spingle/source/render.h

177 lines
7.6 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
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.
*/
#ifndef spingle__render_h
#define spingle__render_h
// refresh.h -- public interface to refresh functions
#define MAXCLIPPLANES 11
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
typedef struct efrag_s
{
struct efrag_s *leafnext;
struct entity_s *entity;
} efrag_t;
//johnfitz -- for lerping
#define LERP_MOVESTEP (1<<0) //this is a MOVETYPE_STEP entity, enable movement lerp
#define LERP_RESETANIM (1<<1) //disable anim lerping until next anim frame
#define LERP_RESETANIM2 (1<<2) //set this and previous flag to disable anim lerping for two anim frames
#define LERP_RESETMOVE (1<<3) //disable movement lerping until next origin/angles change
#define LERP_FINISH (1<<4) //use lerpfinish time from server update instead of assuming interval of 0.1
//johnfitz
typedef struct entity_s
{
bool forcelink; // model changed
int32_t 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;
struct qmodel_s *model; // NULL = no model
struct efrag_s *efrag; // linked list of efrags
int32_t frame;
float syncbase; // for client-side animations
byte *colormap;
int32_t effects; // light, particles, etc
int32_t skinnum; // for Alias models
int32_t visframe; // last frame this entity was
// found in an active leaf
int32_t dlightframe; // dynamic lighting
int32_t dlightbits;
int32_t trivial_accept;
struct mnode_s *topnode; // for bmodels, first world node
// that splits bmodel, or NULL if
// not split
byte alpha; //johnfitz -- alpha
byte lerpflags; //johnfitz -- lerping
float lerpstart; //johnfitz -- animation lerping
float lerptime; //johnfitz -- animation lerping
float lerpfinish; //johnfitz -- lerping -- server sent us a more accurate interval, use it instead of 0.1
int16_t previouspose; //johnfitz -- animation lerping
int16_t currentpose; //johnfitz -- animation lerping
// int16_t futurepose; //johnfitz -- animation lerping
float movelerpstart; //johnfitz -- transform lerping
vec3_t previousorigin; //johnfitz -- transform lerping
vec3_t currentorigin; //johnfitz -- transform lerping
vec3_t previousangles; //johnfitz -- transform lerping
vec3_t currentangles; //johnfitz -- transform lerping
} 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
int32_t vrectright, vrectbottom; // right & bottom screen coords
int32_t 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
int32_t vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
int32_t 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 allways be 0.5
float yOrigin; // between be around 0.3 to 0.5
vec3_t vieworg;
vec3_t viewangles;
float fov_x, fov_y;
int32_t ambientlight;
} refdef_t;
//
// refresh
//
extern int32_t reinit_surfcache;
extern refdef_t r_refdef;
extern vec3_t r_origin, vpn, vright, vup;
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, int32_t lineadj, float aspect);
// called whenever r_refdef or vid change
//void R_InitSky (struct texture_s *mt); // called at level load
void R_CheckEfrags(void); //johnfitz
void R_AddEfrags(entity_t *ent);
void R_NewMap(void);
void R_ParseParticleEffect(void);
void R_RunParticleEffect(vec3_t org, vec3_t dir, int32_t color, int32_t count);
void R_RocketTrail(vec3_t start, vec3_t end, int32_t type);
void R_EntityParticles(entity_t *ent);
void R_BlobExplosion(vec3_t org);
void R_ParticleExplosion(vec3_t org);
void R_ParticleExplosion2(vec3_t org, int32_t colorStart, int32_t colorLength);
void R_LavaSplash(vec3_t org);
void R_TeleportSplash(vec3_t org);
void R_PushDlights(void);
//
// surface cache related
//
extern int32_t reinit_surfcache; // if 1, surface cache is currently empty and
extern bool r_cache_thrash; // set if thrashing the surface cache
int32_t D_SurfaceCacheForRes(int32_t width, int32_t height);
void D_FlushCaches(void);
void D_DeleteSurfaceCache(void);
void D_InitCaches(void *buffer, int32_t size);
void R_SetVrect(vrect_t *pvrect, vrect_t *pvrectin, int32_t lineadj);
#endif