cleaned up a lot of particle rendering properties (mainly related to rain code),...
[xonotic/darkplaces.git] / render.h
index d67134d34e272611b047a33165436bb980b7591c..6c5d6f22e533b1d29f453113a5fc7b98428054cf 100644 (file)
--- a/render.h
+++ b/render.h
@@ -8,7 +8,7 @@ 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.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,177 +20,204 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 // refresh.h -- public interface to refresh functions
 
-#define        MAXCLIPPLANES   11
+// 1.0f / N table
+extern float ixtable[4096];
+
+// far clip distance for scene
+extern float r_farclip, r_newfarclip;
+
+// fog stuff
+extern void FOG_clear(void);
+extern float fog_density, fog_red, fog_green, fog_blue;
+
+// sky stuff
+extern int R_SetSkyBox(char* sky);
+extern cvar_t r_skyquality;
+// these are exposed because surface rendering uses them
+extern rtexture_t *solidskytexture;
+extern rtexture_t *alphaskytexture;
+extern rtexture_t *mergeskytexture;
+extern int skyrendernow, skyrendermasked, skyrenderglquake;
+extern cvar_t r_mergesky;
+extern void R_SkyStartFrame(void);
+extern void R_Sky(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 qboolean intimerefresh;
+extern cvar_t r_speeds2;
+extern char r_speeds2_string[1024];
+
+// lighting stuff
+extern vec3_t lightspot;
+extern cvar_t r_ambient;
+extern int lightscalebit;
+extern float lightscale;
+
+// model rendering stuff
+extern float *aliasvert;
+extern float *aliasvertnorm;
+extern float *aliasvertcolor;
+
+// 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 efrag_s
+typedef struct
 {
-       struct mleaf_s          *leaf;
-       struct efrag_s          *leafnext;
-       struct entity_s         *entity;
-       struct efrag_s          *entnext;
-} efrag_t;
+       // area to render in
+       int             x, y, width, height;
+       float   fov_x, fov_y;
 
-#define RENDER_STEP 1
-#define RENDER_GLOWTRAIL 2
-#define RENDER_VIEWMODEL 4
+       // view point
+       vec3_t  vieworg;
+       vec3_t  viewangles;
 
-// LordHavoc: made this more compact, and added some more fields
-typedef struct
-{
-       double  time; // time this state was updated
-       vec3_t  origin;
-       vec3_t  angles;
-       int             effects;
-       unsigned short modelindex;
-       unsigned short frame;
-       byte    colormap;
-       byte    skin;
-       byte    alpha;
-       byte    scale;
-       byte    glowsize;
-       byte    glowcolor;
-       byte    colormod;
-       byte    flags;
-} entity_state_t;
-
-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)
-               struct efrag_s                  *efrag;                 // linked list of efrags
-               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
-               float                                   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)
-//             float                                   syncbase;               // for client-side animations
-
-               int                                             dlightframe;    // dynamic lighting
-               int                                             dlightbits[8];
-               
-               float                                   trail_time;
-       // 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
-       }
-       render;
-} 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;
+       int numdecals;
+       renderdecal_t *decals;
+
+       // LordHavoc: this will be enabled at some point, taking the place of cl_visedicts
+       int numentities;
+       entity_render_t *entities;
+
+       int numparticles;
+       struct renderparticle_s *particles;
+}
+refdef_t;
+
+//extern       qboolean        r_cache_thrash;         // compatability
+extern entity_render_t *currentrenderentity;
+extern int                     r_framecount;
+extern mplane_t        frustum[4];
+extern int             c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
 
 //
-// refresh
+// view origin
 //
+extern vec3_t  vup;
+extern vec3_t  vpn;
+extern vec3_t  vright;
+extern vec3_t  r_origin;
 
-
+//
+// screen size info
+//
 extern refdef_t        r_refdef;
-extern vec3_t  r_origin, vpn, vright, vup;
 
-extern struct texture_s        *r_notexture_mip;
+
+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_waterripple;
+
+//extern       float   r_world_matrix[16];
 
 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
-// LordHavoc: changed this for sake of GLQuake
-void R_InitSky (byte *src, int bytesperpixel); // called at level load
-//void R_InitSky (struct texture_s *mt);       // called at level load
-
-void R_AddEfrags (entity_t *ent);
-void R_RemoveEfrags (entity_t *ent);
+void R_RenderView (void); // must set r_refdef first
+
+
+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);
+void R_Decals_Init(void);
+void R_DrawDecals(void);
+
+void R_DrawWorld(void);
+void R_SetupForWorldRendering(void);
+void R_MarkWorldLights(void);
+void R_PrepareSurfaces(void);
+void R_DrawSurfacesAll(void);
+void R_DrawPortals(void);
+void R_DrawParticles(void);
+void R_DrawExplosions(void);
+
+#include "r_clip.h"
+
+// LordHavoc: vertex transform
+#include "transform.h"
+
+#define gl_solid_format 3
+#define gl_alpha_format 4
+
+//#define PARANOID
+
+// LordHavoc: was a major time waster
+#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)
+#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)
+
+extern qboolean fogenabled;
+extern vec3_t fogcolor;
+extern vec_t fogdensity;
+//#define calcfog(v) (exp(-(fogdensity*fogdensity*(((v)[0] - r_origin[0]) * vpn[0] + ((v)[1] - r_origin[1]) * vpn[1] + ((v)[2] - r_origin[2]) * vpn[2])*(((v)[0] - r_origin[0]) * vpn[0] + ((v)[1] - r_origin[1]) * vpn[1] + ((v)[2] - r_origin[2]) * vpn[2]))))
+#define calcfog(v) (exp(-(fogdensity*fogdensity*(((v)[0] - r_origin[0])*((v)[0] - r_origin[0])+((v)[1] - r_origin[1])*((v)[1] - r_origin[1])+((v)[2] - r_origin[2])*((v)[2] - r_origin[2])))))
+#define calcfogbyte(v) ((byte) (bound(0, ((int) ((float) (calcfog((v)) * 255.0f))), 255)))
+
+#include "r_modules.h"
+
+extern qboolean lighthalf;
+
+#include "r_lerpanim.h"
+
+void R_DrawBrushModelSky (void);
+void R_DrawBrushModelNormal (void);
+void R_DrawAliasModel (void);
+void R_DrawSpriteModel (void);
+
+void R_ClipSprite (void);
+void R_Entity_Callback(void *data, void *junk);
+
+extern cvar_t r_render;
+extern cvar_t r_ser;
+#include "image.h"
+
+extern cvar_t r_multitexture;
+extern cvar_t gl_dither;
+
+// FIXME: this should live in the backend only
+void GL_LockArray(int first, int count);
+void GL_UnlockArray(void);
+
+#include "gl_backend.h"
+
+#include "r_light.h"
+
+extern rtexture_t *particlefonttexture;
+
+// particletexture_t is a rectangle in the particlefonttexture
+typedef struct
+{
+       float s1, t1, s2, t2;
+}
+particletexture_t;
+
+#define MAX_PARTICLETEXTURES 64
+// [0] is normal, [1] is fog, they may be the same
+extern particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+
+void R_TimeReport(char *name);
+void R_TimeReport_Start(void);
+void R_TimeReport_End(void);