jedioutcast/code/renderer/tr_public.h

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#ifndef __TR_PUBLIC_H
#define __TR_PUBLIC_H
#include "tr_types.h"
#define REF_API_VERSION 9
//
// these are the functions exported by the refresh module
//
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 );
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int (*GetAnimationCFG)(const char *psCFGFilename, char *psDest, int iDestSize);
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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
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 );
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);
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);
int (*Font_StrLenChars) (const char *s);
void (*Font_DrawString)(int x, int y, const char *s, const float *rgba, const int iFontHandle, int iMaxPixelWidth, const float scale = 1.0f);
qboolean (*Language_IsAsian) (void);
unsigned int (*AnyLanguage_ReadCharFromString)( const char **ppsText, qboolean *pbIsTrailingPunctuation /* = NULL */);
#ifdef _NPATCH
void (*NPatchLevel) ( int level );
#endif // _NPATCH
} refexport_t;
//
// these are the functions imported by the refresh module
//
typedef struct {
// print message on the local console
void (QDECL *Printf)( int printLevel, const char *fmt, ...);
// abort the game
void (QDECL *Error)( int errorLevel, const char *fmt, ...);
// milliseconds should only be used for profiling, never
// for anything game related. Get time from the refdef
int (*Milliseconds)( void );
float (*flrand)(float min, float max);
// stack based memory allocation for per-level things that
// won't be freed
void (*Hunk_Clear)( void );
void *(*Hunk_Alloc)( int size, qboolean bZeroIt);
// dynamic memory allocator for things that need to be freed
void *(*Malloc)( int iSize, memtag_t eTag, qboolean bZeroIt );
void (*Free)( void *buf );
cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
void (*Cvar_Set)( const char *name, const char *value );
void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
void (*Cmd_RemoveCommand)( const char *name );
void (*ArgsBuffer)( char *buffer, int bufferLength );
int (*Cmd_Argc) (void);
char *(*Cmd_Argv) (int i);
void (*Cmd_ExecuteText) (int exec_when, const char *text);
// visualization for debugging collision detection
void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
// a -1 return means the file does not exist
// NULL can be passed for buf to just determine existance
int (*FS_FileIsInPAK)( const char *name );
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 );
int (*CM_PointContents)( const vec3_t p, clipHandle_t model );
// cinematic stuff...
//
void (*CIN_UploadCinematic)(int handle);
int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int iBits, const char *psAudioFile);
e_status (*CIN_RunCinematic) (int handle);
} refimport_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, refimport_t *rimp );
#endif // __TR_PUBLIC_H