254 lines
8.8 KiB
C
254 lines
8.8 KiB
C
/*
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// refresh.h -- public interface to refresh functions
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#define TOP_RANGE 16 // soldier uniform colors
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#define BOTTOM_RANGE 96
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//Tei md3 qure
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#if 0
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#define MULTIMODEL_LINK_STANDARD 0 //Just replace entity->model with the multimodel and draw.
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#define MULTIMODEL_LINK_TAG 1 //Replace entity->model with the multimodel, translate according to the tag, and draw.
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#define MULTIMODEL_LINK_INVTAG 2 //Like LINK_TAG, but the tag data is retrieved from the own model, not the linkedmodel.
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#define MULTIMODEL_FL_ORIGIN 1
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#define MULTIMODEL_FL_ANGLES 2
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#define MULTIMODEL_FL_NODRAW 4
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#define MULTIMODEL_FL_INVERT 8 //Invert offset & rotation
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#define MULTIMODEL_FL_MODELLINKED 128 //The linkedmodel is a model-specific one.
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typedef struct multimodel_s {
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char identifier[64];
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struct model_s *model; //The actual model
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struct multimodel_s *linkedmodel; //NULL if no special linking is neccesary.
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struct multimodel_s *nextmodel;
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byte linktype; //0 if no special linking is neccesary.
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short flags; //Flags to determine what data is stored.
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char tagname[64]; //Q3 tags are 64 chars, HL are only 32.
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vec3_t origin;
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vec3_t angles;
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} multimodel_t;
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#endif
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//Tei md3 qure
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//=============================================================================
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typedef struct efrag_s
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{
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struct mleaf_s *leaf;
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struct efrag_s *leafnext;
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struct entity_s *entity;
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struct efrag_s *entnext;
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} efrag_t;
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typedef struct multimodel_s multimodel_t;
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typedef struct entity_s
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{
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qboolean forcelink; // model changed
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int update_type;
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entity_state_t baseline; // to fill in defaults in updates
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double msgtime; // time of last update
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vec3_t msg_origins[2]; // last two updates (0 is newest)
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vec3_t origin;
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vec3_t msg_angles[2]; // last two updates (0 is newest)
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vec3_t angles;
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// Tomaz - Quake2 Models Begin
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int draw_lastpose, draw_pose; // for interpolation
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float draw_lerpstart; // for interpolation
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struct model_s *draw_lastmodel; // for interpolation
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// Tomaz - Quake2 Models End
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struct model_s *model; // NULL = no model
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struct efrag_s *efrag; // linked list of efrags
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int frame;
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float syncbase; // for client-side animations
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byte *colormap;
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int effects; // light, particals, etc
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int skinnum; // for Alias models
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int visframe; // last frame this entity was
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// found in an active leaf
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int dlightframe; // dynamic lighting
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int dlightbits;
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// FIXME: could turn these into a union
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int trivial_accept;
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struct mnode_s *topnode; // for bmodels, first world node
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// that splits bmodel, or NULL if
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// not split
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// Tomaz - QC Alpha Scale Glow Begin
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qboolean solid;
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float alpha;
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float scale;
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float glow_size;
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float glow_red;
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float glow_green;
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float glow_blue;
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// Tomaz - QC Alpha Scale Glow End
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int contents;
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// Tomaz- Model Animation Interpolation Begin
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float frame_start_time;
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float frame_interval;
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int pose1;
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int pose2;
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// Tomaz- Model Animation Interpolation End
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// Tomaz- Model Transform Interpolation Begin
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float translate_start_time;
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vec3_t origin1;
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vec3_t origin2;
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float rotate_start_time;
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vec3_t angles1;
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vec3_t angles2;
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// Tomaz- Model Transform Interpolation End
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float time_left;
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float debris_smoke;
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float last_light[3]; // Tomaz X
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int effects2;// Tei - more fx
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int effects3;// Tei - and more fx
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vec3_t finalpos;// Tei - prj
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//vec3_t info_velocity;// Tei obj speed
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vec3_t oldorg; //Tei fire trails
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vec3_t oldorg2; //Tei fire trails
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vec3_t oldorg3; //Tei fire trails
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int stepdone;//Tei frame with stepsound sone
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float lastfx;//Tei, for XLUX
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// void* aliasframeinstant;//Penta md3
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multimodel_t * multimodels;//Qure md3
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vec3_t mins, maxs; //Lh traze. Calculated during R_AddModelEntities
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} entity_t;
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typedef struct
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{
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vrect_t vrect; // subwindow in video for refresh
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// FIXME: not need vrect next field here?
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vrect_t aliasvrect; // scaled Alias version
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int vrectright, vrectbottom; // right & bottom screen coords
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int aliasvrectright, aliasvrectbottom; // scaled Alias versions
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float vrectrightedge; // rightmost right edge we care about,
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// for use in edge list
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float fvrectx, fvrecty; // for floating-point compares
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float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
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int vrect_x_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 fvrectright_adj, fvrectbottom_adj;
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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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float horizontalFieldOfView; // at Z = 1.0, this many X is visible
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// 2.0 = 90 degrees
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float xOrigin; // should probably allways be 0.5
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float yOrigin; // between be around 0.3 to 0.5
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vec3_t vieworg;
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vec3_t viewangles;
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float fov_x, fov_y;
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int ambientlight;
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} refdef_t;
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//
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// refresh
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//
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extern refdef_t r_refdef;
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extern vec3_t r_origin, vpn, vright, vup;
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extern struct texture_s *r_notexture_mip;
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void R_Init (void);
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void R_InitTextures (void);
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void R_InitEfrags (void);
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void R_RenderView (void); // must set r_refdef first
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void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
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// called whenever r_refdef or vid change
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void R_InitSky (byte *src, int bytesperpixel); // called at level load
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void R_AddEfrags (entity_t *ent);
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void R_RemoveEfrags (entity_t *ent);
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void R_NewMap (void);
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void GL_Set2D (void);
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void Draw_MapShots(void);
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void Draw_Crosshair (int num);
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byte *loadimagepixels (char* filename, qboolean complain);
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int loadtextureimage (char* filename, qboolean complain, qboolean mipmap);
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int loadtextureimage3 (char* filename, qboolean complain, qboolean mipmap, byte *data);
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void R_ParseParticleEffect (void);
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
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void R_RailTrail (vec3_t start, vec3_t end, vec3_t angle);
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void R_RocketTrail (vec3_t start, vec3_t end, entity_t *ent);
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void R_BloodTrail (vec3_t start, vec3_t end, entity_t *ent);
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void R_TracerTrail (vec3_t start, vec3_t end, entity_t *ent, byte color);
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void R_VoorTrail (vec3_t start, vec3_t end, entity_t *ent);
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void R_Snow (vec3_t min, vec3_t max, int flakes);
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void R_SparkShower (vec3_t origin, vec3_t direction);
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void R_Rain (vec3_t min, vec3_t max, int drops);
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void R_Fire (entity_t *ent, qboolean fire2);
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void R_EntityParticles (entity_t *ent);
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void R_ParticleExplosion (vec3_t org);
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void R_ParticleExplosion2 (vec3_t origin, int colorStart, int colorLength);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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void R_PushDlights (void);
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// Tei fire
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void R_FireBlue (entity_t *ent, qboolean fire2);
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void R_BigFire (entity_t *ent, qboolean fire2);
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void R_DowFire (entity_t *ent, qboolean fire2);
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void R_FogSplash (vec3_t origin);
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void R_FogSplashLite (vec3_t origin);
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void R_FireClassic (entity_t *ent, qboolean fire2);
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void R_WaterFall (entity_t *ent, qboolean fire2);
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void R_CustomFX (vec3_t origin,vec3_t color,vec3_t veloc , int num, int particle, int bounce, int scale, int die, int type );
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void R_DarkFieldParticles (entity_t *ent);
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// Tei fire
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// LordHavoc: was a major time waster
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//#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)
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//#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)
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// LordHavoc: was a major time waster
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