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https://git.code.sf.net/p/quake/quakeforge
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20c861027e
This fixes the segfault due to the world entity not actually existing, without adding a world entity. It takes advantage of the ECS in that the edge renderer needs only the world matrix, brush model pointer, and the animation frame number (which is just 0/1 for brush models), thus the inherent SOA of ECS helps out, though benchmarking is needed to see if it made any real difference. With this, all 4 renderers are working again.
197 lines
4.9 KiB
C
197 lines
4.9 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 for MAX_STYLESTRING
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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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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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vec4f_t gravity;
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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 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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/** Generic frame buffer object.
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*
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* For attaching scene cameras to render targets.
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*/
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typedef struct framebuffer_s {
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unsigned width;
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unsigned height;
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void *buffer; ///< renderer-specific frame buffer data
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} framebuffer_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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float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
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float fvrectright_adj, fvrectbottom_adj;
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int aliasvrectleft, aliasvrecttop; // scaled Alias versions
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int aliasvrectright, aliasvrectbottom; // scaled Alias versions
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int vrectright, vrectbottom; // right & bottom screen coords
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int vrectx_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 fvrectx, fvrecty; // for floating-point compares
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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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// end of asm refs
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//FIXME move all of below elsewhere
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vrect_t vrect; // subwindow in video for refresh
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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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struct ecs_registry_s *registry;
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struct model_s *worldmodel;
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} refdef_t;
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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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dlight_t *R_AllocDlight (int key);
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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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