123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168 |
- /*
- ===========================================================================
- 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
|