mirror of
https://git.code.sf.net/p/quake/quakeforge
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65af7fb4a4
It should never have been there and is now in the refdef (not its final home: it should probably be part of the camera).
272 lines
6.9 KiB
C
272 lines
6.9 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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*/
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#ifndef __QF_render_h
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#define __QF_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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#include "QF/simd/types.h"
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#include "QF/ui/vrect.h"
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typedef enum {
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pt_static,
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pt_grav,
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pt_slowgrav,
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pt_fire,
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pt_explode,
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pt_explode2,
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pt_blob,
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pt_blob2,
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pt_smoke,
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pt_smokecloud,
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pt_bloodcloud,
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pt_fadespark,
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pt_fadespark2,
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pt_fallfade,
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pt_fallfadespark,
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pt_flame
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} ptype_t;
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typedef enum {
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part_tex_dot,
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part_tex_spark,
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part_tex_smoke,
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} ptextype_t;
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typedef struct particle_s particle_t;
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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struct particle_s {
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vec4f_t pos;
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vec4f_t vel;
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union {
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struct {
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int icolor;
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int pad[2];
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float alpha;
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};
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vec4f_t color;
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};
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ptextype_t tex;
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float ramp;
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float scale;
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float live;
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};
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typedef struct partparm_s {
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vec4f_t drag; // drag[3] is grav scale
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float ramp;
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float ramp_max;
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float scale_rate;
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float alpha_rate;
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} partparm_t;
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typedef struct psystem_s {
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uint32_t maxparticles;
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uint32_t numparticles;
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particle_t *particles;
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partparm_t *partparams;
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const int **partramps;
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int points_only;
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} psystem_t;
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extern struct vid_render_funcs_s *r_funcs;
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extern struct vid_render_data_s *r_data;
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typedef struct subpic_s {
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const struct subpic_s *const next;
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const struct scrap_s *const scrap; ///< renderer specific type
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const struct vrect_s *const rect;
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const int width; ///< requested width
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const int height; ///< requested height
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const float size; ///< size factor for tex coords (mult)
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} subpic_t;
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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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typedef struct
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{
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int length;
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char map[MAX_STYLESTRING];
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char average;
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char peak;
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} lightstyle_t;
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//===============
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typedef struct animation_s {
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int frame;
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float syncbase; // randomize time base for local animations
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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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float blend;
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int nolerp; // don't lerp this frame (pose data invalid)
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} animation_t;
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typedef struct visibility_s {
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struct entity_s *entity; // owning entity
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struct efrag_s *efrag; // linked list of efrags
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struct mnode_s *topnode; // bmodels, first world node that
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// splits bmodel, or NULL if not split
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// applies to other models, too
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// found in an active leaf
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int trivial_accept; // view clipping (frustum and depth)
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} visibility_t;
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typedef struct renderer_s {
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struct model_s *model; // NULL = no model
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struct skin_s *skin;
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float colormod[4]; // color tint and alpha for model
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int skinnum; // for Alias models
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int fullbright;
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float min_light;
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mat4_t full_transform;
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} renderer_t;
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typedef struct entity_s {
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struct entity_s *next;
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struct transform_s *transform;
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int id; ///< scene id
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animation_t animation;
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visibility_t visibility;
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renderer_t renderer;
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int active;
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//XXX FIXME XXX should not be here
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vec4f_t old_origin;
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} entity_t;
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typedef union refframe_s {
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mat4f_t mat;
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struct {
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vec4f_t right;
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vec4f_t forward;
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vec4f_t up;
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vec4f_t position;
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};
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} refframe_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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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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refframe_t frame;
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plane_t frustum[4];
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mat4f_t camera;
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mat4f_t camera_inverse;
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int ambientlight;
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int drawflat;
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float fov_x, fov_y;
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struct model_s *worldmodel;
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struct mleaf_s *viewleaf;
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} refdef_t;
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// color shifts =============================================================
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typedef struct {
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int destcolor[3];
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int percent; // 0-255
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double time;
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int initialpct;
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} cshift_t;
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#define CSHIFT_CONTENTS 0
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#define CSHIFT_DAMAGE 1
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#define CSHIFT_BONUS 2
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#define CSHIFT_POWERUP 3
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#define NUM_CSHIFTS 4
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// REFRESH ====================================================================
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extern struct texture_s *r_notexture_mip;
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void R_Init (void);
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struct vid_internal_s;
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void R_LoadModule (struct vid_internal_s *vid_internal);
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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_AddEfrags (mod_brush_t *, entity_t *ent);
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void R_RemoveEfrags (entity_t *ent);
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dlight_t *R_AllocDlight (int key);
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void R_MaxDlightsCheck (struct cvar_s *var);
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void R_DecayLights (double frametime);
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void Fog_Update (float density, float red, float green, float blue,
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float time);
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struct plitem_s;
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void Fog_ParseWorldspawn (struct plitem_s *worldspawn);
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void Fog_GetColor (quat_t fogcolor);
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float Fog_GetDensity (void) __attribute__((pure));
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void Fog_SetupFrame (void);
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void Fog_StartAdditive (void);
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void Fog_StopAdditive (void);
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void Fog_Init (void);
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#endif//__QF_render_h
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