#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);