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https://git.code.sf.net/p/quake/newtree
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17ea696c0d
memory in software mode. This is now taken care of, the memory is now grabbed using calloc. On Unix systems and all systems using SDL, the default video memory is now 8MB. This should now be enough for almost everybody, unless you have some truly huge maps and boatloads of sounds. The minimum memory allowable is now down to 4MB, but complex maps and/or models can cause the game to quit -- not like this wasn't a problem already with the old 5.3MB lower limit, but there it is.
172 lines
5.2 KiB
C
172 lines
5.2 KiB
C
/*
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render.h
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public interface to refresh functions
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _RENDER_H
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#define _RENDER_H
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#include "mathlib.h"
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#include "cvar.h"
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#include "vid.h"
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//#include "model.h"
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//now we know why (struct model_s *) is used here instead of model_t
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//damn circular reference ! same with player_info_s -- yan
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#define TOP_RANGE 16 // soldier uniform colors
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#define BOTTOM_RANGE 96
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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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// LordHavoc: reindented this after 'Endy was here', also added scale.
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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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struct model_s *model; // NULL = no model
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int frame;
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byte *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 syncbase;
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struct efrag_s *efrag; // linked list of efrags (FIXME)
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int visframe; // last frame this entity was found in an active leaf, only used for static objects
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int dlightframe; // dynamic lighting
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int dlightbits;
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float colormod[3]; // color tint for model
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float alpha; // opacity (alpha) of the model
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float scale; // size scaler of the model
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float glowsize; // how big the glow is (can be negative)
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byte glowcolor; // color of glow (paletted)
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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 that splits bmodel, or NULL if not split
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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 allways 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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} 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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void R_Init (void);
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void R_InitTextures (void);
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void R_InitEfrags (void);
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void R_RenderView (void); // must set r_refdef first
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void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
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// called whenever r_refdef or vid change
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void R_InitSky (struct texture_s *mt); // called at level load
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void R_AddEfrags (entity_t *ent);
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void R_RemoveEfrags (entity_t *ent);
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void R_NewMap (void);
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void R_ParseParticleEffect (void);
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
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void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
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void R_EntityParticles (entity_t *ent);
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void R_BlobExplosion (vec3_t org);
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void R_ParticleExplosion (vec3_t org);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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// LordHavoc: relative bmodel lighting
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void R_PushDlights (vec3_t entorigin);
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void R_InitParticles (void);
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void R_ClearParticles (void);
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void R_DrawParticles (void);
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void R_DrawWaterSurfaces (void);
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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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void *D_SurfaceCacheAddress (void);
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int D_SurfaceCacheForRes (int width, int height);
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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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void R_LoadSkys (char *);
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#endif // _RENDER_H
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