#ifndef __ENGINE_H__ #define __ENGINE_H__ #include "cube.h" #include "world.h" #ifndef STANDALONE #include "octa.h" #include "lightmap.h" #include "bih.h" #include "texture.h" #include "model.h" extern dynent *player; extern physent *camera1; // special ent that acts as camera, same object as player1 in FPS mode extern int worldscale, worldsize; extern int mapversion; extern char *maptitle; extern vector texmru; extern int xtraverts, xtravertsva; extern const ivec cubecoords[8]; extern const ivec facecoords[6][4]; extern const uchar fv[6][4]; extern const uchar fvmasks[64]; extern const uchar faceedgesidx[6][4]; extern bool inbetweenframes, renderedframe; extern SDL_Window *screen; extern int screenw, screenh; extern int zpass; extern vector entgroup; // rendertext struct font { struct charinfo { short x, y, w, h, offsetx, offsety, advance, tex; }; char *name; vector texs; vector chars; int charoffset, defaultw, defaulth, scale; font() : name(NULL) {} ~font() { DELETEA(name); } }; #define FONTH (curfont->scale) #define FONTW (FONTH/2) #define MINRESW 640 #define MINRESH 480 extern font *curfont; extern const matrix4x3 *textmatrix; extern void reloadfonts(); // texture extern int hwtexsize, hwcubetexsize, hwmaxaniso, maxtexsize; extern Texture *textureload(const char *name, int clamp = 0, bool mipit = true, bool msg = true); extern int texalign(const void *data, int w, int bpp); extern void cleanuptexture(Texture *t); extern uchar *loadalphamask(Texture *t); extern void loadlayermasks(); extern Texture *cubemapload(const char *name, bool mipit = true, bool msg = true, bool transient = false); extern void drawcubemap(int size, const vec &o, float yaw, float pitch, const cubemapside &side, bool onlysky = false); extern void loadshaders(); extern void setuptexparameters(int tnum, void *pixels, int clamp, int filter, GLenum format = GL_RGB, GLenum target = GL_TEXTURE_2D, bool swizzle = false); extern void createtexture(int tnum, int w, int h, void *pixels, int clamp, int filter, GLenum component = GL_RGB, GLenum target = GL_TEXTURE_2D, int pw = 0, int ph = 0, int pitch = 0, bool resize = true, GLenum format = GL_FALSE, bool swizzle = false); extern void blurtexture(int n, int bpp, int w, int h, uchar *dst, const uchar *src, int margin = 0); extern void blurnormals(int n, int w, int h, bvec *dst, const bvec *src, int margin = 0); extern void renderpostfx(); extern void initenvmaps(); extern void genenvmaps(); extern ushort closestenvmap(const vec &o); extern ushort closestenvmap(int orient, const ivec &co, int size); extern GLuint lookupenvmap(ushort emid); extern GLuint lookupenvmap(Slot &slot); extern bool reloadtexture(Texture &tex); extern bool reloadtexture(const char *name); extern void setuptexcompress(); extern void clearslots(); extern void compacteditvslots(); extern void compactmruvslots(); extern void compactvslots(cube *c, int n = 8); extern void compactvslot(int &index); extern void compactvslot(VSlot &vs); extern int compactvslots(); extern void reloadtextures(); extern void cleanuptextures(); // shadowmap extern int shadowmap, shadowmapcasters; extern bool shadowmapping; extern matrix4 shadowmatrix; extern bool isshadowmapcaster(const vec &o, float rad); extern bool addshadowmapcaster(const vec &o, float xyrad, float zrad); extern bool isshadowmapreceiver(vtxarray *va); extern void rendershadowmap(); extern void pushshadowmap(); extern void popshadowmap(); extern void rendershadowmapreceivers(); extern void guessshadowdir(); // rendergl extern bool hasVAO, hasFBO, hasAFBO, hasDS, hasTF, hasTRG, hasTSW, hasS3TC, hasFXT1, hasLATC, hasRGTC, hasAF, hasFBB, hasUBO, hasMBR; extern int glversion, glslversion, glcompat; enum { DRAWTEX_NONE = 0, DRAWTEX_ENVMAP, DRAWTEX_MINIMAP, DRAWTEX_MODELPREVIEW }; extern float curfov, fovy, aspect, forceaspect; extern int drawtex; extern bool renderedgame; extern const matrix4 viewmatrix; extern matrix4 cammatrix, projmatrix, camprojmatrix, invcammatrix, invcamprojmatrix; extern bvec fogcolor; extern vec curfogcolor; extern int fog; extern float curfogstart, curfogend; extern void gl_checkextensions(); extern void gl_init(); extern void gl_resize(); extern void cleanupgl(); extern void rendergame(bool mainpass = false); extern void gl_drawhud(); extern void gl_drawframe(); extern void gl_drawmainmenu(); extern void drawtextures(); extern void enablepolygonoffset(GLenum type); extern void disablepolygonoffset(GLenum type); extern void calcspherescissor(const vec ¢er, float size, float &sx1, float &sy1, float &sx2, float &sy2); extern int pushscissor(float sx1, float sy1, float sx2, float sy2); extern void popscissor(); extern void recomputecamera(); extern void screenquad(); extern void screenquad(float sw, float sh); extern void screenquadflipped(float sw, float sh); extern void screenquad(float sw, float sh, float sw2, float sh2); extern void screenquadoffset(float x, float y, float w, float h); extern void screenquadoffset(float x, float y, float w, float h, float x2, float y2, float w2, float h2); extern void hudquad(float x, float y, float w, float h, float tx = 0, float ty = 0, float tw = 1, float th = 1); extern void setfogcolor(const vec &v); extern void zerofogcolor(); extern void resetfogcolor(); extern void setfogdist(float start, float end); extern void clearfogdist(); extern void resetfogdist(); extern void writecrosshairs(stream *f); namespace modelpreview { extern void start(int x, int y, int w, int h, bool background = true); extern void end(); } // renderextras extern void render3dbox(vec &o, float tofloor, float toceil, float xradius, float yradius = 0); // octa extern cube *newcubes(uint face = F_EMPTY, int mat = MAT_AIR); extern cubeext *growcubeext(cubeext *ext, int maxverts); extern void setcubeext(cube &c, cubeext *ext); extern cubeext *newcubeext(cube &c, int maxverts = 0, bool init = true); extern void getcubevector(cube &c, int d, int x, int y, int z, ivec &p); extern void setcubevector(cube &c, int d, int x, int y, int z, const ivec &p); extern int familysize(const cube &c); extern void freeocta(cube *c); extern void discardchildren(cube &c, bool fixtex = false, int depth = 0); extern void optiface(uchar *p, cube &c); extern void validatec(cube *c, int size = 0); extern bool isvalidcube(const cube &c); extern ivec lu; extern int lusize; extern cube &lookupcube(const ivec &to, int tsize = 0, ivec &ro = lu, int &rsize = lusize); extern const cube *neighbourstack[32]; extern int neighbourdepth; extern const cube &neighbourcube(const cube &c, int orient, const ivec &co, int size, ivec &ro = lu, int &rsize = lusize); extern void resetclipplanes(); extern int getmippedtexture(const cube &p, int orient); extern void forcemip(cube &c, bool fixtex = true); extern bool subdividecube(cube &c, bool fullcheck=true, bool brighten=true); extern void edgespan2vectorcube(cube &c); extern int faceconvexity(const ivec v[4]); extern int faceconvexity(const ivec v[4], int &vis); extern int faceconvexity(const vertinfo *verts, int numverts, int size); extern int faceconvexity(const cube &c, int orient); extern void calcvert(const cube &c, const ivec &co, int size, ivec &vert, int i, bool solid = false); extern void calcvert(const cube &c, const ivec &co, int size, vec &vert, int i, bool solid = false); extern uint faceedges(const cube &c, int orient); extern bool collapsedface(const cube &c, int orient); extern bool touchingface(const cube &c, int orient); extern bool flataxisface(const cube &c, int orient); extern bool collideface(const cube &c, int orient); extern int genclipplane(const cube &c, int i, vec *v, plane *clip); extern void genclipplanes(const cube &c, const ivec &co, int size, clipplanes &p, bool collide = true); extern bool visibleface(const cube &c, int orient, const ivec &co, int size, ushort mat = MAT_AIR, ushort nmat = MAT_AIR, ushort matmask = MATF_VOLUME); extern int classifyface(const cube &c, int orient, const ivec &co, int size); extern int visibletris(const cube &c, int orient, const ivec &co, int size, ushort nmat = MAT_ALPHA, ushort matmask = MAT_ALPHA); extern int visibleorient(const cube &c, int orient); extern void genfaceverts(const cube &c, int orient, ivec v[4]); extern int calcmergedsize(int orient, const ivec &co, int size, const vertinfo *verts, int numverts); extern void invalidatemerges(cube &c, const ivec &co, int size, bool msg); extern void calcmerges(); extern int mergefaces(int orient, facebounds *m, int sz); extern void mincubeface(const cube &cu, int orient, const ivec &o, int size, const facebounds &orig, facebounds &cf, ushort nmat = MAT_AIR, ushort matmask = MATF_VOLUME); static inline cubeext &ext(cube &c) { return *(c.ext ? c.ext : newcubeext(c)); } // ents extern char *entname(entity &e); extern bool haveselent(); extern undoblock *copyundoents(undoblock *u); extern void pasteundoent(int idx, const entity &ue); extern void pasteundoents(undoblock *u); // octaedit extern void cancelsel(); extern void rendertexturepanel(int w, int h); extern void addundo(undoblock *u); extern void commitchanges(bool force = false); extern void rendereditcursor(); extern void tryedit(); extern bool prefabloaded(const char *name); extern void renderprefab(const char *name, const vec &o, float yaw, float pitch, float roll, float size = 1, const vec &color = vec(1, 1, 1)); extern void previewprefab(const char *name, const vec &color); // octarender extern vector tjoints; extern vector varoot, valist; extern ushort encodenormal(const vec &n); extern vec decodenormal(ushort norm); extern void guessnormals(const vec *pos, int numverts, vec *normals); extern void reduceslope(ivec &n); extern void findtjoints(); extern void octarender(); extern void allchanged(bool load = false); extern void clearvas(cube *c); extern void destroyva(vtxarray *va, bool reparent = true); extern bool readva(vtxarray *va, ushort *&edata, vertex *&vdata); extern void updatevabb(vtxarray *va, bool force = false); extern void updatevabbs(bool force = false); // renderva extern vtxarray *visibleva, *reflectedva; extern void visiblecubes(bool cull = true); extern void setvfcP(float z = -1, const vec &bbmin = vec(-1, -1, -1), const vec &bbmax = vec(1, 1, 1)); extern void savevfcP(); extern void restorevfcP(); extern void rendergeom(float causticspass = 0, bool fogpass = false); extern void renderalphageom(bool fogpass = false); extern void rendermapmodels(); extern void renderreflectedgeom(bool causticspass = false, bool fogpass = false); extern void renderreflectedmapmodels(); extern void renderoutline(); extern bool rendersky(bool explicitonly = false); extern bool isfoggedsphere(float rad, const vec &cv); extern int isvisiblesphere(float rad, const vec &cv); extern bool bboccluded(const ivec &bo, const ivec &br); extern occludequery *newquery(void *owner); extern void startquery(occludequery *query); extern void endquery(occludequery *query); extern bool checkquery(occludequery *query, bool nowait = false); extern void resetqueries(); extern int getnumqueries(); extern void startbb(bool mask = true); extern void endbb(bool mask = true); extern void drawbb(const ivec &bo, const ivec &br); extern int oqfrags; // dynlight extern void updatedynlights(); extern int finddynlights(); extern void calcdynlightmask(vtxarray *va); extern int setdynlights(vtxarray *va); extern bool getdynlight(int n, vec &o, float &radius, vec &color); // material extern int showmat; extern int findmaterial(const char *name); extern const char *findmaterialname(int mat); extern const char *getmaterialdesc(int mat, const char *prefix = ""); extern void genmatsurfs(const cube &c, const ivec &co, int size, vector &matsurfs); extern void rendermatsurfs(materialsurface *matbuf, int matsurfs); extern void rendermatgrid(materialsurface *matbuf, int matsurfs); extern int optimizematsurfs(materialsurface *matbuf, int matsurfs); extern void setupmaterials(int start = 0, int len = 0); extern void rendermaterials(); extern int visiblematerial(const cube &c, int orient, const ivec &co, int size, ushort matmask = MATF_VOLUME); // water extern int refracting, refractfog; extern bool reflecting, fading, fogging; extern float reflectz; extern int reflectdist, vertwater, waterrefract, waterreflect, waterfade, caustics, waterfallrefract; #define GETMATIDXVAR(name, var, type) \ type get##name##var(int mat) \ { \ switch(mat&MATF_INDEX) \ { \ default: case 0: return name##var; \ case 1: return name##2##var; \ case 2: return name##3##var; \ case 3: return name##4##var; \ } \ } extern const bvec &getwatercolor(int mat); extern const bvec &getwaterfallcolor(int mat); extern int getwaterfog(int mat); extern const bvec &getlavacolor(int mat); extern int getlavafog(int mat); extern const bvec &getglasscolor(int mat); extern void cleanreflections(); extern void queryreflections(); extern void drawreflections(); extern void renderwater(); extern void setuplava(Texture *tex, float scale); extern void renderlava(const materialsurface &m); extern void flushlava(); extern void loadcaustics(bool force = false); extern void preloadwatershaders(bool force = false); // glare extern bool glaring; extern void drawglaretex(); extern void addglare(); // depthfx extern bool depthfxing; extern void drawdepthfxtex(); // server extern vector gameargs; extern void initserver(bool listen, bool dedicated); extern void cleanupserver(); extern void serverslice(bool dedicated, uint timeout); extern void updatetime(); extern ENetSocket connectmaster(bool wait); extern void localclienttoserver(int chan, ENetPacket *); extern void localconnect(); extern bool serveroption(char *opt); // serverbrowser extern bool resolverwait(const char *name, ENetAddress *address); extern int connectwithtimeout(ENetSocket sock, const char *hostname, const ENetAddress &address); extern void addserver(const char *name, int port = 0, const char *password = NULL, bool keep = false); extern void writeservercfg(); // client extern void localdisconnect(bool cleanup = true); extern void localservertoclient(int chan, ENetPacket *packet); extern void connectserv(const char *servername, int port, const char *serverpassword); extern void abortconnect(); extern void clientkeepalive(); // command extern hashnameset idents; extern int identflags; extern void clearoverrides(); extern void writecfg(const char *name = NULL); extern void checksleep(int millis); extern void clearsleep(bool clearoverrides = true); // console extern void processtextinput(const char *str, int len); extern void processkey(int code, bool isdown, int modstate = 0); extern int rendercommand(int x, int y, int w); extern int renderconsole(int w, int h, int abovehud); extern void conoutf(const char *s, ...) PRINTFARGS(1, 2); extern void conoutf(int type, const char *s, ...) PRINTFARGS(2, 3); extern void resetcomplete(); extern void complete(char *s, int maxlen, const char *cmdprefix); const char *getkeyname(int code); extern const char *addreleaseaction(char *s); extern void writebinds(stream *f); extern void writecompletions(stream *f); // main enum { NOT_INITING = 0, INIT_GAME, INIT_LOAD, INIT_RESET }; extern int initing, numcpus; enum { CHANGE_GFX = 1<<0, CHANGE_SOUND = 1<<1 }; extern bool initwarning(const char *desc, int level = INIT_RESET, int type = CHANGE_GFX); extern bool grabinput, minimized; extern bool interceptkey(int sym); extern float loadprogress; extern void renderbackground(const char *caption = NULL, Texture *mapshot = NULL, const char *mapname = NULL, const char *mapinfo = NULL, bool restore = false, bool force = false); extern void renderprogress(float bar, const char *text, GLuint tex = 0, bool background = false); extern void getfps(int &fps, int &bestdiff, int &worstdiff); extern void swapbuffers(bool overlay = true); extern int getclockmillis(); enum { KR_CONSOLE = 1<<0, KR_GUI = 1<<1, KR_EDITMODE = 1<<2 }; extern void keyrepeat(bool on, int mask = ~0); enum { TI_CONSOLE = 1<<0, TI_GUI = 1<<1 }; extern void textinput(bool on, int mask = ~0); // menu extern void menuprocess(); extern void addchange(const char *desc, int type); extern void clearchanges(int type); // physics extern void mousemove(int dx, int dy); extern bool overlapsdynent(const vec &o, float radius); extern void rotatebb(vec ¢er, vec &radius, int yaw); extern float shadowray(const vec &o, const vec &ray, float radius, int mode, extentity *t = NULL); struct ShadowRayCache; extern ShadowRayCache *newshadowraycache(); extern void freeshadowraycache(ShadowRayCache *&cache); extern void resetshadowraycache(ShadowRayCache *cache); extern float shadowray(ShadowRayCache *cache, const vec &o, const vec &ray, float radius, int mode, extentity *t = NULL); // world extern vector outsideents; extern void entcancel(); extern void entitiesinoctanodes(); extern void attachentities(); extern void freeoctaentities(cube &c); extern bool pointinsel(const selinfo &sel, const vec &o); extern void resetmap(); extern void startmap(const char *name); // rendermodel struct mapmodelinfo { string name; model *m; }; extern bool modelloaded(const char *name); extern void findanims(const char *pattern, vector &anims); extern void loadskin(const char *dir, const char *altdir, Texture *&skin, Texture *&masks); extern mapmodelinfo *getmminfo(int i); extern void startmodelquery(occludequery *query); extern void endmodelquery(); extern void preloadmodelshaders(bool force = false); extern void preloadusedmapmodels(bool msg = false, bool bih = false); static inline model *loadmapmodel(int n) { extern vector mapmodels; if(mapmodels.inrange(n)) { model *m = mapmodels[n].m; return m ? m : loadmodel(NULL, n); } return NULL; } // renderparticles extern void initparticles(); extern void clearparticles(); extern void clearparticleemitters(); extern void seedparticles(); extern void updateparticles(); extern void renderparticles(bool mainpass = false); extern bool printparticles(extentity &e, char *buf, int len); // decal extern void initdecals(); extern void cleardecals(); extern void renderdecals(bool mainpass = false); // rendersky extern int explicitsky; extern double skyarea; extern char *skybox; extern void setupsky(); extern void drawskybox(int farplane, bool limited, bool force = false); extern bool limitsky(); extern bool shouldrenderskyenvmap(); extern bool shouldclearskyboxglare(); // 3dgui extern void g3d_render(); extern void g3d_render2d(); extern bool g3d_windowhit(bool on, bool act); extern bool g3d_key(int code, bool isdown); extern bool g3d_input(const char *str, int len); // menus extern int mainmenu; extern void clearmainmenu(); extern void g3d_mainmenu(); // sound extern void clearmapsounds(); extern void checkmapsounds(); extern void updatesounds(); extern void preloadmapsounds(); // blendmap extern int blendpaintmode; struct BlendMapCache; extern BlendMapCache *newblendmapcache(); extern void freeblendmapcache(BlendMapCache *&cache); extern bool setblendmaporigin(BlendMapCache *cache, const ivec &o, int size); extern bool hasblendmap(BlendMapCache *cache); extern uchar lookupblendmap(BlendMapCache *cache, const vec &pos); extern void resetblendmap(); extern void enlargeblendmap(); extern void shrinkblendmap(int octant); extern void optimizeblendmap(); extern void stoppaintblendmap(); extern void trypaintblendmap(); extern void renderblendbrush(GLuint tex, float x, float y, float w, float h); extern void renderblendbrush(); extern bool loadblendmap(stream *f, int info); extern void saveblendmap(stream *f); extern uchar shouldsaveblendmap(); #endif #endif