ngunix/include/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
#define MAXCLIPPLANES 11
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
typedef struct efrag_s
{
struct mleaf_s *leaf;
struct efrag_s *leafnext;
struct entity_s *entity;
struct efrag_s *entnext;
} efrag_t;
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// hi, makaqu
byte r_foundwater, r_drawwater; // mk transwater
#include "matrixlib.h"
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle_s
{
// driver-usable fields
vec3_t org;
float color;
// drivers never touch the following fields
struct particle_s *next;
vec3_t vel;
float ramp;
float die;
ptype_t type;
// ASMME - NEW STRUCTS
float alpha; // quake2
float alphavel;
int blend; // 0 - normal, 1 - additive, 2 - gellin
int lit; // is the model lit by the world? (hey, blame dp for this idea.)
int polor; // real particle color (fog fix)
int trail; // a particle trail!...maybe recursive.... I don't know yet!
int frame; // frame on the sprite sheet (obsolete?)
float scale; // scale of the particle.
float scaley; // vertical scale of the particle. (for beams etcetcetc.)
struct model_s *model; // oh god. specific sprites! automatically precached?
vec3_t angles; // this hurts
int sprtype; // oh this is so fat
float scalexvel;
float scaleyvel;
vec3_t anglevel;
// leilei - some sticky experiment where if the particle clips the view, it'll just stick instead.
int stickable; // 0 - not sticky (normal) 1 - sticky ready 2 - is stuck to the view
vec3_t vstuck1;
vec3_t vstuck2;
} particle_t;
// !!! if thi
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct flare_s
{
// driver-usable fields
vec3_t org;
float color;
// drivers never touch the following fields
struct flare_s *next;
vec3_t vel;
float ramp;
float die;
ptype_t type;
// ASMME - NEW STRUCTS
float alpha; // quake2
float alphavel;
int blend; // 0 - normal, 1 - additive, 2 - gellin
int lit; // is the model lit by the world? (hey, blame dp for this idea.)
int polor; // real particle color (fog fix)
int trail; // a particle trail!...maybe recursive.... I don't know yet!
int frame; // frame on the sprite sheet (obsolete?)
float scale; // scale of the flare.
float scaley; // scale of the flare
struct model_s *model; // oh god. specific sprites! automatically precached?
vec3_t angles; // this hurts
int sprtype; // oh this is so fat
float scalexvel;
float scaleyvel;
vec3_t anglevel;
int amiseen; // determines if flare is seen. test flare to this.
struct entity_s *owner;
qboolean owned; // am i owned? (checking for deleting particle if entity dies)
struct model_s *oldmodel; // for owner
float lensreflection;
} flare_t;
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typedef struct entity_s
{
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float framelerp;
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qboolean forcelink; // model changed
int update_type;
entity_state_t baseline; // to fill in defaults in updates
double msgtime; // time of last update
vec3_t msg_origins[2]; // last two updates (0 is newest)
vec3_t origin;
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vec3_t msg_angles[2]; // last two updates (0 is newest)
vec3_t angles;
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struct model_s *model; // NULL = no model
struct efrag_s *efrag; // linked list of efrags
int frame;
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int oldframe;
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float syncbase; // for client-side animations
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//byte *colormap;
// h2
byte *colormap, *sourcecolormap;
byte colorshade;
// h2
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int effects; // light, particals, etc
int skinnum; // for Alias models
int visframe; // last frame this entity was
// found in an active leaf
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int number;
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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
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int flags;
float alpha;
float scale_start_time;
// float scale1;
#ifdef SCALEE
float scale2;
#endif
float glow_size;
float glow_red; // tomaz glow stuff we probably will not use
float glow_green;
float glow_blue;
vec3_t colormod;
#ifdef MHINTERPOL
// frame interpolation
float frame_start_time;
int lastpose;
int currpose;
// even if you've already done the QER stuff you'll need this too!
int lastframe;
#endif
struct model_s *lastmodel; // leilei - gun draw hack
int shadowsize; // leilei - shadow size hack
int shadowframe; // leilei - shadow hack
int shadowbits;
float scale;
int glowcolor;
float glowsize;
#ifdef VMTOC
qboolean viewmodel;
#endif
#ifdef INTERPOL7
// frame interpolation
float frame_start_time;
int lastpose;
int currpose;
// even if you've already done the QER stuff you'll need this too!
int lastframe;
#endif
qboolean muzzlehack; // leilei - awful muzzleflash additive blend hack
qboolean imstatic; // am i a static ent? (for flares)
qboolean gotaflare; // is my flare function called already? (For statics)
struct flare_s *ourparticle; // for flare
float flalpha; // for flare
float flalphavel; // for flare
int cloaked; // leilei - experimental cloak effect
int isfading; // leilei - for alpha
float partfinished; // leilei - preventing particle spam
int leifect; // leilei - effect hack :/
vec3_t shadowvec; // leilei - fake direction shadow casting
float shadowdist;
float shadowopacity;
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} entity_t;
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// !!! 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;
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float time;
float oldtime;
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int ambientlight;
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} refdef_t;
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// !!! 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
int ambientlight;
} oldrefdef_t;
typedef struct mpic_s
{
int width;
short height;
byte alpha;
byte pad;
byte data[4]; // variable sized
} mpic_t;
extern oldrefdef_t r_oldrefdef;
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//
// 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;
void R_Init (void);
void R_InitTextures (void);
void R_InitEfrags (void);
void R_RenderView (void); // must set r_refdef first
void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
// called whenever r_refdef or vid change
void R_InitSky (struct texture_s *mt); // called at level load
void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
void R_NewMap (void);
void R_ParseParticleEffect (void);
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
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void R_RocketTrail (vec3_t start, vec3_t end, int type);
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// leilei-new particels
void R_RailTrail (vec3_t start, vec3_t end);
void R_Smoke (vec3_t org, vec3_t dir, int color, int count);
void R_RunWarticleEffect (vec3_t org, vec3_t dir, int color, int count);
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#ifdef QUAKE2
void R_DarkFieldParticles (entity_t *ent);
#endif
void R_EntityParticles (entity_t *ent);
void R_BlobExplosion (vec3_t org);
void R_ParticleExplosion (vec3_t org);
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void R_LavaSplash (vec3_t org);
void R_TeleportSplash (vec3_t org);
void R_PushDlights (void);
//
// 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);
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);
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extern byte coltranslate[256]; // TranslateToCustomPal