// refresh.h -- public interface to refresh functions
-#define MAXCLIPPLANES 11
+// sky stuff
+extern char skyname[];
+extern void R_SetSkyBox(char* sky);
+extern void LoadSky_f(void);
+extern rtexture_t *solidskytexture;
+extern rtexture_t *alphaskytexture;
+extern float speedscale; // for top sky and bottom sky
+
+// 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_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];
+
+// 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;
#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
-
- int update_type;
-
- entity_state_t baseline; // to fill in defaults in updates
- entity_state_t deltabaseline; // LordHavoc: previous frame
-
- 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;
-
- // 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
- int draw_lastpose, draw_pose; // for interpolation
- float draw_lerpstart; // for interpolation
- struct model_s *draw_lastmodel; // for interpolation
- float trail_leftover;
- float glowsize; // how big the glow is
- byte glowcolor; // color of glow and particle trail (paletted)
- byte glowtrail; // leaves a trail of particles
- byte isviewmodel; // attached to view
-
- struct model_s *model; // NULL = no model
- struct efrag_s *efrag; // linked list of efrags
- int frame;
- float syncbase; // for client-side animations
- int 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[8];
-
-// 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
+ 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_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 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 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;
+// int ambientlight;
} refdef_t;
extern refdef_t r_refdef;
extern vec3_t r_origin, vpn, vright, vup;
-
-extern struct texture_s *r_notexture_mip;
-
-// LordHavoc: generic image loader
-byte* loadimagepixels (char* filename, qboolean complain, int matchwidth, int matchheight);
-int loadtextureimage (char* filename, int matchwidth, int matchheight, qboolean complain, qboolean mipmap);
+extern qboolean hlbsp;
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_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
-//void R_InitSky (struct texture_s *mt); // called at level load
+void R_InitSky (byte *src, int bytesperpixel); // called at level load
-void R_AddEfrags (entity_t *ent);
-void R_RemoveEfrags (entity_t *ent);
+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);
+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_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);