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fteqw/engine/client/render.h
Spoike ce3c561cfe CSQC is standard now, and secure via the same md4 as a map currently has.
Particle system functions renamed a bit, a few other cleanups in that area.
Console handling tweeked. Better rules for subconsoles and plugins. Commands are coloured if it'll be execed, which should help reduce occurences of chat being commands. tab compleation tweeked, partial compleation no longer changes the suggestion.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@895 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-03-10 03:55:18 +00:00

379 lines
11 KiB
C

/*
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
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
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 struct entity_s
{
int keynum; // for matching entities in different frames
vec3_t origin;
vec3_t angles;
vec3_t axis[3];
byte_vec4_t shaderRGBA;
float shaderTime;
vec3_t oldorigin;
vec3_t oldangles;
struct model_s *model; // NULL = no model
int frame;
qbyte *colormap;
int skinnum; // for Alias models
struct player_info_s *scoreboard; // identify player
float syncbase;
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
int flags;
#ifdef Q3SHADERS
struct shader_s *forcedshader;
#endif
#ifdef PEXT_SCALE
float scale;
#endif
#ifdef PEXT_TRANS
float alpha;
#endif
#ifdef PEXT_FATNESS
float fatness;
#endif
#ifdef PEXT_HEXEN2
int drawflags;
int abslight;
#endif
float lerpfrac;
float lerptime;
int oldframe;
} 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 allways 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;
} refdef_t;
//
// refresh
//
extern int reinit_surfcache;
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_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...
#endif
#if defined(SWQUAKE)
void SWR_Init (void);
void SWR_InitTextures (void);
void SWR_InitEfrags (void);
void SWR_RenderView (void); // must set r_refdef first
void SWR_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
// called whenever r_refdef or vid change
void SWR_InitSky (struct texture_s *mt); // called at level load
void SWR_SetSky (char *name, float rotate, vec3_t axis);
qboolean SWR_CheckSky(void);
void SWR_AddEfrags (entity_t *ent);
void SWR_RemoveEfrags (entity_t *ent);
void SWR_NewMap (void);
void SWR_PushDlights (void);
void SWR_AddStain(vec3_t org, float red, float green, float blue, float radius);
void SWR_LessenStains(void);
void MediaSW_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette);
void MediaSW_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight); //top down
void MediaSW_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight); //input is bottom up...
#endif
void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
//
// surface cache related
//
extern int reinit_surfcache; // if 1, surface cache is currently empty and
extern qboolean r_cache_thrash; // set if thrashing the surface cache
int D_SurfaceCacheForRes (int width, int height, int bpp);
void D_FlushCaches (void);
void D_DeleteSurfaceCache (void);
void D_InitCaches (void *buffer, int size);
void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
#if defined(RGLQUAKE)
void GLMod_Init (void);
void GLMod_GetTag(struct model_s *model, int tagnum, int frame, float **org, float **axis);
int GLMod_TagNumForName(struct model_s *model, char *name);
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 (float *p, struct model_s *model);
qbyte *GLMod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer);
qbyte *GLMod_LeafnumPVS (int leafnum, struct model_s *model, qbyte *buffer);
void GLMod_Think (void);
void GLMod_NowLoadExternal(void);
void GLR_WipeStains(void);
void R_LoadSkys (void);
#endif
#if defined(SWQUAKE)
void SWMod_Init (void);
void SWMod_ClearAll (void);
struct model_s *SWMod_ForName (char *name, qboolean crash);
struct model_s *SWMod_FindName (char *name);
void *SWMod_Extradata (struct model_s *mod); // handles caching
void SWMod_TouchModel (char *name);
struct mleaf_s *SWMod_PointInLeaf (float *p, struct model_s *model);
qbyte *SWMod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer);
void SWMod_Think (void);
void SWMod_NowLoadExternal(void);
#endif
qboolean Media_ShowFilm(void);
void Media_CaptureDemoEnd(void);
void Media_RecordAudioFrame (short *sample_buffer, int samples);
void Media_RecordFrame (void);
void R_SetRenderer(int wanted);
void RQ_Init(void);
void CLQ2_RailTrail (vec3_t start, vec3_t end);
void CLQ2_BubbleTrail (vec3_t start, vec3_t end);
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_BlasterTrail(vec3_t oldorg, vec3_t neworg);
void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg);
void CLQ2_RocketTrail(vec3_t oldorg, vec3_t neworg, struct q2centity_s *ent);
void WritePCXfile (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);
qbyte *ReadPCXPalette(qbyte *buf, int len, qbyte *out);
void BoostGamma(qbyte *rgba, int width, int height);
void CL_NewDlightRGB (int key, float x, float y, float z, float radius, float time,
float r, float g, float b);
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 GetPalette(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_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_polyblend;
extern cvar_t gl_keeptjunctions;
extern cvar_t gl_reporttjunctions;
extern cvar_t r_flashblend;
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 r_palconvbits;
extern cvar_t r_palconvwrite;
enum {
RSPEED_TOTALREFRESH,
RSPEED_CLIENT,
RSPEED_WORLDNODE,
RSPEED_WORLD,
RSPEED_ENTITIES,
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
#define RSpeedEnd(spt) rspeeds[spt] += r_speeds.value?Sys_DoubleTime()*1000000 - rsp:0