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render.h
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/*
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;
#define RF_WEAPONMODEL 1
#define RF_NOSHADOW 2
#define RF_LIMITLERP 4
#define RF_PLAYERMODEL 8
typedef struct entity_s {
vec3_t origin;
vec3_t angles;
struct model_s *model; // NULL = no model
byte *colormap;
int skinnum; // for Alias models
struct player_info_s *scoreboard; // identify player
int renderfx; // RF_ bit mask
int effects; // EF_ flags like EF_BLUE and etc, atm this used for powerup shells
int oldframe;
int frame;
float framelerp;
struct efrag_s *efrag; // linked list of efrags (FIXME)
int visframe; // last frame this entity was found in an active leaf. only used for static objects
int dlightframe; // dynamic lighting
int dlightbits;
//VULT MOTION TRAILS
float alpha;
//FootStep sounds
//int stepframe;//disabled
// 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 always 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;
// eye position, enitity list, etc - filled in before calling R_RenderView (TODO: port from ZQuake)
typedef struct {
double time;
qbool allow_cheats;
qbool allow_lumas;
float max_watervis; // how much water transparency we allow: 0..1 (reverse of alpha)
float max_fbskins; // max player skin brightness 0..1
// int viewplayernum; // don't draw own glow when gl_flashblend 1
// lightstyle_t *lightstyles;
} refdef2_t;
// refresh
extern refdef_t r_refdef;
extern refdef2_t r_refdef2;
extern vec3_t r_origin, vpn, vright, vup;
extern struct texture_s *r_notexture_mip;
extern entity_t r_worldentity;
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 (qbool vid_restart);
// particles
typedef enum trail_type_s {
ROCKET_TRAIL, GRENADE_TRAIL, ALT_ROCKET_TRAIL, BLOOD_TRAIL, BIG_BLOOD_TRAIL,
TRACER1_TRAIL, TRACER2_TRAIL, VOOR_TRAIL,
//VULT PARTICLES
TF_TRAIL,
RAIL_TRAIL,
RAIL_TRAIL2,
LAVA_TRAIL,
AMF_ROCKET_TRAIL,
BLEEDING_TRAIL,
BLEEDING_TRAIL2,
} trail_type_t;
void R_InitParticles (void);
void R_ClearParticles (void);
void R_DrawParticles (void);
void R_ReadPointFile_f (void);
void R_RunParticleEffect (vec3_t, vec3_t, int, int);
void R_ParticleTrail (vec3_t, vec3_t, vec3_t *, trail_type_t);
void R_BlobExplosion (vec3_t);
void R_ParticleExplosion (vec3_t);
void R_LavaSplash (vec3_t);
void R_TeleportSplash (vec3_t);
void Classic_InitParticles(void);
void Classic_ClearParticles(void);
void Classic_DrawParticles(void);
void Classic_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void Classic_ParticleTrail (vec3_t start, vec3_t end, vec3_t *, trail_type_t type);
void Classic_ParticleRailTrail (vec3_t start, vec3_t end, int color);
void Classic_BlobExplosion (vec3_t org);
void Classic_ParticleExplosion (vec3_t org);
void Classic_LavaSplash (vec3_t org);
void Classic_TeleportSplash (vec3_t org);
void R_PushDlights (void);
// surface cache related
extern qbool r_cache_thrash; // set if thrashing the surface cache
int D_SurfaceCacheForRes (int width, int height);
void D_FlushCaches (void);
void D_InitCaches (void *buffer, int size);
void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);