rallyunlimited-engine/code/renderercommon/tr_public.h
2024-02-02 19:46:17 +03:00

243 lines
9.6 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 "tr_types.h"
#include "vulkan/vulkan.h"
#define REF_API_VERSION 8
//
// these are the functions exported by the refresh module
//
typedef enum {
REF_KEEP_CONTEXT, // don't destroy window and context
REF_KEEP_WINDOW, // destroy context, keep window
REF_DESTROY_WINDOW,
REF_UNLOAD_DLL
} refShutdownCode_t;
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)( refShutdownCode_t code );
// 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)( 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 (*AddRefEntityToScene)( const refEntity_t *re, qboolean intShaderTime );
void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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 );
void (*AddLinearLightToScene)( const vec3_t start, const vec3_t end, float intensity, 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 ); // 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, byte *data, int client, qboolean dirty );
void (*UploadCinematic)( int w, int h, int cols, int rows, 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
void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
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 );
void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
void (*ThrottleBackend)( void );
void (*FinishBloom)( void );
void (*SetColorMappings)( void );
qboolean (*CanMinimize)( void ); // == fbo enabled
const glconfig_t *(*GetConfig)( void );
void (*VertexLighting)( qboolean allowed );
void (*SyncRender)( void );
} refexport_t;
//
// these are the functions imported by the refresh module
//
typedef struct {
// print message on the local console
void (QDECL *Printf)( printParm_t printLevel, const char *fmt, ... ) __attribute__ ((format (printf, 2, 3)));
// abort the game
void (QDECL *Error)( errorParm_t errorLevel, const char *fmt, ... ) __attribute__ ((noreturn, format (printf, 2, 3)));
// milliseconds should only be used for profiling, never
// for anything game related. Get time from the refdef
int (*Milliseconds)( void );
int64_t (*Microseconds)( void );
// 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 );
void (*FreeAll)( void );
cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
void (*Cvar_Set)( const char *name, const char *value );
void (*Cvar_SetValue) (const char *name, float value);
void (*Cvar_CheckRange)( cvar_t *cv, const char *minVal, const char *maxVal, cvarValidator_t type );
void (*Cvar_SetDescription)( cvar_t *cv, const char *description );
void (*Cvar_SetGroup)( cvar_t *var, cvarGroup_t group );
int (*Cvar_CheckGroup)( cvarGroup_t group );
void (*Cvar_ResetGroup)( cvarGroup_t group, qboolean resetModifiedFlags );
void (*Cvar_VariableStringBuffer)( const char *var_name, char *buffer, int bufsize );
const char *(*Cvar_VariableString)( const char *var_name );
int (*Cvar_VariableIntegerValue)( const char *var_name );
void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
void (*Cmd_RemoveCommand)( const char *name );
int (*Cmd_Argc) (void);
const char *(*Cmd_Argv) (int i);
void (*Cmd_ExecuteText)( cbufExec_t exec_when, const char *text );
byte *(*CM_ClusterPVS)(int cluster);
// visualization for debugging collision detection
void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
// a qfalse return means the file does not exist
// NULL can be passed for buf to just determine existence
//int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
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 );
qboolean (*FS_FileExists)( const char *file );
// 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 );
size_t (*CL_SaveJPGToBuffer)( byte *buffer, size_t bufSize, int quality, int image_width, int image_height, byte *image_buffer, int padding );
void (*CL_SaveJPG)( const char *filename, int quality, int image_width, int image_height, byte *image_buffer, int padding );
void (*CL_LoadJPG)( const char *filename, unsigned char **pic, int *width, int *height );
qboolean (*CL_IsMinimized)( void );
void (*CL_SetScaling)( float factor, int captureWidth, int captureHeight );
void (*Sys_SetClipboardBitmap)( const byte *bitmap, int size );
qboolean(*Sys_LowPhysicalMemory)( void );
int (*Com_RealTime)( qtime_t *qtime );
// platform-dependent functions
void(*GLimp_InitGamma)(glconfig_t *config);
void(*GLimp_SetGamma)(unsigned char red[256], unsigned char green[256], unsigned char blue[256]);
// OpenGL
void (*GLimp_Init)( glconfig_t *config );
void (*GLimp_Shutdown)( qboolean unloadDLL );
void (*GLimp_EndFrame)( void );
void* (*GL_GetProcAddress)( const char *name );
// Vulkan
void (*VKimp_Init)( glconfig_t *config );
void (*VKimp_Shutdown)( qboolean unloadDLL );
void* (*VK_GetInstanceProcAddr)( VkInstance instance, const char *name );
qboolean (*VK_CreateSurface)( VkInstance instance, VkSurfaceKHR *pSurface );
} refimport_t;
extern refimport_t ri;
// 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.
#ifdef USE_RENDERER_DLOPEN
typedef refexport_t* (QDECL *GetRefAPI_t) (int apiVersion, refimport_t * rimp);
#else
refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
#endif
#endif // __TR_PUBLIC_H