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.
*/
-// refresh.h -- public interface to refresh functions
+#ifndef RENDER_H
+#define RENDER_H
+
+extern qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
+
+extern matrix4x4_t r_identitymatrix;
+
+// 1.0f / N table
+extern float ixtable[4096];
// far clip distance for scene
-extern cvar_t r_farclip;
+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_ResetQuakeSky(void);
+extern void R_ResetSkyBox(void);
+
// SHOWLMP stuff (Nehahra)
extern void SHOWLMP_decodehide(void);
extern void SHOWLMP_decodeshow(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];
+extern char r_speeds_string[1024];
// 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;
+// 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
//=============================================================================
-typedef struct entity_render_s
-{
- vec3_t origin;
- vec3_t angles;
+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;
+
+// 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;
- int visframe; // last frame this entity was found in an active leaf
+// forces all rendering to draw triangle outlines
+extern cvar_t r_showtris;
+extern int r_showtrispass;
- 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
+//
+// 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;
- 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
+extern mleaf_t *r_viewleaf, *r_oldviewleaf;
+extern unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
- 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;
+extern qboolean envmap;
-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)
+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;
- entity_render_t render;
-} entity_t;
+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
-typedef struct
-{
- vrect_t vrect; // subwindow in video for refresh
- vec3_t vieworg;
- vec3_t viewangles;
+void R_InitSky (qbyte *src, int bytesperpixel); // called at level load
- float fov_x, fov_y;
-} refdef_t;
+void R_WorldVisibility(entity_render_t *ent);
+void R_DrawWorld(entity_render_t *ent);
+void R_DrawParticles(void);
+void R_DrawExplosions(void);
+#define gl_solid_format 3
+#define gl_alpha_format 4
-//
-// refresh
-//
+//#define PARANOID 1
+
+int R_CullBox(const vec3_t mins, const vec3_t maxs);
+#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (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 refdef_t r_refdef;
-extern vec3_t r_origin, vpn, vright, vup;
-extern qboolean hlbsp;
+extern cvar_t r_render;
+extern cvar_t r_waterwarp;
-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
+extern cvar_t r_textureunits;
+extern cvar_t gl_polyblend;
+extern cvar_t gl_dither;
-// LordHavoc: changed this for sake of GLQuake
-void R_InitSky (byte *src, int bytesperpixel); // called at level load
+#include "gl_backend.h"
-int R_VisibleCullBox (vec3_t mins, vec3_t maxs);
+#include "r_light.h"
-void R_NewMap (void);
+void R_TimeReport(char *name);
+void R_TimeReport_Start(void);
+void R_TimeReport_End(void);
-#include "r_decals.h"
+// 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_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_DrawWorldCrosshair(void);
+void R_Draw2DCrosshair(void);
-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_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);
-void R_NewExplosion(vec3_t org);
+#endif
-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);