/* 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; #define MAX_BONE_CONTROLLERS 5 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 int frame1; int frame2; float frame1time; float frame2time; float lerpfrac; #ifdef HALFLIFEMODELS float subblendfrac; //hl models are weird float bonecontrols[MAX_BONE_CONTROLLERS]; //hl special bone controllers float basesubblendfrac;//hl models are weird #endif int baseframe1; //used to control legs animations int baseframe2; float baseframe1time; float baseframe2time; float baselerpfrac;// int basebone; //the base frame fills bones up to this one (thus if 0, base sequence is not used). 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 #ifdef SWQUAKE struct palremap_s *palremap; #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; // // 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_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 #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... void SWR_SetSky (char *name, float rotate, vec3_t axis); qboolean SWR_CheckSky(void); void SWR_AddStain(vec3_t org, float red, float green, float blue, float radius); void SWR_LessenStains(void); void SWVID_Shutdown (void); void SWR_DeInit (void); void SWSCR_DeInit (void); int SWR_LightPoint (vec3_t p); #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); struct palremap_s *D_IdentityRemap(void); //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)*/NULL: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); qboolean Mod_GetTag(struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *result); int Mod_TagNumForName(struct model_s *model, char *name); int Mod_SkinNumForName(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 (struct model_s *model, float *p); void GLMod_Think (void); void GLMod_NowLoadExternal(void); void GLR_WipeStains(void); void GLR_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 (struct model_s *model, float *p); void SWMod_Think (void); void SWMod_NowLoadExternal(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 (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 (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, 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 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 GetPaletteIndex(int red, int green, int blue); qbyte GetPaletteNoFB(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