/* 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; // 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 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 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; struct player_info_s *scoreboard; // identify player 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 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; /* 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; 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 (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); void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models); // LordHavoc: relative bmodel lighting void R_PushDlights (vec3_t entorigin); void R_DrawWaterSurfaces (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); struct entity_s **R_NewEntity (void); 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