/* 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. */ #ifndef RENDER_H #define RENDER_H // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters qbyte r_pvsbits[(32768+7)>>3]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs qbyte r_worldleafvisible[32768]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces qbyte r_worldsurfacevisible[262144]; extern matrix4x4_t r_identitymatrix; // 1.0f / N table extern float ixtable[4096]; // far clip distance for scene extern float r_farclip; // fog stuff extern void FOG_clear(void); extern float fog_density, fog_red, fog_green, fog_blue; // sky stuff extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; extern int skyrendernow, skyrendermasked; extern int R_SetSkyBox(const char *sky); extern void R_SkyStartFrame(void); extern void R_Sky(void); extern void R_ResetSkyBox(void); // SHOWLMP stuff (Nehahra) extern void SHOWLMP_decodehide(void); extern void SHOWLMP_decodeshow(void); extern void SHOWLMP_drawall(void); extern void SHOWLMP_clear(void); // render profiling stuff extern char r_speeds_string[1024]; // lighting stuff extern cvar_t r_ambient; extern cvar_t gl_flashblend; // vis stuff extern cvar_t r_novis; // detail texture stuff extern cvar_t r_detailtextures; extern cvar_t r_lerpsprites; extern cvar_t r_lerpmodels; extern cvar_t r_waterscroll; extern cvar_t r_watershader; // useful functions for rendering void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b); void R_FillColors(float *out, int verts, float r, float g, float b, float a); #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 //============================================================================= extern int r_framecount; extern mplane_t frustum[4]; extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels; // brightness of world lightmaps and related lighting // (often reduced when world rtlights are enabled) extern float r_lightmapintensity; // whether to draw world lights realtime, dlights realtime, and their shadows extern qboolean r_rtworld; extern qboolean r_rtworldshadows; extern qboolean r_rtdlight; extern qboolean r_rtdlightshadows; // forces all rendering to draw triangle outlines extern cvar_t r_showtris; extern int r_showtrispass; // // view origin // extern vec3_t r_vieworigin; extern vec3_t r_viewforward; extern vec3_t r_viewleft; extern vec3_t r_viewright; extern vec3_t r_viewup; extern int r_view_x; extern int r_view_y; extern int r_view_z; extern int r_view_width; extern int r_view_height; extern int r_view_depth; extern float r_view_fov_x; extern float r_view_fov_y; extern matrix4x4_t r_view_matrix; extern mleaf_t *r_viewleaf, *r_oldviewleaf; extern unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value extern qboolean envmap; extern cvar_t r_drawentities; extern cvar_t r_drawviewmodel; extern cvar_t r_speeds; extern cvar_t r_fullbright; extern cvar_t r_wateralpha; extern cvar_t r_dynamic; extern cvar_t r_drawcollisionbrushes; void R_Init(void); void R_UpdateWorld(void); // needs no r_refdef void R_RenderView(void); // must call R_UpdateWorld and set r_refdef first void R_InitSky (qbyte *src, int bytesperpixel); // called at level load void R_WorldVisibility(); void R_DrawParticles(void); void R_DrawExplosions(void); #define gl_solid_format 3 #define gl_alpha_format 4 int R_CullBox(const vec3_t mins, const vec3_t maxs); extern qboolean fogenabled; extern vec3_t fogcolor; extern vec_t fogdensity; #define calcfog(v) (exp(-(fogdensity*fogdensity*(((v)[0] - r_vieworigin[0])*((v)[0] - r_vieworigin[0])+((v)[1] - r_vieworigin[1])*((v)[1] - r_vieworigin[1])+((v)[2] - r_vieworigin[2])*((v)[2] - r_vieworigin[2]))))) #define calcfogbyte(v) ((qbyte) (bound(0, ((int) ((float) (calcfog((v)) * 255.0f))), 255))) #include "r_modules.h" #include "meshqueue.h" #include "r_lerpanim.h" extern cvar_t r_render; extern cvar_t r_waterwarp; extern cvar_t r_textureunits; extern cvar_t gl_polyblend; extern cvar_t gl_dither; #include "gl_backend.h" #include "r_light.h" extern rtexture_t *r_texture_blanknormalmap; extern rtexture_t *r_texture_white; extern rtexture_t *r_texture_black; extern rtexture_t *r_texture_notexture; void R_TimeReport(char *name); void R_TimeReport_Start(void); void R_TimeReport_End(void); // r_stain void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2); void R_DrawWorldCrosshair(void); void R_Draw2DCrosshair(void); void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width); void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca); #endif