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Xash3DArchive/engine/client/gl_local.h

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//=======================================================================
// Copyright XashXT Group 2010 <20>
// gl_local.h - renderer local declarations
//=======================================================================
#ifndef GL_LOCAL_H
#define GL_LOCAL_H
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#include "gl_export.h"
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#include "com_model.h"
#include "cl_entity.h"
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#include "ref_params.h"
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#include "dlight.h"
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extern byte *r_temppool;
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#define MAX_TEXTURES 1024
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#define MAX_LIGHTMAPS 64
#define SUBDIVIDE_SIZE 64
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// refparams
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#define RP_NONE 0
#define RP_MIRRORVIEW BIT( 0 ) // lock pvs at vieworg
#define RP_PORTALVIEW BIT( 1 )
#define RP_ENVVIEW BIT( 2 ) // used for cubemapshot
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#define RP_OLDVIEWLEAF BIT( 3 )
#define RP_CLIPPLANE BIT( 4 )
#define RP_FLIPFRONTFACE BIT( 5 ) // e.g. for mirrors drawing
#define RP_NOSKY BIT( 6 )
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typedef enum
{
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TEX_INVALID = 0, // free slot
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TEX_SYSTEM, // generated by engine
TEX_NOMIP, // hud pics, menu etc
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TEX_BRUSH, // a map texture
TEX_SPRITE, // sprite frames
TEX_STUDIO, // studio skins
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TEX_LIGHTMAP, // lightmap textures
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TEX_DECAL, // decals
TEX_SKYBOX, // skybox or sky layers
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TEX_CUBEMAP // cubemap textures
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} texType_t;
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enum
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{
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GLSTATE_NONE = 0,
GLSTATE_SRCBLEND_ZERO = 1,
GLSTATE_SRCBLEND_ONE = 2,
GLSTATE_SRCBLEND_DST_COLOR = 1|2,
GLSTATE_SRCBLEND_ONE_MINUS_DST_COLOR = 4,
GLSTATE_SRCBLEND_SRC_ALPHA = 1|4,
GLSTATE_SRCBLEND_ONE_MINUS_SRC_ALPHA = 2|4,
GLSTATE_SRCBLEND_DST_ALPHA = 1|2|4,
GLSTATE_SRCBLEND_ONE_MINUS_DST_ALPHA = 8,
GLSTATE_DSTBLEND_ZERO = 16,
GLSTATE_DSTBLEND_ONE = 32,
GLSTATE_DSTBLEND_SRC_COLOR = 16|32,
GLSTATE_DSTBLEND_ONE_MINUS_SRC_COLOR = 64,
GLSTATE_DSTBLEND_SRC_ALPHA = 16|64,
GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA = 32|64,
GLSTATE_DSTBLEND_DST_ALPHA = 16|32|64,
GLSTATE_DSTBLEND_ONE_MINUS_DST_ALPHA = 128,
GLSTATE_BLEND_MTEX = 0x100,
GLSTATE_AFUNC_GT0 = 0x200,
GLSTATE_AFUNC_LT128 = 0x400,
GLSTATE_AFUNC_GE128 = 0x800,
GLSTATE_DEPTHWRITE = 0x1000,
GLSTATE_DEPTHFUNC_EQ = 0x2000,
GLSTATE_OFFSET_FILL = 0x4000,
GLSTATE_NO_DEPTH_TEST = 0x8000,
GLSTATE_MARK_END = 0x10000 // SHADERPASS_MARK_BEGIN
};
#define GLSTATE_MASK ( GLSTATE_MARK_END-1 )
// #define SHADERPASS_SRCBLEND_MASK (((GLSTATE_SRCBLEND_DST_ALPHA)<<1)-GLSTATE_SRCBLEND_ZERO)
#define GLSTATE_SRCBLEND_MASK 0xF
// #define SHADERPASS_DSTBLEND_MASK (((GLSTATE_DSTBLEND_DST_ALPHA)<<1)-GLSTATE_DSTBLEND_ZERO)
#define GLSTATE_DSTBLEND_MASK 0xF0
#define GLSTATE_BLENDFUNC ( GLSTATE_SRCBLEND_MASK|GLSTATE_DSTBLEND_MASK )
#define GLSTATE_ALPHAFUNC ( GLSTATE_AFUNC_GT0|GLSTATE_AFUNC_LT128|GLSTATE_AFUNC_GE128 )
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typedef struct gltexture_s
{
char name[64]; // game path, including extension
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word srcWidth; // keep unscaled sizes
word srcHeight;
word width; // upload width\height
word height;
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GLuint target; // glTarget
GLuint texnum; // gl texture binding
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GLint format; // uploaded format
texFlags_t flags;
// debug info
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byte texType; // used for gl_showtextures
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size_t size; // upload size for debug targets
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struct gltexture_s *nextHash;
} gltexture_t;
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// surface extradata stored in cache.data for all brushmodels
typedef struct mextrasurf_s
{
float minmaxs[6];
int checkcount; // for multi-check avoidance
} mextrasurf_t;
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typedef struct
{
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int params; // rendering parameters
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int rdflags; // actual rendering flags
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qboolean drawWorld; // ignore world for drawing PlayerModel
qboolean thirdPerson; // thirdperson camera is enabled
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float lerpFrac; // lerpfraction
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ref_params_t refdef; // actual refdef
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cl_entity_t *currententity;
model_t *currentmodel;
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int viewport[4];
int scissor[4];
mplane_t frustum[6];
vec3_t pvsorigin;
vec3_t vieworg; // locked vieworigin
vec3_t vforward;
vec3_t vright;
vec3_t vup;
float farClip;
uint clipFlags;
vec3_t visMins, visMaxs;
float skyMins[2][6];
float skyMaxs[2][6];
matrix4x4 objectMatrix;
matrix4x4 worldviewMatrix;
matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix
matrix4x4 projectionMatrix;
matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix
mplane_t clipPlane;
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} ref_instance_t;
typedef struct
{
int cinTexture; // cinematic texture
int skyTexture; // default sky texture
int whiteTexture;
int blackTexture;
int defaultTexture; // use for bad textures
int particleTexture; // particle texture
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int solidskyTexture; // quake1 solid-sky layer
int alphaskyTexture; // quake1 alpha-sky layer
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int lightmapTextures[MAX_LIGHTMAPS];
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int skytexturenum; // this not a gl_texturenum!
int visframecount; // PVS frame
int dlightframecount; // dynamic light frame
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int framecount;
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} ref_globals_t;
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typedef struct
{
uint c_world_polys;
uint c_brush_polys;
uint c_studio_polys;
uint c_sprite_polys;
uint c_world_leafs;
} ref_speeds_t;
extern ref_speeds_t r_stats;
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extern ref_params_t r_lastRefdef;
extern ref_instance_t RI;
extern ref_globals_t tr;
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extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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extern dlight_t cl_dlights[MAX_DLIGHTS];
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extern uint r_numEntities;
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//
// gl_backend.c
//
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void GL_BackendStartFrame( void );
void GL_BackendEndFrame( void );
void GL_CleanUpTextureUnits( int last );
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void GL_Bind( GLenum tmu, GLenum texnum );
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void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t );
void GL_LoadTexMatrix( const matrix4x4 m );
void GL_LoadMatrix( const matrix4x4 source );
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void GL_TexGen( GLenum coord, GLenum mode );
void GL_SelectTexture( GLenum texture );
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void GL_LoadIdentityTexMatrix( void );
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void GL_SetRenderMode( int mode );
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void GL_FrontFace( GLenum front );
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void GL_SetState( int state );
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void GL_TexEnv( GLenum mode );
void GL_Cull( GLenum cull );
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void R_ShowTextures( void );
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//
// gl_draw.c
//
void R_Set2DMode( qboolean enable );
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//
// gl_image.c
//
void R_SetTextureParameters( void );
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gltexture_t *R_GetTexture( GLenum texnum );
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void GL_SetTextureType( GLenum texnum, GLenum type );
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int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
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int GL_LoadTextureInternal( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
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byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap );
void GL_FreeTexture( GLenum texnum );
void GL_FreeImage( const char *name );
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void R_TextureList_f( void );
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void R_InitImages( void );
void R_ShutdownImages( void );
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//
// gl_refrag.c
//
void R_StoreEfrags( efrag_t **ppefrag );
//
// gl_rlight.c
//
void R_PushDlights( void );
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//
// gl_rmain.c
//
void R_ClearScene( void );
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void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size );
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//
// gl_rmath.c
//
float V_CalcFov( float *fov_x, float width, float height );
void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x );
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//
// gl_rsurf.c
//
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void R_MarkLeaves( void );
void R_DrawWorld( void );
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void GL_SubdivideSurface( msurface_t *fa );
void GL_BuildPolygonFromSurface( msurface_t *fa );
void GL_BuildLightmaps( void );
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//
// gl_sprite.c
//
void Mod_LoadSpriteModel( model_t *mod, const void *buffer );
mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw );
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//
// gl_warp.c
//
void R_InitSky( struct mip_s *mt, struct texture_s *tx );
void R_ClearSkyBox( void );
void R_DrawSkyBox( void );
void EmitSkyLayers( msurface_t *fa );
void EmitSkyPolys( msurface_t *fa );
void EmitWaterPolys( msurface_t *fa );
void R_DrawSkyChain( msurface_t *s );
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//
// gl_vidnt.c
//
#define GL_CheckForErrors() GL_CheckForErrors_( __FILE__, __LINE__ )
void GL_CheckForErrors_( const char *filename, const int fileline );
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void GL_UpdateSwapInterval( void );
void GL_UpdateGammaRamp( void );
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qboolean GL_Support( int r_ext );
qboolean R_Init( void );
void R_Shutdown( void );
/*
=======================================================================
GL STATE MACHINE
=======================================================================
*/
enum
{
GL_OPENGL_110 = 0, // base
GL_WGL_SWAPCONTROL,
GL_HARDWARE_GAMMA_CONTROL,
GL_ARB_VERTEX_BUFFER_OBJECT_EXT,
GL_ENV_COMBINE_EXT,
GL_ARB_MULTITEXTURE,
GL_TEXTURECUBEMAP_EXT,
GL_DOT3_ARB_EXT,
GL_ANISOTROPY_EXT,
GL_TEXTURE_LODBIAS,
GL_OCCLUSION_QUERIES_EXT,
GL_TEXTURE_COMPRESSION_EXT,
GL_SHADER_GLSL100_EXT,
GL_WGL_3DFX_GAMMA_CONTROL,
GL_SGIS_MIPMAPS_EXT,
GL_DRAW_RANGEELEMENTS_EXT,
GL_LOCKARRAYS_EXT,
GL_TEXTURE_3D_EXT,
GL_CLAMPTOEDGE_EXT,
GL_BLEND_MINMAX_EXT,
GL_STENCILTWOSIDE_EXT,
GL_BLEND_SUBTRACT_EXT,
GL_SHADER_OBJECTS_EXT,
GL_VERTEX_SHADER_EXT, // glsl vertex program
GL_FRAGMENT_SHADER_EXT, // glsl fragment program
GL_EXT_POINTPARAMETERS,
GL_SEPARATESTENCIL_EXT,
GL_ARB_TEXTURE_NPOT_EXT,
GL_CUSTOM_VERTEX_ARRAY_EXT,
GL_TEXTURE_ENV_ADD_EXT,
GL_CLAMP_TEXBORDER_EXT,
GL_DEPTH_TEXTURE,
GL_SHADOW_EXT,
GL_EXTCOUNT, // must be last
};
enum
{
GL_TEXTURE0 = 0,
GL_TEXTURE1,
GL_TEXTURE2,
GL_TEXTURE3, // g-cont. 4 units should be enough
MAX_TEXTURE_UNITS // must be last
};
typedef struct
{
const char *renderer_string; // ptrs to OpenGL32.dll, use with caution
const char *vendor_string;
const char *version_string;
// list of supported extensions
const char *extensions_string;
byte extension[GL_EXTCOUNT];
int max_texture_units;
GLint max_2d_texture_size;
GLint max_2d_rectangle_size;
GLint max_3d_texture_size;
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GLint max_cubemap_size;
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GLint texRectangle;
GLfloat max_texture_anisotropy;
GLfloat max_texture_lodbias;
int color_bits;
int depth_bits;
int stencil_bits;
qboolean deviceSupportsGamma;
int prev_mode;
} glconfig_t;
typedef struct
{
int flags;
word gammaRamp[768]; // current gamma ramp
word stateRamp[768]; // original gamma ramp
int width, height;
qboolean fullScreen;
qboolean wideScreen;
qboolean initializedMedia;
int activeTMU;
GLuint currentTextures[MAX_TEXTURE_UNITS];
GLenum currentEnvModes[MAX_TEXTURE_UNITS];
GLboolean texIdentityMatrix[MAX_TEXTURE_UNITS];
GLint genSTEnabled[MAX_TEXTURE_UNITS]; // 0 - disabled, OR 1 - S, OR 2 - T, OR 4 - R
GLint texCoordArrayMode[MAX_TEXTURE_UNITS]; // 0 - disabled, 1 - enabled, 2 - cubemap
rgba_t draw_color;
int faceCull;
int frontFace;
qboolean stencilEnabled;
qboolean in2DMode;
} glstate_t;
typedef struct
{
HDC hDC; // handle to device context
HGLRC hGLRC; // handle to GL rendering context
int desktopBitsPixel;
int desktopWidth;
int desktopHeight;
qboolean software; // OpenGL software emulation
qboolean initialized; // OpenGL subsystem started
qboolean minidriver; // 3dfx driver
} glwstate_t;
extern glconfig_t glConfig;
extern glstate_t glState;
extern glwstate_t glw_state;
//
// renderer cvars
//
extern convar_t *gl_allow_software;
extern convar_t *gl_texture_anisotropy;
extern convar_t *gl_extensions;
extern convar_t *gl_colorbits;
extern convar_t *gl_depthbits;
extern convar_t *gl_stencilbits;
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extern convar_t *gl_texturebits;
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extern convar_t *gl_ignorehwgamma;
extern convar_t *gl_swapInterval;
extern convar_t *gl_check_errors;
extern convar_t *gl_round_down;
extern convar_t *gl_texturemode;
extern convar_t *gl_texture_lodbias;
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extern convar_t *gl_showtextures;
extern convar_t *gl_compress_textures;
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extern convar_t *gl_picmip;
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extern convar_t *gl_skymip;
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extern convar_t *gl_nobind;
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extern convar_t *gl_finish;
extern convar_t *gl_clear;
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extern convar_t *gl_texsort;
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extern convar_t *r_width;
extern convar_t *r_height;
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extern convar_t *r_speeds;
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extern convar_t *r_fullbright;
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extern convar_t *r_norefresh;
extern convar_t *r_lighting_modulate;
extern convar_t *r_adjust_fov;
extern convar_t *r_novis;
extern convar_t *r_nocull;
extern convar_t *r_lockpvs;
extern convar_t *r_wateralpha;
extern convar_t *r_dynamic;
extern convar_t *r_lightmap;
extern convar_t *r_shadows;
extern convar_t *r_fastsky;
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extern convar_t *vid_displayfrequency;
extern convar_t *vid_fullscreen;
extern convar_t *vid_gamma;
extern convar_t *vid_mode;
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#endif//GL_LOCAL_H