#pragma once// public interface to refresh functionsenum { MAXCLIPPLANES = 11, TOP_RANGE = 16, // soldier uniform colors 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 { struct model_s *model; // NULL = no model struct efrag_s *efrag; // linked list of efrags pixel_t *colormap; struct entity_s *last_reject; // for bmodels, first world node that splits bmodel, or NULL if not split struct mnode_s *topnode; double msgtime; // time of last update int frame; float syncbase; // for client-side animations 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; int update_type; int trivial_accept; byte alpha; bool forcelink; // model changed entity_state_t baseline; // to fill in defaults in updates 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;} 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 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 view_t view; float fov_x, fov_y; int ambientlight[3];} refdef_t;// refreshextern refdef_t r_refdef;extern struct texture_s *r_notexture_mip;void R_MissingTexture(struct texture_s *t);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, float pixelAspect); // called whenever r_refdef or vid changevoid R_InitSky(struct texture_s *mt); // called at level loadvoid R_ResetSkyBox(void);void R_LoadSkyBox(const char *name, struct model_s *m);void R_EmitSkyBox(view_t *v);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 relatedint D_SurfaceCacheForRes(int width, int height);void D_FlushCaches(void);void D_DeleteSurfaceCache(void);void D_InitCaches(void *buffer, int size);
#pragma once
// public interface to refresh functions
enum {
MAXCLIPPLANES = 11,
TOP_RANGE = 16, // soldier uniform colors
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 {
struct model_s *model; // NULL = no model
struct efrag_s *efrag; // linked list of efrags
pixel_t *colormap;
struct entity_s *last_reject;
// for bmodels, first world node that splits bmodel, or NULL if not split
struct mnode_s *topnode;
double msgtime; // time of last update
int frame;
float syncbase; // for client-side animations
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;
int update_type;
int trivial_accept;
byte alpha;
bool forcelink; // model changed
entity_state_t baseline; // to fill in defaults in updates
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;
} 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 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
view_t view;
float fov_x, fov_y;
int ambientlight[3];
} refdef_t;
// refresh
extern refdef_t r_refdef;
extern struct texture_s *r_notexture_mip;
void R_MissingTexture(struct texture_s *t);
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, float pixelAspect); // called whenever r_refdef or vid change
void R_InitSky(struct texture_s *mt); // called at level load
void R_ResetSkyBox(void);
void R_LoadSkyBox(const char *name, struct model_s *m);
void R_EmitSkyBox(view_t *v);
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
int D_SurfaceCacheForRes(int width, int height);
void D_FlushCaches(void);
void D_DeleteSurfaceCache(void);
void D_InitCaches(void *buffer, int size);