mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 14:42:07 +00:00
cb10175824
This fixes the segfault and pushes things very much in the desired direction of proper system independence for rendering and presentation separation (though things were headed in the right direction before).
180 lines
4.8 KiB
C
180 lines
4.8 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 __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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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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extern struct vid_render_funcs_s *r_funcs;
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extern struct vid_render_data_s *r_data;
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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 entity_s {
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struct entity_s *next;
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struct entity_s *unext; //FIXME this shouldn't be here. for qw demos
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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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vec_t transform[4 * 4];
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vec_t full_transform[4 * 4];
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struct model_s *model; // NULL = no model
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int frame;
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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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struct model_s *pose_model; // no lerp if not the same as model
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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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// 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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extern entity_t r_worldentity;
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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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#endif // __render_h
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