/* 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 // 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_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; // LordHavoc: 1.0f / N table extern float ixtable[4096]; #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 //============================================================================= 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) entity_render_t render; } entity_t; typedef struct { vrect_t vrect; // subwindow in video for refresh vec3_t vieworg; vec3_t viewangles; float fov_x, fov_y; } 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); #include "r_clip.h" // LordHavoc: vertex transform #include "transform.h" // LordHavoc: transparent polygon system #include "gl_poly.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 GL_LockArray(int first, int count); void GL_UnlockArray(void); void R_DrawBrushModel (entity_t *e); void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap); void R_DrawSpriteModel (entity_t *e, frameblend_t *blend); void R_ClipSprite (entity_t *e, frameblend_t *blend); void R_Entity_Callback(void *data, void *junk); extern cvar_t r_render; extern cvar_t r_upload; #include "image.h"