129 lines · 3.8 KB · C
RawDownload
// 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 mleaf_s *leaf;	struct efrag_s *leafnext;	struct entity_s *entity;	struct efrag_s *entnext;} efrag_t; typedef struct entity_s{	bool forcelink; // model changed 	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;	struct model_s *model; // NULL = no model	struct efrag_s *efrag; // linked list of efrags	int frame;	float syncbase; // for client-side animations	uint8_t *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} 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 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; 	int ambientlight;} refdef_t; //// refresh//extern int reinit_surfcache; extern refdef_t r_refdef;extern vec3_t r_origin, vpn, vright, vup; extern struct texture_s *r_notexture_mip; void R_Init (void);void R_InitTextures (void);void R_InitEfrags (void);void R_RenderView (void); // must set r_refdef firstvoid R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);								// called whenever r_refdef or vid changevoid R_InitSky (struct texture_s *mt); // called at level load void R_AddEfrags (entity_t *ent);void R_RemoveEfrags (entity_t *ent); void R_NewMap (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_BlobExplosion (vec3_t org);void R_ParticleExplosion (vec3_t org);void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);void R_LavaSplash (vec3_t org);void R_TeleportSplash (vec3_t org); void R_PushDlights (void); //// surface cache related//extern int reinit_surfcache; // if 1, surface cache is currently empty andextern bool 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); 

Keyboard shortcuts

General

Show keyboard shortcuts
?
Focus the current search
/

Issues and pull requests

Open filters
f

Issues, pull requests and Inbox

Select next item
j↓
Select previous item
k↑
Open selected item
Enter
Dismiss filters or clear selection
Esc

Repository code

Go to file
t