// refresh.h -- public interface to refresh functions
-#define MAXCLIPPLANES 11
+// sky stuff
+extern void R_SetSkyBox(char* 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
+typedef struct entity_render_s
{
- struct mleaf_s *leaf;
- struct efrag_s *leafnext;
- struct entity_s *entity;
- struct efrag_s *entnext;
-} efrag_t;
-
-#define RENDER_STEP 1
-#define RENDER_GLOWTRAIL 2
-#define RENDER_VIEWMODEL 4
-
-// LordHavoc: made this more compact, and added some more fields
-typedef struct
-{
- double time; // time this state was updated
vec3_t origin;
vec3_t angles;
- int effects;
- unsigned short modelindex;
- unsigned short frame;
- byte colormap;
- byte skin;
- byte alpha;
- byte scale;
- byte glowsize;
- byte glowcolor;
- byte colormod;
- byte flags;
- byte active;
-} entity_state_t;
+
+ 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)
-
- 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)
-// struct efrag_s *efrag; // linked list of efrags
- 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
- float 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)
-// float syncbase; // for client-side animations
-
- int dlightframe; // dynamic lighting
- int dlightbits[8];
-
- float trail_time;
- // 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
- }
- render;
+ 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
- // 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;
+ float fov_x, fov_y;
} refdef_t;
// LordHavoc: changed this for sake of GLQuake
void R_InitSky (byte *src, int bytesperpixel); // called at level load
-//void R_InitEfrags (void);
-//void R_AddEfrags (entity_t *ent);
-//void R_RemoveEfrags (entity_t *ent);
-//void R_StoreEfrags (efrag_t **ppefrag);
-
int R_VisibleCullBox (vec3_t mins, vec3_t maxs);
void R_NewMap (void);