forked from valve/halflife-sdk
144 lines
5.7 KiB
C
144 lines
5.7 KiB
C
#if !defined( R_STUDIOINT_H )
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#define R_STUDIOINT_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#define STUDIO_INTERFACE_VERSION 1
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typedef struct engine_studio_api_s
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{
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// Allocate number*size bytes and zero it
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void *( *Mem_Calloc ) ( int number, size_t size );
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// Check to see if pointer is in the cache
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void *( *Cache_Check ) ( struct cache_user_s *c );
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// Load file into cache ( can be swapped out on demand )
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void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu );
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// Retrieve model pointer for the named model
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struct model_s *( *Mod_ForName ) ( const char *name, int crash_if_missing );
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// Retrieve pointer to studio model data block from a model
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void *( *Mod_Extradata ) ( struct model_s *mod );
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// Retrieve indexed model from client side model precache list
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struct model_s *( *GetModelByIndex ) ( int index );
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// Get entity that is set for rendering
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struct cl_entity_s * ( *GetCurrentEntity ) ( void );
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// Get referenced player_info_t
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struct player_info_s *( *PlayerInfo ) ( int index );
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// Get most recently received player state data from network system
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struct entity_state_s *( *GetPlayerState ) ( int index );
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// Get viewentity
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struct cl_entity_s * ( *GetViewEntity ) ( void );
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// Get current frame count, and last two timestampes on client
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void ( *GetTimes ) ( int *framecount, double *current, double *old );
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// Get a pointer to a cvar by name
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struct cvar_s *( *GetCvar ) ( const char *name );
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// Get current render origin and view vectors ( up, right and vpn )
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void ( *GetViewInfo ) ( float *origin, float *upv, float *rightv, float *vpnv );
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// Get sprite model used for applying chrome effect
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struct model_s *( *GetChromeSprite ) ( void );
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// Get model counters so we can incement instrumentation
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void ( *GetModelCounters ) ( int **s, int **a );
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// Get software scaling coefficients
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void ( *GetAliasScale ) ( float *x, float *y );
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// Get bone, light, alias, and rotation matrices
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float ****( *StudioGetBoneTransform ) ( void );
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float ****( *StudioGetLightTransform )( void );
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float ***( *StudioGetAliasTransform ) ( void );
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float ***( *StudioGetRotationMatrix ) ( void );
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// Set up body part, and get submodel pointers
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void ( *StudioSetupModel ) ( int bodypart, void **ppbodypart, void **ppsubmodel );
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// Check if entity's bbox is in the view frustum
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int ( *StudioCheckBBox ) ( void );
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// Apply lighting effects to model
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void ( *StudioDynamicLight ) ( struct cl_entity_s *ent, struct alight_s *plight );
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void ( *StudioEntityLight ) ( struct alight_s *plight );
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void ( *StudioSetupLighting ) ( struct alight_s *plighting );
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// Draw mesh vertices
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void ( *StudioDrawPoints ) ( void );
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// Draw hulls around bones
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void ( *StudioDrawHulls ) ( void );
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// Draw bbox around studio models
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void ( *StudioDrawAbsBBox ) ( void );
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// Draws bones
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void ( *StudioDrawBones ) ( void );
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// Loads in appropriate texture for model
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void ( *StudioSetupSkin ) ( void *ptexturehdr, int index );
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// Sets up for remapped colors
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void ( *StudioSetRemapColors ) ( int top, int bottom );
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// Set's player model and returns model pointer
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struct model_s *( *SetupPlayerModel ) ( int index );
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// Fires any events embedded in animation
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void ( *StudioClientEvents ) ( void );
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// Retrieve/set forced render effects flags
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int ( *GetForceFaceFlags ) ( void );
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void ( *SetForceFaceFlags ) ( int flags );
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// Tell engine the value of the studio model header
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void ( *StudioSetHeader ) ( void *header );
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// Tell engine which model_t * is being renderered
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void ( *SetRenderModel ) ( struct model_s *model );
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// Final state setup and restore for rendering
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void ( *SetupRenderer ) ( int rendermode );
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void ( *RestoreRenderer ) ( void );
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// Set render origin for applying chrome effect
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void ( *SetChromeOrigin ) ( void );
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// True if using D3D/OpenGL
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int ( *IsHardware ) ( void );
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// Only called by hardware interface
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void ( *GL_StudioDrawShadow ) ( void );
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void ( *GL_SetRenderMode ) ( int mode );
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void ( *StudioSetRenderamt ) (int iRenderamt); //!!!CZERO added for rendering glass on viewmodels
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void ( *StudioSetCullState ) ( int iCull );
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void ( *StudioRenderShadow ) ( int iSprite, float *p1, float *p2, float *p3, float *p4 );
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} engine_studio_api_t;
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typedef struct server_studio_api_s
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{
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// Allocate number*size bytes and zero it
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void *( *Mem_Calloc ) ( int number, size_t size );
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// Check to see if pointer is in the cache
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void *( *Cache_Check ) ( struct cache_user_s *c );
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// Load file into cache ( can be swapped out on demand )
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void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu );
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// Retrieve pointer to studio model data block from a model
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void *( *Mod_Extradata ) ( struct model_s *mod );
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} server_studio_api_t;
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// client blending
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typedef struct r_studio_interface_s
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{
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int version;
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int ( *StudioDrawModel ) ( int flags );
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int ( *StudioDrawPlayer ) ( int flags, struct entity_state_s *pplayer );
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} r_studio_interface_t;
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extern r_studio_interface_t *pStudioAPI;
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// server blending
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#define SV_BLENDING_INTERFACE_VERSION 1
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typedef struct sv_blending_interface_s
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{
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int version;
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void ( *SV_StudioSetupBones ) ( struct model_s *pModel,
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float frame,
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int sequence,
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const vec3_t angles,
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const vec3_t origin,
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const byte *pcontroller,
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const byte *pblending,
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int iBone,
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const edict_t *pEdict );
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} sv_blending_interface_t;
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#endif // R_STUDIOINT_H
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