#ifndef __TR_PUBLIC_H #define __TR_PUBLIC_H #include "tr_types.h" #ifdef _XBOX // Get font functions with default arguments that we need below #include "tr_font.h" #endif #define REF_API_VERSION 9 // // 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 ); int (*GetAnimationCFG)(const char *psCFGFilename, char *psDest, int iDestSize); qhandle_t (*RegisterShader)( const char *name ); qhandle_t (*RegisterShaderNoMip)( const char *name ); void (*LoadWorld)( const char *name ); // these two functions added to help with the new model alloc scheme... // void (*RegisterMedia_LevelLoadBegin)(const char *psMapName, ForceReload_e eForceReload, qboolean bAllowScreenDissolve); void (*RegisterMedia_LevelLoadEnd)(void); // 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 (*AddRefEntityToScene)( const refEntity_t *re ); void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts ); void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b ); void (*RenderScene)( const refdef_t *fd ); qboolean(*GetLighting)( const vec3_t org, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir); 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 void (*LAGoggles)(void); void (*Scissor) ( float x, float y, float w, float h); // 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 ); qboolean (*ProcessDissolve)(void); qboolean (*InitDissolve)(qboolean bForceCircularExtroWipe); // for use with save-games mainly... void (*GetScreenShot)(byte *data, int w, int h); // this is so you can get access to raw pixels from a graphics format (TGA/JPG/BMP etc), // currently only the save game uses it (to make raw shots for the autosaves) // byte* (*TempRawImage_ReadFromFile)(const char *psLocalFilename, int *piWidth, int *piHeight, byte *pbReSampleBuffer, qboolean qbVertFlip); void (*TempRawImage_CleanUp)(); //misc stuff int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ); //model stuff void (*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 ); void (*GetLightStyle)(int style, color4ub_t color); void (*SetLightStyle)(int style, int color); void (*GetBModelVerts)( int bmodelIndex, vec3_t *vec, vec3_t normal ); void (*WorldEffectCommand)(const char *command); int (*RegisterFont)(const char *name); #ifdef _XBOX // No default arguments through function pointers. int Font_HeightPixels(const int index, const float scale = 1.0f) { return RE_Font_HeightPixels(index, scale); } int Font_StrLenPixels(const char *s, const int index, const float scale = 1.0f) { return RE_Font_StrLenPixels(s, index, scale); } void Font_DrawString(int x, int y, const char *s, const float *rgba, const int iFontHandle, int iMaxPixelWidth, const float scale = 1.0f) { return RE_Font_DrawString(x, y, s, rgba, iFontHandle, iMaxPixelWidth, scale); } #else int (*Font_HeightPixels)(const int index, const float scale = 1.0f); int (*Font_StrLenPixels)(const char *s, const int index, const float scale = 1.0f); void (*Font_DrawString)(int x, int y, const char *s, const float *rgba, const int iFontHandle, int iMaxPixelWidth, const float scale = 1.0f); #endif int (*Font_StrLenChars) (const char *s); qboolean (*Language_IsAsian) (void); qboolean (*Language_UsesSpaces) (void); unsigned int (*AnyLanguage_ReadCharFromString)( const char *psText, int * piAdvanceCount, qboolean *pbIsTrailingPunctuation /* = NULL */); } 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