//=============================================================================
+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;