quakeforge/include/QF/render.h
Bill Currie 7402fcfd0c [renderer] move r_worldentity and r_viewleaf into refdef
More cleanup of globals that seem to be quake specific.
2022-03-14 15:27:43 +09:00

269 lines
6.8 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
*/
#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"
#include "QF/ui/vrect.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;
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 {
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
{
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
// 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;
int id; ///< scene id
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
union {
mat4f_t mat;
struct {
vec4f_t right;
vec4f_t forward;
vec4f_t up;
vec4f_t position;
};
} frame;
mat4f_t camera;
mat4f_t camera_inverse;
int ambientlight;
int drawflat;
float fov_x, fov_y;
struct model_s *worldmodel;
struct mleaf_s *viewleaf;
} 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;
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 R_AddEfrags (mod_brush_t *, entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
dlight_t *R_AllocDlight (int key);
void R_MaxDlightsCheck (struct cvar_s *var);
void R_DecayLights (double frametime);
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