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Xash3DArchive/engine/common/com_export.h

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//=======================================================================
// Copyright XashXT Group 2009 <20>
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// com_export.h - safe calls exports from other libraries
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//=======================================================================
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#ifndef COM_EXPORT_H
#define COM_EXPORT_H
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// MD5 Hash
typedef struct
{
uint buf[4];
uint bits[2];
byte in[64];
} MD5Context_t;
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#define TF_SKY (TF_SKYSIDE|TF_UNCOMPRESSED|TF_NOMIPMAP|TF_NOPICMIP)
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#define TF_FONT (TF_UNCOMPRESSED|TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP)
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#define TF_IMAGE (TF_UNCOMPRESSED|TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP)
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#define TF_DECAL (TF_CLAMP|TF_UNCOMPRESSED)
typedef enum
{
TF_STATIC = BIT(0), // don't free until Shader_FreeUnused()
TF_NOPICMIP = BIT(1), // ignore r_picmip resample rules
TF_UNCOMPRESSED = BIT(2), // don't compress texture in video memory
TF_CUBEMAP = BIT(3), // it's cubemap texture
TF_DEPTHMAP = BIT(4), // custom texture filter used
TF_INTENSITY = BIT(5),
TF_LUMINANCE = BIT(6), // force image to grayscale
TF_SKYSIDE = BIT(7),
TF_CLAMP = BIT(8),
TF_NOMIPMAP = BIT(9),
TF_NEAREST = BIT(10), // disable texfilter
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TF_HAS_LUMA = BIT(11), // sets by GL_UploadTexture
TF_MAKELUMA = BIT(12), // create luma from quake texture
TF_NORMALMAP = BIT(13), // is a normalmap
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TF_LIGHTMAP = BIT(14), // is a lightmap
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} texFlags_t;
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typedef struct
{
vec3_t position;
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char name[64];
short entityIndex;
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byte depth;
byte flags;
// this is the surface plane that we hit so that
// we can move certain decals across
// transitions if they hit similar geometry
vec3_t impactPlaneNormal;
} decallist_t;
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typedef struct
{
string name;
int entnum;
vec3_t origin;
float volume;
float attenuation;
qboolean looping;
int pitch;
} soundlist_t;
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qboolean R_Init( void );
void R_Shutdown( void );
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void VID_CheckChanges( void );
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int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
void GL_FreeImage( const char *name );
qboolean VID_ScreenShot( const char *filename, int shot_type );
qboolean VID_CubemapShot( const char *base, uint size, const float *vieworg, qboolean skyshot );
void VID_RestoreGamma( void );
void R_BeginFrame( qboolean clearScene );
void R_RenderFrame( const ref_params_t *fd, qboolean drawWorld );
void R_EndFrame( void );
void R_ClearScene( void );
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void R_GetTextureParms( int *w, int *h, int texnum );
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int curFrame, const struct model_s *pSprite );
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void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty );
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum );
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qboolean R_SpeedsMessage( char *out, size_t size );
void R_SetupSky( const char *skyboxname );
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs, uint clipflags );
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qboolean R_WorldToScreen( const vec3_t point, vec3_t screen );
void R_ScreenToWorld( const vec3_t screen, vec3_t point );
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qboolean R_AddEntity( struct cl_entity_s *pRefEntity, int entityType );
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void Mod_LoadSpriteModel( struct model_s *mod, const void *buffer );
void Mod_LoadMapSprite( struct model_s *mod, const void *buffer, size_t size );
void Mod_UnloadSpriteModel( struct model_s *mod );
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void Mod_UnloadStudioModel( struct model_s *mod );
void Mod_UnloadBrushModel( struct model_s *mod );
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void GL_SetRenderMode( int mode );
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void R_RunViewmodelEvents( void );
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void R_DrawViewModel( void );
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int R_GetSpriteTexture( const struct model_s *m_pSpriteModel, int frame );
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void R_LightForPoint( const vec3_t point, color24 *ambientLight, qboolean invLight, float radius );
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void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, vec3_t saxis );
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void R_RemoveEfrags( struct cl_entity_s *ent );
void R_AddEfrags( struct cl_entity_s *ent );
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void R_DecalRemoveAll( int texture );
byte *Mod_GetCurrentVis( void );
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void R_NewMap( void );
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#endif//COM_EXPORT_H