106 lines
2.5 KiB
C
106 lines
2.5 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef REF_PARAMS_H
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#define REF_PARAMS_H
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typedef struct ref_params_s
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{
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// output
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vec3_t vieworg;
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vec3_t viewangles;
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vec3_t forward;
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vec3_t right;
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vec3_t up;
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// Client frametime;
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float frametime;
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// Client time
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float time;
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// Misc
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int intermission;
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int paused;
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int spectator;
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int onground;
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int waterlevel;
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vec3_t simvel;
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vec3_t simorg;
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vec3_t viewheight;
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float idealpitch;
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vec3_t cl_viewangles;
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int health;
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vec3_t crosshairangle;
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float viewsize;
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vec3_t punchangle;
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int maxclients;
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int viewentity;
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int playernum;
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int max_entities;
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int demoplayback;
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int hardware;
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int smoothing;
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// Last issued usercmd
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struct usercmd_s *cmd;
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// Movevars
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struct movevars_s *movevars;
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int viewport[4]; // the viewport coordinates x, y, width, height
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int nextView; // the renderer calls ClientDLL_CalcRefdef() and Renderview
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// so long in cycles until this value is 0 (multiple views)
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int onlyClientDraw; // if !=0 nothing is drawn by the engine except clientDraw functions
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} ref_params_t;
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// same as ref_params but for overview mode
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typedef struct ref_overview_s
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{
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vec3_t origin;
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qboolean rotated;
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float xLeft;
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float xRight;
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float yTop;
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float yBottom;
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float zFar;
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float zNear;
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float flZoom;
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} ref_overview_t;
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// ref_viewpass_t->flags
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#define RF_DRAW_WORLD (1<<0) // pass should draw the world (otherwise it's player menu model)
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#define RF_DRAW_CUBEMAP (1<<1) // special 6x pass to render cubemap\skybox sides
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#define RF_DRAW_OVERVIEW (1<<2) // overview mode is active
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#define RF_ONLY_CLIENTDRAW (1<<3) // nothing is drawn by the engine except clientDraw functions
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// intermediate struct for viewpass (or just a single frame)
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typedef struct ref_viewpass_s
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{
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int viewport[4]; // size of new viewport
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vec3_t vieworigin; // view origin
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vec3_t viewangles; // view angles
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int viewentity; // entitynum (P2: Savior uses this)
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float fov_x, fov_y; // vertical & horizontal FOV
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int flags; // if !=0 nothing is drawn by the engine except clientDraw functions
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} ref_viewpass_t;
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#endif//REF_PARAMS_H
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