cnq3/code/renderer/tr_public.h
myT 3c52752dd3 added help panel and colorized help text
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
2017-12-27 05:13:33 +01:00

235 lines
8.1 KiB
C

/*
===========================================================================
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"
// 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_MSEC,
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_MSEC,
RB_VERTICES,
RB_INDICES,
RB_SURFACES,
RB_BATCHES,
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_FLARE_ADDS,
RB_FLARE_TESTS,
RB_FLARE_RENDERS,
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 );
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 (*UploadCinematic) (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)( int* pcFE, int* pc2D, int* pc3D );
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 (*RegisterFont)( const char* fontName, int pointSize, fontInfo_t* font );
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 );
// when the final model-view matrix is computed, for cl_drawMouseLag
int (*GetCameraMatrixTime)();
} 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, const char *fmt, ... );
// abort the game
void (QDECL *Error)( int errorLevel, const char *fmt, ... );
// milliseconds should only be used for profiling, never
// for anything game related. Get time from the refdef
int (*Milliseconds)();
// 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 );
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 );
// cinematic stuff
void (*CIN_UploadCinematic)(int handle);
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