/* 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 */ #ifndef __QF_render_h #define __QF_render_h #include "QF/mathlib.h" #include "QF/model.h" #include "QF/qdefs.h" // FIXME for MAX_STYLESTRING #include "QF/vid.h" #include "QF/simd/types.h" #include "QF/ui/vrect.h" typedef enum { part_tex_dot, part_tex_spark, part_tex_smoke, } ptextype_t; typedef struct particle_s particle_t; // !!! if this is changed, it must be changed in d_ifacea.h too !!! struct particle_s { vec4f_t pos; vec4f_t vel; union { struct { int icolor; int pad[2]; float alpha; }; vec4f_t color; }; ptextype_t tex; float ramp; float scale; float live; }; typedef struct partparm_s { vec4f_t drag; // drag[3] is grav scale float ramp; float ramp_max; float scale_rate; float alpha_rate; } partparm_t; typedef struct psystem_s { vec4f_t gravity; uint32_t maxparticles; uint32_t numparticles; particle_t *particles; partparm_t *partparams; const int **partramps; int points_only; } psystem_t; extern struct vid_render_funcs_s *r_funcs; extern struct vid_render_data_s *r_data; typedef struct subpic_s { const struct subpic_s *const next; const struct scrap_s *const scrap; ///< renderer specific type const struct vrect_s *const rect; const int width; ///< requested width const int height; ///< requested height const float size; ///< size factor for tex coords (mult) } subpic_t; // dynamic lights =========================================================== typedef struct dlight_s { vec4f_t origin; vec4f_t color; float radius; float die; // stop lighting after this time float decay; // drop this each second float minlight; // don't add when contributing less } dlight_t; typedef struct { int length; char map[MAX_STYLESTRING]; char average; char peak; } lightstyle_t; //=============== typedef union refframe_s { mat4f_t mat; struct { vec4f_t right; vec4f_t forward; vec4f_t up; vec4f_t position; }; } refframe_t; /** Generic frame buffer object. * * For attaching scene cameras to render targets. */ typedef struct framebuffer_s { unsigned width; unsigned height; void *buffer; ///< renderer-specific frame buffer data } framebuffer_t; // !!! if this is changed, it must be changed in asm_draw.h too !!! typedef struct { float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping float fvrectright_adj, fvrectbottom_adj; int aliasvrectleft, aliasvrecttop; // scaled Alias versions int aliasvrectright, aliasvrectbottom; // scaled Alias versions int vrectright, vrectbottom; // right & bottom screen coords int vrectx_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20 int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20 float fvrectx, fvrecty; // for floating-point compares // right and bottom edges, for clamping float fvrectright; // rightmost edge, for Alias clamping float fvrectbottom; // bottommost edge, for Alias clamping // end of asm refs //FIXME move all of below elsewhere vrect_t vrect; // subwindow in video for refresh refframe_t frame; plane_t frustum[4]; mat4f_t camera; mat4f_t camera_inverse; int ambientlight; int drawflat; struct ecs_registry_s *registry; struct model_s *worldmodel; } refdef_t; // REFRESH ==================================================================== extern struct texture_s *r_notexture_mip; void R_Init (void); struct vid_internal_s; void R_LoadModule (struct vid_internal_s *vid_internal); struct progs_s; void R_Progs_Init (struct progs_s *pr); void Fog_Update (float density, float red, float green, float blue, float time); struct plitem_s; void Fog_ParseWorldspawn (struct plitem_s *worldspawn); void Fog_GetColor (quat_t fogcolor); float Fog_GetDensity (void) __attribute__((pure)); void Fog_SetupFrame (void); void Fog_StartAdditive (void); void Fog_StopAdditive (void); void Fog_Init (void); #endif//__QF_render_h