quakeforge/include/QF/render.h
Bill Currie 3cb0f3e183 Remove viddef in favor of vid in the renderers.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
2013-01-16 11:23:47 +09:00

180 lines
4.8 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 __render_h
#define __render_h
#include "QF/mathlib.h"
#include "QF/model.h"
#include "QF/qdefs.h" // FIXME
#include "QF/vid.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;
extern struct vid_render_funcs_s *r_funcs;
extern struct vid_render_data_s *r_data;
// 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 entity_s {
struct entity_s *next;
struct entity_s *unext; //FIXME this shouldn't be here. for qw demos
vec3_t origin;
vec3_t old_origin;
vec3_t angles;
vec_t transform[4 * 4];
vec_t full_transform[4 * 4];
struct model_s *model; // NULL = no model
int frame;
int skinnum; // for Alias models
struct skin_s *skin;
float syncbase; // for client-side animations
struct efrag_s *efrag; // linked list of efrags
int visframe; // last frame this entity was
// found in an active leaf
float colormod[4]; // color tint and alpha for model
float scale; // size scaler of the model
int fullbright;
float min_light;
// FIXME: could turn these into a union
int trivial_accept;
struct mnode_s *topnode; // for bmodels, first world node that
// splits bmodel, or NULL if not split
// Animation interpolation
float frame_start_time;
float frame_interval;
int pose1;
int pose2;
struct model_s *pose_model; // no lerp if not the same as model
} 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;
// 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;
extern entity_t r_worldentity;
void R_Init (void);
void R_LoadModule (void (*load_gl)(void),
void (*set_palette) (const byte *palette));
struct progs_s;
void R_Progs_Init (struct progs_s *pr);
#endif // __render_h