/* 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 #include "QF/vid.h" #include "QF/simd/types.h" typedef enum { pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2, pt_smoke, pt_smokecloud, pt_bloodcloud, pt_fadespark, pt_fadespark2, pt_fallfade, pt_fallfadespark, pt_flame } ptype_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 { 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; typedef struct { int length; char map[MAX_STYLESTRING]; char average; char peak; } lightstyle_t; //=============== typedef struct animation_s { int frame; float syncbase; // randomize time base for local animations float frame_start_time; float frame_interval; int pose1; int pose2; float blend; int nolerp; // don't lerp this frame (pose data invalid) } animation_t; typedef struct visibility_s { struct entity_s *entity; // owning entity struct efrag_s *efrag; // linked list of efrags struct mnode_s *topnode; // bmodels, first world node that // splits bmodel, or NULL if not split // applies to other models, too int visframe; // last frame this entity was // found in an active leaf int trivial_accept; // view clipping (frustum and depth) } visibility_t; typedef struct renderer_s { struct model_s *model; // NULL = no model struct skin_s *skin; float colormod[4]; // color tint and alpha for model int skinnum; // for Alias models int fullbright; float min_light; mat4_t full_transform; } renderer_t; typedef struct entity_s { struct entity_s *next; struct transform_s *transform; animation_t animation; visibility_t visibility; renderer_t renderer; int active; //XXX FIXME XXX should not be here vec4f_t old_origin; } 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 //FIXME was vec3_t, need to deal with asm (maybe? is it worth it?) vec4f_t viewposition; vec4f_t viewrotation; int ambientlight; float fov_x, fov_y; } refdef_t; // color shifts ============================================================= typedef struct { int destcolor[3]; int percent; // 0-255 double time; int initialpct; } cshift_t; #define CSHIFT_CONTENTS 0 #define CSHIFT_DAMAGE 1 #define CSHIFT_BONUS 2 #define CSHIFT_POWERUP 3 #define NUM_CSHIFTS 4 // REFRESH ==================================================================== extern struct texture_s *r_notexture_mip; extern entity_t r_worldentity; 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); #endif//__QF_render_h