lilium-voyager/code/renderercommon/tr_public.h
Zack Middleton c6e5f060fe Port Elite Force iorev2231 patch to latest ioq3
Port Thilo Schulz's Elite Force Holomatch patch to latest ioq3.
Patch for ioq3 svn r2231.

No support for OpenGL2 renderer yet.
2014-10-29 07:15:12 -05:00

198 lines
7.8 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 Quake III Arena source code; 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 "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 );
#ifdef ELITEFORCE
qhandle_t (*RegisterShader3D)( const char *name );
#endif
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 );
void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
} 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, ...) __attribute__ ((format (printf, 2, 3)));
// abort the game
void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((noreturn, format (printf, 2, 3)));
// 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 (*Cvar_SetValue) (const char *name, float value);
void (*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
void (*Cvar_SetDescription)( cvar_t *cv, const char *description );
int (*Cvar_VariableIntegerValue) (const char *var_name);
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);
byte *(*CM_ClusterPVS)(int cluster);
// 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 );
long (*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);
void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
// input event handling
void (*IN_Init)( void *windowData );
void (*IN_Shutdown)( void );
void (*IN_Restart)( void );
// math
long (*ftol)(float f);
// system stuff
void (*Sys_SetEnv)( const char *name, const char *value );
void (*Sys_GLimpSafeInit)( void );
void (*Sys_GLimpInit)( void );
qboolean (*Sys_LowPhysicalMemory)( void );
} 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.
#ifdef USE_RENDERER_DLOPEN
typedef refexport_t* (QDECL *GetRefAPI_t) (int apiVersion, refimport_t * rimp);
#else
refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
#endif
#endif // __TR_PUBLIC_H