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https://git.code.sf.net/p/quake/quakeforge
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9ee0eada1f
The parsing of light data from maps is now in the client library, and basic light management is in scene. Putting the light loading code into the Vulkan renderer was a mistake I've wanted to correct for a while. The client code still needs a bit of cleanup, but the basics are working nicely.
196 lines
4.9 KiB
C
196 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
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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 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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