Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-03-24 11:25:06 +00:00
|
|
|
render.h
|
|
|
|
|
|
|
|
public interface to both GL and software renderers
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
See the GNU General Public License for more details.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
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
|
|
|
|
|
|
|
|
$Id$
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
|
2000-01-22 12:54:51 +00:00
|
|
|
#ifndef _RENDER_H
|
|
|
|
#define _RENDER_H
|
|
|
|
|
2000-02-04 04:01:23 +00:00
|
|
|
#include <qtypes.h>
|
|
|
|
#include <vid.h>
|
2000-01-22 12:54:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
#define MAXCLIPPLANES 11
|
|
|
|
|
|
|
|
#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;
|
|
|
|
|
2000-01-27 17:06:02 +00:00
|
|
|
// entity_state_t is the information conveyed from the server
|
|
|
|
// in an update message
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
int number; // edict index
|
|
|
|
int flags; // nolerp, etc
|
|
|
|
vec3_t origin;
|
|
|
|
vec3_t angles;
|
|
|
|
int modelindex;
|
|
|
|
int frame;
|
|
|
|
int colormap;
|
|
|
|
int skinnum;
|
|
|
|
int effects;
|
|
|
|
} entity_state_t;
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
typedef struct entity_s
|
|
|
|
{
|
2000-05-05 08:56:55 +00:00
|
|
|
qboolean forcelink; // model changed
|
|
|
|
|
|
|
|
int update_type;
|
|
|
|
|
|
|
|
entity_state_t baseline; // to fill defaults in updates
|
|
|
|
|
|
|
|
double msgtime; // time of last update
|
|
|
|
vec3_t msg_origins[2]; // last 2 updates (0 is newest)
|
|
|
|
vec3_t msg_angles[2]; // last 2 updates (0 is newest)
|
|
|
|
int effects; // light, particles, etc
|
2000-05-07 12:33:47 +00:00
|
|
|
vec3_t origin;
|
|
|
|
vec3_t angles;
|
|
|
|
struct model_s *model; // NULL = no model
|
|
|
|
struct efrag_s *efrag; // linked list of efrags
|
|
|
|
int frame;
|
|
|
|
#ifdef EXPERIMENTAL
|
2000-05-05 08:56:55 +00:00
|
|
|
float translate_start_time;
|
|
|
|
vec3_t origin1;
|
|
|
|
vec3_t origin2;
|
|
|
|
float rotate_start_time;
|
|
|
|
vec3_t angles1;
|
|
|
|
vec3_t angles2;
|
|
|
|
float frame_start_time;
|
|
|
|
float frame_interval;
|
|
|
|
int pose1, pose2;
|
2000-05-07 12:33:47 +00:00
|
|
|
#endif
|
2000-05-05 08:56:55 +00:00
|
|
|
float syncbase; // for client-side animations
|
|
|
|
byte *colormap;
|
|
|
|
int skinnum; // for Alias models
|
|
|
|
int keynum;
|
2000-01-19 11:01:04 +00:00
|
|
|
struct player_info_s *scoreboard; // identify player
|
2000-05-05 08:56:55 +00:00
|
|
|
int visframe; // last frame this entity was
|
|
|
|
// found in an active leaf
|
2000-03-19 15:59:51 +00:00
|
|
|
|
2000-05-05 08:56:55 +00:00
|
|
|
int dlightframe; // dynamic lighting
|
|
|
|
int dlightbits;
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// FIXME: could turn these into a union
|
2000-05-05 08:56:55 +00:00
|
|
|
int trivial_accept;
|
|
|
|
struct mnode_s *topnode; // for bmodels, first world node
|
|
|
|
// that splits bmodel, or NULL
|
|
|
|
// if not split
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
} entity_t;
|
|
|
|
|
|
|
|
// !!! if this is changed, it must be changed in asm_draw.h too !!!
|
|
|
|
typedef struct
|
|
|
|
{
|
2000-05-05 08:56:55 +00:00
|
|
|
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,
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// for use in edge list
|
2000-05-05 08:56:55 +00:00
|
|
|
float fvrectx, fvrecty; // for floating-point compares
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
|
2000-05-05 08:56:55 +00:00
|
|
|
int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
|
|
|
|
int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float fvrectright_adj, fvrectbottom_adj;
|
|
|
|
// right and bottom edges, for clamping
|
2000-05-05 08:56:55 +00:00
|
|
|
float fvrectright; // rightmost edge, for Alias clamping
|
|
|
|
float fvrectbottom; // bottommost edge, for Alias clamping
|
2000-03-19 15:59:51 +00:00
|
|
|
float horizontalFieldOfView; // at Z = 1.0, this many X is visible
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 2.0 = 90 degrees
|
2000-08-12 01:01:30 +00:00
|
|
|
float xOrigin; // should probably always be 0.5
|
2000-05-05 08:56:55 +00:00
|
|
|
float yOrigin; // between be around 0.3 to 0.5
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
vec3_t vieworg;
|
|
|
|
vec3_t viewangles;
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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;
|
|
|
|
|
2000-01-22 12:54:51 +00:00
|
|
|
extern struct texture_s *r_notexture_mip;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-19 11:01:04 +00:00
|
|
|
extern entity_t r_worldentity;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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);
|
2000-04-25 09:35:07 +00:00
|
|
|
void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
#ifdef QUAKE2
|
|
|
|
void R_DarkFieldParticles (entity_t *ent);
|
|
|
|
#endif
|
|
|
|
void R_EntityParticles (entity_t *ent);
|
|
|
|
void R_BlobExplosion (vec3_t org);
|
|
|
|
void R_ParticleExplosion (vec3_t org);
|
|
|
|
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
|
|
|
|
void R_LavaSplash (vec3_t org);
|
|
|
|
void R_TeleportSplash (vec3_t org);
|
|
|
|
|
|
|
|
void R_PushDlights (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);
|
|
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void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
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2000-01-19 11:01:04 +00:00
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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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2000-01-22 12:54:51 +00:00
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#endif // _RENDER_H
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