mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-06 17:32:05 +00:00
BIG sledge hammer!
This commit is contained in:
parent
bf29d43729
commit
f4a8f97fdc
4 changed files with 12 additions and 361 deletions
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@ -53,6 +53,7 @@ typedef enum {false, true} qboolean;
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typedef float vec_t;
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typedef vec_t vec2_t[3];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[3];
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typedef vec_t vec5_t[5];
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typedef int fixed4_t;
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typedef int fixed8_t;
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@ -63,7 +63,7 @@ typedef struct r_model_s
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vec3_t **verts;
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int **vert_norm_indices;
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int num_triangles;
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new_tri_t *triangles;
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r_tri_t *triangles;
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} r_model_t;
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/*
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@ -77,12 +77,13 @@ typedef struct r_model_s
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*/
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typedef struct r_skin_s
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{
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char *name;
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int texnum;
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int num_colors;
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vec4_t *vert_colors;
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vec4_t skin_color;
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int num_texcoords;
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vec2_t *texcoords;
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int num_tri_indices;
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@ -91,12 +92,12 @@ typedef struct r_skin_s
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typedef struct r_e_skin_s
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{
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r_skin_l_e light_type;
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vec4_t light_tint;
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r_skin_t *skin
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r_skin_l_e type;
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vec4_t tint;
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r_skin_t *skin;
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} r_e_skin_t;
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typedef struct entity_s
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typedef struct r_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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@ -126,7 +127,7 @@ typedef struct entity_s
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// Brush model specific bits.
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struct mnode_s *topnode; // first world node that splits bmodel
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} entity_t;
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} r_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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@ -169,7 +170,7 @@ 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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extern r_entity_t r_worldentity;
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void R_Init (void);
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void R_Init_Cvars (void);
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@ -180,8 +181,8 @@ 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_AddEfrags (r_entity_t *ent);
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void R_RemoveEfrags (r_entity_t *ent);
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void R_NewMap (void);
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@ -1,184 +0,0 @@
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/*
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render.h
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@description@
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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 "protocol.h"
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#define MAXCLIPPLANES 11
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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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typedef struct entity_s
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{
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qboolean forcelink; // model changed
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int update_type;
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entity_state_t baseline; // to fill in defaults in updates
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double msgtime; // time of last update
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vec3_t msg_origins[2]; // last two updates (0 is newest)
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vec3_t origin;
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vec3_t msg_angles[2]; // last two updates (0 is newest)
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vec3_t angles;
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struct model_s *model; // NULL = no model
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struct efrag_s *efrag; // linked list of efrags
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int frame;
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float syncbase; // for client-side animations
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byte *colormap;
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int effects; // light, particals, etc
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int skinnum; // for Alias models
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int visframe; // last frame this entity was
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// found in an active leaf
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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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} 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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} 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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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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#ifdef QUAKE2
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void R_DarkFieldParticles (entity_t *ent);
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#endif
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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_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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void R_PushDlights (vec3_t entorigin);
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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_DrawBrushModel (entity_t *e);
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void R_DrawWorld (void);
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void R_RenderDlights (void);
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void R_DrawWaterSurfaces (void);
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struct msurface_s;
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void R_RenderBrushPoly (struct msurface_s *fa);
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void R_TranslatePlayerSkin (int playernum);
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void R_AddFire (vec3_t, vec3_t, entity_t *ent);
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#endif // __render_h
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@ -1,167 +0,0 @@
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/*
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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 old_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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// Animation interpolation
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float frame_start_time;
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float frame_interval;
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int pose1;
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int pose2;
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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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} 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_Init_Cvars (void);
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void R_Textures_Init (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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// LordHavoc: relative bmodel lighting
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void R_PushDlights (vec3_t entorigin);
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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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