/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").

Doom 3 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.

Doom 3 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 Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 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 Doom 3 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.

===========================================================================
*/

#pragma once

extern idCVar r_useFbo;
extern idCVar r_showFBO;
extern idCVar r_fboColorBits;
extern idCVar r_fboDepthBits;
extern idCVar r_fboSharedDepth;
extern idCVar r_fboSeparateStencil;
extern idCVar r_fboResolution;
extern idCVar r_shadowMapSize;

extern uint ShadowAtlasIndex;
extern renderCrop_t ShadowAtlasPages[42];

void FB_Clear();
void FB_CopyColorBuffer();
void FB_CopyDepthBuffer();
void FB_CopyRender( const copyRenderCommand_t &cmd );
void FB_TogglePrimary( bool on );
void FB_ToggleShadow( bool on );
void FB_BindShadowTexture();
void FB_SelectPrimary();
void FB_SelectPostProcess();
void FB_ResolveMultisampling( GLbitfield mask = GL_COLOR_BUFFER_BIT, GLenum filter = GL_NEAREST );
void FB_ResolveShadowAA();
void FB_ApplyScissor();
