ew-engine/mq engine src/render.h

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2006-10-08 00:00:00 +00:00
/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// refresh.h -- public interface to refresh functions
#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_state_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;
// Tomaz - Quake2 Models Begin
int draw_lastpose, draw_pose; // for interpolation
float draw_lerpstart; // for interpolation
struct model_s *draw_lastmodel; // for interpolation
// Tomaz - Quake2 Models End
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;
int effects; // light, particals, etc
int skinnum; // 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
// Tomaz - QC Alpha Scale Glow Begin
qboolean solid;
float alpha;
float scale;
float glow_size;
float glow_red;
float glow_green;
float glow_blue;
// Tomaz - QC Alpha Scale Glow End
int contents;
// Tomaz- Model Animation Interpolation Begin
float frame_start_time;
float frame_interval;
int pose1;
int pose2;
// Tomaz- Model Animation Interpolation End
// Tomaz- Model Transform Interpolation Begin
float translate_start_time;
vec3_t origin1;
vec3_t origin2;
float rotate_start_time;
vec3_t angles1;
vec3_t angles2;
// Tomaz- Model Transform Interpolation End
float time_left;
float last_light[3];
} entity_t;
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;
float fov_x, fov_y;
int ambientlight;
} refdef_t;
//
// refresh
//
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_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
void R_NewMap (void);
void GL_Set2D (void);
void Draw_Crosshair (int num);
byte *loadimagepixels (char* filename, qboolean complain);
int loadtextureimage (char* filename, qboolean complain, qboolean mipmap);
int loadtextureimage3 (char* filename, qboolean complain, qboolean mipmap, byte *data);
void R_ParseParticleEffect (void);
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void R_LightningTrail (vec3_t start, vec3_t end);
void R_RocketTrail (vec3_t start, vec3_t end, entity_t *ent);
void R_BloodTrail (vec3_t start, vec3_t end, entity_t *ent);
void R_TracerTrail (vec3_t start, vec3_t end, entity_t *ent, byte color);
void R_VoorTrail (vec3_t start, vec3_t end, entity_t *ent);
void R_SparkShower (vec3_t origin, vec3_t direction);
void R_Fire (entity_t *ent, qboolean fire2);
void R_BlueFire (entity_t *ent, qboolean fire2);
void R_EntityParticles (entity_t *ent);
void R_ParticleExplosion (vec3_t org);
void R_ParticleExplosion2 (vec3_t origin, int colorStart, int colorLength);
//Xsniper - Added in RGB Colored Explosions
void R_ColoredExplosion (vec3_t origin, vec3_t colour);
void R_ColoredExplosion2 (vec3_t origin, vec3_t colour);
//Xsniper - End
void R_LavaSplash (vec3_t org);
void R_TeleportSplash (vec3_t org);
void R_PushDlights (void);