mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 21:20:07 +00:00
9ed9832789
for) and "fix" the wayward dlights in mvds: caused by svc_muzzleflash being written before the player updates. Should probably fix properly that in the server too.
203 lines
5.9 KiB
C
203 lines
5.9 KiB
C
/*
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render.h
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public interface to refresh functions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __render_h
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#define __render_h
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#include "QF/mathlib.h"
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#include "QF/model.h"
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#include "QF/qdefs.h" // FIXME
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#include "QF/vid.h"
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// dynamic lights ===========================================================
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typedef struct dlight_s
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{
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int key; // so entities can reuse same entry
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vec3_t origin;
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float radius;
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float die; // stop lighting after this time
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float decay; // drop this each second
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float minlight; // don't add when contributing less
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float color[4];
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} dlight_t;
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extern dlight_t *r_dlights;
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extern unsigned int r_maxdlights;
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// FIXME: client_state_t should hold all pieces of the client state
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typedef struct
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{
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int length;
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char map[MAX_STYLESTRING];
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} lightstyle_t;
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extern lightstyle_t r_lightstyle[MAX_LIGHTSTYLES];
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// FIXME: lightstyle_t and r_lightstyle were in client.h, is this the best place for them?
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//===============
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#define TOP_RANGE 16 // soldier uniform colors
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#define BOTTOM_RANGE 96
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typedef struct entity_s
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{
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vec3_t origin;
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vec3_t old_origin;
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vec3_t angles;
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struct model_s *model; // NULL = no model
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int frame;
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byte *colormap;
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int skinnum; // for Alias models
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struct skin_s *skin;
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float syncbase; // for client-side animations
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struct efrag_s *efrag; // linked list of efrags
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int visframe; // last frame this entity was
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// found in an active leaf
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float colormod[4]; // color tint and alpha for model
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float scale; // size scaler of the model
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int fullbright;
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float min_light;
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// FIXME: could turn these into a union
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int trivial_accept;
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struct mnode_s *topnode; // for bmodels, first world node that
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// splits bmodel, or NULL if not split
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// Animation interpolation
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float frame_start_time;
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float frame_interval;
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int pose1;
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int pose2;
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} entity_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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vrect_t vrect; // subwindow in video for refresh
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// FIXME: not need vrect next field here?
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vrect_t aliasvrect; // scaled Alias version
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int vrectright, vrectbottom; // right & bottom screen coords
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int aliasvrectright, aliasvrectbottom; // scaled Alias versions
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float vrectrightedge; // rightmost right edge we care about,
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// for use in edge list
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float fvrectx, fvrecty; // for floating-point compares
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float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
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int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
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int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
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float fvrectright_adj, fvrectbottom_adj;
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// right and bottom edges, for clamping
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float fvrectright; // rightmost edge, for Alias clamping
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float fvrectbottom; // bottommost edge, for Alias clamping
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float horizontalFieldOfView; // at Z = 1.0, this many X is visible
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// 2.0 = 90 degrees
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float xOrigin; // should probably always be 0.5
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float yOrigin; // between be around 0.3 to 0.5
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vec3_t vieworg;
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vec3_t viewangles;
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float fov_x, fov_y;
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int ambientlight;
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} refdef_t;
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// REFRESH ====================================================================
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extern int reinit_surfcache;
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extern refdef_t r_refdef;
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extern vec3_t r_origin, vpn, vright, vup;
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extern struct texture_s *r_notexture_mip;
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extern entity_t r_worldentity;
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extern void (*r_viewsize_callback)(struct cvar_s *var);
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extern int r_viewsize;
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void R_Init (void);
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void R_Init_Cvars (void);
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void R_InitEfrags (void);
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void R_InitSky (struct texture_s *mt); // called at level load
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void R_Textures_Init (void);
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void R_RenderView (void); // must set r_refdef first
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void R_ViewChanged (float aspect); // must set r_refdef first
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// called whenever r_refdef or vid change
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void R_AddEfrags (entity_t *ent);
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void R_RemoveEfrags (entity_t *ent);
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void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models);
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// LordHavoc: relative bmodel lighting
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void R_PushDlights (const vec3_t entorigin);
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void R_DrawWaterSurfaces (void);
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// Surface cache related ==========
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extern int reinit_surfcache; // if 1, surface cache is currently empty
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extern qboolean r_cache_thrash; // set if thrashing the surface cache
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extern qboolean r_inhibit_viewmodel;
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extern qboolean r_force_fullscreen;
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extern qboolean r_paused;
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extern entity_t *r_view_model;
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extern entity_t *r_player_entity;
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extern int r_lineadj;
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extern qboolean r_active;
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void *D_SurfaceCacheAddress (void);
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int D_SurfaceCacheForRes (int width, int height);
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void D_FlushCaches (void);
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void D_DeleteSurfaceCache (void);
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void D_InitCaches (void *buffer, int size);
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void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
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void R_LoadSkys (const char *);
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void R_ClearEfrags (void);
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void R_ClearEnts (void);
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struct entity_s **R_NewEntity (void);
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dlight_t *R_AllocDlight (int key);
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void R_DecayLights (double frametime);
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void R_ClearDlights (void);
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int R_InitGraphTextures (int base);
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void R_LineGraph (int x, int y, int *h_vals, int count);
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struct progs_s;
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void R_Progs_Init (struct progs_s *pr);
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void R_DrawAliasModel (entity_t *e);
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void R_MarkLeaves (void);
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#endif // __render_h
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