mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 06:01:10 +00:00
167 lines
6.7 KiB
C
167 lines
6.7 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Foobar; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
#ifndef __TR_PUBLIC_H
|
|
#define __TR_PUBLIC_H
|
|
|
|
#include "../cgame/tr_types.h"
|
|
|
|
#define REF_API_VERSION 8
|
|
|
|
//
|
|
// 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 );
|
|
|
|
// 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, int num );
|
|
int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
|
|
void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
|
|
void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
|
|
void (*RenderScene)( const refdef_t *fd );
|
|
|
|
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
|
|
|
|
// 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 w, int h, 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 );
|
|
|
|
|
|
int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
|
|
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
|
|
|
|
int (*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 );
|
|
|
|
#ifdef __USEA3D
|
|
void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
|
|
#endif
|
|
void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
|
|
void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
|
|
qboolean (*GetEntityToken)( char *buffer, int size );
|
|
qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
|
|
} 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 );
|
|
|
|
// stack based memory allocation for per-level things that
|
|
// won't be freed
|
|
#ifdef HUNK_DEBUG
|
|
void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
|
|
#else
|
|
void *(*Hunk_Alloc)( int size, ha_pref pref );
|
|
#endif
|
|
void *(*Hunk_AllocateTempMemory)( int size );
|
|
void (*Hunk_FreeTempMemory)( void *block );
|
|
|
|
// dynamic memory allocator for things that need to be freed
|
|
void *(*Malloc)( int bytes );
|
|
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 );
|
|
|
|
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 *pCheckSum );
|
|
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 );
|
|
qboolean (*FS_FileExists)( const char *file );
|
|
|
|
// cinematic stuff
|
|
void (*CIN_UploadCinematic)(int handle);
|
|
int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
|
|
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
|