mirror of
https://github.com/ioquake/jedi-academy.git
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147 lines
6.1 KiB
C++
147 lines
6.1 KiB
C++
#ifndef __TR_PUBLIC_H
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#define __TR_PUBLIC_H
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#include "tr_types.h"
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#ifdef _XBOX
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// Get font functions with default arguments that we need below
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#include "tr_font.h"
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#endif
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#define REF_API_VERSION 9
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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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#ifdef _XBOX
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template <class T> class SPARC;
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#endif
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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)( qboolean 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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int (*GetAnimationCFG)(const char *psCFGFilename, char *psDest, int iDestSize);
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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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// these two functions added to help with the new model alloc scheme...
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//
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void (*RegisterMedia_LevelLoadBegin)(const char *psMapName, ForceReload_e eForceReload, qboolean bAllowScreenDissolve);
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void (*RegisterMedia_LevelLoadEnd)(void);
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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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#ifdef _XBOX
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void (*SetWorldVisData)( SPARC<byte> *vis );
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#else
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void (*SetWorldVisData)( const byte *vis );
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#endif
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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)( void );
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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)( void );
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void (*AddRefEntityToScene)( const refEntity_t *re );
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void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts );
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void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*RenderScene)( const refdef_t *fd );
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qboolean(*GetLighting)( const vec3_t org, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir);
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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 ); // 0 = white
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void (*DrawRotatePic) ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, float a1, qhandle_t hShader ); // 0 = white
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void (*DrawRotatePic2) ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, float a1, qhandle_t hShader ); // 0 = white
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void (*LAGoggles)(void);
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void (*Scissor) ( float x, float y, float w, float h); // 0 = white
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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, qboolean dirty);
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void (*UploadCinematic) (int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*BeginFrame)( stereoFrame_t stereoFrame );
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// if the pointers are not NULL, timing info will be returned
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void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
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qboolean (*ProcessDissolve)(void);
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qboolean (*InitDissolve)(qboolean bForceCircularExtroWipe);
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// for use with save-games mainly...
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void (*GetScreenShot)(byte *data, int w, int h);
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// this is so you can get access to raw pixels from a graphics format (TGA/JPG/BMP etc),
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// currently only the save game uses it (to make raw shots for the autosaves)
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//
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byte* (*TempRawImage_ReadFromFile)(const char *psLocalFilename, int *piWidth, int *piHeight, byte *pbReSampleBuffer, qboolean qbVertFlip);
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void (*TempRawImage_CleanUp)();
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//misc stuff
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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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//model stuff
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void (*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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void (*GetLightStyle)(int style, color4ub_t color);
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void (*SetLightStyle)(int style, int color);
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void (*GetBModelVerts)( int bmodelIndex, vec3_t *vec, vec3_t normal );
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void (*WorldEffectCommand)(const char *command);
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int (*RegisterFont)(const char *name);
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#ifdef _XBOX // No default arguments through function pointers.
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int Font_HeightPixels(const int index, const float scale = 1.0f)
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{
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return RE_Font_HeightPixels(index, scale);
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}
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int Font_StrLenPixels(const char *s, const int index, const float scale = 1.0f)
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{
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return RE_Font_StrLenPixels(s, index, scale);
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}
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void Font_DrawString(int x, int y, const char *s, const float *rgba, const int iFontHandle, int iMaxPixelWidth, const float scale = 1.0f)
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{
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return RE_Font_DrawString(x, y, s, rgba, iFontHandle, iMaxPixelWidth, scale);
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}
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#else
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int (*Font_HeightPixels)(const int index, const float scale = 1.0f);
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int (*Font_StrLenPixels)(const char *s, const int index, const float scale = 1.0f);
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void (*Font_DrawString)(int x, int y, const char *s, const float *rgba, const int iFontHandle, int iMaxPixelWidth, const float scale = 1.0f);
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#endif
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int (*Font_StrLenChars) (const char *s);
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qboolean (*Language_IsAsian) (void);
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qboolean (*Language_UsesSpaces) (void);
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unsigned int (*AnyLanguage_ReadCharFromString)( const char *psText, int * piAdvanceCount, qboolean *pbIsTrailingPunctuation /* = NULL */);
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} refexport_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, NULL will be
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// returned.
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refexport_t*GetRefAPI( int apiVersion );
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#endif // __TR_PUBLIC_H
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