2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 // refresh.h -- public interface to refresh functions
23 #define TOP_RANGE 16 // soldier uniform colors
24 #define BOTTOM_RANGE 96
26 //=============================================================================
28 typedef struct entity_s
30 entity_state_t state_baseline; // baseline for entity
31 entity_state_t state_previous; // previous state (interpolating from this)
32 entity_state_t state_current; // current state (interpolating to this)
39 // LordHavoc: added support for alpha transprency and other effects
40 float alpha; // opacity (alpha) of the model
41 float colormod[3]; // color tint for model
42 float scale; // size the model is shown
43 float glowsize; // how big the glow is
44 byte glowcolor; // color of glow and particle trail (paletted)
45 byte flags; // render flags
47 struct model_s *model; // NULL = no model
48 int frame; // current desired frame (usually identical to frame2, but frame2 is not always used)
50 int effects; // light, particles, etc
51 int skinnum; // for Alias models
53 int visframe; // last frame this entity was found in an active leaf
55 struct model_s *lerp_model; // lerp resets when model changes
56 double lerp_starttime; // start of this transition
57 int frame1; // frame that the model is interpolating from
58 int frame2; // frame that the model is interpolating to
59 double framelerp; // interpolation factor, usually computed from lerp_starttime
60 double frame1start; // time frame1 began playing (for framegroup animations)
61 double frame2start; // time frame2 began playing (for framegroup animations)
63 int dlightframe; // dynamic lighting
73 vrect_t vrect; // subwindow in video for refresh
74 // FIXME: not need vrect next field here?
76 vrect_t aliasvrect; // scaled Alias version
77 int vrectright, vrectbottom; // right & bottom screen coords
78 int aliasvrectright, aliasvrectbottom; // scaled Alias versions
79 float vrectrightedge; // rightmost right edge we care about,
80 // for use in edge list
81 float fvrectx, fvrecty; // for floating-point compares
82 float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
83 int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
84 int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
85 float fvrectright_adj, fvrectbottom_adj;
86 // right and bottom edges, for clamping
87 float fvrectright; // rightmost edge, for Alias clamping
88 float fvrectbottom; // bottommost edge, for Alias clamping
89 float horizontalFieldOfView; // at Z = 1.0, this many X is visible
91 float xOrigin; // should probably always be 0.5
92 float yOrigin; // between be around 0.3 to 0.5
109 extern refdef_t r_refdef;
110 extern vec3_t r_origin, vpn, vright, vup;
111 extern qboolean hlbsp;
114 void R_RenderView (void); // must set r_refdef first
115 void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect); // called whenever r_refdef or vid change
117 // LordHavoc: changed this for sake of GLQuake
118 void R_InitSky (byte *src, int bytesperpixel); // called at level load
120 int R_VisibleCullBox (vec3_t mins, vec3_t maxs);
122 void R_NewMap (void);
124 #include "r_decals.h"
126 void R_ParseParticleEffect (void);
127 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
128 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
129 void R_RocketTrail2 (vec3_t start, vec3_t end, int type, entity_t *ent);
130 void R_SparkShower (vec3_t org, vec3_t dir, int count);
131 void R_BloodPuff (vec3_t org, vec3_t vel, int count);
132 void R_FlameCube (vec3_t mins, vec3_t maxs, int count);
133 void R_Flames (vec3_t org, vec3_t vel, int count);
135 void R_EntityParticles (entity_t *ent);
136 void R_BlobExplosion (vec3_t org);
137 void R_ParticleExplosion (vec3_t org, int smoke);
138 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
139 void R_LavaSplash (vec3_t org);
140 void R_TeleportSplash (vec3_t org);
142 void R_NewExplosion(vec3_t org);
144 void R_PushDlights (void);
145 void R_DrawWorld (void);
146 //void R_RenderDlights (void);
147 void R_DrawParticles (void);
148 void R_MoveParticles (void);
149 void R_DrawExplosions (void);
150 void R_MoveExplosions (void);