#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 ); 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