hexen2/H2MP/code/RENDER.H

188 lines
5.5 KiB
C++
Raw Normal View History

2000-11-10 00:00:00 +00:00
// refresh.h -- public interface to refresh functions
/*
* $Header: /H2 Mission Pack/RENDER.H 4 3/05/98 7:54p Jmonroe $
*/
#define MAXCLIPPLANES 11
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
typedef struct efrag_s
{
struct mleaf_s *leaf;
struct efrag_s *leafnext;
struct entity_s *entity;
struct efrag_s *entnext;
} efrag_t;
typedef struct entity_s
{
qboolean forcelink; // model changed
int update_type;
entity_state3_t baseline; // to fill in defaults in updates
double msgtime; // time of last update
vec3_t msg_origins[2]; // last two updates (0 is newest)
vec3_t origin;
vec3_t msg_angles[2]; // last two updates (0 is newest)
vec3_t angles;
struct model_s *model; // NULL = no model
struct efrag_s *efrag; // linked list of efrags
int frame;
float syncbase; // for client-side animations
byte *colormap, *sourcecolormap;
byte colorshade;
int effects; // light, particals, etc
int skinnum; // for Alias models
int scale; // for Alias models
int drawflags; // for Alias models
int abslight; // for Alias models
int visframe; // last frame this entity was
// found in an active leaf
int dlightframe; // dynamic lighting
int dlightbits;
// 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
} 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 allways be 0.5
float yOrigin; // between be around 0.3 to 0.5
vec3_t vieworg;
vec3_t viewangles;
int ambientlight;
} refdef_t;
//
// refresh
//
extern int reinit_surfcache;
extern refdef_t r_refdef;
extern vec3_t r_origin, vpn, vright, vup;
extern struct texture_s *r_notexture_mip;
void R_Init (void);
void R_InitTextures (void);
void R_InitEfrags (void);
void R_RenderView (void); // must set r_refdef first
void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
// called whenever r_refdef or vid change
void R_InitSky (struct texture_s *mt); // called at level load
void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
void R_NewMap (void);
void R_ParseParticleEffect (void);
void R_ParseParticleEffect2 (void);
void R_ParseParticleEffect3 (void);
void R_ParseParticleEffect4 (void);
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void R_RocketTrail (vec3_t start, vec3_t end, int type);
void R_SunStaffTrail(vec3_t source, vec3_t dest);
#ifdef QUAKE2
void R_DarkFieldParticles (entity_t *ent);
#endif
void R_RainEffect (vec3_t org,vec3_t e_size,int x_dir, int y_dir,int color,int count);
void R_SnowEffect (vec3_t org1,vec3_t org2,int flags,vec3_t alldir,int count);
void R_ColoredParticleExplosion (vec3_t org,int color,int radius,int counter);
void R_EntityParticles (entity_t *ent);
void R_BlobExplosion (vec3_t org);
void R_ParticleExplosion (vec3_t org);
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void R_LavaSplash (vec3_t org);
void R_TeleportSplash (vec3_t org);
void R_PushDlights (void);
//
// surface cache related
//
extern int reinit_surfcache; // if 1, surface cache is currently empty and
extern qboolean r_cache_thrash; // set if thrashing the surface cache
int D_SurfaceCacheForRes (int width, int height);
void D_FlushCaches (void);
void D_DeleteSurfaceCache (void);
void D_InitCaches (void *buffer, int size);
void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
/*
* $Log: /H2 Mission Pack/RENDER.H $
*
* 4 3/05/98 7:54p Jmonroe
* fixed startRain, optimized particle struct
*
* 15 8/29/97 2:49p Rjohnson
* Network updates
*
* 14 8/17/97 3:28p Rjohnson
* Fix for color selection
*
* 13 7/28/97 2:44p Rjohnson
* Fix for tinting
*
* 12 7/24/97 4:37p Rjohnson
* Color Tinting for models
*
* 11 5/23/97 12:23p Bgokey
*
* 10 5/14/97 2:40p Bgokey
*
* 9 5/13/97 4:29p Bgokey
*
* 8 4/28/97 11:58a Mgummelt
*
* 7 4/22/97 3:50p Rjohnson
* Added some more particle commands to cut back on the networking
*
* 6 4/15/97 9:02p Bgokey
*
* 5 2/19/97 11:51a Rjohnson
* Id Updates
*/