fteqw/engine/client/wad.h
Spoike 5172823341 code to use occlusion queries for coronas.
tweaked cl_maxfps a little. now sticks much closer to the desired rate. also tweaked cl_netfps. clamps 77fps to 13ms frames (read: 76.9 fps) in an attempt to avoid tripping up any framerate checks (we had previously been using a lower net rate with occasional 14ms frames).
viewspace particles are now a thing.
greater control over spawning particles. its now possible to spawn particles only in slime, etc.
fix soundlength builtin.
preliminary version of r_dynamic -1, which can give some significant framerate boosts on certain maps.
fix halflife bsp texture issues.
rewrote worker thread logic. workers now work as a single pool, instead of independent pools. this means that you don't have to wait for a specific thread to finish before it can load new stuff, reducing overall load times some more. worker_count cvar allows reconfiguring the number of active workers. can be changed any time.
updated mod_terrain_create command. should be more useful now and make more sense when first loaded.
fix lit support. apparently its been broken for a while.
brush editor now has csg subtraction.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4990 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-10-11 11:34:58 +00:00

107 lines
2.6 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.
*/
// wad.h
//===============
// TYPES
//===============
#define CMP_NONE 0
#define CMP_LZSS 1
#define TYP_NONE 0
#define TYP_LABEL 1
#define TYP_LUMPY 64 // 64 + grab command number
#define TYP_PALETTE 64
#define TYP_QTEX 65
#define TYP_QPIC 66
#define TYP_SOUND 67
#define TYP_MIPTEX 68
//on disk representation of most q1 images.
typedef struct
{
int width, height;
qbyte data[4]; // variably sized
} qpic_t;
typedef struct shader_s shader_t;
#define mpic_t shader_t
//atlased images within some larger atlas
//must not be tiled etc
typedef struct apic_s
{
mpic_t *atlas;
float sl, tl, sh, th;
unsigned short x;
unsigned short y;
unsigned short width;
unsigned short height;
struct apic_s *next;
} apic_t;
extern mpic_t *draw_disc; // also used on sbar
typedef struct
{
char identification[4]; // should be WAD2 or 2DAW
int numlumps;
int infotableofs;
} wadinfo_t;
typedef struct
{
int filepos;
int disksize;
int size; // uncompressed
char type;
char compression;
char pad1, pad2;
char name[16]; // must be null terminated
} lumpinfo_t;
extern int wad_numlumps;
extern lumpinfo_t *wad_lumps;
extern qbyte *wad_base;
void W_Shutdown (void);
void W_LoadWadFile (char *filename);
void W_CleanupName (const char *in, char *out);
lumpinfo_t *W_GetLumpinfo (char *name);
void *W_GetLumpName (char *name);
void *W_SafeGetLumpName (const char *name);
void *W_GetLumpNum (int num);
void Wads_Flush (void);
extern void *wadmutex;
void SwapPic (qpic_t *pic);
struct model_s;
void Mod_ParseWadsFromEntityLump(char *data);
qbyte *W_ConvertWAD3Texture(miptex_t *tex, size_t lumpsize, int *width, int *height, qboolean *usesalpha);
void Mod_ParseInfoFromEntityLump(struct model_s *wmodel);
qboolean Wad_NextDownload (void);
qbyte *W_GetTexture(const char *name, int *width, int *height, qboolean *usesalpha);
miptex_t *W_GetMipTex(const char *name);