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fteqw/engine/client/render.h

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// refresh.h -- public interface to refresh functions
// default soldier colors
#define TOP_DEFAULT 1
#define BOTTOM_DEFAULT 6
#define TOP_RANGE (TOP_DEFAULT<<4)
#define BOTTOM_RANGE (BOTTOM_DEFAULT<<4)
extern int r_framecount;
struct msurface_s;
//=============================================================================
typedef struct efrag_s
{
struct mleaf_s *leaf;
struct efrag_s *leafnext;
struct entity_s *entity;
struct efrag_s *entnext;
} efrag_t;
typedef enum {
RT_MODEL,
RT_POLY,
RT_SPRITE,
RT_BEAM,
RT_RAIL_CORE,
RT_RAIL_RINGS,
RT_LIGHTNING,
RT_PORTALSURFACE, // doesn't draw anything, just info for portals
RT_MAX_REF_ENTITY_TYPE
} refEntityType_t;
typedef struct entity_s
{
int keynum; // for matching entities in different frames
vec3_t origin;
vec3_t angles;
vec3_t axis[3];
vec4_t shaderRGBAf;
float shaderTime;
vec3_t oldorigin;
vec3_t oldangles;
struct model_s *model; // NULL = no model
int skinnum; // for Alias models
struct player_info_s *scoreboard; // identify player
struct efrag_s *efrag; // linked list of efrags (FIXME)
int visframe; // last frame this entity was
// found in an active leaf
// only used for static objects
int dlightframe; // dynamic lighting
int dlightbits;
// FIXME: could turn these into a union
int trivial_accept;
struct mnode_s *topnode; // for bmodels, first world node
// that splits bmodel, or NULL if
// not split
framestate_t framestate;
int flags;
refEntityType_t rtype;
float rotation;
#ifdef Q3SHADERS
struct shader_s *forcedshader;
#endif
#ifdef PEXT_SCALE
float scale;
#endif
#ifdef PEXT_FATNESS
float fatness;
#endif
#ifdef PEXT_HEXEN2
int drawflags;
int abslight;
#endif
} entity_t;
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
vrect_t vrect; // subwindow in video for refresh
// FIXME: not need vrect next field here?
vrect_t aliasvrect; // scaled Alias version
int vrectright, vrectbottom; // right & bottom screen coords
int aliasvrectright, aliasvrectbottom; // scaled Alias versions
float vrectrightedge; // rightmost right edge we care about,
// for use in edge list
float fvrectx, fvrecty; // for floating-point compares
float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
float fvrectright_adj, fvrectbottom_adj;
// right and bottom edges, for clamping
float fvrectright; // rightmost edge, for Alias clamping
float fvrectbottom; // bottommost edge, for Alias clamping
float horizontalFieldOfView; // at Z = 1.0, this many X is visible
// 2.0 = 90 degrees
float xOrigin; // should probably always be 0.5
float yOrigin; // between be around 0.3 to 0.5
vec3_t vieworg;
vec3_t viewangles;
float fov_x, fov_y;
int ambientlight;
int flags;
int currentplayernum;
float time;
qboolean useperspective;
} refdef_t;
extern refdef_t r_refdef;
extern vec3_t r_origin, vpn, vright, vup;
extern struct texture_s *r_notexture_mip;
extern entity_t r_worldentity;
#if defined(RGLQUAKE)
void GLR_Init (void);
void GLR_ReInit (void);
void GLR_InitTextures (void);
void GLR_InitEfrags (void);
void GLR_RenderView (void); // must set r_refdef first
// called whenever r_refdef or vid change
void GLR_InitSky (struct texture_s *mt); // called at level load
void GLR_SetSky (char *name, float rotate, vec3_t axis);
qboolean GLR_CheckSky(void);
void GLR_AddEfrags (entity_t *ent);
void GLR_RemoveEfrags (entity_t *ent);
void GLR_PreNewMap(void);
void GLR_NewMap (void);
void GLR_PushDlights (void);
void GLR_DrawWaterSurfaces (void);
void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius);
void GLR_LessenStains(void);
void MediaGL_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette);
void MediaGL_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight); //top down
void MediaGL_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight); //input is bottom up...
void GLR_SetSky (char *name, float rotate, vec3_t axis);
qboolean GLR_CheckSky(void);
void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius);
void GLR_LessenStains(void);
void GLVID_DeInit (void);
void GLR_DeInit (void);
void GLSCR_DeInit (void);
int GLR_LightPoint (vec3_t p);
#endif
void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
//normalmaps
//bumpmaps
//32bits
//8bits
//8bitpal24
//8bitpal32
#define TF_NOMIPMAP 0x0000
#define TF_NOTBUMPMAP 0x0000
#define TF_NOALPHA 0x0000
#define TF_MIPMAP 0x0001
#define TF_BUMPMAP 0x0002 //or normalmap, depending on 8/24 bitness
#define TF_ALPHA 0x0004 //preserve alpha channel (8biit, use index 255 for transparency)
#define TF_FULLBRIGHT 0x0008 //dark pixels have alpha forced to 0
#define TF_24BIT 0x0010
#define TF_32BIT 0x0020 //use the standard quake palette
#define TF_MANDATORY (TF_NOMIPMAP|TF_NOTBUMPMAP|TF_NOALPHA)
#if 0
/*
int R_LoadTexture(char *name, int width, int height, void *data, void *palette, int flags)
{
if (palette)
{
if (flags & TF_BUMPMAP)
return 0; //huh?
if (flags & TF_FULLBRIGHT)
return 0; //huh?
if (flags & TF_32BIT)
return R_LoadTexture8Pal32(name, width, height, data, palette, flags&TF_MIPMAP, flags&TF_ALPHA);
return 0;
}
if (flags & TF_FULLBRIGHT)
{
if (flags & TF_BUMPMAP)
return 0; //huh?
if (flags & TF_24BIT)
return 0;
if (flags & TF_32BIT)
return 0;
//8bit fullbrights
return R_LoadTextureFB(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
}
if (flags & TF_BUMPMAP)
{
if (flags & TF_24BIT)
return 0;
if (flags & TF_32BIT)
return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA); //Warning: this is not correct
return R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_BUMPMAP | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
}
if (flags & TF_32BIT)
return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
if (data)
return R_LoadTexture8(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
return R_FindTexture(name);
}
#define R_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) R_LoadTexture(name, width, height, data, palette, TF_32BIT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTexture8(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTexture32(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_32BIT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTextureFB(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_FULLBRIGHT | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) R_LoadTexture(name, width, height, data, NULL, TF_BUMPMAP | ((usemips)?TF_MIPMAP:TF_NOMIPMAP) | ((alpha)?TF_ALPHA:TF_NOALPHA))
#define R_FindTexture(name) R_LoadTexture(name, 0, 0, NULL, NULL, 0)
#define R_LoadCompressed(name) ((qrenderer == QR_OPENGL)?GL_LoadCompressed(name):0)
*/
#elif defined(RGLQUAKE) && defined(D3DQUAKE)
#define R_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha))
#define R_LoadTexture8Pal24(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha))
#define R_LoadTexture8(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture(skinname, width, height, data, usemips, alpha):GL_LoadTexture(skinname, width, height, data, usemips, alpha))
#define R_LoadTexture32(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture32(skinname, width, height, data, usemips, alpha):GL_LoadTexture32(skinname, width, height, data, usemips, alpha))
#define R_LoadTextureFB(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTextureFB(skinname, width, height, data, usemips, alpha):GL_LoadTextureFB(skinname, width, height, data, usemips, alpha))
#define R_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Bump(skinname, width, height, data, usemips, alpha):GL_LoadTexture8Bump(skinname, width, height, data, usemips, alpha))
#define R_FindTexture(name) ((qrenderer == QR_DIRECT3D)?D3D_FindTexture(name):GL_FindTexture(name))
#define R_LoadCompressed(name) ((qrenderer == QR_DIRECT3D)?D3D_LoadCompressed(name):GL_LoadCompressed(name))
#elif defined(D3DQUAKE)
#define R_LoadTexture8Pal32 D3D_LoadTexture8Pal32
#define R_LoadTexture8Pal24 D3D_LoadTexture8Pal24
#define R_LoadTexture8 D3D_LoadTexture
#define R_LoadTexture32 D3D_LoadTexture32
#define R_LoadTextureFB D3D_LoadTextureFB
#define R_LoadTexture8Bump D3D_LoadTexture8Bump
#define R_FindTexture D3D_FindTexture
#define R_LoadCompressed D3D_LoadCompressed
#elif defined(RGLQUAKE)
#define R_LoadTexture8Pal32 GL_LoadTexture8Pal32
#define R_LoadTexture8Pal24 GL_LoadTexture8Pal24
#define R_LoadTexture8 GL_LoadTexture
#define R_LoadTexture32 GL_LoadTexture32
#define R_LoadTextureFB GL_LoadTextureFB
#define R_LoadTexture8Bump GL_LoadTexture8Bump
#define R_FindTexture GL_FindTexture
#define R_LoadCompressed GL_LoadCompressed
#endif
void GL_ParallelPerspective(double xmin, double xmax, double ymax, double ymin, double znear, double zfar);
void GL_InfinatePerspective(double fovx, double fovy, double zNear);
#if defined(RGLQUAKE) || defined(D3DQUAKE)
void GLMod_Init (void);
int Mod_TagNumForName(struct model_s *model, char *name);
int Mod_SkinNumForName(struct model_s *model, char *name);
int Mod_FrameNumForName(struct model_s *model, char *name);
float Mod_FrameDuration(struct model_s *model, int frameno);
void GLMod_ClearAll (void);
struct model_s *GLMod_ForName (char *name, qboolean crash);
struct model_s *GLMod_FindName (char *name);
void *GLMod_Extradata (struct model_s *mod); // handles caching
void GLMod_TouchModel (char *name);
struct mleaf_s *GLMod_PointInLeaf (struct model_s *model, float *p);
void GLMod_Think (void);
void GLMod_NowLoadExternal(void);
void GLR_WipeStains(void);
void GLR_LoadSkys (void);
#endif
extern struct model_s *currentmodel;
qboolean Media_ShowFilm(void);
void Media_CaptureDemoEnd(void);
void Media_RecordFrame (void);
qboolean Media_PausedDemo (void);
double Media_TweekCaptureFrameTime(double time);
void MYgluPerspective(double fovx, double fovy, double zNear, double zFar);
void R_MarkLeaves_Q1 (void);
void R_MarkLeaves_Q2 (void);
void R_MarkLeaves_Q3 (void);
void R_SetFrustum (void);
void R_SetRenderer(int wanted);
void RQ_Init(void);
void CLQ2_EntityEvent(entity_state_t *es);
void CLQ2_TeleporterParticles(entity_state_t *es);
void CLQ2_IonripperTrail(vec3_t oldorg, vec3_t neworg);
void CLQ2_TrackerTrail(vec3_t oldorg, vec3_t neworg, int flags);
void CLQ2_Tracker_Shell(vec3_t org);
void CLQ2_TagTrail(vec3_t oldorg, vec3_t neworg, int flags);
void CLQ2_FlagTrail(vec3_t oldorg, vec3_t neworg, int flags);
void CLQ2_TrapParticles(entity_t *ent);
void CLQ2_BfgParticles(entity_t *ent);
struct q2centity_s;
void CLQ2_FlyEffect(struct q2centity_s *ent, vec3_t org);
void CLQ2_DiminishingTrail(vec3_t oldorg, vec3_t neworg, struct q2centity_s *ent, unsigned int effects);
void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg);
void WritePCXfile (const char *filename, qbyte *data, int width, int height, int rowbytes, qbyte *palette, qboolean upload); //data is 8bit.
qbyte *ReadPCXFile(qbyte *buf, int length, int *width, int *height);
qbyte *ReadTargaFile(qbyte *buf, int length, int *width, int *height, int asgrey);
qbyte *ReadJPEGFile(qbyte *infile, int length, int *width, int *height);
qbyte *ReadPNGFile(qbyte *buf, int length, int *width, int *height, const char *name);
qbyte *ReadPCXPalette(qbyte *buf, int len, qbyte *out);
void BoostGamma(qbyte *rgba, int width, int height);
void SaturateR8G8B8(qbyte *data, int size, float sat);
void AddOcranaLEDsIndexed (qbyte *image, int h, int w);
void Renderer_Init(void);
void R_RestartRenderer_f (void);//this goes here so we can save some stack when first initing the sw renderer.
//used to live in glquake.h
qbyte GetPaletteIndex(int red, int green, int blue);
extern cvar_t r_norefresh;
extern cvar_t r_drawentities;
extern cvar_t r_drawworld;
extern cvar_t r_drawviewmodel;
extern cvar_t r_drawviewmodelinvis;
extern cvar_t r_speeds;
extern cvar_t r_waterwarp;
extern cvar_t r_fullbright;
extern cvar_t r_lightmap;
extern cvar_t r_shadows;
extern cvar_t r_mirroralpha;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
extern cvar_t r_novis;
extern cvar_t r_netgraph;
#ifdef R_XFLIP
extern cvar_t r_xflip;
#endif
extern cvar_t gl_clear;
extern cvar_t gl_cull;
extern cvar_t gl_poly;
extern cvar_t gl_smoothmodels;
extern cvar_t gl_affinemodels;
extern cvar_t gl_nohwblend;
extern cvar_t gl_keeptjunctions;
extern cvar_t gl_reporttjunctions;
extern cvar_t r_flashblend;
extern cvar_t r_lightstylesmooth;
extern cvar_t r_lightstylespeed;
extern cvar_t gl_nocolors;
extern cvar_t gl_load24bit;
extern cvar_t gl_finish;
extern cvar_t gl_max_size;
extern cvar_t gl_playermip;
extern cvar_t d_palconvwrite;
extern cvar_t d_palremapsize;
extern cvar_t r_lightmap_saturation;
enum {
RSPEED_TOTALREFRESH,
RSPEED_LINKENTITIES,
RSPEED_PROTOCOL,
RSPEED_WORLDNODE,
RSPEED_WORLD,
RSPEED_DRAWENTITIES,
RSPEED_STENCILSHADOWS,
RSPEED_FULLBRIGHTS,
RSPEED_DYNAMIC,
RSPEED_PARTICLES,
RSPEED_PARTICLESDRAW,
RSPEED_PALETTEFLASHES,
RSPEED_2D,
RSPEED_SERVER,
RSPEED_FINISH,
RSPEED_MAX
};
int rspeeds[RSPEED_MAX];
enum {
RQUANT_MSECS, //old r_speeds
RQUANT_EPOLYS,
RQUANT_WPOLYS,
RQUANT_SHADOWFACES,
RQUANT_SHADOWEDGES,
RQUANT_LITFACES,
RQUANT_MAX
};
int rquant[RQUANT_MAX];
#define RQuantAdd(type,quant) rquant[type] += quant;
#define RSpeedLocals() int rsp
#define RSpeedMark() int rsp = r_speeds.value?Sys_DoubleTime()*1000000:0
#define RSpeedRemark() rsp = r_speeds.value?Sys_DoubleTime()*1000000:0
//extern void (_stdcall *qglFinish) (void);
//#define RSpeedEnd(spt) do {qglFinish(); rspeeds[spt] += r_speeds.value?Sys_DoubleTime()*1000000 - rsp:0;}while (0)
#define RSpeedEnd(spt) rspeeds[spt] += r_speeds.value?Sys_DoubleTime()*1000000 - rsp:0