mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
7903310326
Lots of cool stuff. r_shadows is still broken due to depth sorting of model (and thier depth value being written too late). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1196 fc73d0e0-1445-4013-8a0c-d673dee63da5
417 lines
12 KiB
C
417 lines
12 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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#define TOP_RANGE 16 // soldier uniform colors
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#define BOTTOM_RANGE 96
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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 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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byte_vec4_t shaderRGBA;
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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 frame;
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qbyte *colormap;
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int skinnum; // for Alias models
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struct player_info_s *scoreboard; // identify player
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float frame1time;
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float frame2time;
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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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float bonecontrols[4];
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int flags;
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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_TRANS
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float alpha;
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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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float lerpfrac;
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int oldframe;
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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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#if defined(RGLQUAKE)
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void GLMod_Init (void);
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qboolean GLMod_GetTag(struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *result);
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int GLMod_TagNumForName(struct model_s *model, char *name);
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int GLMod_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 (float *p, struct model_s *model);
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qbyte *GLMod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer);
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qbyte *GLMod_LeafnumPVS (int leafnum, struct model_s *model, qbyte *buffer);
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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 R_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 (float *p, struct model_s *model);
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qbyte *SWMod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer);
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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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qboolean Media_ShowFilm(void);
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void Media_CaptureDemoEnd(void);
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void Media_RecordAudioFrame (short *sample_buffer, int samples);
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void Media_RecordFrame (void);
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void R_SetRenderer(int wanted);
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void RQ_Init(void);
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void CLQ2_RailTrail (vec3_t start, vec3_t end);
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void CLQ2_BubbleTrail (vec3_t start, vec3_t end);
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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);
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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 GetPalette(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_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_polyblend;
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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 r_palconvwrite;
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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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