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https://github.com/ioquake/jedi-academy.git
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118 lines
5.1 KiB
C++
118 lines
5.1 KiB
C++
#ifndef __TR_PUBLIC_H
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#define __TR_PUBLIC_H
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#include "../cgame/tr_types.h"
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#define REF_API_VERSION 8
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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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qhandle_t (*RegisterShader)( const char *name );
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qhandle_t (*RegisterShaderNoMip)( const char *name );
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const char *(*ShaderNameFromIndex)( int index );
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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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#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 (*ClearDecals) ( void );
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void (*AddRefEntityToScene)( const refEntity_t *re );
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void (*AddMiniRefEntityToScene)( const miniRefEntity_t *re );
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void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
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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 );
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int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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#ifndef VV_LIGHTING
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void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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#endif
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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 ); // 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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// 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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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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#ifdef __USEA3D
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void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
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#endif
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qhandle_t (*RegisterFont)( const char *fontName );
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int (*Font_StrLenPixels) (const char *text, const int iFontIndex, const float scale);
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int (*Font_StrLenChars) (const char *text);
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int (*Font_HeightPixels)(const int iFontIndex, const float scale);
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void (*Font_DrawString)(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale);
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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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void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
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qboolean (*GetEntityToken)( char *buffer, int size );
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qboolean (*inPVS)( const vec3_t p1, const vec3_t p2, byte *mask );
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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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} 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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