mirror of
https://git.code.sf.net/p/quake/quake2forge
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224 lines
6.1 KiB
C
224 lines
6.1 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../qcommon/qcommon.h"
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#define MAX_DLIGHTS 32
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#define MAX_ENTITIES 128
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#define MAX_PARTICLES 4096
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#define MAX_LIGHTSTYLES 256
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#define POWERSUIT_SCALE 4.0F
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#define SHELL_RED_COLOR 0xF2
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#define SHELL_GREEN_COLOR 0xD0
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#define SHELL_BLUE_COLOR 0xF3
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#define SHELL_RG_COLOR 0xDC
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//#define SHELL_RB_COLOR 0x86
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#define SHELL_RB_COLOR 0x68
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#define SHELL_BG_COLOR 0x78
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//ROGUE
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#define SHELL_DOUBLE_COLOR 0xDF // 223
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#define SHELL_HALF_DAM_COLOR 0x90
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#define SHELL_CYAN_COLOR 0x72
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//ROGUE
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#define SHELL_WHITE_COLOR 0xD7
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typedef struct entity_s
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{
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struct model_s *model; // opaque type outside refresh
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float angles[3];
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/*
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** most recent data
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*/
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float origin[3]; // also used as RF_BEAM's "from"
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int frame; // also used as RF_BEAM's diameter
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/*
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** previous data for lerping
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*/
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float oldorigin[3]; // also used as RF_BEAM's "to"
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int oldframe;
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/*
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** misc
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*/
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float backlerp; // 0.0 = current, 1.0 = old
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int skinnum; // also used as RF_BEAM's palette index
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int lightstyle; // for flashing entities
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float alpha; // ignore if RF_TRANSLUCENT isn't set
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struct image_s *skin; // NULL for inline skin
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int flags;
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} entity_t;
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#define ENTITY_FLAGS 68
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typedef struct
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{
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vec3_t origin;
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vec3_t color;
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float intensity;
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} dlight_t;
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typedef struct
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{
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vec3_t origin;
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int color;
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float alpha;
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} particle_t;
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typedef struct
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{
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float rgb[3]; // 0.0 - 2.0
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float white; // highest of rgb
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} lightstyle_t;
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typedef struct
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{
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int x, y, width, height;// in virtual screen coordinates
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float fov_x, fov_y;
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float vieworg[3];
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float viewangles[3];
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float blend[4]; // rgba 0-1 full screen blend
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float time; // time is uesed to auto animate
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int rdflags; // RDF_UNDERWATER, etc
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byte *areabits; // if not NULL, only areas with set bits will be drawn
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lightstyle_t *lightstyles; // [MAX_LIGHTSTYLES]
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int num_entities;
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entity_t *entities;
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int num_dlights;
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dlight_t *dlights;
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int num_particles;
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particle_t *particles;
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} refdef_t;
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#define API_VERSION 3
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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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typedef struct
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{
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// if api_version is different, the dll cannot be used
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int api_version;
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// called when the library is loaded
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qboolean (*Init) ( void *hinstance, void *wndproc );
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// called before the library is unloaded
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void (*Shutdown) (void);
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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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// EndRegistration will free any remaining data that wasn't registered.
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// Any model_s or skin_s pointers from before the BeginRegistration
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// are no longer valid after EndRegistration.
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//
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// Skins and images need to be differentiated, because skins
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// are flood filled to eliminate mip map edge errors, and pics have
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// an implicit "pics/" prepended to the name. (a pic name that starts with a
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// slash will not use the "pics/" prefix or the ".pcx" postfix)
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void (*BeginRegistration) (char *map);
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struct model_s *(*RegisterModel) (char *name);
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struct image_s *(*RegisterSkin) (char *name);
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struct image_s *(*RegisterPic) (char *name);
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void (*SetSky) (char *name, float rotate, vec3_t axis);
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void (*EndRegistration) (void);
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void (*RenderFrame) (refdef_t *fd);
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void (*DrawGetPicSize) (int *w, int *h, char *name); // will return 0 0 if not found
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void (*DrawPic) (int x, int y, char *name);
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void (*DrawStretchPic) (int x, int y, int w, int h, char *name);
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void (*DrawChar) (int x, int y, int c);
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void (*DrawTileClear) (int x, int y, int w, int h, char *name);
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void (*DrawFill) (int x, int y, int w, int h, int c);
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void (*DrawFadeScreen) (void);
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// Draw images for cinematic rendering (which can have a different palette). Note that calls
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void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, byte *data);
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/*
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** video mode and refresh state management entry points
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*/
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void (*CinematicSetPalette)( const unsigned char *palette); // NULL = game palette
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void (*BeginFrame)( float camera_separation );
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void (*EndFrame) (void);
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void (*AppActivate)( qboolean activate );
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} refexport_t;
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//
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// these are the functions imported by the refresh module
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//
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typedef struct
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{
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void (*Sys_Error) (int err_level, char *str, ...);
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void (*Cmd_AddCommand) (char *name, void(*cmd)(void));
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void (*Cmd_RemoveCommand) (char *name);
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int (*Cmd_Argc) (void);
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char *(*Cmd_Argv) (int i);
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void (*Cmd_ExecuteText) (int exec_when, char *text);
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void (*Con_Printf) (int print_level, char *str, ...);
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// files will be memory mapped read only
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// the returned buffer may be part of a larger pak file,
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// or a discrete file from anywhere in the quake search path
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// a -1 return means the file does not exist
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// NULL can be passed for buf to just determine existance
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int (*FS_LoadFile) (char *name, void **buf);
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void (*FS_FreeFile) (void *buf);
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// gamedir will be the current directory that generated
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// files should be stored to, ie: "f:\quake\id1"
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char *(*FS_Gamedir) (void);
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cvar_t *(*Cvar_Get) (char *name, char *value, int flags);
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cvar_t *(*Cvar_Set)( char *name, char *value );
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void (*Cvar_SetValue)( char *name, float value );
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qboolean (*Vid_GetModeInfo)( int *width, int *height, int mode );
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void (*Vid_MenuInit)( void );
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void (*Vid_NewWindow)( int width, int height );
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} refimport_t;
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// this is the only function actually exported at the linker level
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typedef refexport_t (*GetRefAPI_t) (refimport_t);
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