/* render.h public interface to refresh functions 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifndef _RENDER_H #define _RENDER_H #include "mathlib.h" #include "cvar.h" #include "vid.h" //#include "model.h" //now we know why (struct model_s *) is used here instead of model_t //damn circular reference ! same with player_info_s -- yan #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 //============================================================================= typedef struct efrag_s { struct mleaf_s *leaf; struct efrag_s *leafnext; struct entity_s *entity; struct efrag_s *entnext; } efrag_t; typedef struct entity_s { int keynum; // for matching entities in different frames vec3_t origin; vec3_t angles; struct model_s *model; // NULL = no model int frame; byte *colormap; int skinnum; // for Alias models struct player_info_s *scoreboard; // identify player float syncbase; 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; float colormod[3]; // color tint for model float alpha; // opacity (alpha) of the model float glowsize; // how big the glow is byte glowcolor; // color of glow and particle trail (paletted) byte glowtrail; // leaves a trail of particles // 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 } 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 allways 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; } 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; void R_Init (void); void R_InitTextures (void); void R_InitEfrags (void); void R_RenderView (void); // must set r_refdef first void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect); // called whenever r_refdef or vid change void R_InitSky (struct texture_s *mt); // called at level load void R_AddEfrags (entity_t *ent); void R_RemoveEfrags (entity_t *ent); void R_NewMap (void); void R_ParseParticleEffect (void); void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent); void R_EntityParticles (entity_t *ent); void R_BlobExplosion (vec3_t org); void R_ParticleExplosion (vec3_t org); void R_LavaSplash (vec3_t org); void R_TeleportSplash (vec3_t org); // LordHavoc: relative bmodel lighting void R_PushDlights (vec3_t entorigin); void R_InitParticles (void); void R_ClearParticles (void); void R_DrawParticles (void); void R_DrawWaterSurfaces (void); // // surface cache related // extern int reinit_surfcache; // if 1, surface cache is currently empty and extern qboolean r_cache_thrash; // set if thrashing the surface cache int D_SurfaceCacheForRes (int width, int height); void D_FlushCaches (void); void D_DeleteSurfaceCache (void); void D_InitCaches (void *buffer, int size); void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj); void R_LoadSkys (char *); #endif // _RENDER_H