openmohaa/code/renderercommon/tr_public.h
smallmodel 6fe1e86b31
Automatically scale UI elements for high resolutions
This fixes UI elements being tiny on high resolutions like 4K. Now most UI elements will scale automatically with resolutions above 1920x1080.
2024-11-30 22:40:00 +01:00

312 lines
14 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 *config );
qhandle_t (*RegisterModel)( const char *name );
qhandle_t (*RegisterSkin)( const char *name );
qhandle_t (*RegisterShader)( const char *name );
qhandle_t (*RegisterShaderNoMip)( const char *name );
void (*LoadWorld)( const char *name );
// 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 );
// EndRegistration will draw a tiny polygon with each texture, forcing
// them to be loaded into card memory
void (*EndRegistration)( 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 );
qboolean(*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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 );
void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
// 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 (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
void (*BeginFrame)( stereoFrame_t stereoFrame );
// 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 (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
float frac, const char *tagName );
void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
#ifdef __USEA3D
void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
#endif
void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
qboolean (*GetEntityToken)( char *buffer, int size );
qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
//
// non-ioq3
//
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(*RefreshShaderNoMip)(const char* name);
void (*FreeModels)();
void (*PrintBSPFileSizes)();
int (*MapVersion)();
void (*AddRefSpriteToScene)(const refEntity_t* ent);
void (*AddTerrainMarkToScene)(int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx);
refEntity_t* (*GetRenderEntity)(int entityNumber);
void (*SavePerformanceCounters)();
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 (*DrawStretchPic2)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, float sx, float sy, qhandle_t hShader);
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)(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader);
void (*DrawBackground)(int cols, int rows, int bgr, uint8_t* 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 (*Scissor)(int x, int y, int width, int height);
void (*DrawLineLoop)(const vec2_t* points, int count, int stippleFactor, int stippleMask);
int (*MarkFragmentsForInlineModel)(clipHandle_t bmodel, const vec3_t vAngles, const 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, const vec3_t facing, const vec3_t origin);
void (*GetLightingForSmoke)(vec3_t light, const vec3_t origin);
int (*R_GatherLightSources)(const vec3_t pos, vec3_t* lightPos, vec3_t* lightIntensity, int maxLights);
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, const float *pvVirtualScreen);
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* (*GetShaderName)(qhandle_t hShader);
const char* (*GetModelName)(qhandle_t hModel);
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, ...) __attribute__ ((format (printf, 2, 3)));
// abort the game
void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((noreturn, format (printf, 2, 3)));
// milliseconds should only be used for profiling, never
// for anything game related. Get time from the refdef
int (*Milliseconds)( void );
// stack based memory allocation for per-level things that
// won't be freed
#ifdef HUNK_DEBUG
void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
#else
void *(*Hunk_Alloc)( int size, ha_pref pref );
#endif
void *(*Hunk_AllocateTempMemory)( int size );
void (*Hunk_FreeTempMemory)( void *block );
// dynamic memory allocator for things that need to be freed
void *(*Malloc)( int bytes );
void (*Free)( void *buf );
cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
void (*Cvar_Set)( const char *name, const char *value );
void (*Cvar_SetValue) (const char *name, float value);
void (*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
void (*Cvar_SetDescription)( cvar_t *cv, const char *description );
int (*Cvar_VariableIntegerValue) (const char *var_name);
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);
byte *(*CM_ClusterPVS)(int cluster);
// 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 existence
int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
long (*FS_ReadFile)( const char *name, void **buf );
void (*FS_FreeFile)( void *buf );
char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
void (*FS_FreeFileList)( char **filelist );
void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
qboolean (*FS_FileExists)( const char *file );
// 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 );
// input event handling
void (*IN_Init)( void *windowData );
void (*IN_Shutdown)( void );
void (*IN_Restart)( void );
// math
long (*ftol)(float f);
// system stuff
void (*Sys_SetEnv)( const char *name, const char *value );
void (*Sys_GLimpSafeInit)( void );
void (*Sys_GLimpInit)( void );
qboolean (*Sys_LowPhysicalMemory)( void );
//
// non-ioq3
//
const char* (*LV_ConvertString)(const char* string);
void (*Hunk_Clear)();
void (*Clear)();
void (*Cvar_SetDefault)(cvar_t* var, const char* varValue);
long (*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);
long (*FS_ReadFileEx)(const char* qpath, void** buffer, qboolean quiet);
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)(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);
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.
#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
qboolean R_ImageExists(const char* name);
#ifdef __cplusplus
}
#endif
#endif // __TR_PUBLIC_H