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
+// 1.0f / N table
+extern float ixtable[4096];
+
// far clip distance for scene
-extern cvar_t r_farclip;
+extern float r_farclip, r_newfarclip;
// fog stuff
extern void FOG_clear(void);
extern float fog_density, fog_red, fog_green, fog_blue;
+// sky stuff
+extern int R_SetSkyBox(char* sky);
+extern cvar_t r_skyquality;
+// these are exposed because surface rendering uses them
+extern rtexture_t *solidskytexture;
+extern rtexture_t *alphaskytexture;
+extern int skyrendernow, skyrendermasked, skyrenderglquake;
+extern void R_SkyStartFrame(void);
+extern void R_Sky(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_string[1024];
+extern char r_speeds_string[1024];
// lighting stuff
extern vec3_t lightspot;
extern cvar_t r_ambient;
+extern int lightscalebit;
+extern float lightscale;
// model rendering stuff
extern float *aliasvert;
extern float *aliasvertnorm;
-extern byte *aliasvertcolor;
-extern float modelalpha;
+extern float *aliasvertcolor;
// vis stuff
extern cvar_t r_novis;
// model transform stuff
-extern cvar_t gl_transform;
-
-// LordHavoc: 1.0f / N table
-extern float ixtable[4096];
+//extern cvar_t gl_transform;
#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;
+//extern qboolean r_cache_thrash; // compatability
+extern entity_render_t *currentrenderentity;
+extern int r_framecount;
+extern mplane_t frustum[4];
+extern int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
//
-// refresh
+// view origin
//
+extern vec3_t vup;
+extern vec3_t vpn;
+extern vec3_t vright;
+extern vec3_t r_origin;
+
+extern mleaf_t *r_viewleaf, *r_oldviewleaf;
+extern unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
+extern qboolean envmap;
-extern refdef_t r_refdef;
-extern vec3_t r_origin, vpn, vright, vup;
-extern qboolean hlbsp;
+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_waterripple;
+
+//extern float r_world_matrix[16];
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
+
+void R_InitSky (qbyte *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);
+void R_DrawWorld(void);
+void R_SetupForWorldRendering(void);
+void R_MarkWorldLights(void);
+void R_PrepareSurfaces(void);
+void R_DrawSurfaces(int type);
+void R_DrawPortals(void);
+void R_DrawParticles(void);
+void R_DrawExplosions(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
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)))
+#define calcfogbyte(v) ((qbyte) (bound(0, ((int) ((float) (calcfog((v)) * 255.0f))), 255)))
#include "r_modules.h"
-extern qboolean lighthalf;
+extern float overbrightscale;
#include "r_lerpanim.h"
-void GL_LockArray(int first, int count);
-void GL_UnlockArray(void);
+void R_DrawBrushModelSky (void);
+void R_DrawBrushModelNormal (void);
+void R_DrawAliasModel (void);
+void R_DrawSpriteModel (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_ClipSprite (void);
void R_Entity_Callback(void *data, void *junk);
extern cvar_t r_render;
-extern cvar_t r_upload;
+extern cvar_t r_ser;
#include "image.h"
+
+extern cvar_t r_multitexture;
+extern cvar_t gl_dither;
+
+// FIXME: this should live in the backend only
+void GL_LockArray(int first, int count);
+void GL_UnlockArray(void);
+
+#include "gl_backend.h"
+
+#include "r_light.h"
+
+extern rtexture_t *particlefonttexture;
+
+// particletexture_t is a rectangle in the particlefonttexture
+typedef struct
+{
+ float s1, t1, s2, t2;
+}
+particletexture_t;
+
+#define MAX_PARTICLETEXTURES 64
+// [0] is normal, [1] is fog, they may be the same
+extern particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+
+void R_TimeReport(char *name);
+void R_TimeReport_Start(void);
+void R_TimeReport_End(void);
+
+// r_stain
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);