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This removes coupling between the renderer and UI/client functions. An option USE_RENDERER_DLOPEN was added to specify whether a renderer module should be compiled and loaded, instead of integrating the renderer into the executable directly. This opens the door for a new renderer
347 lines
15 KiB
C
347 lines
15 KiB
C
/*
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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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#include "tr_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define REF_API_VERSION 14
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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 *config );
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qhandle_t (*RegisterModel)( const char *name );
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qhandle_t (*RegisterSkin)( const char *name );
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qhandle_t (*RegisterShader)( const char *name );
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qhandle_t (*RegisterShaderNoMip)( const char *name );
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void (*LoadWorld)( const char *name );
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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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// 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)( void );
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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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qboolean(*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
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int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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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 (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*RenderScene)( const refdef_t *fd );
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void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
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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 (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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void (*BeginFrame)( stereoFrame_t stereoFrame );
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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 (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
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float frac, const char *tagName );
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void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
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#ifdef __USEA3D
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void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
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#endif
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void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
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void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
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qboolean (*GetEntityToken)( char *buffer, int size );
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qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
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void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
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//
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// non-ioq3
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//
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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(*RefreshShaderNoMip)(const char* name);
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void (*FreeModels)();
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void (*PrintBSPFileSizes)();
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int (*MapVersion)();
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void (*AddRefSpriteToScene)(const refEntity_t* ent);
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void (*AddTerrainMarkToScene)(int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
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refEntity_t* (*GetRenderEntity)(int entityNumber);
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void (*SavePerformanceCounters)();
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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 (*DrawStretchPic2)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, float sx, float sy, qhandle_t hShader);
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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)(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader);
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void (*DrawBackground)(int cols, int rows, int bgr, uint8_t* 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 (*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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int (*MarkFragmentsForInlineModel)(clipHandle_t bmodel, const vec3_t vAngles, const vec3_t vOrigin, 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 fRadiusSquared);
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void (*GetInlineModelBounds)(int index, vec3_t mins, vec3_t maxs);
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void (*GetLightingForDecal)(vec3_t light, const vec3_t facing, const vec3_t origin);
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void (*GetLightingForSmoke)(vec3_t light, const 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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float (*ModelRadius)(qhandle_t handle);
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dtiki_t* (*R_Model_GetHandle)(qhandle_t handle);
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void (*DrawString)(fontheader_t* font, const char* text, float x, float y, int maxLen, const float *pvVirtualScreen);
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float (*GetFontHeight)(const fontheader_t* font);
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float (*GetFontStringWidth)(const fontheader_t* font, const 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, double 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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const char* (*GetShaderName)(qhandle_t hShader);
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const char* (*GetModelName)(qhandle_t hModel);
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const 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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qboolean (*ImageExists)(const char* name);
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int (*CountTextureMemory)();
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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, ...) __attribute__ ((format (printf, 2, 3)));
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// abort the game
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void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((noreturn, format (printf, 2, 3)));
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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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// 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)( int size, ha_pref pref, char *label, char *file, int line );
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#else
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void *(*Hunk_Alloc)( int size, ha_pref pref );
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#endif
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void *(*Hunk_AllocateTempMemory)( int 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)( int bytes );
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void (*Free)( void *buf );
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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_SetValue) (const char *name, float value);
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void (*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
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void (*Cvar_SetDescription)( cvar_t *cv, const char *description );
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int (*Cvar_VariableIntegerValue) (const char *var_name);
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void (*Cmd_AddCommand)( const char *name, void(*cmd)(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) (int exec_when, const char *text);
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byte *(*CM_ClusterPVS)(int cluster);
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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 existence
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int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
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long (*FS_ReadFile)( const char *name, void **buf );
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void (*FS_FreeFile)( void *buf );
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char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
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void (*FS_FreeFileList)( char **filelist );
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void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
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qboolean (*FS_FileExists)( const char *file );
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// cinematic stuff
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void (*CIN_UploadCinematic)(int handle);
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int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status (*CIN_RunCinematic) (int handle);
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void (*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
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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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// math
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long (*ftol)(float f);
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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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//
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// non-ioq3
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//
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const char* (*LV_ConvertString)(const char* string);
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void (*Hunk_Clear)();
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void (*Clear)();
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void (*Cvar_SetDefault)(cvar_t* var, const char* varValue);
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long (*FS_OpenFile)(const char* qpath, fileHandle_t *file, qboolean uniqueFILE, qboolean quiet);
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fileHandle_t (*FS_OpenFileWrite)(const char* filename);
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size_t (*FS_Read)(void* buffer, size_t len, fileHandle_t fileHandle);
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size_t (*FS_Write)(const void* buffer, size_t len, fileHandle_t h);
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void (*FS_CloseFile)(fileHandle_t fileHandle);
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int (*FS_Seek)(fileHandle_t fileHandle, long offset, int origin);
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long (*FS_ReadFileEx)(const char* qpath, void** buffer, qboolean quiet);
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void (*FS_CanonicalFilename)(char* filename);
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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)(vec3_t origin, 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)(
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void *skeletor, const frameInfo_t *frameInfo, const int *boneTag, const vec4_t *boneQuat, float actionWeight
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);
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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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void (*UI_LoadResource)(const char *name);
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int (*CM_PointLeafnum)(const vec3_t p);
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int (*CM_LeafCluster)(int leafnum);
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//
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// TIKI imports
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//
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void (*TIKI_CalcLodConsts)(lodControl_t *LOD);
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void (*TIKI_CalculateBounds)(dtiki_t *pmdl, float scale, vec3_t mins, vec3_t maxs);
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dtiki_t *(*TIKI_FindTiki)(const char *path);
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dtiki_t *(*TIKI_RegisterTikiFlags)(const char *path, qboolean use);
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void *(*TIKI_GetSkeletor)(dtiki_t *tiki, int entnum);
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skelHeaderGame_t *(*TIKI_GetSkel)(int index);
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void (*TIKI_GetSkelAnimFrame)(dtiki_t *tiki, skelBoneCache_t *bones, float *radius, vec3_t *mins, vec3_t *maxes);
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float (*TIKI_GlobalRadius)(dtiki_t *pmdl);
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skelcache_t *(*TIKI_FindSkelByHeader)(skelHeaderGame_t *skelmodel);
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int (*TIKI_GetNumChannels)(dtiki_t *tiki);
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int (*TIKI_GetLocalChannel)(dtiki_t *tiki, int channel);
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int (*TIKI_GetLocalFromGlobal)(dtiki_t *tiki, int channel);
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//
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// Skeletor imports
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//
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int (*SKEL_GetMorphWeightFrame)(void *skeletor, int index, float time, int *data);
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int (*SKEL_GetBoneParent)(void *skeletor, int boneIndex);
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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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qboolean R_ImageExists(const char* name);
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#ifdef __cplusplus
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}
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#endif
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#endif // __TR_PUBLIC_H
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