/* 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 #define TOP_RANGE 16 // soldier uniform colors #define BOTTOM_RANGE 96 //============================================================================= typedef struct efrag_s { struct mleaf_s *leaf; struct efrag_s *leafnext; struct entity_s *entity; struct efrag_s *entnext; } efrag_t; typedef struct entity_s { qboolean forcelink; // model changed qboolean transignore; int update_type; entity_state_t baseline; // to fill in defaults in updates double msgtime; // time of last update vec3_t msg_origins[2]; // last two updates (0 is newest) vec3_t origin; vec3_t msg_angles[2]; // last two updates (0 is newest) vec3_t angles; int draw_lastpose, draw_pose; // for interpolation float draw_lerpstart; // for interpolation struct model_s *draw_lastmodel; // for interpolation struct model_s *model; // NULL = no model struct efrag_s *efrag; // linked list of efrags float syncbase; // for client-side animations byte *colormap; int effects; // light, particals, etc int skinnum; // for Alias models int visframe; // last frame this entity was // found in an active leaf int dlightframe; // dynamic lighting int dlightbits; // 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 // fenix@io.com: model animation interpolation float frame_start_time; float frame_interval; int frame; int pose1, pose2; // fenix@io.com: model transform interpolation float translate_start_time; vec3_t origin1, origin2; float rotate_start_time; vec3_t angles1, angles2; // nehahra support float transparency, smokepuff_time; float lastShadeLight; int modelindex; } 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; // refresh extern refdef_t r_refdef; extern vec3_t r_origin, vpn, vright, vup; extern struct texture_s *r_notexture_mip; extern entity_t r_worldentity; 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 void R_InitSky (miptex_t *mt); // called at level load void R_AddEfrags (entity_t *ent); void R_RemoveEfrags (entity_t *ent); void R_NewMap (void); // particles typedef enum trail_type_s { ROCKET_TRAIL, GRENADE_TRAIL, BLOOD_TRAIL, TRACER1_TRAIL, SLIGHT_BLOOD_TRAIL, TRACER2_TRAIL, VOOR_TRAIL, ALT_ROCKET_TRAIL, LAVA_TRAIL, BUBBLE_TRAIL, NEHAHRA_SMOKE } trail_type_t; void R_ToggleParticles (void); 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); void R_EntityParticles (entity_t *ent); void R_RotateForEntity (entity_t *e); void R_BlendedRotateForEntity (entity_t *e, int shadow); void R_SpriteRain (vec3_t org); void R_BlobExplosion (vec3_t org); void R_ParticleExplosion (vec3_t org); void R_ColorMappedExplosion (vec3_t org, int colorStart, int colorLength); void R_AddGlowEffect (float red, float green, float blue, float radius, vec3_t origin); void R_TranslatePlayerSkin (int playernum); void R_LavaSplash (vec3_t org); void R_TeleportSplash (vec3_t org); void R_RenderScene (void); void R_MarkLeaves (void); void R_InitBubble (void); void R_PushDlights (void); void R_InitParticles (void); void R_CheckParticles (void); void R_ClearParticles (void); void R_DrawParticles (void); void R_DrawWaterSurfaces (void); // surface cache related extern qboolean r_cache_thrash; // set if thrashing the surface cache int D_SurfaceCacheForRes (int width, int height); void D_FlushCaches (void); void D_DeleteSurfaceCache (void); void D_InitCaches (void *buffer, int size); void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);