mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 20:32:43 +00:00
dce284811e
Q3 clients can connect to q1 gamecode (sv_listen_q3). hacked support for SendFlags. It'll work compatibly, just not efficiently. Unified shared qc builtins. fteqcc supports int |= float, more params in macros, &~= operator. Additional recent DP QC extensions. Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles. Nexuiz might run again. Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost). Download system revamp. Numerous other changes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5
568 lines
18 KiB
C
568 lines
18 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// refresh.h -- public interface to refresh functions
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// default soldier colors
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#define TOP_DEFAULT 1
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#define BOTTOM_DEFAULT 6
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#define TOP_RANGE (TOP_DEFAULT<<4)
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#define BOTTOM_RANGE (BOTTOM_DEFAULT<<4)
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extern int r_framecount;
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struct msurface_s;
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//=============================================================================
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typedef struct efrag_s
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{
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struct mleaf_s *leaf;
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struct efrag_s *leafnext;
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struct entity_s *entity;
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struct efrag_s *entnext;
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} efrag_t;
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typedef enum {
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RT_MODEL,
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RT_POLY,
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RT_SPRITE,
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RT_BEAM,
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RT_RAIL_CORE,
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RT_RAIL_RINGS,
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RT_LIGHTNING,
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RT_PORTALSURFACE, // doesn't draw anything, just info for portals
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RT_MAX_REF_ENTITY_TYPE
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} refEntityType_t;
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#define MAX_BONE_CONTROLLERS 5
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typedef struct entity_s
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{
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int keynum; // for matching entities in different frames
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vec3_t origin;
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vec3_t angles;
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vec3_t axis[3];
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vec4_t shaderRGBAf;
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float shaderTime;
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vec3_t oldorigin;
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vec3_t oldangles;
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struct model_s *model; // NULL = no model
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int skinnum; // for Alias models
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struct player_info_s *scoreboard; // identify player
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struct efrag_s *efrag; // linked list of efrags (FIXME)
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int visframe; // last frame this entity was
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// found in an active leaf
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// only used for static objects
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int dlightframe; // dynamic lighting
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int dlightbits;
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// FIXME: could turn these into a union
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int trivial_accept;
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struct mnode_s *topnode; // for bmodels, first world node
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// that splits bmodel, or NULL if
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// not split
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int frame1;
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int frame2;
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float frame1time;
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float frame2time;
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float lerpfrac;
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#ifdef HALFLIFEMODELS
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float subblendfrac; //hl models are weird
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float bonecontrols[MAX_BONE_CONTROLLERS]; //hl special bone controllers
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float basesubblendfrac;//hl models are weird
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#endif
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int baseframe1; //used to control legs animations
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int baseframe2;
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float baseframe1time;
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float baseframe2time;
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float baselerpfrac;//
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int basebone; //the base frame fills bones up to this one (thus if 0, base sequence is not used).
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int flags;
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refEntityType_t rtype;
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float rotation;
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#ifdef Q3SHADERS
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struct shader_s *forcedshader;
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#endif
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#ifdef PEXT_SCALE
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float scale;
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#endif
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#ifdef PEXT_FATNESS
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float fatness;
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#endif
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#ifdef PEXT_HEXEN2
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int drawflags;
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int abslight;
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#endif
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#ifdef SWQUAKE
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struct palremap_s *palremap;
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#endif
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} entity_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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vrect_t vrect; // subwindow in video for refresh
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// FIXME: not need vrect next field here?
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vrect_t aliasvrect; // scaled Alias version
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int vrectright, vrectbottom; // right & bottom screen coords
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int aliasvrectright, aliasvrectbottom; // scaled Alias versions
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float vrectrightedge; // rightmost right edge we care about,
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// for use in edge list
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float fvrectx, fvrecty; // for floating-point compares
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float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
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int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
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int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
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float fvrectright_adj, fvrectbottom_adj;
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// right and bottom edges, for clamping
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float fvrectright; // rightmost edge, for Alias clamping
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float fvrectbottom; // bottommost edge, for Alias clamping
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float horizontalFieldOfView; // at Z = 1.0, this many X is visible
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// 2.0 = 90 degrees
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float xOrigin; // should probably always be 0.5
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float yOrigin; // between be around 0.3 to 0.5
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vec3_t vieworg;
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vec3_t viewangles;
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float fov_x, fov_y;
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int ambientlight;
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int flags;
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int currentplayernum;
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float time;
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qboolean useperspective;
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} refdef_t;
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//
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// refresh
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//
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extern int reinit_surfcache;
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extern refdef_t r_refdef;
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extern vec3_t r_origin, vpn, vright, vup;
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extern struct texture_s *r_notexture_mip;
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extern entity_t r_worldentity;
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#if defined(RGLQUAKE)
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void GLR_Init (void);
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void GLR_ReInit (void);
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void GLR_InitTextures (void);
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void GLR_InitEfrags (void);
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void GLR_RenderView (void); // must set r_refdef first
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// called whenever r_refdef or vid change
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void GLR_InitSky (struct texture_s *mt); // called at level load
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void GLR_SetSky (char *name, float rotate, vec3_t axis);
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qboolean GLR_CheckSky(void);
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void GLR_AddEfrags (entity_t *ent);
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void GLR_RemoveEfrags (entity_t *ent);
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void GLR_PreNewMap(void);
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void GLR_NewMap (void);
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void GLR_PushDlights (void);
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void GLR_DrawWaterSurfaces (void);
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void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius);
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void GLR_LessenStains(void);
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void MediaGL_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette);
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void MediaGL_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight); //top down
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void MediaGL_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight); //input is bottom up...
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void GLR_SetSky (char *name, float rotate, vec3_t axis);
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qboolean GLR_CheckSky(void);
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void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius);
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void GLR_LessenStains(void);
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void GLVID_DeInit (void);
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void GLR_DeInit (void);
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void GLSCR_DeInit (void);
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int GLR_LightPoint (vec3_t p);
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#endif
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#if defined(SWQUAKE)
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void SWR_Init (void);
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void SWR_InitTextures (void);
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void SWR_InitEfrags (void);
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void SWR_RenderView (void); // must set r_refdef first
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void SWR_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
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// called whenever r_refdef or vid change
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void SWR_InitSky (struct texture_s *mt); // called at level load
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void SWR_SetSky (char *name, float rotate, vec3_t axis);
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qboolean SWR_CheckSky(void);
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void SWR_AddEfrags (entity_t *ent);
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void SWR_RemoveEfrags (entity_t *ent);
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void SWR_NewMap (void);
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void SWR_PushDlights (void);
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void SWR_AddStain(vec3_t org, float red, float green, float blue, float radius);
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void SWR_LessenStains(void);
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void MediaSW_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette);
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void MediaSW_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight); //top down
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void MediaSW_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight); //input is bottom up...
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void SWR_SetSky (char *name, float rotate, vec3_t axis);
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qboolean SWR_CheckSky(void);
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void SWR_AddStain(vec3_t org, float red, float green, float blue, float radius);
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void SWR_LessenStains(void);
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void SWVID_Shutdown (void);
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void SWR_DeInit (void);
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void SWSCR_DeInit (void);
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int SWR_LightPoint (vec3_t p);
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#endif
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void R_AddEfrags (entity_t *ent);
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void R_RemoveEfrags (entity_t *ent);
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//
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// surface cache related
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//
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extern int reinit_surfcache; // if 1, surface cache is currently empty and
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extern qboolean r_cache_thrash; // set if thrashing the surface cache
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int D_SurfaceCacheForRes (int width, int height, int bpp);
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void D_FlushCaches (void);
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void D_DeleteSurfaceCache (void);
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void D_InitCaches (void *buffer, int size);
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void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
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struct palremap_s *D_IdentityRemap(void);
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//normalmaps
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//bumpmaps
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//32bits
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//8bits
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//8bitpal24
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//8bitpal32
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#define TF_NOMIPMAP 0x0000
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#define TF_NOTBUMPMAP 0x0000
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#define TF_NOALPHA 0x0000
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#define TF_MIPMAP 0x0001
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#define TF_BUMPMAP 0x0002 //or normalmap, depending on 8/24 bitness
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#define TF_ALPHA 0x0004 //preserve alpha channel (8biit, use index 255 for transparency)
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#define TF_FULLBRIGHT 0x0008 //dark pixels have alpha forced to 0
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#define TF_24BIT 0x0010
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#define TF_32BIT 0x0020 //use the standard quake palette
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#define TF_MANDATORY (TF_NOMIPMAP|TF_NOTBUMPMAP|TF_NOALPHA)
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#if 0
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/*
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int R_LoadTexture(char *name, int width, int height, void *data, void *palette, int flags)
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{
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if (palette)
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{
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if (flags & TF_BUMPMAP)
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return 0; //huh?
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if (flags & TF_FULLBRIGHT)
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return 0; //huh?
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if (flags & TF_32BIT)
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return R_LoadTexture8Pal32(name, width, height, data, palette, flags&TF_MIPMAP, flags&TF_ALPHA);
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return 0;
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}
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if (flags & TF_FULLBRIGHT)
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{
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if (flags & TF_BUMPMAP)
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return 0; //huh?
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if (flags & TF_24BIT)
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return 0;
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if (flags & TF_32BIT)
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return 0;
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//8bit fullbrights
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return R_LoadTextureFB(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
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}
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if (flags & TF_BUMPMAP)
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{
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if (flags & TF_24BIT)
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return 0;
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if (flags & TF_32BIT)
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return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA); //Warning: this is not correct
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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))
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}
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if (flags & TF_32BIT)
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return R_LoadTexture32(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
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if (data)
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return R_LoadTexture8(name, width, height, data, flags&TF_MIPMAP, flags&TF_ALPHA);
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return R_FindTexture(name);
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}
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#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))
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#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))
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#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))
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#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))
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#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))
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#define R_FindTexture(name) R_LoadTexture(name, 0, 0, NULL, NULL, 0)
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#define R_LoadCompressed(name) ((qrenderer == QR_OPENGL)?GL_LoadCompressed(name):0)
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*/
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#elif defined(RGLQUAKE) && defined(D3DQUAKE)
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#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))
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#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))
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#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))
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#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))
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#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))
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#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))
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#define R_FindTexture(name) ((qrenderer == QR_DIRECT3D)?D3D_FindTexture(name):GL_FindTexture(name))
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#define R_LoadCompressed(name) ((qrenderer == QR_DIRECT3D)?D3D_LoadCompressed(name):GL_LoadCompressed(name))
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#elif defined(D3DQUAKE)
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#define R_LoadTexture8Pal32 D3D_LoadTexture8Pal32
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#define R_LoadTexture8Pal24 D3D_LoadTexture8Pal24
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#define R_LoadTexture8 D3D_LoadTexture
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#define R_LoadTexture32 D3D_LoadTexture32
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#define R_LoadTextureFB D3D_LoadTextureFB
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#define R_LoadTexture8Bump D3D_LoadTexture8Bump
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#define R_FindTexture D3D_FindTexture
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#define R_LoadCompressed D3D_LoadCompressed
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#elif defined(RGLQUAKE)
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#define R_LoadTexture8Pal32 GL_LoadTexture8Pal32
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#define R_LoadTexture8Pal24 GL_LoadTexture8Pal24
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#define R_LoadTexture8 GL_LoadTexture
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#define R_LoadTexture32 GL_LoadTexture32
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#define R_LoadTextureFB GL_LoadTextureFB
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#define R_LoadTexture8Bump GL_LoadTexture8Bump
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#define R_FindTexture GL_FindTexture
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#define R_LoadCompressed GL_LoadCompressed
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#endif
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void GL_ParallelPerspective(double xmin, double xmax, double ymax, double ymin, double znear, double zfar);
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void GL_InfinatePerspective(double fovx, double fovy, double zNear);
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#if defined(RGLQUAKE) || defined(D3DQUAKE)
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void GLMod_Init (void);
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qboolean Mod_GetTag(struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *result);
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int Mod_TagNumForName(struct model_s *model, char *name);
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int Mod_SkinNumForName(struct model_s *model, char *name);
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void GLMod_ClearAll (void);
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struct model_s *GLMod_ForName (char *name, qboolean crash);
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struct model_s *GLMod_FindName (char *name);
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void *GLMod_Extradata (struct model_s *mod); // handles caching
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void GLMod_TouchModel (char *name);
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struct mleaf_s *GLMod_PointInLeaf (struct model_s *model, float *p);
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void GLMod_Think (void);
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void GLMod_NowLoadExternal(void);
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void GLR_WipeStains(void);
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void GLR_LoadSkys (void);
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#endif
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#if defined(SWQUAKE)
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void SWMod_Init (void);
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void SWMod_ClearAll (void);
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struct model_s *SWMod_ForName (char *name, qboolean crash);
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struct model_s *SWMod_FindName (char *name);
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void *SWMod_Extradata (struct model_s *mod); // handles caching
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void SWMod_TouchModel (char *name);
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struct mleaf_s *SWMod_PointInLeaf (struct model_s *model, float *p);
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void SWMod_Think (void);
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void SWMod_NowLoadExternal(void);
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#endif
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extern struct model_s *currentmodel;
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qboolean Media_ShowFilm(void);
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void Media_CaptureDemoEnd(void);
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void Media_RecordFrame (void);
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qboolean Media_PausedDemo (void);
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double Media_TweekCaptureFrameTime(double time);
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void MYgluPerspective(double fovx, double fovy, double zNear, double zFar);
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void R_MarkLeaves (void);
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void R_SetFrustum (void);
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void R_SetRenderer(int wanted);
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void RQ_Init(void);
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void CLQ2_EntityEvent(entity_state_t *es);
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void CLQ2_TeleporterParticles(entity_state_t *es);
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void CLQ2_IonripperTrail(vec3_t oldorg, vec3_t neworg);
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void CLQ2_TrackerTrail(vec3_t oldorg, vec3_t neworg, int flags);
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void CLQ2_Tracker_Shell(vec3_t org);
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void CLQ2_TagTrail(vec3_t oldorg, vec3_t neworg, int flags);
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void CLQ2_FlagTrail(vec3_t oldorg, vec3_t neworg, int flags);
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void CLQ2_TrapParticles(entity_t *ent);
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void CLQ2_BfgParticles(entity_t *ent);
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struct q2centity_s;
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void CLQ2_FlyEffect(struct q2centity_s *ent, vec3_t org);
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void CLQ2_DiminishingTrail(vec3_t oldorg, vec3_t neworg, struct q2centity_s *ent, unsigned int effects);
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void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg);
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void WritePCXfile (char *filename, qbyte *data, int width, int height, int rowbytes, qbyte *palette, qboolean upload); //data is 8bit.
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qbyte *ReadPCXFile(qbyte *buf, int length, int *width, int *height);
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qbyte *ReadTargaFile(qbyte *buf, int length, int *width, int *height, int asgrey);
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qbyte *ReadJPEGFile(qbyte *infile, int length, int *width, int *height);
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qbyte *ReadPNGFile(qbyte *buf, int length, int *width, int *height, char *name);
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qbyte *ReadPCXPalette(qbyte *buf, int len, qbyte *out);
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void BoostGamma(qbyte *rgba, int width, int height);
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void SaturateR8G8B8(qbyte *data, int size, float sat);
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void AddOcranaLEDsIndexed (qbyte *image, int h, int w);
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void CL_NewDlightRGB (int key, float x, float y, float z, float radius, float time,
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float r, float g, float b);
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void Renderer_Init(void);
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void R_RestartRenderer_f (void);//this goes here so we can save some stack when first initing the sw renderer.
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//used to live in glquake.h
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qbyte GetPaletteIndex(int red, int green, int blue);
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qbyte GetPaletteNoFB(int red, int green, int blue);
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extern cvar_t r_norefresh;
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extern cvar_t r_drawentities;
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extern cvar_t r_drawworld;
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extern cvar_t r_drawviewmodel;
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extern cvar_t r_drawviewmodelinvis;
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extern cvar_t r_speeds;
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extern cvar_t r_waterwarp;
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extern cvar_t r_fullbright;
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extern cvar_t r_lightmap;
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extern cvar_t r_shadows;
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extern cvar_t r_mirroralpha;
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extern cvar_t r_wateralpha;
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extern cvar_t r_dynamic;
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extern cvar_t r_novis;
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extern cvar_t r_netgraph;
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#ifdef R_XFLIP
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extern cvar_t r_xflip;
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#endif
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extern cvar_t gl_clear;
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extern cvar_t gl_cull;
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extern cvar_t gl_poly;
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extern cvar_t gl_smoothmodels;
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extern cvar_t gl_affinemodels;
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extern cvar_t gl_nohwblend;
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extern cvar_t gl_keeptjunctions;
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extern cvar_t gl_reporttjunctions;
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extern cvar_t r_flashblend;
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extern cvar_t r_lightstylesmooth;
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extern cvar_t r_lightstylespeed;
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extern cvar_t gl_nocolors;
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extern cvar_t gl_load24bit;
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extern cvar_t gl_finish;
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extern cvar_t gl_max_size;
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extern cvar_t gl_playermip;
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extern cvar_t d_palconvwrite;
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extern cvar_t d_palremapsize;
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extern cvar_t r_lightmap_saturation;
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enum {
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RSPEED_TOTALREFRESH,
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RSPEED_LINKENTITIES,
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RSPEED_PROTOCOL,
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RSPEED_WORLDNODE,
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RSPEED_WORLD,
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RSPEED_DRAWENTITIES,
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RSPEED_STENCILSHADOWS,
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RSPEED_FULLBRIGHTS,
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RSPEED_DYNAMIC,
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RSPEED_PARTICLES,
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RSPEED_PARTICLESDRAW,
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RSPEED_PALETTEFLASHES,
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RSPEED_2D,
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RSPEED_SERVER,
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RSPEED_FINISH,
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RSPEED_MAX
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};
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int rspeeds[RSPEED_MAX];
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enum {
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RQUANT_MSECS, //old r_speeds
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RQUANT_EPOLYS,
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RQUANT_WPOLYS,
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RQUANT_SHADOWFACES,
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RQUANT_SHADOWEDGES,
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RQUANT_LITFACES,
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RQUANT_MAX
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};
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int rquant[RQUANT_MAX];
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#define RQuantAdd(type,quant) rquant[type] += quant;
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#define RSpeedLocals() int rsp
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#define RSpeedMark() int rsp = r_speeds.value?Sys_DoubleTime()*1000000:0
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#define RSpeedRemark() rsp = r_speeds.value?Sys_DoubleTime()*1000000:0
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//extern void (_stdcall *qglFinish) (void);
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//#define RSpeedEnd(spt) do {qglFinish(); rspeeds[spt] += r_speeds.value?Sys_DoubleTime()*1000000 - rsp:0;}while (0)
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#define RSpeedEnd(spt) rspeeds[spt] += r_speeds.value?Sys_DoubleTime()*1000000 - rsp:0
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