#ifndef __TR_PUBLIC_H #define __TR_PUBLIC_H #include "../cgame/tr_types.h" #define REF_API_VERSION 8 // // these are the functions exported by the refresh module // #ifdef _XBOX template class SPARC; #endif 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)( qboolean 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 ); const char *(*ShaderNameFromIndex)( int index ); 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 #ifdef _XBOX void (*SetWorldVisData)( SPARC *vis ); #else void (*SetWorldVisData)( const byte *vis ); #endif // EndRegistration will draw a tiny polygon with each texture, forcing // them to be loaded into card memory void (*EndRegistration)( void ); // 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 ); void (*ClearDecals) ( void ); void (*AddRefEntityToScene)( const refEntity_t *re ); void (*AddMiniRefEntityToScene)( const miniRefEntity_t *re ); void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num ); void (*AddDecalToScene)(qhandle_t shader, const vec3_t origin, const vec3_t dir, float orientation, float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary ); int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); #ifndef VV_LIGHTING void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b ); void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b ); #endif 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 ); // 0 = white void (*DrawRotatePic) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, float a1, qhandle_t hShader ); // 0 = white void (*DrawRotatePic2) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, float a1, qhandle_t hShader ); // 0 = white // 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, qboolean dirty); void (*UploadCinematic) (int cols, int rows, const byte *data, int client, qboolean dirty); void (*BeginFrame)( stereoFrame_t stereoFrame ); // if the pointers are not NULL, timing info will be returned void (*EndFrame)( int *frontEndMsec, int *backEndMsec ); 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 ); #ifdef __USEA3D void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus); #endif qhandle_t (*RegisterFont)( const char *fontName ); int (*Font_StrLenPixels) (const char *text, const int iFontIndex, const float scale); int (*Font_StrLenChars) (const char *text); int (*Font_HeightPixels)(const int iFontIndex, const float scale); void (*Font_DrawString)(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale); qboolean (*Language_IsAsian)(void); qboolean (*Language_UsesSpaces)(void); unsigned int (*AnyLanguage_ReadCharFromString)( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation/* = NULL*/ ); void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime); qboolean (*GetEntityToken)( char *buffer, int size ); qboolean (*inPVS)( const vec3_t p1, const vec3_t p2, byte *mask ); void (*GetLightStyle)(int style, color4ub_t color); void (*SetLightStyle)(int style, int color); void (*GetBModelVerts)( int bmodelIndex, vec3_t *vec, vec3_t normal ); } refexport_t; // this is the only function actually exported at the linker level // If the module can't init to a valid rendering state, NULL will be // returned. refexport_t*GetRefAPI( int apiVersion ); #endif // __TR_PUBLIC_H