Sigrid Solveig Haflínudóttirbetter skybox resetca4bc0a1 year agoHistory
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#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 firstvoid R_ViewChanged(vrect_t *pvrect, float pixelAspect); // called whenever r_refdef or vid change void 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 related int D_SurfaceCacheForRes(int width, int height);void D_FlushCaches(void);void D_DeleteSurfaceCache(void);void D_InitCaches(void *buffer, int size);

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