/* =========================================================================== 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 "../cgame/tr_types.h" #include "q_shared.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 ); void ( *FreeModels )( void ); // 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 )( void ); int ( *MapVersion )( 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, 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, polyVert_t *verts, int renderfx ); void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b, int type ); void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b ); void (*RenderScene)( const refdef_t *fd ); refEntity_t *(*GetRenderEntity )( int entityNumber ); void (*SavePerformanceCounters)( void ); void (*SetColor)( const vec4_t 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, unsigned char *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)( vec3_t start, 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)( 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, vec3_t vAngles, vec3_t vOrigin, int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer, float fRadiusSquared ); 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 )( vec3_t pos, vec3_t *lightPos, vec3_t *lightIntensity, int maxLights ); void ( *ModelBounds )( qhandle_t handle, 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 )( fontheader_t *font ); float ( *GetFontStringWidth )( 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, glconfig_t *glConfig ); void (*SetFullscreen)( qboolean fullscreen, glconfig_t *config ); #ifdef __USEA3D void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus); #endif // IneQuation int (*Text_Width)(fontInfo_t *font, const char *text, int limit, qboolean useColourCodes); int (*Text_Height)(fontInfo_t *font, const char *text, int limit, qboolean useColourCodes); // Paints a string. The alpha value will be ignored unless useColourCodes is qtrue. void (*Text_Paint)(fontInfo_t *font, float x, float y, float scale, float alpha, const char *text, float adjust, int limit, qboolean useColourCodes, qboolean is640); void (*Text_PaintChar)(fontInfo_t *font, float x, float y, float scale, int c, qboolean is640); // su44 int (*GetShaderWidth)(qhandle_t shader); int (*GetShaderHeight)(qhandle_t shader); 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 ); // obsolete functions //void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg ); const char *(*GetShaderName)(qhandle_t shader); void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font); qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 ); void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty); } 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 ); // transform the text into its localized version const char *(*LV_ConvertString)( const char *text ); // stack based memory allocation for per-level things that // won't be freed void (*Hunk_Clear )( void ); void *(*Hunk_Alloc)(size_t size ); 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)( void ); 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 *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) (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_FOpenFile)( const char *filename, fileHandle_t *file, qboolean uniqueFILE, qboolean quiet ); size_t (*FS_Read)( void *buffer, size_t len, fileHandle_t f ); void (*FS_CloseFile)( fileHandle_t f ); int (*FS_Seek)( fileHandle_t f, long offset, fsOrigin_t origin ); int (*FS_FileIsInPAK)( const char *filename, int *pChecksum ); int (*FS_ReadFile)( const char *name, void **buf ); int (*FS_ReadFileEx)( const char *name, void **buf, qboolean quiet ); void (*FS_FreeFile)( void *buf ); char ** (*FS_ListFiles)( const char *name, const char *extension, qboolean wantStubs, int *numfilesfound ); void (*FS_FreeFileList)( char **filelist ); int (*FS_WriteFile)( const char *qpath, const void *buffer, int size ); qboolean (*FS_FileExists)( const char *file ); // cm stuff void (*CM_BoxTrace)( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask, int cylinder ); int (*CM_TerrainSquareType)( int iTerrainPatch, int i, int j ); char *(*CM_EntityString)( void ); const char *(*CM_MapTime)( void ); // client game stuff int (*CG_PermanentMark)( vec3_t origin, vec3_t dir, float orientation, float fSScale, float fTScale, float red, float green, float blue, float alpha, qboolean dolighting, float fSCenter, float fTCenter, markFragment_t *pMarkFragments, void *pPolyVerts ); int (*CG_PermanentTreadMarkDecal)( treadMark_t *pTread, qboolean bStartSegment, qboolean dolighting, markFragment_t *pMarkFragments, void *pVoidPolyVerts ); int (*CG_PermanentUpdateTreadMark)( treadMark_t *pTread, float fAlpha, float fMinSegment, float fMaxSegment, float fMaxOffset, float fTexScale ); void (*CG_ProcessInitCommands)( dtiki_t *tiki, refEntity_t *ent ); void (*CG_EndTiki)( dtiki_t *tiki ); void (*SetPerformanceCounters)( int total_tris, int total_verts, int total_texels, int world_tris, int world_verts, int character_lights ); // debugging stuff debugline_t **DebugLines; int *numDebugLines; debugstring_t **DebugStrings; int *numDebugStrings; // TIKI stuff 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, int *bone_tag, vec4_t *bone_quat, 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, float *centroid ); void (*GetFrameInternal)( dtiki_t *tiki, int entnum, skelAnimFrame_t *newFrame ); // 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 ); // su44 - plugable renderer architecture byte *(*CM_ClusterPVS)(int cluster); // input event handling void (*IN_Init)(void *windowData); void (*IN_Shutdown)(void); void (*IN_Restart)(void); // 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 #ifdef __cplusplus } #endif #endif // __TR_PUBLIC_H