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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP 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 3 of the License, or
(at your option) any later version.
RTCW MP 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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __TR_PUBLIC_H
#define __TR_PUBLIC_H
#include "tr_types.h"
#define REF_API_VERSION 8
//
// 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 ( *RegisterFont )( const char *fontName, int pointSize, fontInfo_t *font );
void ( *LoadWorld )( const char *name );
qboolean ( *GetSkinModel )( qhandle_t skinid, const char *type, char *name ); //----(SA) added
qhandle_t ( *GetShaderFromModel )( qhandle_t modelid, int surfnum, int withlightmap ); //----(SA) added
// 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 ( *LightForPoint )( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
void ( *AddPolyToScene )( qhandle_t hShader, int numVerts, const polyVert_t *verts );
// Ridah
void ( *AddPolysToScene )( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys );
// done.
void ( *AddLightToScene )( const vec3_t org, float intensity, float r, float g, float b, int overdraw );
//----(SA)
void ( *AddCoronaToScene )( const vec3_t org, float r, float g, float b, float scale, int id, qboolean visible );
void ( *SetFog )( int fogvar, int var1, int var2, float r, float g, float b, float density );
//----(SA)
void ( *RenderScene )( const refdef_t *fd );
void ( *SetColor )( const float *rgba ); // NULL = 1,1,1,1
void ( *DrawStretchPic )( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
void ( *DrawRotatedPic )( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader, float angle ); // NERVE - SMF
void ( *DrawStretchPicGradient )( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader, const float *gradientColor, int gradientType );
// Draw images for cinematic rendering, pass as 32 bit rgba
void ( *DrawStretchRaw )( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty );
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 );
int ( *LerpTag )( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex );
void ( *ModelBounds )( qhandle_t model, vec3_t mins, vec3_t maxs );
void ( *RemapShader )( const char *oldShader, const char *newShader, const char *offsetTime );
qboolean ( *GetEntityToken )( char *buffer, int size );
void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
} 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
void ( *Hunk_Clear )( void );
#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
#ifdef ZONE_DEBUG
void *( *Z_MallocDebug )( int bytes, char *label, char *file, int line );
#else
void *( *Z_Malloc )( int bytes );
#endif
void ( *Free )( void *buf );
void ( *Tag_Free )( void );
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 );
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 existance
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 );
} 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
#endif // __TR_PUBLIC_H
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