openmohaa/code/renderercommon/tr_public.h
2016-03-27 11:49:47 +02:00

298 lines
13 KiB
C

/*
===========================================================================
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"
#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 angles, vec3_t origin,
int numPoints, vec3_t *points, vec3_t projection, int maxPoints, float *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 )( 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)( int size );
void *(*Hunk_AllocateTempMemory)( int 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) (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_FOpenFile)( const char *filename, fileHandle_t *file, qboolean uniqueFILE, qboolean quiet );
int (*FS_Read)( void *buffer, int 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)( int 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);
} 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