quakeforge/include/QF/render.h

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/*
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 "QF/mathlib.h"
#include "QF/model.h"
#include "QF/qdefs.h" // FIXME
#include "QF/vid.h"
// dynamic lights ===========================================================
typedef struct dlight_s
{
int key; // so entities can reuse same entry
vec3_t origin;
float radius;
float die; // stop lighting after this time
float decay; // drop this each second
float minlight; // don't add when contributing less
float color[3]; // Don't use alpha --KB
} dlight_t;
extern dlight_t *r_dlights;
extern unsigned int r_maxdlights;
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// FIXME: client_state_t should hold all pieces of the client state
typedef struct
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
extern lightstyle_t r_lightstyle[MAX_LIGHTSTYLES];
// FIXME: lightstyle_t and r_lightstyle were in client.h, is this the best place for them?
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//===============
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
typedef struct entity_s
{
qboolean forcelink; // model changed
int update_type;
struct entity_state_s *baseline; // to fill in defaults in updates
double msgtime; // time of last update
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int keynum; // for matching entities in different frames
vec3_t origin;
vec3_t old_origin;
vec3_t angles;
vec3_t msg_origins[2]; // last two updates (0 is newest)
vec3_t msg_angles[2]; // last two updates (0 is newest)
struct model_s *model; // NULL = no model
struct model_s *_model; // for nq skin support
int frame;
byte *colormap;
int skinnum; // for Alias models
int _skinnum; // for nq skin support
struct skin_s *skin;
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struct player_info_s *scoreboard; // identify player
float syncbase; // for client-side animations
struct efrag_s *efrag; // linked list of efrags
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int visframe; // last frame this entity was
// found in an active leaf
int effects; // light, particals, etc
float colormod[3]; // color tint for model
float alpha; // opacity (alpha) of the model
float scale; // size scaler of the model
float glow_size; // how big the glow is (can be negative)
byte glow_color; // color of glow (paletted)
// 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
// Animation interpolation
float frame_start_time;
float frame_interval;
int pose1;
int pose2;
} 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 always 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;
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/*
REFRESH
*/
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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_Init_Cvars (void);
void R_InitEfrags (void);
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void R_InitSky (struct texture_s *mt); // called at level load
void R_Textures_Init (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_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
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void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models);
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// LordHavoc: relative bmodel lighting
void R_PushDlights (vec3_t entorigin);
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void R_DrawWaterSurfaces (void);
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/*
Surface cache related
*/
extern int reinit_surfcache; // if 1, surface cache is currently empty
extern qboolean r_cache_thrash; // set if thrashing the surface cache
extern qboolean r_inhibit_viewmodel;
extern qboolean r_force_fullscreen;
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extern qboolean r_paused;
extern entity_t *r_view_model;
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extern entity_t *r_player_entity;
extern int r_lineadj;
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extern qboolean r_active;
void *D_SurfaceCacheAddress (void);
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 (const char *);
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void R_ClearEfrags (void);
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void R_ClearEnts (void);
struct entity_s **R_NewEntity (void);
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dlight_t *R_AllocDlight (int key);
void R_DecayLights (double frametime);
void R_ClearDlights (void);
void R_LineGraph (int x, int y, int *h_vals, int count);
#endif // __render_h