/* 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 "mathlib.h" #include "cvar.h" #include "vid.h" //============================================================================= typedef enum { LIGHT_NORMAL, LIGHT_TINT, LIGHT_GLOW, } r_skin_l_e; typedef struct efrag_s { struct mleaf_s *leaf; struct efrag_s *leafnext; struct entity_s *entity; struct efrag_s *entnext; } efrag_t; typedef struct r_tri_s { int vert_indices[3]; } r_tri_t; typedef struct r_model_s { char *name; int num_verts; int num_frames; vec3_t **verts; int **vert_norm_indices; int num_triangles; new_tri_t *triangles; } r_model_t; /* * Note, colors are as follows. * * num_colors == -1: skin_color is used for all vertices. * num_colors == 0: No color is used. (Same as -1 with skin_color 1 1 1) * num_colors == num_verts: vert_colors is used. * * No other values are accepted. */ typedef struct r_skin_s { int texnum; int num_colors; vec4_t *vert_colors; vec4_t skin_color; int num_texcoords; vec2_t *texcoords; int num_tri_indices; int *tri_indices; } r_skin_t; typedef struct r_e_skin_s { r_skin_l_e light_type; vec4_t light_tint; r_skin_t *skin } r_e_skin_t; typedef struct entity_s { int keynum; // for matching entities in different frames vec3_t origin; vec3_t angles; vec3_t scale; r_model_t *model; // NULL = no model int num_skins; r_e_skin_t **skins; // Animation float frame_start_time; float frame_interval; int frame; int visframe; int pose1; int pose2; efrag_t *efrag; // linked list of efrags (FIXME) // Dynamic lighting int dlightframe; int dlightbits; // Alias model specific bits. int trivial_accept; // Brush model specific bits. struct mnode_s *topnode; // first world node that splits bmodel } 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_Textures_Init (void); void R_InitEfrags (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_InitSky (struct texture_s *mt); // called at level load void R_AddEfrags (entity_t *ent); void R_RemoveEfrags (entity_t *ent); void R_NewMap (void); // 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 and extern qboolean r_cache_thrash; // set if thrashing the surface cache 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 (char *); #endif // _RENDER_H