/* 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 // sky stuff extern char skyname[]; extern void R_SetSkyBox(char* sky); extern void LoadSky_f(void); extern rtexture_t *solidskytexture; extern rtexture_t *alphaskytexture; extern float speedscale; // for top sky and bottom sky // far clip distance for scene extern cvar_t r_farclip; // fog stuff extern void FOG_clear(void); extern float fog_density, fog_red, fog_green, fog_blue; // 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 qboolean intimerefresh; extern cvar_t r_speeds2; extern char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81]; // lighting stuff extern vec3_t lightspot; extern cvar_t r_ambient; // model rendering stuff extern float *aliasvert; extern float *aliasvertnorm; extern byte *aliasvertcolor; extern float modelalpha; // vis stuff extern cvar_t r_novis; // model transform stuff extern cvar_t gl_transform; #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 //============================================================================= typedef struct entity_s { entity_state_t state_baseline; // baseline for entity entity_state_t state_previous; // previous state (interpolating from this) entity_state_t state_current; // current state (interpolating to this) struct { vec3_t origin; vec3_t angles; // LordHavoc: added support for alpha transprency and other effects float alpha; // opacity (alpha) of the model float colormod[3]; // color tint for model float scale; // size the model is shown float glowsize; // how big the glow is byte glowcolor; // color of glow and particle trail (paletted) byte flags; // render flags struct model_s *model; // NULL = no model int frame; // current desired frame (usually identical to frame2, but frame2 is not always used) int colormap; int effects; // light, particles, etc int skinnum; // for Alias models int visframe; // last frame this entity was found in an active leaf struct model_s *lerp_model; // lerp resets when model changes double lerp_starttime; // start of this transition int frame1; // frame that the model is interpolating from int frame2; // frame that the model is interpolating to double framelerp; // interpolation factor, usually computed from lerp_starttime double frame1start; // time frame1 began playing (for framegroup animations) double frame2start; // time frame2 began playing (for framegroup animations) int dlightframe; // dynamic lighting int dlightbits[8]; float trail_time; } render; } 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 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; // // refresh // extern refdef_t r_refdef; extern vec3_t r_origin, vpn, vright, vup; extern qboolean hlbsp; void R_Init (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 // LordHavoc: changed this for sake of GLQuake void R_InitSky (byte *src, int bytesperpixel); // called at level load int R_VisibleCullBox (vec3_t mins, vec3_t maxs); void R_NewMap (void); #include "r_decals.h" void R_ParseParticleEffect (void); void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent); void R_RocketTrail2 (vec3_t start, vec3_t end, int type, entity_t *ent); void R_SparkShower (vec3_t org, vec3_t dir, int count); void R_BloodPuff (vec3_t org, vec3_t vel, int count); void R_FlameCube (vec3_t mins, vec3_t maxs, int count); void R_Flames (vec3_t org, vec3_t vel, int count); void R_EntityParticles (entity_t *ent); void R_BlobExplosion (vec3_t org); void R_ParticleExplosion (vec3_t org, int smoke); void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength); void R_LavaSplash (vec3_t org); void R_TeleportSplash (vec3_t org); void R_NewExplosion(vec3_t org); void R_PushDlights (void); void R_DrawWorld (void); //void R_RenderDlights (void); void R_DrawParticles (void); void R_MoveParticles (void); void R_DrawExplosions (void); void R_MoveExplosions (void);