| 12
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
 1000
 1001
 1002
 1003
 1004
 1005
 1006
 1007
 1008
 1009
 1010
 1011
 1012
 1013
 1014
 1015
 1016
 1017
 1018
 1019
 1020
 1021
 1022
 1023
 1024
 1025
 1026
 1027
 1028
 1029
 1030
 1031
 1032
 1033
 1034
 1035
 1036
 1037
 1038
 1039
 1040
 1041
 1042
 1043
 1044
 1045
 1046
 1047
 1048
 1049
 1050
 1051
 1052
 1053
 1054
 1055
 1056
 1057
 1058
 1059
 1060
 1061
 1062
 1063
 1064
 1065
 1066
 1067
 1068
 1069
 1070
 1071
 1072
 1073
 1074
 1075
 1076
 1077
 1078
 1079
 1080
 1081
 1082
 1083
 1084
 1085
 1086
 1087
 1088
 1089
 1090
 1091
 1092
 1093
 1094
 1095
 1096
 1097
 1098
 1099
 1100
 1101
 1102
 1103
 1104
 1105
 1106
 1107
 1108
 1109
 1110
 1111
 1112
 1113
 1114
 1115
 1116
 1117
 1118
 1119
 1120
 1121
 1122
 1123
 1124
 1125
 1126
 1127
 1128
 1129
 1130
 1131
 1132
 1133
 1134
 1135
 1136
 1137
 1138
 1139
 1140
 1141
 1142
 1143
 1144
 1145
 1146
 1147
 1148
 1149
 1150
 1151
 1152
 1153
 1154
 1155
 1156
 1157
 1158
 1159
 1160
 1161
 1162
 1163
 1164
 1165
 1166
 1167
 1168
 1169
 1170
 1171
 1172
 1173
 1174
 1175
 1176
 1177
 1178
 1179
 1180
 1181
 1182
 1183
 1184
 1185
 1186
 1187
 1188
 1189
 1190
 1191
 1192
 1193
 1194
 1195
 1196
 1197
 1198
 1199
 1200
 1201
 1202
 1203
 1204
 1205
 1206
 1207
 1208
 1209
 1210
 1211
 1212
 1213
 1214
 1215
 1216
 1217
 1218
 1219
 1220
 1221
 1222
 1223
 1224
 1225
 1226
 1227
 1228
 1229
 1230
 1231
 1232
 1233
 1234
 1235
 1236
 1237
 1238
 1239
 1240
 1241
 1242
 1243
 1244
 1245
 1246
 1247
 1248
 1249
 1250
 1251
 1252
 1253
 1254
 1255
 1256
 1257
 1258
 1259
 1260
 1261
 1262
 1263
 1264
 1265
 1266
 1267
 1268
 1269
 1270
 1271
 1272
 1273
 1274
 1275
 1276
 1277
 1278
 1279
 1280
 1281
 1282
 1283
 1284
 1285
 1286
 1287
 1288
 1289
 1290
 1291
 1292
 1293
 1294
 1295
 1296
 1297
 1298
 1299
 1300
 1301
 1302
 1303
 1304
 1305
 1306
 1307
 1308
 1309
 1310
 1311
 1312
 1313
 1314
 1315
 1316
 1317
 1318
 1319
 1320
 1321
 1322
 1323
 1324
 1325
 1326
 1327
 1328
 1329
 1330
 1331
 1332
 1333
 1334
 1335
 1336
 1337
 1338
 1339
 1340
 1341
 1342
 1343
 1344
 1345
 1346
 1347
 1348
 1349
 1350
 1351
 1352
 1353
 1354
 1355
 1356
 1357
 1358
 1359
 1360
 1361
 1362
 1363
 1364
 1365
 1366
 1367
 1368
 1369
 1370
 1371
 1372
 1373
 1374
 1375
 1376
 1377
 1378
 1379
 1380
 1381
 1382
 1383
 1384
 1385
 1386
 1387
 1388
 1389
 1390
 1391
 1392
 1393
 1394
 1395
 1396
 1397
 1398
 1399
 1400
 1401
 1402
 1403
 1404
 1405
 1406
 1407
 1408
 1409
 1410
 1411
 1412
 1413
 1414
 1415
 1416
 1417
 1418
 1419
 1420
 1421
 1422
 1423
 1424
 1425
 1426
 1427
 1428
 1429
 1430
 1431
 1432
 1433
 1434
 1435
 1436
 1437
 1438
 1439
 1440
 1441
 1442
 1443
 1444
 1445
 1446
 1447
 1448
 1449
 1450
 1451
 1452
 1453
 1454
 1455
 1456
 1457
 1458
 1459
 1460
 1461
 1462
 1463
 1464
 1465
 1466
 1467
 1468
 1469
 1470
 1471
 1472
 1473
 1474
 1475
 1476
 1477
 1478
 1479
 1480
 1481
 1482
 1483
 1484
 1485
 1486
 1487
 1488
 1489
 1490
 1491
 1492
 1493
 1494
 1495
 1496
 1497
 1498
 1499
 1500
 1501
 1502
 1503
 1504
 1505
 1506
 1507
 1508
 1509
 1510
 1511
 1512
 1513
 1514
 1515
 1516
 1517
 1518
 1519
 1520
 1521
 1522
 1523
 1524
 1525
 1526
 1527
 1528
 1529
 1530
 1531
 1532
 1533
 1534
 1535
 1536
 1537
 1538
 1539
 1540
 1541
 1542
 1543
 1544
 1545
 1546
 1547
 1548
 1549
 1550
 1551
 1552
 1553
 1554
 1555
 1556
 1557
 1558
 1559
 1560
 1561
 1562
 1563
 1564
 1565
 1566
 1567
 1568
 1569
 1570
 1571
 1572
 1573
 1574
 1575
 1576
 1577
 1578
 1579
 1580
 1581
 1582
 1583
 1584
 1585
 1586
 1587
 1588
 1589
 1590
 1591
 1592
 1593
 1594
 1595
 1596
 1597
 1598
 1599
 1600
 1601
 1602
 1603
 1604
 1605
 1606
 1607
 1608
 1609
 1610
 1611
 1612
 1613
 1614
 1615
 1616
 1617
 1618
 1619
 1620
 1621
 1622
 1623
 1624
 1625
 1626
 1627
 1628
 1629
 1630
 1631
 1632
 1633
 1634
 1635
 1636
 1637
 1638
 1639
 1640
 1641
 1642
 1643
 1644
 1645
 1646
 1647
 1648
 1649
 1650
 1651
 1652
 1653
 1654
 1655
 1656
 1657
 1658
 1659
 1660
 1661
 1662
 1663
 1664
 1665
 1666
 1667
 1668
 1669
 1670
 1671
 1672
 1673
 1674
 1675
 1676
 1677
 1678
 1679
 1680
 1681
 1682
 1683
 1684
 1685
 1686
 1687
 1688
 1689
 1690
 1691
 1692
 1693
 1694
 1695
 1696
 1697
 1698
 1699
 1700
 1701
 1702
 1703
 1704
 1705
 1706
 1707
 1708
 1709
 1710
 1711
 1712
 1713
 1714
 1715
 1716
 1717
 1718
 1719
 1720
 1721
 1722
 1723
 1724
 1725
 1726
 1727
 1728
 1729
 1730
 1731
 1732
 1733
 1734
 1735
 1736
 1737
 1738
 1739
 1740
 1741
 1742
 1743
 1744
 1745
 1746
 1747
 1748
 1749
 1750
 1751
 1752
 1753
 1754
 1755
 1756
 1757
 1758
 1759
 1760
 1761
 1762
 1763
 1764
 1765
 1766
 1767
 1768
 1769
 1770
 1771
 1772
 1773
 1774
 1775
 1776
 1777
 1778
 1779
 1780
 1781
 1782
 1783
 1784
 1785
 1786
 1787
 1788
 1789
 1790
 1791
 1792
 1793
 1794
 1795
 1796
 1797
 1798
 1799
 1800
 1801
 1802
 1803
 1804
 1805
 1806
 1807
 1808
 1809
 1810
 1811
 1812
 1813
 1814
 1815
 1816
 1817
 1818
 1819
 1820
 1821
 1822
 1823
 1824
 1825
 1826
 1827
 1828
 1829
 1830
 1831
 1832
 1833
 1834
 1835
 1836
 1837
 1838
 1839
 1840
 1841
 1842
 1843
 1844
 1845
 1846
 1847
 1848
 1849
 1850
 1851
 1852
 1853
 1854
 1855
 1856
 1857
 1858
 1859
 1860
 1861
 1862
 1863
 1864
 1865
 1866
 1867
 1868
 1869
 1870
 1871
 1872
 1873
 1874
 1875
 1876
 1877
 1878
 1879
 1880
 1881
 1882
 1883
 1884
 1885
 1886
 1887
 1888
 1889
 1890
 1891
 1892
 1893
 1894
 1895
 1896
 1897
 1898
 1899
 1900
 1901
 1902
 1903
 1904
 1905
 1906
 1907
 1908
 1909
 1910
 1911
 1912
 1913
 1914
 1915
 1916
 1917
 1918
 1919
 1920
 1921
 1922
 1923
 1924
 1925
 1926
 1927
 1928
 1929
 1930
 1931
 1932
 1933
 1934
 1935
 1936
 1937
 1938
 1939
 1940
 1941
 1942
 1943
 1944
 1945
 1946
 1947
 1948
 1949
 1950
 1951
 1952
 1953
 1954
 1955
 1956
 1957
 1958
 1959
 1960
 1961
 1962
 1963
 1964
 1965
 1966
 1967
 1968
 1969
 1970
 1971
 1972
 1973
 1974
 1975
 1976
 1977
 1978
 1979
 1980
 1981
 1982
 1983
 1984
 1985
 1986
 1987
 1988
 1989
 1990
 1991
 1992
 1993
 1994
 1995
 1996
 1997
 1998
 1999
 2000
 2001
 2002
 2003
 2004
 2005
 2006
 2007
 2008
 2009
 2010
 2011
 2012
 2013
 2014
 2015
 2016
 2017
 2018
 2019
 2020
 2021
 2022
 2023
 2024
 2025
 2026
 2027
 2028
 2029
 2030
 2031
 2032
 2033
 2034
 2035
 2036
 2037
 2038
 2039
 2040
 2041
 2042
 2043
 2044
 2045
 2046
 2047
 2048
 2049
 2050
 2051
 2052
 2053
 2054
 2055
 2056
 2057
 2058
 2059
 2060
 2061
 2062
 2063
 2064
 2065
 2066
 2067
 2068
 2069
 2070
 2071
 2072
 2073
 2074
 2075
 2076
 2077
 2078
 2079
 2080
 2081
 2082
 2083
 2084
 2085
 2086
 2087
 2088
 2089
 2090
 2091
 2092
 2093
 2094
 2095
 2096
 2097
 2098
 2099
 2100
 2101
 2102
 2103
 2104
 2105
 2106
 2107
 2108
 2109
 2110
 2111
 2112
 2113
 2114
 2115
 2116
 2117
 2118
 2119
 2120
 2121
 2122
 2123
 2124
 2125
 2126
 2127
 2128
 2129
 2130
 2131
 2132
 2133
 2134
 2135
 2136
 2137
 2138
 2139
 2140
 2141
 2142
 2143
 2144
 2145
 2146
 2147
 2148
 2149
 2150
 2151
 2152
 2153
 2154
 2155
 2156
 2157
 2158
 2159
 2160
 2161
 2162
 2163
 2164
 2165
 2166
 2167
 2168
 2169
 2170
 2171
 2172
 2173
 2174
 2175
 2176
 2177
 2178
 2179
 2180
 2181
 2182
 2183
 2184
 2185
 2186
 2187
 2188
 2189
 2190
 2191
 2192
 2193
 2194
 2195
 2196
 2197
 2198
 2199
 2200
 2201
 2202
 2203
 2204
 2205
 2206
 2207
 2208
 2209
 2210
 2211
 2212
 2213
 2214
 2215
 2216
 2217
 2218
 2219
 2220
 2221
 2222
 2223
 2224
 2225
 2226
 2227
 2228
 2229
 2230
 2231
 2232
 2233
 2234
 2235
 2236
 2237
 2238
 2239
 2240
 2241
 2242
 2243
 2244
 2245
 2246
 2247
 2248
 2249
 2250
 2251
 2252
 2253
 2254
 2255
 2256
 2257
 2258
 2259
 2260
 2261
 2262
 2263
 2264
 2265
 2266
 2267
 2268
 2269
 2270
 2271
 2272
 2273
 2274
 2275
 2276
 2277
 2278
 2279
 2280
 2281
 2282
 2283
 2284
 2285
 2286
 2287
 2288
 2289
 2290
 2291
 2292
 2293
 2294
 2295
 2296
 2297
 2298
 2299
 2300
 2301
 2302
 2303
 2304
 2305
 2306
 2307
 2308
 2309
 2310
 2311
 2312
 2313
 2314
 2315
 2316
 2317
 2318
 2319
 2320
 2321
 2322
 2323
 2324
 2325
 2326
 2327
 2328
 2329
 2330
 2331
 2332
 2333
 2334
 2335
 2336
 2337
 2338
 2339
 2340
 2341
 2342
 2343
 2344
 2345
 2346
 2347
 2348
 2349
 2350
 2351
 2352
 2353
 2354
 2355
 2356
 2357
 2358
 2359
 2360
 2361
 2362
 2363
 2364
 2365
 2366
 2367
 2368
 2369
 2370
 2371
 2372
 2373
 2374
 2375
 2376
 2377
 2378
 2379
 2380
 2381
 2382
 2383
 2384
 2385
 2386
 2387
 2388
 2389
 2390
 2391
 2392
 2393
 2394
 2395
 2396
 2397
 2398
 2399
 2400
 2401
 2402
 2403
 2404
 2405
 2406
 2407
 2408
 2409
 2410
 2411
 2412
 2413
 2414
 2415
 2416
 2417
 2418
 2419
 2420
 2421
 2422
 2423
 2424
 2425
 2426
 2427
 2428
 2429
 2430
 2431
 2432
 2433
 2434
 2435
 2436
 2437
 2438
 2439
 2440
 2441
 2442
 2443
 2444
 2445
 2446
 2447
 2448
 2449
 2450
 2451
 2452
 2453
 2454
 2455
 2456
 2457
 2458
 2459
 2460
 2461
 2462
 2463
 2464
 2465
 2466
 2467
 2468
 2469
 2470
 2471
 2472
 2473
 2474
 2475
 2476
 2477
 2478
 2479
 2480
 2481
 2482
 2483
 2484
 2485
 2486
 2487
 2488
 2489
 2490
 2491
 2492
 2493
 2494
 2495
 2496
 2497
 2498
 2499
 2500
 2501
 2502
 2503
 2504
 2505
 2506
 2507
 2508
 2509
 2510
 2511
 2512
 2513
 2514
 2515
 2516
 2517
 2518
 2519
 2520
 2521
 2522
 2523
 2524
 2525
 2526
 2527
 2528
 2529
 2530
 2531
 2532
 2533
 2534
 2535
 2536
 2537
 2538
 2539
 2540
 2541
 2542
 2543
 2544
 2545
 2546
 2547
 2548
 2549
 2550
 2551
 2552
 2553
 2554
 2555
 2556
 2557
 2558
 2559
 2560
 2561
 2562
 2563
 2564
 2565
 2566
 2567
 2568
 2569
 2570
 2571
 2572
 2573
 2574
 2575
 2576
 2577
 2578
 2579
 2580
 2581
 2582
 2583
 2584
 2585
 2586
 2587
 2588
 2589
 2590
 2591
 2592
 2593
 2594
 2595
 2596
 2597
 2598
 2599
 2600
 2601
 2602
 2603
 2604
 2605
 2606
 2607
 2608
 2609
 2610
 2611
 2612
 2613
 2614
 2615
 2616
 2617
 2618
 2619
 2620
 2621
 2622
 2623
 2624
 2625
 2626
 2627
 2628
 2629
 2630
 2631
 2632
 2633
 2634
 2635
 2636
 2637
 2638
 2639
 2640
 2641
 2642
 2643
 2644
 2645
 2646
 2647
 2648
 2649
 2650
 2651
 2652
 2653
 2654
 2655
 2656
 2657
 2658
 2659
 2660
 2661
 2662
 2663
 2664
 2665
 2666
 2667
 2668
 2669
 2670
 2671
 2672
 2673
 2674
 2675
 2676
 2677
 2678
 2679
 2680
 2681
 2682
 2683
 2684
 2685
 2686
 2687
 2688
 2689
 2690
 2691
 2692
 2693
 2694
 2695
 2696
 2697
 2698
 2699
 2700
 2701
 2702
 2703
 2704
 2705
 2706
 2707
 2708
 2709
 2710
 2711
 2712
 2713
 2714
 2715
 2716
 2717
 2718
 2719
 2720
 2721
 2722
 2723
 2724
 2725
 2726
 2727
 2728
 2729
 2730
 2731
 2732
 2733
 2734
 2735
 2736
 2737
 2738
 2739
 2740
 2741
 2742
 2743
 2744
 2745
 2746
 2747
 2748
 2749
 2750
 2751
 2752
 2753
 2754
 2755
 2756
 2757
 2758
 2759
 2760
 2761
 2762
 2763
 2764
 2765
 2766
 2767
 2768
 2769
 2770
 2771
 2772
 2773
 2774
 2775
 2776
 2777
 2778
 2779
 2780
 2781
 2782
 2783
 2784
 2785
 2786
 2787
 2788
 2789
 2790
 2791
 2792
 2793
 2794
 2795
 2796
 2797
 2798
 2799
 2800
 2801
 2802
 2803
 2804
 2805
 2806
 2807
 2808
 2809
 2810
 2811
 2812
 2813
 2814
 2815
 2816
 2817
 2818
 2819
 2820
 2821
 2822
 2823
 2824
 2825
 2826
 
 | /*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).  
RTCW MP Source Code 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 3 of the License, or
(at your option) any later version.
RTCW MP Source Code 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 RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef TR_LOCAL_H
#define TR_LOCAL_H
#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "../renderer/tr_public.h"
#include "qgl.h"
#include "../renderer/iqm.h"
#define GLE(ret, name, ...) extern name##proc * qgl##name;
QGL_1_1_PROCS;
QGL_DESKTOP_1_1_PROCS;
QGL_1_3_PROCS;
QGL_1_5_PROCS;
QGL_2_0_PROCS;
QGL_3_0_PROCS;
QGL_ARB_occlusion_query_PROCS;
QGL_ARB_framebuffer_object_PROCS;
QGL_ARB_vertex_array_object_PROCS;
QGL_EXT_direct_state_access_PROCS;
#undef GLE
#define GL_INDEX_TYPE       GL_UNSIGNED_INT
typedef unsigned int glIndex_t;
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// 13 bits
// can't be increased without changing bit packing for drawsurfs
// see QSORT_SHADERNUM_SHIFT
#define SHADERNUM_BITS	13
#define MAX_SHADERS		(1<<SHADERNUM_BITS)
#define	MAX_FBOS      64
#define MAX_VISCOUNTS 5
#define MAX_VAOS      4096
#define MAX_CALC_PSHADOWS    64
#define MAX_DRAWN_PSHADOWS    32 // do not increase past 32, because bit flags are used on surfaces
#define PSHADOW_MAP_SIZE      512
 
// a trRefEntity_t has all the information passed in by
// the client game, as well as some locally derived info
typedef struct {
	refEntity_t e;
	float axisLength;           // compensate for non-normalized axis
	qboolean needDlights;       // true for bmodels that touch a dlight
	qboolean lightingCalculated;
	qboolean	mirrored;		// mirrored matrix, needs reversed culling
	vec3_t		lightDir;		// normalized direction towards light, in world space
	vec3_t      modelLightDir;  // normalized direction towards light, in model space
	vec3_t ambientLight;        // color normalized to 0-255
	vec3_t directedLight;
	float brightness;
} trRefEntity_t;
typedef struct {
	vec3_t origin;              // in world coordinates
	vec3_t axis[3];             // orientation in world
	vec3_t viewOrigin;          // viewParms->or.origin in local coordinates
	float modelMatrix[16];
	float		transformMatrix[16];
} orientationr_t;
typedef enum
{
	IMGTYPE_COLORALPHA, // for color, lightmap, diffuse, and specular
	IMGTYPE_NORMAL,
	IMGTYPE_NORMALHEIGHT,
	IMGTYPE_DELUXE, // normals are swizzled, deluxe are not
} imgType_t;
typedef enum
{
	IMGFLAG_NONE           = 0x0000,
	IMGFLAG_MIPMAP         = 0x0001,
	IMGFLAG_PICMIP         = 0x0002,
	IMGFLAG_CUBEMAP        = 0x0004,
	IMGFLAG_NO_COMPRESSION = 0x0010,
	IMGFLAG_NOLIGHTSCALE   = 0x0020,
	IMGFLAG_CLAMPTOEDGE    = 0x0040,
	IMGFLAG_GENNORMALMAP   = 0x0080,
} imgFlags_t;
typedef struct image_s {
	char imgName[MAX_QPATH];            // game path, including extension
	int width, height;                      // source image
	int uploadWidth, uploadHeight;          // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
	GLuint texnum;                      // gl texture binding
	int frameUsed;                  // for texture usage in frame statistics
	int internalFormat;
	int TMU;                        // only needed for voodoo2
	imgType_t   type;
	imgFlags_t  flags;
	int hash;           // for fast building of the backupHash
	struct image_s* next;
} image_t;
#include "tr_extratypes.h"
#include "tr_extramath.h"
#include "tr_fbo.h"
#include "tr_postprocess.h"
// Ensure this is >= the ATTR_INDEX_COUNT enum below
#define VAO_MAX_ATTRIBS 16
typedef enum
{
	VAO_USAGE_STATIC,
	VAO_USAGE_DYNAMIC
} vaoUsage_t;
typedef struct vaoAttrib_s
{
	uint32_t enabled;
	uint32_t count;
	uint32_t type;
	uint32_t normalized;
	uint32_t stride;
	uint32_t offset;
}
vaoAttrib_t;
typedef struct vao_s
{
	char            name[MAX_QPATH];
	uint32_t        vao;
	uint32_t        vertexesVBO;
	int             vertexesSize;	// amount of memory data allocated for all vertices in bytes
	vaoAttrib_t     attribs[VAO_MAX_ATTRIBS];
	uint32_t        frameSize;      // bytes to skip per frame when doing vertex animation
	uint32_t        indexesIBO;
	int             indexesSize;	// amount of memory data allocated for all triangles in bytes
} vao_t;
//===============================================================================
typedef enum {
	SS_BAD,
	SS_PORTAL,          // mirrors, portals, viewscreens
	SS_ENVIRONMENT,     // sky box
	SS_OPAQUE,          // opaque
	SS_DECAL,           // scorch marks, etc.
	SS_SEE_THROUGH,     // ladders, grates, grills that may have small blended edges
						// in addition to alpha test
	SS_BANNER,
	SS_FOG,
	SS_UNDERWATER,      // for items that should be drawn in front of the water plane
	SS_BLEND0,          // regular transparency and filters
	SS_BLEND1,          // generally only used for additive type effects
	SS_BLEND2,
	SS_BLEND3,
	SS_BLEND6,
	SS_STENCIL_SHADOW,
	SS_ALMOST_NEAREST,  // gun smoke puffs
	SS_NEAREST          // blood blobs
} shaderSort_t;
#define MAX_SHADER_STAGES 8
typedef enum {
	GF_NONE,
	GF_SIN,
	GF_SQUARE,
	GF_TRIANGLE,
	GF_SAWTOOTH,
	GF_INVERSE_SAWTOOTH,
	GF_NOISE
} genFunc_t;
typedef enum {
	DEFORM_NONE,
	DEFORM_WAVE,
	DEFORM_NORMALS,
	DEFORM_BULGE,
	DEFORM_MOVE,
	DEFORM_PROJECTION_SHADOW,
	DEFORM_AUTOSPRITE,
	DEFORM_AUTOSPRITE2,
	DEFORM_TEXT0,
	DEFORM_TEXT1,
	DEFORM_TEXT2,
	DEFORM_TEXT3,
	DEFORM_TEXT4,
	DEFORM_TEXT5,
	DEFORM_TEXT6,
	DEFORM_TEXT7
} deform_t;
// deformVertexes types that can be handled by the GPU
typedef enum
{
	// do not edit: same as genFunc_t
	DGEN_NONE,
	DGEN_WAVE_SIN,
	DGEN_WAVE_SQUARE,
	DGEN_WAVE_TRIANGLE,
	DGEN_WAVE_SAWTOOTH,
	DGEN_WAVE_INVERSE_SAWTOOTH,
	DGEN_WAVE_NOISE,
	// do not edit until this line
	DGEN_BULGE,
	DGEN_MOVE
} deformGen_t;
typedef enum {
	AGEN_IDENTITY,
	AGEN_SKIP,
	AGEN_ENTITY,
	AGEN_ONE_MINUS_ENTITY,
	AGEN_NORMALZFADE,   // Ridah
	AGEN_VERTEX,
	AGEN_ONE_MINUS_VERTEX,
	AGEN_LIGHTING_SPECULAR,
	AGEN_WAVEFORM,
	AGEN_PORTAL,
	AGEN_CONST
} alphaGen_t;
typedef enum {
	CGEN_BAD,
	CGEN_IDENTITY_LIGHTING, // tr.identityLight
	CGEN_IDENTITY,          // always (1,1,1,1)
	CGEN_ENTITY,            // grabbed from entity's modulate field
	CGEN_ONE_MINUS_ENTITY,  // grabbed from 1 - entity.modulate
	CGEN_EXACT_VERTEX,      // tess.color
	CGEN_VERTEX,            // tess.color * tr.identityLight
	CGEN_EXACT_VERTEX_LIT,	// like CGEN_EXACT_VERTEX but takes a light direction from the lightgrid
	CGEN_VERTEX_LIT,	// like CGEN_VERTEX but takes a light direction from the lightgrid
	CGEN_ONE_MINUS_VERTEX,
	CGEN_WAVEFORM,          // programmatically generated
	CGEN_LIGHTING_DIFFUSE,
	CGEN_FOG,               // standard fog
	CGEN_CONST              // fixed color
} colorGen_t;
typedef enum {
	TCGEN_BAD,
	TCGEN_IDENTITY,         // clear to 0,0
	TCGEN_LIGHTMAP,
	TCGEN_TEXTURE,
	TCGEN_ENVIRONMENT_MAPPED,
	TCGEN_FIRERISEENV_MAPPED,
	TCGEN_FOG,
	TCGEN_VECTOR            // S and T from world coordinates
} texCoordGen_t;
typedef enum {
	ACFF_NONE,
	ACFF_MODULATE_RGB,
	ACFF_MODULATE_RGBA,
	ACFF_MODULATE_ALPHA
} acff_t;
typedef struct {
	genFunc_t func;
	float base;
	float amplitude;
	float phase;
	float frequency;
} waveForm_t;
#define TR_MAX_TEXMODS 4
typedef enum {
	TMOD_NONE,
	TMOD_TRANSFORM,
	TMOD_TURBULENT,
	TMOD_SCROLL,
	TMOD_SCALE,
	TMOD_STRETCH,
	TMOD_ROTATE,
	TMOD_ENTITY_TRANSLATE,
	TMOD_SWAP
} texMod_t;
#define MAX_SHADER_DEFORMS  3
typedef struct {
	deform_t deformation;               // vertex coordinate modification type
	vec3_t moveVector;
	waveForm_t deformationWave;
	float deformationSpread;
	float bulgeWidth;
	float bulgeHeight;
	float bulgeSpeed;
} deformStage_t;
typedef struct {
	texMod_t type;
	// used for TMOD_TURBULENT and TMOD_STRETCH
	waveForm_t wave;
	// used for TMOD_TRANSFORM
	float matrix[2][2];                 // s' = s * m[0][0] + t * m[1][0] + trans[0]
	float translate[2];                 // t' = s * m[0][1] + t * m[0][1] + trans[1]
	// used for TMOD_SCALE
	float scale[2];                     // s *= scale[0]
										// t *= scale[1]
	// used for TMOD_SCROLL
	float scroll[2];                    // s' = s + scroll[0] * time
										// t' = t + scroll[1] * time
	// + = clockwise
	// - = counterclockwise
	float rotateSpeed;
} texModInfo_t;
// RF increased this for onfire animation
//#define	MAX_IMAGE_ANIMATIONS	8
#define MAX_IMAGE_ANIMATIONS    16
typedef struct {
	image_t         *image[MAX_IMAGE_ANIMATIONS];
	int numImageAnimations;
	float imageAnimationSpeed;
	texCoordGen_t tcGen;
	vec3_t tcGenVectors[2];
	int numTexMods;
	texModInfo_t    *texMods;
	int videoMapHandle;
	qboolean isLightmap;
	qboolean isVideoMap;
} textureBundle_t;
enum
{
	TB_COLORMAP    = 0,
	TB_DIFFUSEMAP  = 0,
	TB_LIGHTMAP    = 1,
	TB_LEVELSMAP   = 1,
	TB_SHADOWMAP3   = 1,
	TB_NORMALMAP   = 2,
	TB_DELUXEMAP   = 3,
	TB_SHADOWMAP2  = 3,
	TB_SPECULARMAP = 4,
	TB_SHADOWMAP  = 5,
	TB_CUBEMAP     = 6,
	TB_SHADOWMAP4  = 6,
	NUM_TEXTURE_BUNDLES = 7
};
typedef enum
{
	// material shader stage types
	ST_COLORMAP = 0,			// vanilla Q3A style shader treatening
	ST_DIFFUSEMAP = 0,          // treat color and diffusemap the same
	ST_NORMALMAP,
	ST_NORMALPARALLAXMAP,
	ST_SPECULARMAP,
	ST_GLSL
} stageType_t;
typedef struct {
	qboolean active;
	textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
	waveForm_t rgbWave;
	colorGen_t rgbGen;
	waveForm_t alphaWave;
	alphaGen_t alphaGen;
	byte constantColor[4];                      // for CGEN_CONST and AGEN_CONST
	unsigned stateBits;                         // GLS_xxxx mask
	acff_t adjustColorsForFog;
	// Ridah
	float zFadeBounds[2];
	qboolean isDetail;
	qboolean isFogged;              // used only for shaders that have fog disabled, so we can enable it for individual stages
	stageType_t     type;
	struct shaderProgram_s *glslShaderGroup;
	int glslShaderIndex;
	vec4_t normalScale;
	vec4_t specularScale;
} shaderStage_t;
struct shaderCommands_s;
// any change in the LIGHTMAP_* defines here MUST be reflected in
// R_FindShader() in tr_bsp.c
#define LIGHTMAP_2D         -4	// shader is for 2D rendering
#define LIGHTMAP_BY_VERTEX  -3	// pre-lit triangle models
#define LIGHTMAP_WHITEIMAGE -2
#define LIGHTMAP_NONE       -1
typedef enum {
	CT_FRONT_SIDED,
	CT_BACK_SIDED,
	CT_TWO_SIDED
} cullType_t;
typedef enum {
	FP_NONE,        // surface is translucent and will just be adjusted properly
	FP_EQUAL,       // surface is opaque but possibly alpha tested
	FP_LE           // surface is trnaslucent, but still needs a fog pass (fog surface)
} fogPass_t;
typedef struct {
	float cloudHeight;
	image_t     *outerbox[6], *innerbox[6];
} skyParms_t;
typedef struct {
	vec3_t color;
	float depthForOpaque;
} fogParms_t;
typedef struct shader_s {
	char name[MAX_QPATH];               // game path, including extension
	int lightmapIndex;                  // for a shader to match, both name and lightmapIndex must match
	int index;                          // this shader == tr.shaders[index]
	int sortedIndex;                    // this shader == tr.sortedShaders[sortedIndex]
	float sort;                         // lower numbered shaders draw before higher numbered
	qboolean defaultShader;             // we want to return index 0 if the shader failed to
										// load for some reason, but R_FindShader should
										// still keep a name allocated for it, so if
										// something calls RE_RegisterShader again with
										// the same name, we don't try looking for it again
	qboolean explicitlyDefined;         // found in a .shader file
	int surfaceFlags;                   // if explicitlyDefined, this will have SURF_* flags
	int contentFlags;
	qboolean entityMergable;            // merge across entites optimizable (smoke, blood)
	qboolean isSky;
	skyParms_t sky;
	fogParms_t fogParms;
	float portalRange;                  // distance to fog out at
	qboolean	isPortal;
	cullType_t cullType;                // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
	qboolean polygonOffset;             // set for decals and other items that must be offset
	qboolean noMipMaps;                 // for console fonts, 2D elements, etc.
	qboolean noPicMip;                  // for images that must always be full resolution
	fogPass_t fogPass;                  // draw a blended pass, possibly with depth test equals
	int         vertexAttribs;          // not all shaders will need all data to be gathered
	// Ridah
	qboolean noFog;
	int numDeforms;
	deformStage_t deforms[MAX_SHADER_DEFORMS];
	int numUnfoggedPasses;
	shaderStage_t   *stages[MAX_SHADER_STAGES];
	void ( *optimalStageIteratorFunc )( void );
	double clampTime;                                    // time this shader is clamped to
	double timeOffset;                                   // current time offset for this shader
	struct shader_s *remappedShader;                    // current shader this one is remapped too
	struct shader_s *next;
} shader_t;
typedef struct cubemap_s {
	char name[MAX_QPATH];
	vec3_t origin;
	float parallaxRadius;
	image_t *image;
} cubemap_t;
typedef struct corona_s {
	vec3_t origin;
	vec3_t color;               // range from 0.0 to 1.0, should be color normalized
	vec3_t transformed;         // origin in local coordinate system
	float scale;                // uses r_flaresize as the baseline (1.0)
	int id;
	qboolean visible;           // still send the corona request, even if not visible, for proper fading
} corona_t;
typedef struct dlight_s {
	vec3_t origin;
	vec3_t color;               // range from 0.0 to 1.0, should be color normalized
	float radius;
	vec3_t transformed;         // origin in local coordinate system
	int		additive;			// texture detail is lost tho when the lightmap is dark
	// Ridah
	int overdraw;
	// done.
	shader_t    *dlshader;	//----(SA) adding a shader to dlights, so, if desired, we can change the blend or texture of a dlight
	qboolean forced;	//----(SA) use this dlight when r_dynamiclight is either 1 or 2 (rather than just 1) for "important" gameplay lights (alarm lights, etc)
	//done
} dlight_t;
enum
{
	ATTR_INDEX_POSITION       = 0,
	ATTR_INDEX_TEXCOORD       = 1,
	ATTR_INDEX_LIGHTCOORD     = 2,
	ATTR_INDEX_TANGENT        = 3,
	ATTR_INDEX_NORMAL         = 4,
	ATTR_INDEX_COLOR          = 5,
	ATTR_INDEX_PAINTCOLOR     = 6,
	ATTR_INDEX_LIGHTDIRECTION = 7,
	ATTR_INDEX_BONE_INDEXES   = 8,
	ATTR_INDEX_BONE_WEIGHTS   = 9,
	// GPU vertex animations
	ATTR_INDEX_POSITION2      = 10,
	ATTR_INDEX_TANGENT2       = 11,
	ATTR_INDEX_NORMAL2        = 12,
	
	ATTR_INDEX_COUNT          = 13
};
enum
{
	ATTR_POSITION =       1 << ATTR_INDEX_POSITION,
	ATTR_TEXCOORD =       1 << ATTR_INDEX_TEXCOORD,
	ATTR_LIGHTCOORD =     1 << ATTR_INDEX_LIGHTCOORD,
	ATTR_TANGENT =        1 << ATTR_INDEX_TANGENT,
	ATTR_NORMAL =         1 << ATTR_INDEX_NORMAL,
	ATTR_COLOR =          1 << ATTR_INDEX_COLOR,
	ATTR_PAINTCOLOR =     1 << ATTR_INDEX_PAINTCOLOR,
	ATTR_LIGHTDIRECTION = 1 << ATTR_INDEX_LIGHTDIRECTION,
	ATTR_BONE_INDEXES =   1 << ATTR_INDEX_BONE_INDEXES,
	ATTR_BONE_WEIGHTS =   1 << ATTR_INDEX_BONE_WEIGHTS,
	// for .md3 interpolation
	ATTR_POSITION2 =      1 << ATTR_INDEX_POSITION2,
	ATTR_TANGENT2 =       1 << ATTR_INDEX_TANGENT2,
	ATTR_NORMAL2 =        1 << ATTR_INDEX_NORMAL2,
	ATTR_DEFAULT = ATTR_POSITION,
	ATTR_BITS =	ATTR_POSITION |
				ATTR_TEXCOORD |
				ATTR_LIGHTCOORD |
				ATTR_TANGENT |
				ATTR_NORMAL |
				ATTR_COLOR |
				ATTR_PAINTCOLOR |
				ATTR_LIGHTDIRECTION |
				ATTR_BONE_INDEXES |
				ATTR_BONE_WEIGHTS |
				ATTR_POSITION2 |
				ATTR_TANGENT2 |
				ATTR_NORMAL2
};
enum
{
	GENERICDEF_USE_DEFORM_VERTEXES      = 0x0001,
	GENERICDEF_USE_TCGEN_AND_TCMOD      = 0x0002,
	GENERICDEF_USE_VERTEX_ANIMATION     = 0x0004,
	GENERICDEF_USE_FOG                  = 0x0008,
	GENERICDEF_USE_RGBAGEN              = 0x0010,
	GENERICDEF_USE_WOLF_FOG_LINEAR      = 0x0020,
	GENERICDEF_USE_WOLF_FOG_EXPONENTIAL = 0x0040,
	GENERICDEF_USE_BONE_ANIMATION       = 0x0080,
	GENERICDEF_ALL                      = 0x00FF,
	GENERICDEF_COUNT                    = 0x0100,
};
enum
{
	FOGDEF_USE_DEFORM_VERTEXES      = 0x0001,
	FOGDEF_USE_VERTEX_ANIMATION     = 0x0002,
	FOGDEF_USE_WOLF_FOG_LINEAR      = 0x0004,
	FOGDEF_USE_WOLF_FOG_EXPONENTIAL = 0x0008,
	FOGDEF_USE_BONE_ANIMATION       = 0x0010,
	FOGDEF_ALL                      = 0x001F,
	FOGDEF_COUNT                    = 0x0020,
};
enum
{
	DLIGHTDEF_USE_DEFORM_VERTEXES  = 0x0001,
	DLIGHTDEF_ALL                  = 0x0001,
	DLIGHTDEF_COUNT                = 0x0002,
};
enum
{
	LIGHTDEF_USE_LIGHTMAP            = 0x0001,
	LIGHTDEF_USE_LIGHT_VECTOR        = 0x0002,
	LIGHTDEF_USE_LIGHT_VERTEX        = 0x0003,
	LIGHTDEF_LIGHTTYPE_MASK          = 0x0003,
	LIGHTDEF_ENTITY_VERTEX_ANIMATION = 0x0004,
	LIGHTDEF_USE_TCGEN_AND_TCMOD     = 0x0008,
	LIGHTDEF_USE_PARALLAXMAP         = 0x0010,
	LIGHTDEF_USE_SHADOWMAP           = 0x0020,
	LIGHTDEF_ENTITY_BONE_ANIMATION   = 0x0040,
	LIGHTDEF_ALL                     = 0x007F,
	LIGHTDEF_COUNT                   = 0x0080
};
enum
{
	SHADOWMAPDEF_USE_VERTEX_ANIMATION = 0x0001,
	SHADOWMAPDEF_USE_BONE_ANIMATION   = 0x0002,
	SHADOWMAPDEF_ALL                  = 0x0003,
	SHADOWMAPDEF_COUNT                = 0x0004
};
enum
{
	GLSL_INT,
	GLSL_FLOAT,
	GLSL_FLOAT5,
	GLSL_VEC2,
	GLSL_VEC3,
	GLSL_VEC4,
	GLSL_MAT16,
	GLSL_MAT16_BONEMATRIX
};
typedef enum
{
	UNIFORM_DIFFUSEMAP = 0,
	UNIFORM_LIGHTMAP,
	UNIFORM_NORMALMAP,
	UNIFORM_DELUXEMAP,
	UNIFORM_SPECULARMAP,
	UNIFORM_TEXTUREMAP,
	UNIFORM_LEVELSMAP,
	UNIFORM_CUBEMAP,
	UNIFORM_SCREENIMAGEMAP,
	UNIFORM_SCREENDEPTHMAP,
	UNIFORM_SHADOWMAP,
	UNIFORM_SHADOWMAP2,
	UNIFORM_SHADOWMAP3,
	UNIFORM_SHADOWMAP4,
	UNIFORM_SHADOWMVP,
	UNIFORM_SHADOWMVP2,
	UNIFORM_SHADOWMVP3,
	UNIFORM_SHADOWMVP4,
	UNIFORM_ENABLETEXTURES,
	UNIFORM_DIFFUSETEXMATRIX,
	UNIFORM_DIFFUSETEXOFFTURB,
	UNIFORM_TCGEN0,
	UNIFORM_TCGEN0VECTOR0,
	UNIFORM_TCGEN0VECTOR1,
	UNIFORM_DEFORMGEN,
	UNIFORM_DEFORMPARAMS,
	UNIFORM_COLORGEN,
	UNIFORM_ALPHAGEN,
	UNIFORM_COLOR,
	UNIFORM_BASECOLOR,
	UNIFORM_VERTCOLOR,
	UNIFORM_DLIGHTINFO,
	UNIFORM_LIGHTFORWARD,
	UNIFORM_LIGHTUP,
	UNIFORM_LIGHTRIGHT,
	UNIFORM_LIGHTORIGIN,
	UNIFORM_MODELLIGHTDIR,
	UNIFORM_LIGHTRADIUS,
	UNIFORM_AMBIENTLIGHT,
	UNIFORM_DIRECTEDLIGHT,
	UNIFORM_PORTALRANGE,
	UNIFORM_FOGDISTANCE,
	UNIFORM_FOGDEPTH,
	UNIFORM_FOGEYET,
	UNIFORM_FOGCOLORMASK,
	UNIFORM_MODELMATRIX,
	UNIFORM_MODELVIEWPROJECTIONMATRIX,
	UNIFORM_TIME,
	UNIFORM_VERTEXLERP,
	UNIFORM_NORMALSCALE,
	UNIFORM_SPECULARSCALE,
	UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
	UNIFORM_VIEWORIGIN,
	UNIFORM_LOCALVIEWORIGIN,
	UNIFORM_VIEWFORWARD,
	UNIFORM_VIEWLEFT,
	UNIFORM_VIEWUP,
	UNIFORM_INVTEXRES,
	UNIFORM_AUTOEXPOSUREMINMAX,
	UNIFORM_TONEMINAVGMAXLINEAR,
	UNIFORM_PRIMARYLIGHTORIGIN,
	UNIFORM_PRIMARYLIGHTCOLOR,
	UNIFORM_PRIMARYLIGHTAMBIENT,
	UNIFORM_PRIMARYLIGHTRADIUS,
	UNIFORM_CUBEMAPINFO,
	UNIFORM_ALPHATEST,
	UNIFORM_BONEMATRIX,
	UNIFORM_FIRERISEDIR,
	UNIFORM_ZFADELOWEST,
	UNIFORM_ZFADEHIGHEST,
	UNIFORM_COUNT
} uniform_t;
// shaderProgram_t represents a pair of one
// GLSL vertex and one GLSL fragment shader
typedef struct shaderProgram_s
{
	char            name[MAX_QPATH];
	GLuint          program;
	GLuint          vertexShader;
	GLuint          fragmentShader;
	uint32_t        attribs;	// vertex array attributes
	// uniform parameters
	GLint uniforms[UNIFORM_COUNT];
	short uniformBufferOffsets[UNIFORM_COUNT]; // max 32767/64=511 uniforms
	char  *uniformBuffer;
} shaderProgram_t;
// trRefdef_t holds everything that comes in refdef_t,
// as well as the locally generated scene information
typedef struct {
	int x, y, width, height;
	float fov_x, fov_y;
	vec3_t vieworg;
	vec3_t viewaxis[3];             // transformation matrix
	stereoFrame_t	stereoFrame;
	int time;                       // time in milliseconds for shader effects and other time dependent rendering issues
	int rdflags;                    // RDF_NOWORLDMODEL, etc
	// 1 bits will prevent the associated area from rendering at all
	byte areamask[MAX_MAP_AREA_BYTES];
	qboolean areamaskModified;      // qtrue if areamask changed since last scene
	double floatTime;                // tr.refdef.time / 1000.0
	float		blurFactor;
	// text messages for deform text shaders
	char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
	int num_entities;
	trRefEntity_t   *entities;
	int num_dlights;
	struct dlight_s *dlights;
	int num_coronas;
	struct corona_s *coronas;
	int numPolys;
	struct srfPoly_s    *polys;
	int numDrawSurfs;
	struct drawSurf_s   *drawSurfs;
	unsigned int dlightMask;
	int         num_pshadows;
	struct pshadow_s *pshadows;
	float       sunShadowMvp[4][16];
	float       sunDir[4];
	float       sunCol[4];
	float       sunAmbCol[4];
 
	float       autoExposureMinMax[2];
	float       toneMinAvgMaxLinear[3];
} trRefdef_t;
//=================================================================================
// max surfaces per-skin
// This is an arbitry limit. Vanilla Q3 only supported 32 surfaces in skins but failed to
// enforce the maximum limit when reading skin files. It was possile to use more than 32
// surfaces which accessed out of bounds memory past end of skin->surfaces hunk block.
#define MAX_SKIN_SURFACES	256
// skins allow models to be retextured without modifying the model file
typedef struct {
	char name[MAX_QPATH];
	shader_t    *shader;
} skinSurface_t;
//----(SA) modified
#define MAX_PART_MODELS 5
typedef struct {
	char type[MAX_QPATH];		// md3_lower, md3_lbelt, md3_rbelt, etc.
	char model[MAX_QPATH];		// lower.md3, belt1.md3, etc.
} skinModel_t;
typedef struct skin_s {
	char name[MAX_QPATH];		// game path, including extension
	int numSurfaces;
	int numModels;
	skinSurface_t	*surfaces;	// dynamically allocated array of surfaces
	skinModel_t     *models[MAX_PART_MODELS];
	vec3_t scale;			//----(SA)	added
} skin_t;
//----(SA) end
typedef struct {
	int originalBrushNumber;
	vec3_t bounds[2];
	unsigned colorInt;                  // in packed byte format
	float tcScale;                      // texture coordinate vector scales
	fogParms_t parms;
	// for clipping distance in fog when outside
	qboolean hasSurface;
	float surface[4];
} fog_t;
typedef enum {
	VPF_NONE         = 0x00,
	VPF_NOVIEWMODEL     = 0x01,
	VPF_SHADOWMAP       = 0x02,
	VPF_DEPTHSHADOW     = 0x04,
	VPF_DEPTHCLAMP      = 0x08,
	VPF_ORTHOGRAPHIC    = 0x10,
	VPF_USESUNLIGHT     = 0x20,
	VPF_FARPLANEFRUSTUM = 0x40,
	VPF_NOCUBEMAPS      = 0x80
} viewParmFlags_t;
typedef struct {
	orientationr_t  or;
	orientationr_t world;
	vec3_t pvsOrigin;               // may be different than or.origin for portals
	qboolean isPortal;              // true if this view is through a portal
	qboolean isMirror;              // the portal is a mirror, invert the face culling
	viewParmFlags_t flags;
	int frameSceneNum;              // copied from tr.frameSceneNum
	int frameCount;                 // copied from tr.frameCount
	cplane_t portalPlane;           // clip anything behind this if mirroring
	int viewportX, viewportY, viewportWidth, viewportHeight;
	FBO_t *targetFbo;
	int targetFboLayer;
	int targetFboCubemapIndex;
	float fovX, fovY;
	float projectionMatrix[16];
	cplane_t frustum[5];
	vec3_t visBounds[2];
	float zFar;
	float       zNear;
	stereoFrame_t	stereoFrame;
	glfog_t glFog;                  // fog parameters	//----(SA)	added
} viewParms_t;
/*
==============================================================================
SURFACES
==============================================================================
*/
typedef byte color4ub_t[4];
// any changes in surfaceType must be mirrored in rb_surfaceTable[]
// NOTE: also mirror changes to max2skl.c
typedef enum {
	SF_BAD,
	SF_SKIP,                // ignore
	SF_FACE,
	SF_GRID,
	SF_TRIANGLES,
	SF_POLY,
	SF_MDV,
	SF_MDS,
	SF_MDR,
	SF_IQM,
	SF_FLARE,
	SF_ENTITY,              // beams, rails, lightning, etc that can be determined by entity
	SF_VAO_MDVMESH,
	SF_VAO_IQM,
	SF_NUM_SURFACE_TYPES,
	SF_MAX = 0xffffffff         // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;
typedef struct drawSurf_s {
	unsigned int		sort;			// bit combination for fast compares
	int		cubemapIndex;
	surfaceType_t		*surface;       // any of surface*_t
} drawSurf_t;
#define MAX_FACE_POINTS     64
#define MAX_PATCH_SIZE      32          // max dimensions of a patch mesh in map file
#define MAX_GRID_SIZE       65          // max dimensions of a grid mesh in memory
// when cgame directly specifies a polygon, it becomes a srfPoly_t
// as soon as it is called
typedef struct srfPoly_s {
	surfaceType_t surfaceType;
	qhandle_t hShader;
	int fogIndex;
	int numVerts;
	polyVert_t      *verts;
} srfPoly_t;
typedef struct srfFlare_s {
	surfaceType_t surfaceType;
	vec3_t origin;
	vec3_t normal;
	vec3_t color;
} srfFlare_t;
typedef struct
{
	vec3_t          xyz;
	vec2_t          st;
	vec2_t          lightmap;
	int16_t         normal[4];
	int16_t         tangent[4];
	int16_t         lightdir[4];
	uint16_t        color[4];
#if DEBUG_OPTIMIZEVERTICES
	unsigned int    id;
#endif
} srfVert_t;
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}
// srfBspSurface_t covers SF_GRID, SF_TRIANGLES, and SF_POLY
typedef struct srfBspSurface_s
{
	surfaceType_t surfaceType;
	// dynamic lighting information
	int dlightBits;
	int 	pshadowBits;
	// culling information
	vec3_t			cullBounds[2];
	vec3_t			cullOrigin;
	float			cullRadius;
	cplane_t        cullPlane;
	// indexes
	int             numIndexes;
	glIndex_t      *indexes;
	// vertexes
	int             numVerts;
	srfVert_t      *verts;
	// SF_GRID specific variables after here
	// lod information, which may be different
	// than the culling information to allow for
	// groups of curves that LOD as a unit
	vec3_t			lodOrigin;
	float			lodRadius;
	int				lodFixed;
	int				lodStitched;
	// vertexes
	int				width, height;
	float			*widthLodError;
	float			*heightLodError;
} srfBspSurface_t;
// inter-quake-model
typedef struct {
	int		num_vertexes;
	int		num_triangles;
	int		num_frames;
	int		num_surfaces;
	int		num_joints;
	int		num_poses;
	struct srfIQModel_s	*surfaces;
	int		*triangles;
	// vertex arrays
	float		*positions;
	float		*texcoords;
	float		*normals;
	float		*tangents;
	byte		*colors;
	int		*influences; // [num_vertexes] indexes into influenceBlendVertexes
	// unique list of vertex blend indexes/weights for faster CPU vertex skinning
	byte		*influenceBlendIndexes; // [num_influences]
	union {
		float	*f;
		byte	*b;
	} influenceBlendWeights; // [num_influences]
	// depending upon the exporter, blend indices and weights might be int/float
	// as opposed to the recommended byte/byte, for example Noesis exports
	// int/float whereas the official IQM tool exports byte/byte
	int		blendWeightsType; // IQM_UBYTE or IQM_FLOAT
	char		*jointNames;
	int		*jointParents;
	float		*jointMats;
	float		*poseMats;
	float		*bounds;
	int		numVaoSurfaces;
	struct srfVaoIQModel_s	*vaoSurfaces;
} iqmData_t;
// inter-quake-model surface
typedef struct srfIQModel_s {
	surfaceType_t	surfaceType;
	char		name[MAX_QPATH];
	shader_t	*shader;
	iqmData_t	*data;
	int		first_vertex, num_vertexes;
	int		first_triangle, num_triangles;
	int		first_influence, num_influences;
} srfIQModel_t;
typedef struct srfVaoIQModel_s
{
	surfaceType_t   surfaceType;
	iqmData_t *iqmData;
	struct srfIQModel_s *iqmSurface;
	// backEnd stats
	int             numIndexes;
	int             numVerts;
	// static render data
	vao_t          *vao;
} srfVaoIQModel_t;
typedef struct srfVaoMdvMesh_s
{
	surfaceType_t   surfaceType;
	struct mdvModel_s *mdvModel;
	struct mdvSurface_s *mdvSurface;
	// backEnd stats
	int             numIndexes;
	int             numVerts;
	// static render data
	vao_t          *vao;
} srfVaoMdvMesh_t;
extern void( *rb_surfaceTable[SF_NUM_SURFACE_TYPES] ) ( void * );
/*
==============================================================================
SHADOWS
==============================================================================
*/
typedef struct pshadow_s
{
	float sort;
	
	int    numEntities;
	int    entityNums[8];
	vec3_t entityOrigins[8];
	float  entityRadiuses[8];
	float viewRadius;
	vec3_t viewOrigin;
	vec3_t lightViewAxis[3];
	vec3_t lightOrigin;
	float  lightRadius;
	cplane_t cullPlane;
} pshadow_t;
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
#define SIDE_FRONT  0
#define SIDE_BACK   1
#define SIDE_ON     2
#define CULLINFO_NONE   0
#define CULLINFO_BOX    1
#define CULLINFO_SPHERE 2
#define CULLINFO_PLANE  4
typedef struct cullinfo_s {
	int             type;
	vec3_t          bounds[2];
	vec3_t			localOrigin;
	float			radius;
	cplane_t        plane;
} cullinfo_t;
typedef struct msurface_s {
	//int viewCount;                      // if == tr.viewCount, already added
	struct shader_s	*shader;
	int	fogIndex;
	int	cubemapIndex;
	cullinfo_t	cullinfo;
	surfaceType_t       *data;          // any of srf*_t
} msurface_t;
#define CONTENTS_NODE       -1
typedef struct mnode_s {
	// common with leaf and node
	int contents;               // -1 for nodes, to differentiate from leafs
	int             visCounts[MAX_VISCOUNTS];	// node needs to be traversed if current
	vec3_t mins, maxs;          // for bounding box culling
	struct mnode_s  *parent;
	// node specific
	cplane_t    *plane;
	struct mnode_s  *children[2];
	// leaf specific
	int cluster;
	int area;
	int         firstmarksurface;
	int nummarksurfaces;
} mnode_t;
typedef struct {
	vec3_t bounds[2];           // for culling
	int	        firstSurface;
	int numSurfaces;
} bmodel_t;
typedef struct {
	char name[MAX_QPATH];               // ie: maps/tim_dm2.bsp
	char baseName[MAX_QPATH];           // ie: tim_dm2
	int dataSize;
	int numShaders;
	dshader_t   *shaders;
	int			numBModels;
	bmodel_t    *bmodels;
	int numplanes;
	cplane_t    *planes;
	int numnodes;               // includes leafs
	int numDecisionNodes;
	mnode_t     *nodes;
	int         numWorldSurfaces;
	int numsurfaces;
	msurface_t  *surfaces;
	int         *surfacesViewCount;
	int         *surfacesDlightBits;
	int			*surfacesPshadowBits;
	int nummarksurfaces;
	int         *marksurfaces;
	int numfogs;
	fog_t       *fogs;
	vec3_t lightGridOrigin;
	vec3_t lightGridSize;
	vec3_t lightGridInverseSize;
	int lightGridBounds[3];
	byte        *lightGridData;
	uint16_t	*lightGrid16;
	int numClusters;
	int clusterBytes;
	const byte  *vis;           // may be passed in by CM_LoadMap to save space
	char        *entityString;
	char        *entityParsePoint;
} world_t;
/*
==============================================================================
MDV MODELS - meta format for vertex animation models like .md2, .md3, .mdc
==============================================================================
*/
typedef struct
{
	float           bounds[2][3];
	float           localOrigin[3];
	float           radius;
} mdvFrame_t;
typedef struct
{
	float           origin[3];
	float           axis[3][3];
} mdvTag_t;
typedef struct
{
	char            name[MAX_QPATH];	// tag name
} mdvTagName_t;
typedef struct
{
	vec3_t          xyz;
	int16_t         normal[4];
	int16_t         tangent[4];
} mdvVertex_t;
typedef struct
{
	float           st[2];
} mdvSt_t;
typedef struct mdvSurface_s
{
	surfaceType_t   surfaceType;
	char            name[MAX_QPATH];	// polyset name
	int             numShaderIndexes;
	int				*shaderIndexes;
	int             numVerts;
	mdvVertex_t    *verts;
	mdvSt_t        *st;
	int             numIndexes;
	glIndex_t      *indexes;
	struct mdvModel_s *model;
} mdvSurface_t;
typedef struct mdvModel_s
{
	int             numFrames;
	mdvFrame_t     *frames;
	int             numTags;
	mdvTag_t       *tags;
	mdvTagName_t   *tagNames;
	int             numSurfaces;
	mdvSurface_t   *surfaces;
	int             numVaoSurfaces;
	srfVaoMdvMesh_t  *vaoSurfaces;
	int             numSkins;
} mdvModel_t;
//======================================================================
typedef enum {
	MOD_BAD,
	MOD_BRUSH,
	MOD_MESH,
	MOD_MDS,
	MOD_MDC, // Ridah
	MOD_MDR,
	MOD_IQM
} modtype_t;
typedef struct model_s {
	char name[MAX_QPATH];
	modtype_t type;
	int index;                      // model = tr.models[model->index]
	int dataSize;                   // just for listing purposes
	bmodel_t    *bmodel;            // only if type == MOD_BRUSH
	mdvModel_t	*mdv[MD3_MAX_LODS];	// only if type == MOD_MESH
	mdsHeader_t *mds;               // only if type == MOD_MDS
	void	*modelData;		// only if type == (MOD_MDR | MOD_IQM)
	int numLods;
} model_t;
#define MAX_MOD_KNOWN   2048
void        R_ModelInit( void );
model_t     *R_GetModelByHandle( qhandle_t hModel );
int         R_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex );
void        R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
void        R_Modellist_f( void );
//====================================================
extern refimport_t ri;
#define MAX_DRAWIMAGES          2048
#define MAX_SKINS               1024
#define MAX_DRAWSURFS           0x10000
#define DRAWSURF_MASK           ( MAX_DRAWSURFS - 1 )
/*
the drawsurf sort data is packed into a single 32 bit value so it can be
compared quickly during the qsorting process
the bits are allocated as follows:
(SA) modified for Wolf (11 bits of entity num)
old:
22 - 31	: sorted shader index
12 - 21	: entity index
3 - 7	: fog index
2		: used to be clipped flag
0 - 1	: dlightmap index
#define	QSORT_SHADERNUM_SHIFT	22
#define	QSORT_ENTITYNUM_SHIFT	12
#define	QSORT_FOGNUM_SHIFT		3
new:
22 - 31	: sorted shader index
11 - 21	: entity index
2 - 6	: fog index
removed	: used to be clipped flag
0 - 1	: dlightmap index
newest: (fixes shader index not having enough bytes)
18 - 31	: sorted shader index
7 - 17	: entity index
2 - 6	: fog index
0 - 1	: dlightmap index
SmileTheory - for pshadows
17-31 : sorted shader index
7-16  : entity index
2-6   : fog index
1     : pshadow flag
0     : dlight flag
*/
#define	QSORT_FOGNUM_SHIFT	2
#define	QSORT_REFENTITYNUM_SHIFT	7
#define	QSORT_SHADERNUM_SHIFT	(QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
	#error "Need to update sorting, too many bits."
#endif
#define QSORT_PSHADOW_SHIFT     1
extern int gl_filter_min, gl_filter_max;
/*
** performanceCounters_t
*/
typedef struct {
	int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
	int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
	int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
	int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
	int c_leafs;
	int c_dlightSurfaces;
	int c_dlightSurfacesCulled;
} frontEndCounters_t;
#define FOG_TABLE_SIZE      256
#define FUNCTABLE_SIZE      1024
#define FUNCTABLE_SIZE2     10
#define FUNCTABLE_MASK      ( FUNCTABLE_SIZE - 1 )
// the renderer front end should never modify glstate_t
typedef struct {
	qboolean finishCalled;
	int texEnv[2];
	int faceCulling;
	int         faceCullFront;
	uint32_t    glStateBits;
	uint32_t    storedGlState;
	float           vertexAttribsInterpolation;
	qboolean        vertexAnimation;
	int             boneAnimation; // number of bones
	mat4_t          boneMatrix[IQM_MAX_JOINTS];
	uint32_t        vertexAttribsEnabled;  // global if no VAOs, tess only otherwise
	FBO_t          *currentFBO;
	vao_t          *currentVao;
	mat4_t        modelview;
	mat4_t        projection;
	mat4_t		modelviewProjection;
} glstate_t;
typedef enum {
	MI_NONE,
	MI_NVX,
	MI_ATI
} memInfo_t;
typedef enum {
	TCR_NONE = 0x0000,
	TCR_RGTC = 0x0001,
	TCR_BPTC = 0x0002,
} textureCompressionRef_t;
// We can't change glConfig_t without breaking DLL/vms compatibility, so
// store extensions we have here.
typedef struct {
	qboolean    intelGraphics;
	qboolean	occlusionQuery;
	int glslMajorVersion;
	int glslMinorVersion;
	int glslMaxAnimatedBones;
	memInfo_t   memInfo;
	qboolean framebufferObject;
	int maxRenderbufferSize;
	int maxColorAttachments;
	qboolean textureFloat;
	textureCompressionRef_t textureCompression;
	qboolean swizzleNormalmap;
	
	qboolean framebufferMultisample;
	qboolean framebufferBlit;
	qboolean depthClamp;
	qboolean seamlessCubeMap;
	qboolean vertexArrayObject;
	qboolean directStateAccess;
} glRefConfig_t;
typedef struct {
	int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
	int     c_surfBatches;
	float c_overDraw;
	int		c_vaoBinds;
	int		c_vaoVertexes;
	int		c_vaoIndexes;
	int     c_staticVaoDraws;
	int     c_dynamicVaoDraws;
	int c_dlightVertexes;
	int c_dlightIndexes;
	int c_flareAdds;
	int c_flareTests;
	int c_flareRenders;
	int     c_glslShaderBinds;
	int     c_genericDraws;
	int     c_lightallDraws;
	int     c_fogDraws;
	int     c_dlightDraws;
	int msec;               // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is seperated
// from the front end state
typedef struct {
	trRefdef_t refdef;
	viewParms_t viewParms;
	orientationr_t  or;
	backEndCounters_t pc;
	qboolean isHyperspace;
	trRefEntity_t   *currentEntity;
	qboolean skyRenderedThisView;       // flag for drawing sun
	qboolean projection2D;      // if qtrue, drawstretchpic doesn't need to change modes
	byte color2D[4];
	qboolean vertexes2D;        // shader needs to be finished
	trRefEntity_t entity2D;     // currentEntity will point at this when doing 2D rendering
	FBO_t *last2DFBO;
	qboolean    colorMask[4];
	qboolean    framePostProcessed;
	qboolean    depthFill;
} backEndState_t;
/*
** trGlobals_t
**
** Most renderer globals are defined here.
** backend functions should never modify any of these fields,
** but may read fields that aren't dynamically modified
** by the frontend.
*/
typedef struct {
	qboolean registered;                    // cleared at shutdown, set at beginRegistration
	int						visIndex;
	int						visClusters[MAX_VISCOUNTS];
	int						visCounts[MAX_VISCOUNTS];	// incremented every time a new vis cluster is entered
	int frameCount;                         // incremented every frame
	int sceneCount;                         // incremented every scene
	int viewCount;                          // incremented every view (twice a scene if portaled)
											// and every R_MarkFragments call
	int frameSceneNum;                      // zeroed at RE_BeginFrame
	qboolean worldMapLoaded;
	qboolean				worldDeluxeMapping;
	vec2_t                  autoExposureMinMax;
	vec3_t                  toneMinAvgMaxLevel;
	world_t                 *world;
	const byte              *externalVisData;   // from RE_SetWorldVisData, shared with CM_Load
	image_t                 *defaultImage;
	image_t                 *scratchImage[32];
	image_t                 *fogImage;
	image_t                 *dlightImage;   // inverse-square highlight for projective adding
	image_t                 *flareImage;
	image_t                 *whiteImage;            // full of 0xff
	image_t                 *identityLightImage;    // full of tr.identityLightByte
	image_t                 *shadowCubemaps[MAX_DLIGHTS];
	
	image_t					*renderImage;
	image_t					*sunRaysImage;
	image_t					*renderDepthImage;
	image_t					*pshadowMaps[MAX_DRAWN_PSHADOWS];
	image_t					*screenScratchImage;
	image_t					*textureScratchImage[2];
	image_t                 *quarterImage[2];
	image_t					*calcLevelsImage;
	image_t					*targetLevelsImage;
	image_t					*fixedLevelsImage;
	image_t					*sunShadowDepthImage[4];
	image_t                 *screenShadowImage;
	image_t                 *screenSsaoImage;
	image_t					*hdrDepthImage;
	image_t                 *renderCubeImage;
	
	image_t					*textureDepthImage;
	FBO_t					*renderFbo;
	FBO_t					*msaaResolveFbo;
	FBO_t					*sunRaysFbo;
	FBO_t					*depthFbo;
	FBO_t					*pshadowFbos[MAX_DRAWN_PSHADOWS];
	FBO_t					*screenScratchFbo;
	FBO_t					*textureScratchFbo[2];
	FBO_t                   *quarterFbo[2];
	FBO_t					*calcLevelsFbo;
	FBO_t					*targetLevelsFbo;
	FBO_t					*sunShadowFbo[4];
	FBO_t					*screenShadowFbo;
	FBO_t					*screenSsaoFbo;
	FBO_t					*hdrDepthFbo;
	FBO_t                   *renderCubeFbo;
	shader_t                *defaultShader;
	shader_t                *shadowShader;
	shader_t                *projectionShadowShader;
//	shader_t                *dlightShader;      //----(SA) added
	shader_t                *flareShader;
	char                    *sunShaderName;
	shader_t                *sunShader;
	shader_t		*sunFlareShader;
	shader_t                *sunflareShader_old[6];  //----(SA) for the camera lens flare effect for sun
	int numLightmaps;
	int						lightmapSize;
	image_t                 **lightmaps;
	image_t					**deluxemaps;
	int						fatLightmapCols;
	int						fatLightmapRows;
	int                     numCubemaps;
	cubemap_t               *cubemaps;
	trRefEntity_t           *currentEntity;
	trRefEntity_t worldEntity;                  // point currentEntity at this when rendering world
	int currentEntityNum;
	int shiftedEntityNum;                       // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
	model_t                 *currentModel;
	//
	// GPU shader programs
	//
	shaderProgram_t genericShader[GENERICDEF_COUNT];
	shaderProgram_t textureColorShader;
	shaderProgram_t fogShader[FOGDEF_COUNT];
	shaderProgram_t dlightShader[DLIGHTDEF_COUNT];
	shaderProgram_t lightallShader[LIGHTDEF_COUNT];
	shaderProgram_t shadowmapShader[SHADOWMAPDEF_COUNT];
	shaderProgram_t pshadowShader;
	shaderProgram_t down4xShader;
	shaderProgram_t bokehShader;
	shaderProgram_t tonemapShader;
	shaderProgram_t calclevels4xShader[2];
	shaderProgram_t shadowmaskShader;
	shaderProgram_t ssaoShader;
	shaderProgram_t depthBlurShader[4];
	shaderProgram_t testcubeShader;
	// -----------------------------------------
	viewParms_t viewParms;
	float identityLight;                        // 1.0 / ( 1 << overbrightBits )
	int identityLightByte;                      // identityLight * 255
	int overbrightBits;                         // r_overbrightBits->integer, but set to 0 if no hw gamma
	orientationr_t          or;                 // for current entity
	trRefdef_t refdef;
	int viewCluster;
	float                   sunShadowScale;
	qboolean                sunShadows;
	vec3_t sunLight;                            // from the sky shader for this level
	vec3_t sunDirection;
	vec3_t                  lastCascadeSunDirection;
	float                   lastCascadeSunMvp[16];
//----(SA)	added
	float lightGridMulAmbient;          // lightgrid multipliers specified in sky shader
	float lightGridMulDirected;         //
//----(SA)	end
//	qboolean				levelGLFog;
	frontEndCounters_t pc;
	int frontEndMsec;                           // not in pc due to clearing issue
	//
	// put large tables at the end, so most elements will be
	// within the +/32K indexed range on risc processors
	//
	model_t                 *models[MAX_MOD_KNOWN];
	int numModels;
	int numImages;
	image_t                 *images[MAX_DRAWIMAGES];
	int						numFBOs;
	FBO_t					*fbos[MAX_FBOS];
	int						numVaos;
	vao_t					*vaos[MAX_VAOS];
	// shader indexes from other modules will be looked up in tr.shaders[]
	// shader indexes from drawsurfs will be looked up in sortedShaders[]
	// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
	int numShaders;
	shader_t                *shaders[MAX_SHADERS];
	shader_t                *sortedShaders[MAX_SHADERS];
	int numSkins;
	skin_t                  *skins[MAX_SKINS];
	GLuint					sunFlareQuery[2];
	int						sunFlareQueryIndex;
	qboolean				sunFlareQueryActive[2];
	float sinTable[FUNCTABLE_SIZE];
	float squareTable[FUNCTABLE_SIZE];
	float triangleTable[FUNCTABLE_SIZE];
	float sawToothTable[FUNCTABLE_SIZE];
	float inverseSawToothTable[FUNCTABLE_SIZE];
	float fogTable[FOG_TABLE_SIZE];
	// RF, temp var used while parsing shader only
	int allowCompress;
} trGlobals_t;
extern backEndState_t backEnd;
extern trGlobals_t tr;
extern glconfig_t glConfig;         // outside of TR since it shouldn't be cleared during ref re-init
extern glstate_t glState;           // outside of TR since it shouldn't be cleared during ref re-init
// These three variables should live inside glConfig but can't because of compatibility issues to the original ID vms.
// If you release a stand-alone game and your mod uses tr_types.h from this build you can safely move them to
// the glconfig_t struct.
extern qboolean  textureFilterAnisotropic;
extern int       maxAnisotropy;
extern glRefConfig_t glRefConfig;
extern float     displayAspect;
//
// cvars
//
extern cvar_t   *r_flareSize;
extern cvar_t   *r_flareFade;
// coefficient for the flare intensity falloff function.
#define FLARE_STDCOEFF "150"
extern cvar_t	*r_flareCoeff;
extern cvar_t   *r_railWidth;
extern cvar_t   *r_railCoreWidth;
extern cvar_t   *r_railSegmentLength;
extern cvar_t   *r_ignore;              // used for debugging anything
extern cvar_t   *r_verbose;             // used for verbose debug spew
extern cvar_t   *r_znear;               // near Z clip plane
extern cvar_t	*r_zproj;		// z distance of projection plane
extern cvar_t	*r_stereoSeparation;	// separation of cameras for stereo rendering
extern cvar_t   *r_zfar;                // far Z clip plane
extern cvar_t   *r_stencilbits;         // number of desired stencil bits
extern cvar_t   *r_depthbits;           // number of desired depth bits
extern cvar_t   *r_colorbits;           // number of desired color bits, only relevant for fullscreen
extern cvar_t   *r_texturebits;         // number of desired texture bits
extern cvar_t	*r_ext_multisample;
										// 0 = use framebuffer depth
										// 16 = use 16-bit textures
										// 32 = use 32-bit textures
										// all else = error
extern cvar_t   *r_measureOverdraw;     // enables stencil buffer overdraw measurement
extern cvar_t   *r_lodbias;             // push/pull LOD transitions
extern cvar_t   *r_lodscale;
extern cvar_t   *r_inGameVideo;             // controls whether in game video should be draw
extern cvar_t   *r_fastsky;             // controls whether sky should be cleared or drawn
extern cvar_t   *r_drawSun;             // controls drawing of sun quad
										// "0" no sun
										// "1" draw sun
										// "2" also draw lens flare effect centered on sun
extern cvar_t   *r_dynamiclight;        // dynamic lights enabled/disabled
extern cvar_t   *r_dlightBacks;         // dlight non-facing surfaces for continuity
extern cvar_t  *r_norefresh;            // bypasses the ref rendering
extern cvar_t  *r_drawentities;         // disable/enable entity rendering
extern cvar_t  *r_drawworld;            // disable/enable world rendering
extern cvar_t  *r_speeds;               // various levels of information display
extern cvar_t  *r_detailTextures;       // enables/disables detail texturing stages
extern cvar_t  *r_novis;                // disable/enable usage of PVS
extern cvar_t  *r_nocull;
extern cvar_t  *r_facePlaneCull;        // enables culling of planar surfaces with back side test
extern cvar_t  *r_nocurves;
extern cvar_t  *r_showcluster;
extern cvar_t   *r_mode;                // video mode
extern cvar_t   *r_fullscreen;
extern cvar_t	*r_noborder;
extern cvar_t   *r_gamma;
extern cvar_t   *r_ignorehwgamma;       // overrides hardware gamma capabilities
extern cvar_t	*r_displayRefresh;	// optional display refresh option
extern cvar_t   *r_allowExtensions;             // global enable/disable of OpenGL extensions
extern cvar_t   *r_ext_compressed_textures;     // these control use of specific extensions
extern cvar_t   *r_ext_multitexture;
extern cvar_t   *r_ext_compiled_vertex_array;
extern cvar_t   *r_ext_texture_env_add;
extern cvar_t   *r_ext_texture_filter_anisotropic;  //DAJ from EF
extern cvar_t	*r_ext_max_anisotropy;
extern  cvar_t  *r_ext_framebuffer_object;
extern  cvar_t  *r_ext_texture_float;
extern  cvar_t  *r_ext_framebuffer_multisample;
extern  cvar_t  *r_arb_seamless_cube_map;
extern  cvar_t  *r_arb_vertex_array_object;
extern  cvar_t  *r_ext_direct_state_access;
//----(SA)	added
extern cvar_t   *r_ext_NV_fog_dist;
extern cvar_t   *r_nv_fogdist_mode;
extern cvar_t   *r_ext_ATI_pntriangles;
extern cvar_t   *r_ati_truform_tess;        //
extern cvar_t   *r_ati_truform_normalmode;  // linear/quadratic
extern cvar_t   *r_ati_truform_pointmode;   // linear/cubic
//----(SA)	end
extern cvar_t   *r_ati_fsaa_samples;                //DAJ
extern cvar_t  *r_nobind;                       // turns off binding to appropriate textures
extern cvar_t  *r_singleShader;                 // make most world faces use default shader
extern cvar_t  *r_roundImagesDown;
extern cvar_t  *r_rmse;                         // reduces textures to this root mean square error
extern cvar_t  *r_colorMipLevels;               // development aid to see texture mip usage
extern cvar_t  *r_picmip;                       // controls picmip values
extern cvar_t  *r_finish;
extern cvar_t  *r_drawBuffer;
extern cvar_t  *r_glIgnoreWicked3D;
extern cvar_t  *r_swapInterval;
extern cvar_t  *r_textureMode;
extern cvar_t  *r_offsetFactor;
extern cvar_t  *r_offsetUnits;
extern cvar_t  *r_fullbright;			// avoid lightmap pass // JPW NERVE removed per atvi request
extern cvar_t  *r_lightmap;                     // render lightmaps only
extern cvar_t  *r_vertexLight;                  // vertex lighting mode for better performance
extern cvar_t  *r_uiFullScreen;                 // ui is running fullscreen
extern cvar_t  *r_logFile;                      // number of frames to emit GL logs
extern cvar_t  *r_showtris;                     // enables wireframe rendering of the world
extern cvar_t  *r_showsky;                      // forces sky in front of all surfaces
extern cvar_t  *r_shownormals;                  // draws wireframe normals
extern cvar_t  *r_clear;                        // force screen clear every frame
extern cvar_t  *r_shadows;                      // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
extern cvar_t  *r_flares;                       // light flares
extern cvar_t  *r_portalsky;    // (SA) added
extern cvar_t  *r_intensity;
extern cvar_t  *r_lockpvs;
extern cvar_t  *r_noportals;
extern cvar_t  *r_portalOnly;
extern cvar_t  *r_subdivisions;
extern cvar_t  *r_lodCurveError;
extern cvar_t  *r_skipBackEnd;
extern	cvar_t	*r_stereoEnabled;
extern	cvar_t	*r_anaglyphMode;
extern  cvar_t  *r_externalGLSL;
extern  cvar_t  *r_hdr;
extern  cvar_t  *r_floatLightmap;
extern  cvar_t  *r_postProcess;
extern  cvar_t  *r_toneMap;
extern  cvar_t  *r_forceToneMap;
extern  cvar_t  *r_forceToneMapMin;
extern  cvar_t  *r_forceToneMapAvg;
extern  cvar_t  *r_forceToneMapMax;
extern  cvar_t  *r_autoExposure;
extern  cvar_t  *r_forceAutoExposure;
extern  cvar_t  *r_forceAutoExposureMin;
extern  cvar_t  *r_forceAutoExposureMax;
extern  cvar_t  *r_cameraExposure;
extern  cvar_t  *r_depthPrepass;
extern  cvar_t  *r_ssao;
extern  cvar_t  *r_normalMapping;
extern  cvar_t  *r_specularMapping;
extern  cvar_t  *r_deluxeMapping;
extern  cvar_t  *r_parallaxMapping;
extern  cvar_t  *r_parallaxMapShadows;
extern  cvar_t  *r_cubeMapping;
extern  cvar_t  *r_cubemapSize;
extern  cvar_t  *r_deluxeSpecular;
extern  cvar_t  *r_pbr;
extern  cvar_t  *r_baseNormalX;
extern  cvar_t  *r_baseNormalY;
extern  cvar_t  *r_baseParallax;
extern  cvar_t  *r_baseSpecular;
extern  cvar_t  *r_baseGloss;
extern  cvar_t  *r_glossType;
extern  cvar_t  *r_dlightMode;
extern  cvar_t  *r_pshadowDist;
extern  cvar_t  *r_mergeLightmaps;
extern  cvar_t  *r_imageUpsample;
extern  cvar_t  *r_imageUpsampleMaxSize;
extern  cvar_t  *r_imageUpsampleType;
extern  cvar_t  *r_genNormalMaps;
extern  cvar_t  *r_forceSun;
extern  cvar_t  *r_forceSunLightScale;
extern  cvar_t  *r_forceSunAmbientScale;
extern  cvar_t  *r_sunlightMode;
extern  cvar_t  *r_drawSunRays;
extern  cvar_t  *r_sunShadows;
extern  cvar_t  *r_shadowFilter;
extern  cvar_t  *r_shadowBlur;
extern  cvar_t  *r_shadowMapSize;
extern  cvar_t  *r_shadowCascadeZNear;
extern  cvar_t  *r_shadowCascadeZFar;
extern  cvar_t  *r_shadowCascadeZBias;
extern  cvar_t  *r_ignoreDstAlpha;
extern	cvar_t	*r_greyscale;
extern cvar_t  *r_ignoreGLErrors;
extern cvar_t  *r_overBrightBits;
extern cvar_t  *r_mapOverBrightBits;
extern cvar_t  *r_debugSurface;
extern cvar_t  *r_simpleMipMaps;
extern cvar_t  *r_showImages;
extern cvar_t  *r_debugSort;
extern cvar_t  *r_printShaders;
extern cvar_t  *r_saveFontData;
extern cvar_t	*r_marksOnTriangleMeshes;
// Ridah
extern cvar_t  *r_bonesDebug;
// done.
// Rafael - wolf fog
extern cvar_t   *r_wolffog;
// done
extern cvar_t  *r_highQualityVideo;
//====================================================================
float R_NoiseGet4f( float x, float y, float z, double t );
void  R_NoiseInit( void );
static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
	if(shader->numDeforms)
	{
		const deformStage_t *ds = &shader->deforms[0];
		if (shader->numDeforms > 1)
			return qtrue;
		switch (ds->deformation)
		{
			case DEFORM_WAVE:
			case DEFORM_BULGE:
				// need CPU deforms at high level-times to avoid floating point percision loss
				return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime );
			default:
				return qtrue;
		}
	}
	return qfalse;
}
//====================================================================
void R_SwapBuffers( int );
void R_RenderView( viewParms_t *parms );
void R_RenderDlightCubemaps(const refdef_t *fd);
void R_RenderPshadowMaps(const refdef_t *fd);
void R_RenderSunShadowMaps(const refdef_t *fd, int level);
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene );
void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddNullModelSurfaces( trRefEntity_t *e );
void R_AddBeamSurfaces( trRefEntity_t *e );
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
void R_AddLightningBoltSurfaces( trRefEntity_t *e );
void R_TagInfo_f( void );
void R_AddPolygonSurfaces( void );
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
					int *fogNum, int *dlightMap, int *pshadowMap );
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, 
			int fogIndex, int dlightMap, int pshadowMap, int cubemap );
void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
				   const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir);
qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
#define CULL_IN     0       // completely unclipped
#define CULL_CLIP   1       // clipped by one or more planes
#define CULL_OUT    2       // completely outside the clipping planes
void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
void R_LocalPointToWorld (const vec3_t local, vec3_t world);
int R_CullBox (vec3_t bounds[2]);
int R_CullLocalBox( vec3_t bounds[2] );
int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes );
int R_CullPointAndRadius( const vec3_t origin, float radius );
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum);
void R_RotateForEntity( const trRefEntity_t * ent, const viewParms_t * viewParms, orientationr_t * or );
/*
** GL wrapper/helper functions
*/
void	GL_BindToTMU( image_t *image, int tmu );
void    GL_SetDefaultState( void );
void    GL_TextureMode( const char *string );
void	GL_CheckErrs( char *file, int line );
#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
void    GL_State( unsigned long stateVector );
void    GL_SetProjectionMatrix(mat4_t matrix);
void    GL_SetModelviewMatrix(mat4_t matrix);
void    GL_Cull( int cullType );
#define GLS_SRCBLEND_ZERO                       0x00000001
#define GLS_SRCBLEND_ONE                        0x00000002
#define GLS_SRCBLEND_DST_COLOR                  0x00000003
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR        0x00000004
#define GLS_SRCBLEND_SRC_ALPHA                  0x00000005
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA        0x00000006
#define GLS_SRCBLEND_DST_ALPHA                  0x00000007
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA        0x00000008
#define GLS_SRCBLEND_ALPHA_SATURATE             0x00000009
#define     GLS_SRCBLEND_BITS                   0x0000000f
#define GLS_DSTBLEND_ZERO                       0x00000010
#define GLS_DSTBLEND_ONE                        0x00000020
#define GLS_DSTBLEND_SRC_COLOR                  0x00000030
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR        0x00000040
#define GLS_DSTBLEND_SRC_ALPHA                  0x00000050
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA        0x00000060
#define GLS_DSTBLEND_DST_ALPHA                  0x00000070
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA        0x00000080
#define     GLS_DSTBLEND_BITS                   0x000000f0
#define GLS_DEPTHMASK_TRUE                      0x00000100
#define GLS_POLYMODE_LINE                       0x00001000
#define GLS_DEPTHTEST_DISABLE                   0x00010000
#define GLS_DEPTHFUNC_EQUAL                     0x00020000
#define GLS_DEPTHFUNC_GREATER                   0x00040000
#define GLS_DEPTHFUNC_BITS                      0x00060000
#define GLS_ATEST_GT_0                          0x10000000
#define GLS_ATEST_LT_80                         0x20000000
#define GLS_ATEST_GE_80                         0x40000000
#define     GLS_ATEST_BITS                      0x70000000
#define GLS_DEFAULT         GLS_DEPTHMASK_TRUE
void    RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty );
void    RE_UploadCinematic( int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty );
void        RE_BeginFrame( stereoFrame_t stereoFrame );
void        RE_BeginRegistration( glconfig_t *glconfig );
void        RE_LoadWorldMap( const char *mapname );
void        RE_SetWorldVisData( const byte *vis );
qhandle_t   RE_RegisterModel( const char *name );
qhandle_t   RE_RegisterSkin( const char *name );
void        RE_Shutdown( qboolean destroyWindow );
qboolean    R_GetEntityToken( char *buffer, int size );
//----(SA)
qboolean    RE_GetSkinModel( qhandle_t skinid, const char *type, char *name );
qhandle_t   RE_GetShaderFromModel( qhandle_t modelid, int surfnum, int withlightmap );    //----(SA)
//----(SA) end
model_t     *R_AllocModel( void );
void        R_Init( void );
image_t     *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
image_t     *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat );
void        R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat );
qboolean    R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
void        R_SetColorMappings( void );
void        R_GammaCorrect( byte *buffer, int bufSize );
void    R_ImageList_f( void );
void    R_SkinList_f( void );
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
const void *RB_TakeScreenshotCmd( const void *data );
void    R_ScreenShot_f( void );
void    R_ScreenShotJPEG_f( void );
void    R_InitFogTable( void );
float   R_FogFactor( float s, float t );
void    R_InitImages( void );
void    R_DeleteTextures( void );
int     R_SumOfUsedImages( void );
void    R_InitSkins( void );
skin_t  *R_GetSkinByHandle( qhandle_t hSkin );
int R_ComputeLOD( trRefEntity_t *ent );
const void *RB_TakeVideoFrameCmd( const void *data );
//
// tr_shader.c
//
qhandle_t        RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
qhandle_t        RE_RegisterShader( const char *name );
qhandle_t        RE_RegisterShaderNoMip( const char *name );
qhandle_t RE_RegisterShaderFromImage( const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage );
shader_t    *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
shader_t    *R_GetShaderByHandle( qhandle_t hShader );
shader_t    *R_GetShaderByState( int index, long *cycleTime );
shader_t *R_FindShaderByName( const char *name );
void        R_InitShaders( void );
void        R_ShaderList_f( void );
void    R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
void	GLimp_Init( qboolean fixedFunction );
void	GLimp_Shutdown( void );
void	GLimp_EndFrame( void );
void	GLimp_LogComment( char *comment );
void	GLimp_Minimize(void);
void	GLimp_SetGamma( unsigned char red[256],
					 unsigned char green[256],
					 unsigned char blue[256] );
void		GLimp_InitExtraExtensions( void );
/*
====================================================================
TESSELATOR/SHADER DECLARATIONS
====================================================================
*/
typedef struct stageVars
{
	color4ub_t colors[SHADER_MAX_VERTEXES];
	vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
} stageVars_t;
typedef struct shaderCommands_s
{
	glIndex_t	indexes[SHADER_MAX_INDEXES] QALIGN(16);
	vec4_t		xyz[SHADER_MAX_VERTEXES] QALIGN(16);
	int16_t		normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
	int16_t		tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
	vec2_t		texCoords[SHADER_MAX_VERTEXES] QALIGN(16);
	vec2_t		lightCoords[SHADER_MAX_VERTEXES] QALIGN(16);
	uint16_t	color[SHADER_MAX_VERTEXES][4] QALIGN(16);
	int16_t		lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16);
	//int			vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
	void *attribPointers[ATTR_INDEX_COUNT];
	vao_t       *vao;
	qboolean    useInternalVao;
	qboolean    useCacheVao;
	stageVars_t	svars QALIGN(16);
	//color4ub_t	constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
	shader_t    *shader;
	double shaderTime;
	int fogNum;
	int         cubemapIndex;
	int dlightBits;         // or together of all vertexDlightBits
	int         pshadowBits;
 
	int			firstIndex;
	int numIndexes;
	int numVertexes;
	// info extracted from current shader
	int numPasses;
	void ( *currentStageIteratorFunc )( void );
	shaderStage_t   **xstages;
} shaderCommands_t;
extern shaderCommands_t tess;
void RB_BeginSurface(shader_t *shader, int fogNum, int cubemapIndex );
void RB_EndSurface( void );
void RB_CheckOverflow( int verts, int indexes );
#define RB_CHECKOVERFLOW( v,i ) if ( tess.numVertexes + ( v ) >= SHADER_MAX_VERTEXES || tess.numIndexes + ( i ) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow( v,i );}
void R_DrawElements( int numIndexes, int firstIndex );
void RB_StageIteratorGeneric( void );
void RB_StageIteratorSky( void );
void RB_StageIteratorVertexLitTexture( void );
void RB_StageIteratorLightmappedMultitexture( void );
void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] );
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 );
void RB_InstantQuad( vec4_t quadVerts[4] );
//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes);
void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]);
void RB_ShowImages( void );
/*
============================================================
WORLD MAP
============================================================
*/
void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_AddWorldSurfaces( void );
/*
============================================================
FLARES
============================================================
*/
void R_ClearFlares( void );
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, float scale, vec3_t normal, int id, qboolean visible );    //----(SA)	added scale.  added id.  added visible
void RB_AddDlightFlares( void );
void RB_RenderFlares( void );
/*
============================================================
LIGHTS
============================================================
*/
void R_DlightBmodel( bmodel_t *bmodel );
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t * dl, orientationr_t * or );
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world );
int R_CubemapForPoint( vec3_t point );
/*
============================================================
SHADOWS
============================================================
*/
void RB_ShadowTessEnd( void );
void RB_ShadowFinish( void );
void RB_ProjectionShadowDeform( void );
/*
============================================================
SKIES
============================================================
*/
void R_BuildCloudData( shaderCommands_t *shader );
void R_InitSkyTexCoords( float cloudLayerHeight );
void R_DrawSkyBox( shaderCommands_t *shader );
void RB_DrawSun( float scale, shader_t *shader );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
/*
============================================================
CURVE TESSELATION
============================================================
*/
#define PATCH_STITCHING
void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height,
								srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
void R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t point, float loderror );
void R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point, float loderror );
/*
============================================================
MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
============================================================
*/
int R_MarkFragments( int orientation, const vec3_t *points, const vec3_t projection,
					 int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
/*
============================================================
VERTEX BUFFER OBJECTS
============================================================
*/
void R_VaoPackTangent(int16_t *out, vec4_t v);
void R_VaoPackNormal(int16_t *out, vec3_t v);
void R_VaoPackColor(uint16_t *out, vec4_t c);
void R_VaoUnpackTangent(vec4_t v, int16_t *pack);
void R_VaoUnpackNormal(vec3_t v, int16_t *pack);
vao_t          *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage);
vao_t          *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *inIndexes);
void            R_BindVao(vao_t *vao);
void            R_BindNullVao(void);
void Vao_SetVertexPointers(vao_t *vao);
void            R_InitVaos(void);
void            R_ShutdownVaos(void);
void            R_VaoList_f(void);
void            RB_UpdateTessVao(unsigned int attribBits);
void VaoCache_Commit(void);
void VaoCache_Init(void);
void VaoCache_BindVao(void);
void VaoCache_CheckAdd(qboolean *endSurface, qboolean *recycleVertexBuffer, qboolean *recycleIndexBuffer, int numVerts, int numIndexes);
void VaoCache_RecycleVertexBuffer(void);
void VaoCache_RecycleIndexBuffer(void);
void VaoCache_InitQueue(void);
void VaoCache_AddSurface(srfVert_t *verts, int numVerts, glIndex_t *indexes, int numIndexes);
/*
============================================================
GLSL
============================================================
*/
void GLSL_InitGPUShaders(void);
void GLSL_ShutdownGPUShaders(void);
void GLSL_VertexAttribPointers(uint32_t attribBits);
void GLSL_BindProgram(shaderProgram_t * program);
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v);
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v);
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v);
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v);
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix);
void GLSL_SetUniformMat4BoneMatrix(shaderProgram_t *program, int uniformNum, /*const*/ mat4_t *matrix, int numMatricies);
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage, glfog_t *glFog);
/*
============================================================
SCENE GENERATION
============================================================
*/
void R_InitNextFrame( void );
void RE_ClearScene( void );
void RE_AddRefEntityToScene( const refEntity_t *ent );
void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts );
// Ridah
void RE_AddPolysToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys );
// done.
// Ridah
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int overdraw );
// done.
//----(SA)
void RE_AddCoronaToScene( const vec3_t org, float r, float g, float b, float scale, int id, qboolean visible );
//----(SA)
void RE_BeginScene( const refdef_t *fd );
void RE_RenderScene( const refdef_t *fd );
void RE_EndScene( void );
/*
=============================================================
UNCOMPRESSING BONES
=============================================================
*/
#define MC_BITS_X (16)
#define MC_BITS_Y (16)
#define MC_BITS_Z (16)
#define MC_BITS_VECT (16)
#define MC_SCALE_X (1.0f/64)
#define MC_SCALE_Y (1.0f/64)
#define MC_SCALE_Z (1.0f/64)
void MC_UnCompress(float mat[3][4],const unsigned char * comp);
/*
=============================================================
ANIMATED MODELS
=============================================================
*/
void R_AddAnimSurfaces( trRefEntity_t *ent );
void RB_SurfaceAnim( mdsSurface_t *surfType );
int R_GetBoneTag( orientation_t *outTag, mdsHeader_t *mds, int startTagIndex, const refEntity_t *refent, const char *tagName );
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
void RB_MDRSurfaceAnim( mdrSurface_t *surface );
qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
void R_AddIQMSurfaces( trRefEntity_t *ent );
void RB_IQMSurfaceAnim( surfaceType_t *surface );
void RB_IQMSurfaceAnimVao( srfVaoIQModel_t *surface );
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
                  int startFrame, int endFrame,
                  float frac, const char *tagName, int startIndex );
/*
=============================================================
IMAGE LOADERS
=============================================================
*/
void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
void R_LoadTGA( const char *name, byte **pic, int *width, int *height );
/*
=============================================================
=============================================================
*/
void    R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
								vec4_t eye, vec4_t dst );
void    R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
void    RB_DeformTessGeometry( void );
void    RB_CalcFireRiseEnvTexCoords( float *st );
void    RB_CalcFogTexCoords( float *dstTexCoords );
void    RB_CalcSwapTexCoords( float *dstTexCoords );
void	RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
void	RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
void	RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
void    RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now );
void	RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix  );
void	RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );
void    RB_CalcModulateColorsByFog( unsigned char *dstColors );
float	RB_CalcWaveAlphaSingle( const waveForm_t *wf );
float	RB_CalcWaveColorSingle( const waveForm_t *wf );
/*
=============================================================
RENDERER BACK END FUNCTIONS
=============================================================
*/
void RB_ExecuteRenderCommands( const void *data );
/*
=============================================================
RENDERER BACK END COMMAND QUEUE
=============================================================
*/
#define MAX_RENDER_COMMANDS 0x40000
typedef struct {
	byte cmds[MAX_RENDER_COMMANDS];
	int used;
} renderCommandList_t;
typedef struct {
	int commandId;
	float color[4];
} setColorCommand_t;
typedef struct {
	int commandId;
	int buffer;
} drawBufferCommand_t;
typedef struct {
	int commandId;
	image_t *image;
	int width;
	int height;
	void    *data;
} subImageCommand_t;
typedef struct {
	int commandId;
} swapBuffersCommand_t;
typedef struct {
	int commandId;
	int buffer;
} endFrameCommand_t;
typedef struct {
	int commandId;
	shader_t    *shader;
	float x, y;
	float w, h;
	float s1, t1;
	float s2, t2;
	byte gradientColor[4];      // color values 0-255
	int gradientType;       //----(SA)	added
	float angle;            // NERVE - SMF
} stretchPicCommand_t;
typedef struct {
	int commandId;
	trRefdef_t refdef;
	viewParms_t viewParms;
	drawSurf_t *drawSurfs;
	int numDrawSurfs;
} drawSurfsCommand_t;
typedef struct {
	int commandId;
	int x;
	int y;
	int width;
	int height;
	char *fileName;
	qboolean jpeg;
} screenshotCommand_t;
typedef struct {
	int						commandId;
	int						width;
	int						height;
	byte					*captureBuffer;
	byte					*encodeBuffer;
	qboolean			motionJpeg;
} videoFrameCommand_t;
typedef struct
{
	int commandId;
	GLboolean rgba[4];
} colorMaskCommand_t;
typedef struct
{
	int commandId;
} clearDepthCommand_t;
typedef struct {
	int commandId;
	int map;
	int cubeSide;
} capShadowmapCommand_t;
typedef struct {
	int		commandId;
	trRefdef_t	refdef;
	viewParms_t	viewParms;
} postProcessCommand_t;
typedef struct {
	int commandId;
} exportCubemapsCommand_t;
typedef enum {
	RC_END_OF_LIST,
	RC_SET_COLOR,
	RC_STRETCH_PIC,
	RC_ROTATED_PIC,
	RC_STRETCH_PIC_GRADIENT,    // (SA) added
	RC_DRAW_SURFS,
	RC_DRAW_BUFFER,
	RC_SWAP_BUFFERS,
	RC_SCREENSHOT,
	RC_VIDEOFRAME,
	RC_COLORMASK,
	RC_CLEARDEPTH,
	RC_CAPSHADOWMAP,
	RC_POSTPROCESS,
	RC_EXPORT_CUBEMAPS
} renderCommand_t;
// these are sort of arbitrary limits.
// the limits apply to the sum of all scenes in a frame --
// the main view, all the 3D icons, etc
// Ridah, these aren't enough for cool effects
//#define	MAX_POLYS		256
//#define	MAX_POLYVERTS	1024
#define MAX_POLYS       4096
#define MAX_POLYVERTS   8192
// done.
// all of the information needed by the back end must be
// contained in a backEndData_t
typedef struct {
	drawSurf_t drawSurfs[MAX_DRAWSURFS];
	dlight_t dlights[MAX_DLIGHTS];
	corona_t coronas[MAX_CORONAS];          //----(SA)
	trRefEntity_t entities[MAX_REFENTITIES];
	srfPoly_t *polys;//[MAX_POLYS];
	polyVert_t *polyVerts;//[MAX_POLYVERTS];
	pshadow_t pshadows[MAX_CALC_PSHADOWS];
	renderCommandList_t commands;
} backEndData_t;
extern int max_polys;
extern int max_polyverts;
extern backEndData_t   *backEndData;    // the second one may not be allocated
void *R_GetCommandBuffer( int bytes );
void RB_ExecuteRenderCommands( const void *data );
void R_IssuePendingRenderCommands( void );
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
void R_AddCapShadowmapCmd( int dlight, int cubeSide );
void R_AddPostProcessCmd (void);
void RE_SetColor( const float *rgba );
void RE_StretchPic( float x, float y, float w, float h,
					float s1, float t1, float s2, float t2, qhandle_t hShader );
void RE_RotatedPic( float x, float y, float w, float h,
					float s1, float t1, float s2, float t2, qhandle_t hShader, float angle );       // NERVE - SMF
void RE_StretchPicGradient( float x, float y, float w, float h,
							float s1, float t1, float s2, float t2, qhandle_t hShader, const float *gradientColor, int gradientType );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
                unsigned char *image_buffer, int padding);
size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
		          int image_width, int image_height, byte *image_buffer, int padding);
void RE_TakeVideoFrame( int width, int height,
		byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
// font stuff
void R_InitFreeType( void );
void R_DoneFreeType( void );
void RE_RegisterFont( const char *fontName, int pointSize, fontInfo_t *font );
//------------------------------------------------------------------------------
// Ridah, mesh compression
#define NUMMDCVERTEXNORMALS  256
extern float r_anormals[NUMMDCVERTEXNORMALS][3];
// NOTE: MDC_MAX_ERROR is effectively the compression level. the lower this value, the higher
// the accuracy, but with lower compression ratios.
#define MDC_MAX_ERROR       0.1     // if any compressed vert is off by more than this from the
									// actual vert, make this a baseframe
#define MDC_DIST_SCALE      0.05    // lower for more accuracy, but less range
// note: we are locked in at 8 or less bits since changing to byte-encoded normals
#define MDC_BITS_PER_AXIS   8
#define MDC_MAX_OFS         127.0   // to be safe
#define MDC_MAX_DIST        ( MDC_MAX_OFS * MDC_DIST_SCALE )
#if 0
void R_MDC_DecodeXyzCompressed( mdcXyzCompressed_t *xyzComp, vec3_t out, vec3_t normal );
#else   // optimized version
#define R_MDC_DecodeXyzCompressed( ofsVec, out, normal ) \
	( out )[0] = ( (float)( ( ofsVec ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
	( out )[1] = ( (float)( ( ofsVec >> 8 ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
	( out )[2] = ( (float)( ( ofsVec >> 16 ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
	VectorCopy( ( r_anormals )[( ofsVec >> 24 )], normal );
#endif
void R_AddMDCSurfaces( trRefEntity_t *ent );
// done.
//------------------------------------------------------------------------------
/*
============================================================
GL FOG
============================================================
*/
//extern glfog_t		glfogCurrent;
extern glfog_t glfogsettings[NUM_FOGS];         // [0] never used (FOG_NONE)
extern glfogType_t glfogNum;                    // fog type to use (from the fog_t enum list)
extern void R_SetFog( int fogvar, int var1, int var2, float r, float g, float b, float density );
extern int skyboxportal;
// Ridah, virtual memory
void *R_Hunk_Begin( void );
void R_Hunk_End( void );
#endif //TR_LOCAL_H (THIS MUST BE LAST!!)
 |