/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #ifndef __TR_PUBLIC_H #define __TR_PUBLIC_H #include "../qcommon/tr_types.h" #include "rhi_public.h" // print levels for severity-coloring (FIXME: move to qcommon for cgame as well?) typedef enum { PRINT_ALL, PRINT_DEVELOPER, // only print when "developer 1" PRINT_WARNING, PRINT_ERROR } printParm_t; enum { RF_USEC, RF_LEAF_CLUSTER, RF_LEAF_AREA, RF_LEAFS, RF_BEZ_CULL_S_IN, RF_BEZ_CULL_S_CLIP, RF_BEZ_CULL_S_OUT, RF_BEZ_CULL_B_IN, RF_BEZ_CULL_B_CLIP, RF_BEZ_CULL_B_OUT, RF_MD3_CULL_S_IN, RF_MD3_CULL_S_CLIP, RF_MD3_CULL_S_OUT, RF_MD3_CULL_B_IN, RF_MD3_CULL_B_CLIP, RF_MD3_CULL_B_OUT, RF_LIGHT_CULL_IN, RF_LIGHT_CULL_OUT, RF_LIT_LEAFS, RF_LIT_SURFS, RF_LIT_CULLS, RF_STATS_MAX }; // backend stats, especially V/I counts, can skyrocket in 2D // which is technically correct, but not actually useful // so we maintain two sets and switch between them as projection2D changes enum { RB_USEC, RB_USEC_END, // post-process etc. + buffer swap RB_USEC_GPU, // not always available RB_VERTICES, RB_INDICES, RB_SURFACES, RB_BATCHES, RB_SHADER_CHANGES, // vertex + pixel shader combos, not Q3 shaders RB_DRAW_CALLS, // dispatched API draw calls RB_LIT_VERTICES, RB_LIT_INDICES, RB_LIT_SURFACES, RB_LIT_BATCHES, RB_LIT_VERTICES_LATECULLTEST, RB_LIT_INDICES_LATECULL_IN, RB_LIT_INDICES_LATECULL_OUT, RB_STATS_MAX }; // // these are the functions exported by the refresh module // typedef struct { // called before the library is unloaded // if the system is just reconfiguring, pass destroyWindow = qfalse, // which will keep the screen from flashing to the desktop. void (*Shutdown)( qbool destroyWindow ); // All data that will be used in a level should be // registered before rendering any frames to prevent disk hits, // but they can still be registered at a later time // if necessary. // // BeginRegistration makes any existing media pointers invalid // and returns the current gl configuration, including screen width // and height, which can be used by the client to intelligently // size display elements void (*BeginRegistration)( glconfig_t *config ); qhandle_t (*RegisterModel)( const char *name ); qhandle_t (*RegisterSkin)( const char *name ); qhandle_t (*RegisterShader)( const char *name ); qhandle_t (*RegisterShaderNoMip)( const char *name ); void (*LoadWorld)( const char *name ); // the vis data is a large enough block of data that we go to the trouble // of sharing it with the clipmodel subsystem void (*SetWorldVisData)( const byte *vis ); // EndRegistration will draw a tiny polygon with each texture, forcing // them to be loaded into card memory void (*EndRegistration)(); // a scene is built up by calls to R_ClearScene and the various R_Add functions. // Nothing is drawn until R_RenderScene is called. void (*ClearScene)(); void (*AddRefEntityToScene)( const refEntity_t *re, qbool intShaderTime ); void (*AddPolyToScene)( qhandle_t hShader, int numVerts, const polyVert_t *verts, int num ); qbool (*LightForPoint)( const vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); void (*AddLightToScene)( const vec3_t org, float radius, float r, float g, float b ); void (*RenderScene)( const refdef_t *fd, int us ); void (*SetColor)( const float* rgba ); // NULL = 1,1,1,1 void (*DrawStretchPic)( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); void (*DrawTriangle)( float x0, float y0, float x1, float y1, float x2, float y2, float s0, float t0, float s1, float t1, float s2, float t2, qhandle_t hShader ); // Draw images for cinematic rendering, pass as 32 bit rgba void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qbool dirty); void (*BeginFrame)( stereoFrame_t stereoFrame ); // if the pointers are not NULL, they will be filled with stats tables void (*EndFrame)( qbool render ); int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ); int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame, float frac, const char *tagName ); void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs ); qbool (*GetEntityToken)( char* buffer, int size ); qbool (*inPVS)( const vec3_t p1, const vec3_t p2 ); void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qbool motionJpeg ); // qtrue means it should be safe to call any other function qbool (*Registered)(); // do we need to sleep this frame to maintain the frame-rate cap? qbool (*ShouldSleep)(); // is depth clamping enabled? qbool (*DepthClamp)(); // transforms window (client rect) coordinates into render target coordinates void (*ComputeCursorPosition)( int* x, int* y ); } refexport_t; // // these are the functions imported by the refresh module // typedef struct { float (*SetConsoleVisibility)( float fraction ); // print message on the local console void (QDECL *Printf)( printParm_t printLevel, PRINTF_FORMAT_STRING const char *fmt, ... ); // abort the game void (QDECL *Error)( int errorLevel, PRINTF_FORMAT_STRING const char *fmt, ... ); // milliseconds should only be used for profiling, never // for anything game related. Get time from the refdef // time scaled int (*Milliseconds)(); // for profiling only // not time scaled int64_t (*Microseconds)(); // stack based memory allocation for per-level things that // won't be freed #ifdef HUNK_DEBUG void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line ); #else void *(*Hunk_Alloc)( int size, ha_pref pref ); #endif void *(*Hunk_AllocateTempMemory)( int size ); void (*Hunk_FreeTempMemory)( void *block ); // dynamic memory allocator for things that need to be freed void *(*Malloc)( int bytes ); void (*Free)( void *buf ); cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags ); void (*Cvar_SetHelp)( const char *name, const char *help ); void (*Cvar_Set)( const char *name, const char *value ); void (*Cvar_RegisterTable)( const cvarTableItem_t* cvars, int count ); void (*Cmd_RegisterTable)( const cmdTableItem_t* cmds, int count ); void (*Cmd_UnregisterModule)(); int (*Cmd_Argc)(); const char* (*Cmd_Argv)(int i); // visualization for debugging collision detection void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, const float* points) ); // a -1 return means the file does not exist // NULL can be passed for buf to just determine existance int (*FS_ReadFile)( const char *name, void **buf ); int (*FS_ReadFilePak)( const char *name, void **buf, int* pakChecksum ); void (*FS_FreeFile)( void *buf ); char** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound ); void (*FS_FreeFileList)( char **filelist ); void (*FS_WriteFile)( const char *qpath, const void *buffer, int size ); qbool (*FS_GetPakPath)( char *name, int nameSize, int pakChecksum ); // cinematic stuff qbool (*CIN_GrabCinematic)( int handle, int* w, int* h, const byte** data, int* client, qbool* dirty ); int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits ); e_status (*CIN_RunCinematic)( int handle ); void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size ); } refimport_t; // this is the only function actually exported at the linker level // if the module can't init to a valid rendering state, it will return NULL const refexport_t* GetRefAPI( const refimport_t* rimp ); #endif // __TR_PUBLIC_H