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https://bitbucket.org/CPMADevs/cnq3
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3c52752dd3
added con_drawHelp and con_col* letting the mod know we support the "cap_ExtraColorCodes" extension con_colText overrides ^7 in the console and the help panel extended console back scroll arrows all the way
235 lines
8.1 KiB
C
235 lines
8.1 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __TR_PUBLIC_H
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#define __TR_PUBLIC_H
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#include "../qcommon/tr_types.h"
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// print levels for severity-coloring (FIXME: move to qcommon for cgame as well?)
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typedef enum {
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PRINT_ALL,
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PRINT_DEVELOPER, // only print when "developer 1"
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PRINT_WARNING,
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PRINT_ERROR
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} printParm_t;
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enum {
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RF_MSEC,
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RF_LEAF_CLUSTER,
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RF_LEAF_AREA,
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RF_LEAFS,
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RF_BEZ_CULL_S_IN,
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RF_BEZ_CULL_S_CLIP,
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RF_BEZ_CULL_S_OUT,
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RF_BEZ_CULL_B_IN,
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RF_BEZ_CULL_B_CLIP,
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RF_BEZ_CULL_B_OUT,
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RF_MD3_CULL_S_IN,
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RF_MD3_CULL_S_CLIP,
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RF_MD3_CULL_S_OUT,
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RF_MD3_CULL_B_IN,
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RF_MD3_CULL_B_CLIP,
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RF_MD3_CULL_B_OUT,
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RF_LIGHT_CULL_IN,
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RF_LIGHT_CULL_OUT,
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RF_LIT_LEAFS,
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RF_LIT_SURFS,
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RF_LIT_CULLS,
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RF_STATS_MAX
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};
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// backend stats, especially V/I counts, can skyrocket in 2D
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// which is technically correct, but not actually useful
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// so we maintain two sets and switch between them as projection2D changes
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enum {
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RB_MSEC,
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RB_VERTICES,
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RB_INDICES,
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RB_SURFACES,
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RB_BATCHES,
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RB_LIT_VERTICES,
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RB_LIT_INDICES,
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RB_LIT_SURFACES,
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RB_LIT_BATCHES,
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RB_LIT_VERTICES_LATECULLTEST,
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RB_LIT_INDICES_LATECULL_IN,
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RB_LIT_INDICES_LATECULL_OUT,
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RB_FLARE_ADDS,
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RB_FLARE_TESTS,
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RB_FLARE_RENDERS,
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RB_STATS_MAX
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};
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//
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// these are the functions exported by the refresh module
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//
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typedef struct {
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// called before the library is unloaded
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// if the system is just reconfiguring, pass destroyWindow = qfalse,
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// which will keep the screen from flashing to the desktop.
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void (*Shutdown)( qbool destroyWindow );
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// All data that will be used in a level should be
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// registered before rendering any frames to prevent disk hits,
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// but they can still be registered at a later time
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// if necessary.
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//
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// BeginRegistration makes any existing media pointers invalid
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// and returns the current gl configuration, including screen width
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// and height, which can be used by the client to intelligently
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// size display elements
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void (*BeginRegistration)( glconfig_t *config );
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qhandle_t (*RegisterModel)( const char *name );
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qhandle_t (*RegisterSkin)( const char *name );
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qhandle_t (*RegisterShader)( const char *name );
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qhandle_t (*RegisterShaderNoMip)( const char *name );
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void (*LoadWorld)( const char *name );
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// the vis data is a large enough block of data that we go to the trouble
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// of sharing it with the clipmodel subsystem
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void (*SetWorldVisData)( const byte *vis );
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// EndRegistration will draw a tiny polygon with each texture, forcing
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// them to be loaded into card memory
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void (*EndRegistration)();
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void (*ClearScene)();
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void (*AddRefEntityToScene)( const refEntity_t *re, qbool intShaderTime );
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void (*AddPolyToScene)( qhandle_t hShader, int numVerts, const polyVert_t *verts, int num );
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qbool (*LightForPoint)( const vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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void (*AddLightToScene)( const vec3_t org, float radius, float r, float g, float b );
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void (*RenderScene)( const refdef_t *fd );
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void (*SetColor)( const float* rgba ); // NULL = 1,1,1,1
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void (*DrawStretchPic)( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader );
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void (*DrawTriangle)( float x0, float y0, float x1, float y1, float x2, float y2,
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float s0, float t0, float s1, float t1, float s2, float t2, qhandle_t hShader );
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// Draw images for cinematic rendering, pass as 32 bit rgba
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void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qbool dirty);
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void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qbool dirty);
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void (*BeginFrame)( stereoFrame_t stereoFrame );
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// if the pointers are not NULL, they will be filled with stats tables
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void (*EndFrame)( int* pcFE, int* pc2D, int* pc3D );
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int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
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int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
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float frac, const char *tagName );
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void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
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qbool (*RegisterFont)( const char* fontName, int pointSize, fontInfo_t* font );
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qbool (*GetEntityToken)( char* buffer, int size );
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qbool (*inPVS)( const vec3_t p1, const vec3_t p2 );
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void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qbool motionJpeg );
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// when the final model-view matrix is computed, for cl_drawMouseLag
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int (*GetCameraMatrixTime)();
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} refexport_t;
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//
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// these are the functions imported by the refresh module
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//
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typedef struct {
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float (*SetConsoleVisibility)( float fraction );
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// print message on the local console
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void (QDECL *Printf)( printParm_t printLevel, const char *fmt, ... );
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// abort the game
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void (QDECL *Error)( int errorLevel, const char *fmt, ... );
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// milliseconds should only be used for profiling, never
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// for anything game related. Get time from the refdef
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int (*Milliseconds)();
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// stack based memory allocation for per-level things that
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// won't be freed
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#ifdef HUNK_DEBUG
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void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
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#else
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void *(*Hunk_Alloc)( int size, ha_pref pref );
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#endif
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void *(*Hunk_AllocateTempMemory)( int size );
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void (*Hunk_FreeTempMemory)( void *block );
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// dynamic memory allocator for things that need to be freed
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void *(*Malloc)( int bytes );
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void (*Free)( void *buf );
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cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
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void (*Cvar_SetHelp)( const char *name, const char *help );
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void (*Cvar_Set)( const char *name, const char *value );
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void (*Cvar_RegisterTable)( const cvarTableItem_t* cvars, int count );
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void (*Cmd_RegisterTable)( const cmdTableItem_t* cmds, int count );
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void (*Cmd_UnregisterModule)();
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int (*Cmd_Argc)();
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const char* (*Cmd_Argv)(int i);
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// visualization for debugging collision detection
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void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, const float* points) );
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// a -1 return means the file does not exist
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// NULL can be passed for buf to just determine existance
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int (*FS_ReadFile)( const char *name, void **buf );
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void (*FS_FreeFile)( void *buf );
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char** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
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void (*FS_FreeFileList)( char **filelist );
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void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
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// cinematic stuff
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void (*CIN_UploadCinematic)(int handle);
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int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits );
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e_status (*CIN_RunCinematic)(int handle);
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void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
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} refimport_t;
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// this is the only function actually exported at the linker level
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// if the module can't init to a valid rendering state, it will return NULL
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const refexport_t* GetRefAPI( const refimport_t* rimp );
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#endif // __TR_PUBLIC_H
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