]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - render.h
split render portion of entity_t struct into entity_render_t
[xonotic/darkplaces.git] / render.h
index 56114375b905dcd000c62b4145f9324e8b2d2167..6c92a91a0df785a9559f540ed386ba399df55ba8 100644 (file)
--- a/render.h
+++ b/render.h
@@ -67,79 +67,52 @@ extern cvar_t gl_transform;
 
 //=============================================================================
 
+typedef struct entity_render_s
+{
+       vec3_t  origin;
+       vec3_t  angles;
+
+       int             visframe;               // last frame this entity was found in an active leaf
+
+       model_t *model;                 // NULL = no model
+       int             frame;                  // current desired frame (usually identical to frame2, but frame2 is not always used)
+       int             colormap;               // entity shirt and pants colors
+       int             effects;                // light, particles, etc
+       int             skinnum;                // for Alias models
+       int             flags;                  // render flags
+
+       float   alpha;                  // opacity (alpha) of the model
+       float   scale;                  // size the model is shown
+       float   trail_time;             // last time for trail rendering
+       float   colormod[3];    // color tint for model
+
+       model_t *lerp_model;    // lerp resets when model changes
+       int             frame1;                 // frame that the model is interpolating from
+       int             frame2;                 // frame that the model is interpolating to
+       double  lerp_starttime; // start of this transition
+       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)
+}
+entity_render_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)
-               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_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)
+
+       entity_render_t 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;
+       float           fov_x, fov_y;
 } refdef_t;