2016-03-27 11:49:47 +02:00
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/*
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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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2023-05-08 19:53:53 +02:00
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#include "tr_types.h"
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2016-03-27 11:49:47 +02:00
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2023-05-08 19:53:53 +02:00
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#define REF_API_VERSION 8
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2016-03-27 11:49:47 +02:00
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typedef struct dtiki_s dtiki_t;
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typedef struct skelAnimFrame_s skelAnimFrame_t;
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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* glConfigOut);
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qhandle_t(*RegisterModel)(const char* name);
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qhandle_t(*SpawnEffectModel)(const char* name, vec3_t pos, vec3_t axis[3]);
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qhandle_t(*RegisterServerModel)(const char* name);
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void (*UnregisterServerModel)(qhandle_t model);
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qhandle_t(*RegisterShader)(const char* name);
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qhandle_t(*RegisterShaderNoMip)(const char* name);
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qhandle_t(*RefreshShaderNoMip)(const char* name);
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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)();
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void (*FreeModels)();
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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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void (*LoadWorld)(const char* name);
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void (*PrintBSPFileSizes)();
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int (*MapVersion)();
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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, int parentEntityNumber);
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void (*AddRefSpriteToScene)(const refEntity_t* ent);
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qboolean(*AddPolyToScene)(qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
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void (*AddTerrainMarkToScene)(int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
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void (*AddLightToScene)(const vec3_t org, float intensity, float r, float g, float b, int type);
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void (*RenderScene)(const refdef_t* fd);
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refEntity_t* (*GetRenderEntity)(int entityNumber);
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void (*SavePerformanceCounters)();
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void (*SetColor)(const float* rgba); // NULL = 1,1,1,1
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void (*Set2DWindow)(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f);
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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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void (*DrawTilePic)(float x, float y, float w, float h, qhandle_t hShader);
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void (*DrawTilePicOffset)(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY);
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void (*DrawTrianglePic)(vec2_t* points, vec2_t* texCoords, qhandle_t hShader);
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void (*DrawBackground)(int cols, int rows, int bgr, uint8_t* data);
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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, int components, const byte* data);
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void (*DebugLine)(const vec3_t start, const vec3_t end, float r, float g, float b, float alpha);
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void (*DrawBox)(float x, float y, float w, float h);
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void (*AddBox)(float x, float y, float w, float h);
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void (*BeginFrame)(stereoFrame_t stereoFrame);
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void (*Scissor)(int x, int y, int width, int height);
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void (*DrawLineLoop)(const vec2_t* points, int count, int stippleFactor, int stippleMask);
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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, float fRadiusSquared);
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int (*MarkFragmentsForInlineModel)(clipHandle_t bmodel, const vec3_t angles, const vec3_t origin, int numPoints,
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const vec3_t* points, const vec3_t projection, int maxPoints, vec3_t pointBuffer,
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int maxFragments, markFragment_t* fragmentBuffer, float radiusSquared);
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void (*GetInlineModelBounds)(int index, vec3_t mins, vec3_t maxs);
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void (*GetLightingForDecal)(vec3_t light, vec3_t facing, vec3_t origin);
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void (*GetLightingForSmoke)(vec3_t light, vec3_t origin);
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int (*R_GatherLightSources)(const vec3_t pos, vec3_t* lightPos, vec3_t* lightIntensity, int maxLights);
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void (*ModelBounds)(qhandle_t model, vec3_t mins, vec3_t maxs);
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float (*ModelRadius)(qhandle_t handle);
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dtiki_t* (*R_Model_GetHandle)(qhandle_t handle);
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void (*DrawString)(const fontheader_t* font, const char* text, float x, float y, int maxLen, qboolean virtualScreen);
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float (*GetFontHeight)(const fontheader_t* font);
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float (*GetFontStringWidth)(const fontheader_t* font, char* string);
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fontheader_t* (*LoadFont)(const char* name);
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void (*SwipeBegin)(float thisTime, float life, qhandle_t hShader);
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void (*SwipePoint)(vec3_t point1, vec3_t point2, float time);
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void (*SwipeEnd)();
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void (*SetRenderTime)(int t);
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float (*Noise)(float x, float y, float z, float t);
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qboolean(*SetMode)(int mode, const glconfig_t* glConfig);
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void (*SetFullscreen)(qboolean fullScreen);
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int (*GetShaderWidth)(qhandle_t hShader);
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int (*GetShaderHeight)(qhandle_t hShader);
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char* (*GetGraphicsInfo)();
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void (*ForceUpdatePose)(refEntity_t* model);
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orientation_t(*TIKI_Orientation)(refEntity_t* model, int tagNum);
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qboolean(*TIKI_IsOnGround)(refEntity_t* model, int tagNum, float threshold);
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void (*SetFrameNumber)(int frameNumber);
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2016-03-27 11:49:47 +02:00
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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, ...);
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// abort the game
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void (QDECL* Error)(int errorLevel, const char* fmt, ...);
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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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char* (*LV_ConvertString)(char* string);
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void (*Hunk_Clear)();
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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)(size_t size, const char* label, const char* file, int line);
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#else
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void* (*Hunk_Alloc)(size_t size);
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#endif
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void* (*Hunk_AllocateTempMemory)(size_t 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)(size_t bytes);
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void (*Free)(void* buf);
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void (*Clear)();
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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_SetDefault)(cvar_t* var, const char* varValue);
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void (*Cmd_AddCommand)(const char* name, void (*command) (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) (cbufExec_t exec_when, const char* text);
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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 existance
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int (*FS_OpenFile)(const char* qpath, fileHandle_t* file, qboolean uniqueFILE, qboolean quiet);
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size_t(*FS_Read)(void* buffer, size_t len, fileHandle_t fileHandle);
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void (*FS_CloseFile)(fileHandle_t fileHandle);
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int (*FS_Seek)(fileHandle_t fileHandle, long offset, fsOrigin_t origin);
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int (*FS_FileIsInPAK)(const char* name, int* pCheckSum);
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int (*FS_ReadFile)(const char* name, void** buf);
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int (*FS_ReadFileEx)(const char* qpath, void** buffer, qboolean quiet);
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void (*FS_FreeFile)(void* buf);
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char** (*FS_ListFiles)(const char* name, const char* extension, qboolean wantSubs, int* numFiles);
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void (*FS_FreeFileList)(char** filelist);
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int (*FS_WriteFile)(const char* qpath, const void* buffer, int size);
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qboolean(*FS_FileExists)(const char* file);
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void (*CM_BoxTrace)(trace_t* results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, int model, int brushMask, int cylinder);
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int (*CM_TerrainSquareType)(int terrainPatch, int i, int j);
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char* (*CM_EntityString)();
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const char* (*CM_MapTime)();
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int (*CG_PermanentMark)(const vec3_t origin, const vec3_t dir, float orientation, float sScale, float tScale, float red, float green, float blue, float alpha, qboolean doLighting, float sCenter, float tCenter, markFragment_t* markFragments, void* polyVerts);
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int (*CG_PermanentTreadMarkDecal)(treadMark_t* treadMark, qboolean startSegment, qboolean doLighting, markFragment_t* markFragments, void* polyVerts);
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int (*CG_PermanentUpdateTreadMark)(treadMark_t* treadMark, float alpha, float minSegment, float maxSegment, float maxOffset, float texScale);
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void (*CG_ProcessInitCommands)(dtiki_t* tiki, refEntity_t* ent);
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void (*CG_EndTiki)(dtiki_t* tiki);
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void (*SetPerformanceCounters)(int totalTris, int totalVerts, int totalTexels, int worldTris, int worldVerts, int characterLights);
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debugline_t** DebugLines;
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int* numDebugLines;
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debugstring_t** DebugStrings;
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int* numDebugStrings;
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orientation_t(*TIKI_OrientationInternal)(dtiki_t* tiki, int entNum, int tagNum, float scale);
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qboolean(*TIKI_IsOnGroundInternal)(dtiki_t* tiki, int entNum, int tagNum, float thresHold);
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void (*TIKI_SetPoseInternal)(void* skeletor, const frameInfo_t* frameInfo, const int* boneTag, const vec4_t* boneQuat, float actionWeight);
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void* (*TIKI_Alloc)(size_t size);
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float (*GetRadiusInternal)(dtiki_t* tiki, int entNum, float scale);
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float (*GetCentroidRadiusInternal)(dtiki_t* tiki, int entNum, float scale, vec3_t centroid);
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void (*GetFrameInternal)(dtiki_t* tiki, int entNum, skelAnimFrame_t* newFrame);
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2023-05-08 20:07:45 +02:00
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// SDL/ioq3 stuff
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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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// 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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2016-03-27 11:49:47 +02:00
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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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