap)
cvar_t * r_screenshot_format
void R_GetLevelSurfaceLists(void)
Fills the surface chains for the current worldlevel and hide other levels.
cvar_t * r_ext_texture_compression
bool R_InitGraphics(const viddefContext_t *context)
Init the SDL window.
cvar_t * r_default_specular
void R_RenderOpaqueWarpBspRRefs(void)
Draw all warped opaque bsp surfaces via warp shader.
void R_DrawBspNormals(int tile)
Developer tool for viewing BSP vertex normals. Only Phong interpolated surfaces show their normals wh...
bool R_CullBspModel(const entity_t *e)
Returns true if the specified entity is completely culled by the view frustum, false otherwise.
void R_DrawModelParticle(modelInfo_t *mi)
Renders a particle model for the battlescape.
void R_RenderMaterialBspRRefs(void)
void R_RenderBlendBspRRefs(void)
Draw all translucent bsp surfaces with multitexture enabled and blend enabled.
void R_GetEntityLists(void)
Primary entry point for drawing all entities.
bool R_CullSphere(const vec3_t centre, const float radius, const unsigned int clipflags)
Performs a spherical frustum check.
void R_AddBspRRef(const mBspModel_t *model, const vec3_t origin, const vec3_t angles, const bool forceVisibility)
Adds bsp render references.
void R_RenderAlphaTestBspRRefs(void)
cvar_t * r_stencilshadows
void R_DrawInitLocal(void)
Loads some textures and init the 3d globe.
bool R_CullMeshModel(const entity_t *e)
Checks whether a model is visible in the current scene.
cvar_t * r_dynamic_lights
void R_ClearBspRRefs(void)
cvar_t * r_glsl_version
The GLSL version being used (not necessarily a supported version by the OpenGL implementation)....
cvar_t * r_debug_tangents
void R_RenderFlareBspRRefs(void)
Header file for the render material subsystem.
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...
int maxVertexTextureImageUnits
hardwareType_t hardwareType
int gl_compressed_alpha_format
const char * rendererString
int gl_compressed_solid_format
const char * versionString
const char * extensionsString
const char * vendorString
const model_t * bufferMapTile
this is the currently handled bsp model
Contains the game screen context, everything that is needed to create the graphic context....