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https://github.com/libretro/libretro-tyrquake.git
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177 lines
5.0 KiB
C
177 lines
5.0 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef RENDER_H
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#define RENDER_H
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#include "mathlib.h"
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#include "vid.h"
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// render.h -- public interface to refresh functions
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#define TOP_RANGE 16 // soldier uniform colors
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#define BOTTOM_RANGE 96
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//=============================================================================
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typedef struct efrag_s {
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struct mleaf_s *leaf;
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struct efrag_s *leafnext;
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struct entity_s *entity;
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struct efrag_s *entnext;
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} efrag_t;
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typedef struct entity_s {
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#ifdef NQ_HACK
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qboolean forcelink; // model changed
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int update_type;
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entity_state_t baseline; // to fill in defaults in updates
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double msgtime; // time of last update
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vec3_t msg_origins[2]; // last two updates (0 is newest)
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vec3_t msg_angles[2]; // last two updates (0 is newest)
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#endif
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#ifdef QW_HACK
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int keynum; // for matching entities in different frames
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#endif
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vec3_t origin;
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vec3_t angles;
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struct model_s *model; // NULL = no model
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int frame;
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byte *colormap;
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int skinnum; // for Alias models
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#ifdef QW_HACK
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struct player_info_s *scoreboard; // identify player
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#endif
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float syncbase; // for client-side animations
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struct efrag_s *efrag; // linked list of efrags (FIXME)
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int visframe; // last frame this entity was
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// found in an active leaf
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#ifdef NQ_HACK
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int effects; // light, particals, etc
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#endif
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int dlightframe; // dynamic lighting
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int dlightbits;
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// FIXME: could turn these into a union
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int trivial_accept;
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struct mnode_s *topnode; // for bmodels, first world node
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// that splits bmodel, or NULL if
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// not split
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} entity_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct {
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vrect_t vrect; // subwindow in video for refresh
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// FIXME: not need vrect next field here?
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vrect_t aliasvrect; // scaled Alias version
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int vrectright, vrectbottom; // right & bottom screen coords
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int aliasvrectright, aliasvrectbottom; // scaled Alias versions
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float vrectrightedge; // rightmost right edge we care about,
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// for use in edge list
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float fvrectx, fvrecty; // for floating-point compares
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float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
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int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
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int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
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float fvrectright_adj, fvrectbottom_adj;
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// right and bottom edges, for clamping
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float fvrectright; // rightmost edge, for Alias clamping
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float fvrectbottom; // bottommost edge, for Alias clamping
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float horizontalFieldOfView; // at Z = 1.0, this many X is visible
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// 2.0 = 90 degrees
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float xOrigin; // should probably allways be 0.5
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float yOrigin; // between be around 0.3 to 0.5
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vec3_t vieworg;
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vec3_t viewangles;
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float fov_x, fov_y;
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int ambientlight;
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} refdef_t;
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//
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// refresh
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//
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extern refdef_t r_refdef;
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extern vec3_t r_origin, vpn, vright, vup;
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extern struct texture_s *r_notexture_mip;
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extern entity_t r_worldentity;
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void R_Init(void);
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void R_InitTextures(void);
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void R_InitEfrags(void);
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void R_RenderView(void); // must set r_refdef first
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void R_ViewChanged(vrect_t *pvrect, int lineadj, float aspect);
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// called whenever r_refdef or vid change
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void R_InitSky(struct texture_s *mt); // called at level load
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void R_AddEfrags(entity_t *ent);
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void R_RemoveEfrags(entity_t *ent);
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void R_NewMap(void);
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#ifdef QW_HACK
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void R_NetGraph(void);
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void R_ZGraph(void);
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#endif
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void R_ParseParticleEffect(void);
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void R_RunParticleEffect(vec3_t org, vec3_t dir, int color, int count);
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void R_RocketTrail(vec3_t start, vec3_t end, int type);
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void R_BlobExplosion(vec3_t org);
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void R_ParticleExplosion(vec3_t org);
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void R_LavaSplash(vec3_t org);
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void R_TeleportSplash(vec3_t org);
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#ifdef NQ_HACK
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void R_EntityParticles(entity_t *ent);
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void R_ParticleExplosion2(vec3_t org, int colorStart, int colorLength);
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#endif
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void R_PushDlights(void);
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void R_InitParticles(void);
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void R_ClearParticles(void);
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void R_DrawParticles(void);
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//
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// surface cache related
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//
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extern qboolean r_cache_thrash; // set if thrashing the surface cache
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int D_SurfaceCacheForRes(int width, int height);
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void D_FlushCaches(void);
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void D_DeleteSurfaceCache(void);
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void D_InitCaches(void *buffer, int size);
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void R_SetVrect(vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
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#endif /* RENDER_H */
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