/* =========================================================================== 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 =========================================================================== */ #pragma once #include "../renderercommon/tr_public.h" #include "../renderercommon/iqm.h" #include "../renderercommon/qgl.h" #if 0 #include "../cgame/tr_types.h" #ifdef __cplusplus extern "C" { #endif #define REF_API_VERSION 14 typedef struct dtiki_s dtiki_t; typedef struct skelAnimFrame_s skelAnimFrame_t; // // 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* glConfigOut); qhandle_t(*RegisterModel)(const char* name); qhandle_t(*SpawnEffectModel)(const char* name, vec3_t pos, vec3_t axis[3]); qhandle_t(*RegisterServerModel)(const char* name); void (*UnregisterServerModel)(qhandle_t model); qhandle_t (*RegisterShader)(const char* name); qhandle_t (*RegisterShaderNoMip)(const char* name); qhandle_t (*RefreshShaderNoMip)(const char* name); // EndRegistration will draw a tiny polygon with each texture, forcing // them to be loaded into card memory void (*EndRegistration)(); void (*FreeModels)(); // 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 ); void (*LoadWorld)(const char* name); void (*PrintBSPFileSizes)(); int (*MapVersion)(); // 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, int parentEntityNumber); void (*AddRefSpriteToScene)(const refEntity_t* ent); qboolean (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int renderfx); void (*AddTerrainMarkToScene)(int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx); void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b, int type ); void (*RenderScene)( const refdef_t *fd ); refEntity_t* (*GetRenderEntity)(int entityNumber); void (*SavePerformanceCounters)(); void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1 void (*Set2DWindow)(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f); void (*DrawStretchPic) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white void (*DrawTilePic)(float x, float y, float w, float h, qhandle_t hShader); void (*DrawTilePicOffset)(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY); void (*DrawTrianglePic)(vec2_t* points, vec2_t* texCoords, qhandle_t hShader); void (*DrawBackground)(int cols, int rows, int bgr, uint8_t* data); // Draw images for cinematic rendering, pass as 32 bit rgba void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, int components, const byte* data); void (*DebugLine)(const vec3_t start, const vec3_t end, float r, float g, float b, float alpha); void (*DrawBox)(float x, float y, float w, float h); void (*AddBox)(float x, float y, float w, float h); void (*BeginFrame)(stereoFrame_t stereoFrame); void (*Scissor)(int x, int y, int width, int height); void (*DrawLineLoop)(const vec2_t* points, int count, int stippleFactor, int stippleMask); // 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, float fRadiusSquared); int (*MarkFragmentsForInlineModel)(clipHandle_t bmodel, const vec3_t angles, const vec3_t origin, int numPoints, const vec3_t* points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t* fragmentBuffer, float radiusSquared); void (*GetInlineModelBounds)(int index, vec3_t mins, vec3_t maxs); void (*GetLightingForDecal)(vec3_t light, vec3_t facing, vec3_t origin); void (*GetLightingForSmoke)(vec3_t light, vec3_t origin); int (*R_GatherLightSources)(const vec3_t pos, vec3_t* lightPos, vec3_t* lightIntensity, int maxLights); void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs ); float (*ModelRadius)(qhandle_t handle); dtiki_t* (*R_Model_GetHandle)(qhandle_t handle); void (*DrawString)(fontheader_t* font, const char* text, float x, float y, int maxLen, qboolean virtualScreen); float (*GetFontHeight)(const fontheader_t* font); float (*GetFontStringWidth)(const fontheader_t* font, const char* string); fontheader_t* (*LoadFont)(const char* name); void (*SwipeBegin)(float thisTime, float life, qhandle_t hShader); void (*SwipePoint)(vec3_t point1, vec3_t point2, float time); void (*SwipeEnd)(); void (*SetRenderTime)(int t); float (*Noise)(float x, float y, float z, float t); qboolean (*SetMode)(int mode, const glconfig_t* glConfig); void (*SetFullscreen)(qboolean fullScreen); int (*GetShaderWidth)(qhandle_t hShader); int (*GetShaderHeight)(qhandle_t hShader); const char* (*GetGraphicsInfo)(); void (*ForceUpdatePose)(refEntity_t* model); orientation_t (*TIKI_Orientation)(refEntity_t* model, int tagNum); qboolean (*TIKI_IsOnGround)(refEntity_t* model, int tagNum, float threshold); void (*SetFrameNumber)(int frameNumber); } 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 ); char* (*LV_ConvertString)(char* string); void (*Hunk_Clear)(); // stack based memory allocation for per-level things that // won't be freed #ifdef HUNK_DEBUG void *(*Hunk_AllocDebug)(size_t size, const char *label, const char *file, int line); #else void *(*Hunk_Alloc)(size_t size ); #endif void *(*Hunk_AllocateTempMemory)(size_t size ); void (*Hunk_FreeTempMemory)( void *block ); // dynamic memory allocator for things that need to be freed void *(*Malloc)(size_t bytes ); void (*Free)( void *buf ); void (*Clear)(); cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags ); void (*Cvar_Set)( const char *name, const char *value ); void (*Cvar_SetDefault)(cvar_t* var, const char* varValue); void (*Cmd_AddCommand)( const char *name, xcommand_t command ); void (*Cmd_RemoveCommand)( const char *name ); int (*Cmd_Argc) (void); char *(*Cmd_Argv) (int i); void (*Cmd_ExecuteText) (cbufExec_t 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_OpenFile)(const char* qpath, fileHandle_t *file, qboolean uniqueFILE, qboolean quiet); size_t (*FS_Read)(void* buffer, size_t len, fileHandle_t fileHandle); void (*FS_CloseFile)(fileHandle_t fileHandle); int (*FS_Seek)(fileHandle_t fileHandle, long offset, int origin); int (*FS_FileIsInPAK)( const char *name, int *pCheckSum ); int (*FS_ReadFile)(const char* name, void** buf); int (*FS_ReadFileEx)(const char* qpath, void** buffer, qboolean quiet); void (*FS_FreeFile)( void *buf ); char ** (*FS_ListFiles)( const char *name, const char* extension, qboolean wantSubs, int* numFiles); void (*FS_FreeFileList)( char **filelist ); int (*FS_WriteFile)( const char *qpath, const void *buffer, int size ); qboolean (*FS_FileExists)( const char *file ); 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); int (*CM_TerrainSquareType)(int terrainPatch, int i, int j); char* (*CM_EntityString)(); const char* (*CM_MapTime)(); 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); int (*CG_PermanentTreadMarkDecal)(treadMark_t* treadMark, qboolean startSegment, qboolean doLighting, markFragment_t* markFragments, void* polyVerts); int (*CG_PermanentUpdateTreadMark)(treadMark_t* treadMark, float alpha, float minSegment, float maxSegment, float maxOffset, float texScale); void (*CG_ProcessInitCommands)(dtiki_t* tiki, refEntity_t* ent); void (*CG_EndTiki)(dtiki_t* tiki); void (*SetPerformanceCounters)(int totalTris, int totalVerts, int totalTexels, int worldTris, int worldVerts, int characterLights); debugline_t** DebugLines; int* numDebugLines; debugstring_t** DebugStrings; int* numDebugStrings; orientation_t (*TIKI_OrientationInternal)(dtiki_t* tiki, int entNum, int tagNum, float scale); qboolean(*TIKI_IsOnGroundInternal)(dtiki_t* tiki, int entNum, int tagNum, float thresHold); void (*TIKI_SetPoseInternal)(void* skeletor, const frameInfo_t* frameInfo, const int* boneTag, const vec4_t *boneQuat, float actionWeight); void* (*TIKI_Alloc)(size_t size); float (*GetRadiusInternal)(dtiki_t* tiki, int entNum, float scale); float (*GetCentroidRadiusInternal)(dtiki_t* tiki, int entNum, float scale, vec3_t centroid); void (*GetFrameInternal)(dtiki_t* tiki, int entNum, skelAnimFrame_t* newFrame); } 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 ); #ifdef __cplusplus } #endif #endif