/* 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[4]; } dlight_t; extern dlight_t *r_dlights; extern unsigned int r_maxdlights; // 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? //=============== #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 #define LERP_MOVESTEP (1<<0) //this is a MOVETYPE_STEP entity, enable movement lerp #define LERP_RESETANIM (1<<1) //disable anim lerping until next anim frame #define LERP_RESETANIM2 (1<<2) //set this and previous flag to disable anim lerping for two anim frames #define LERP_RESETMOVE (1<<3) //disable movement lerping until next origin/angles change #define LERP_FINISH (1<<4) //use lerpfinish time from server update instead of assuming interval of 0.1 typedef struct entity_s { struct entity_s *next; vec3_t origin; vec3_t old_origin; vec3_t angles; struct model_s *model; // NULL = no model int frame; byte *colormap; int skinnum; // for Alias models struct skin_s *skin; float syncbase; // for client-side animations struct efrag_s *efrag; // linked list of efrags int visframe; // last frame this entity was // found in an active leaf float colormod[4]; // color tint and alpha for model float scale; // size scaler of the model int fullbright; float min_light; // 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 // FIXME separate struct? byte lerpflags; float lerpstart; float lerptime; float lerpfinish; short previouspose; short currentpose; float movelerpstart; vec3_t previousorigin; vec3_t currentorigin; vec3_t previousangles; //FIXME quaternion? vec3_t currentangles; } 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; // 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; extern void (*r_viewsize_callback)(struct cvar_s *var); extern int r_viewsize; void R_Init (void); void R_Init_Cvars (void); void R_InitEfrags (void); 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 (float aspect); // must set r_refdef first // called whenever r_refdef or vid change void R_AddEfrags (entity_t *ent); void R_RemoveEfrags (entity_t *ent); void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models); // LordHavoc: relative bmodel lighting void R_PushDlights (const vec3_t entorigin); void R_DrawWaterSurfaces (void); void Fog_Update (float density, float red, float green, float blue, float time); struct plitem_s; void Fog_ParseWorldspawn (struct plitem_s *worldspawn); float *Fog_GetColor (void); float Fog_GetDensity (void); void Fog_SetupFrame (void); void Fog_EnableGFog (void); void Fog_DisableGFog (void); void Fog_StartAdditive (void); void Fog_StopAdditive (void); void Fog_Init (void); // 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; extern qboolean r_paused; extern entity_t *r_view_model; extern entity_t *r_player_entity; extern int r_lineadj; 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 *); void R_ClearEfrags (void); void R_ClearEnts (void); void R_EnqueueEntity (struct entity_s *ent); struct entity_s *R_AllocEntity (void); void R_FreeAllEntities (void); dlight_t *R_AllocDlight (int key); void R_DecayLights (double frametime); void R_ClearDlights (void); int R_InitGraphTextures (int base); void R_LineGraph (int x, int y, int *h_vals, int count); struct progs_s; void R_Progs_Init (struct progs_s *pr); void R_DrawAliasModel (entity_t *e); void R_MarkLeaves (void); #endif // __render_h