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Diffstat (limited to 'src/renderer/tr_public.h')
-rw-r--r-- | src/renderer/tr_public.h | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/src/renderer/tr_public.h b/src/renderer/tr_public.h new file mode 100644 index 00000000..97523054 --- /dev/null +++ b/src/renderer/tr_public.h @@ -0,0 +1,167 @@ +/* +=========================================================================== +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 ); + 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 |