quakeforge/include/render.h
2001-03-28 03:29:42 +00:00

214 lines
5 KiB
C

/*
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"
//=============================================================================
/*
skin models
*/
typedef enum
{
LIGHT_NORMAL,
LIGHT_TINT,
LIGHT_GLOW,
} r_skin_l_e;
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;
r_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
{
char *name;
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 type;
vec4_t tint;
r_skin_t *skin;
} r_e_skin_t;
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_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
} r_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 r_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 (r_entity_t *ent);
void R_RemoveEfrags (r_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