/* 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 //Tei md3 qure #if 0 #define MULTIMODEL_LINK_STANDARD 0 //Just replace entity->model with the multimodel and draw. #define MULTIMODEL_LINK_TAG 1 //Replace entity->model with the multimodel, translate according to the tag, and draw. #define MULTIMODEL_LINK_INVTAG 2 //Like LINK_TAG, but the tag data is retrieved from the own model, not the linkedmodel. #define MULTIMODEL_FL_ORIGIN 1 #define MULTIMODEL_FL_ANGLES 2 #define MULTIMODEL_FL_NODRAW 4 #define MULTIMODEL_FL_INVERT 8 //Invert offset & rotation #define MULTIMODEL_FL_MODELLINKED 128 //The linkedmodel is a model-specific one. typedef struct multimodel_s { char identifier[64]; struct model_s *model; //The actual model struct multimodel_s *linkedmodel; //NULL if no special linking is neccesary. struct multimodel_s *nextmodel; byte linktype; //0 if no special linking is neccesary. short flags; //Flags to determine what data is stored. char tagname[64]; //Q3 tags are 64 chars, HL are only 32. vec3_t origin; vec3_t angles; } multimodel_t; #endif //Tei md3 qure //============================================================================= typedef struct efrag_s { struct mleaf_s *leaf; struct efrag_s *leafnext; struct entity_s *entity; struct efrag_s *entnext; } efrag_t; typedef struct multimodel_s multimodel_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 debris_smoke; float last_light[3]; // Tomaz X int effects2;// Tei - more fx int effects3;// Tei - and more fx vec3_t finalpos;// Tei - prj //vec3_t info_velocity;// Tei obj speed vec3_t oldorg; //Tei fire trails vec3_t oldorg2; //Tei fire trails vec3_t oldorg3; //Tei fire trails int stepdone;//Tei frame with stepsound sone float lastfx;//Tei, for XLUX // void* aliasframeinstant;//Penta md3 multimodel_t * multimodels;//Qure md3 vec3_t mins, maxs; //Lh traze. Calculated during R_AddModelEntities } 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_InitSky (byte *src, int bytesperpixel); // called at level load void R_AddEfrags (entity_t *ent); void R_RemoveEfrags (entity_t *ent); void R_NewMap (void); void GL_Set2D (void); void Draw_MapShots(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_RailTrail (vec3_t start, vec3_t end, vec3_t angle); 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_Snow (vec3_t min, vec3_t max, int flakes); void R_SparkShower (vec3_t origin, vec3_t direction); void R_Rain (vec3_t min, vec3_t max, int drops); void R_Fire (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); void R_LavaSplash (vec3_t org); void R_TeleportSplash (vec3_t org); void R_PushDlights (void); // Tei fire void R_FireBlue (entity_t *ent, qboolean fire2); void R_BigFire (entity_t *ent, qboolean fire2); void R_DowFire (entity_t *ent, qboolean fire2); void R_FogSplash (vec3_t origin); void R_FogSplashLite (vec3_t origin); void R_FireClassic (entity_t *ent, qboolean fire2); void R_WaterFall (entity_t *ent, qboolean fire2); void R_CustomFX (vec3_t origin,vec3_t color,vec3_t veloc , int num, int particle, int bounce, int scale, int die, int type ); void R_DarkFieldParticles (entity_t *ent); // Tei fire // LordHavoc: was a major time waster //#define R_CullBox(mins,maxs) (frustum[0].BoxOnPlaneSideFunc(mins, maxs, &frustum[0]) == 2 || frustum[1].BoxOnPlaneSideFunc(mins, maxs, &frustum[1]) == 2 || frustum[2].BoxOnPlaneSideFunc(mins, maxs, &frustum[2]) == 2 || frustum[3].BoxOnPlaneSideFunc(mins, maxs, &frustum[3]) == 2) //#define R_NotCulledBox(mins,maxs) (frustum[0].BoxOnPlaneSideFunc(mins, maxs, &frustum[0]) != 2 && frustum[1].BoxOnPlaneSideFunc(mins, maxs, &frustum[1]) != 2 && frustum[2].BoxOnPlaneSideFunc(mins, maxs, &frustum[2]) != 2 && frustum[3].BoxOnPlaneSideFunc(mins, maxs, &frustum[3]) != 2) // LordHavoc: was a major time waster