mirror of
https://github.com/ReactionQuake3/reaction.git
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195 lines
7.7 KiB
C
195 lines
7.7 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __TR_PUBLIC_H
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#define __TR_PUBLIC_H
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#include "tr_types.h"
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#define REF_API_VERSION 8
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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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// called before the library is unloaded
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// if the system is just reconfiguring, pass destroyWindow = qfalse,
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// which will keep the screen from flashing to the desktop.
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void (*Shutdown)( qboolean destroyWindow );
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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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// BeginRegistration makes any existing media pointers invalid
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// and returns the current gl configuration, including screen width
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// and height, which can be used by the client to intelligently
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// size display elements
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void (*BeginRegistration)( glconfig_t *config );
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qhandle_t (*RegisterModel)( const char *name );
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qhandle_t (*RegisterSkin)( const char *name );
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qhandle_t (*RegisterShader)( const char *name );
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qhandle_t (*RegisterShaderNoMip)( const char *name );
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void (*LoadWorld)( const char *name );
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// the vis data is a large enough block of data that we go to the trouble
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// of sharing it with the clipmodel subsystem
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void (*SetWorldVisData)( const byte *vis );
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// EndRegistration will draw a tiny polygon with each texture, forcing
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// them to be loaded into card memory
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void (*EndRegistration)( void );
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void (*ClearScene)( void );
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void (*AddRefEntityToScene)( const refEntity_t *re );
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void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
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int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*RenderScene)( const refdef_t *fd );
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void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
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void (*DrawStretchPic) ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
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// Draw images for cinematic rendering, pass as 32 bit rgba
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void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*BeginFrame)( stereoFrame_t stereoFrame );
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// if the pointers are not NULL, timing info will be returned
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void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
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int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
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int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
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float frac, const char *tagName );
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void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
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#ifdef __USEA3D
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void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
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#endif
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void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
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void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
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qboolean (*GetEntityToken)( char *buffer, int size );
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qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
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void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
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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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// print message on the local console
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void (QDECL *Printf)( int printLevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
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// abort the game
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void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((noreturn, format (printf, 2, 3)));
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// milliseconds should only be used for profiling, never
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// for anything game related. Get time from the refdef
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int (*Milliseconds)( void );
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// stack based memory allocation for per-level things that
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// won't be freed
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#ifdef HUNK_DEBUG
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void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
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#else
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void *(*Hunk_Alloc)( int size, ha_pref pref );
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#endif
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void *(*Hunk_AllocateTempMemory)( int size );
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void (*Hunk_FreeTempMemory)( void *block );
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// dynamic memory allocator for things that need to be freed
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void *(*Malloc)( int bytes );
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void (*Free)( void *buf );
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cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
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void (*Cvar_Set)( const char *name, const char *value );
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void (*Cvar_SetValue) (const char *name, float value);
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void (*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
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void (*Cvar_SetDescription)( cvar_t *cv, const char *description );
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int (*Cvar_VariableIntegerValue) (const char *var_name);
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void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
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void (*Cmd_RemoveCommand)( const 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, const char *text);
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byte *(*CM_ClusterPVS)(int cluster);
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// visualization for debugging collision detection
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void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
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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 existence
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int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
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long (*FS_ReadFile)( const char *name, void **buf );
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void (*FS_FreeFile)( void *buf );
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char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
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void (*FS_FreeFileList)( char **filelist );
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void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
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qboolean (*FS_FileExists)( const char *file );
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// cinematic stuff
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void (*CIN_UploadCinematic)(int handle);
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int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status (*CIN_RunCinematic) (int handle);
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void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
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// input event handling
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void (*IN_Init)( void *windowData );
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void (*IN_Shutdown)( void );
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void (*IN_Restart)( void );
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// math
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long (*ftol)(float f);
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// system stuff
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void (*Sys_SetEnv)( const char *name, const char *value );
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void (*Sys_GLimpSafeInit)( void );
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void (*Sys_GLimpInit)( void );
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qboolean (*Sys_LowPhysicalMemory)( void );
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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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// If the module can't init to a valid rendering state, NULL will be
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// returned.
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#ifdef USE_RENDERER_DLOPEN
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typedef refexport_t* (QDECL *GetRefAPI_t) (int apiVersion, refimport_t * rimp);
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#else
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refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
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#endif
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#endif // __TR_PUBLIC_H
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