245 lines
11 KiB
C
245 lines
11 KiB
C
/*
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render_api.h - Xash3D extension for client interface
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Copyright (C) 2011 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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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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*/
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#ifndef RENDER_API_H
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#define RENDER_API_H
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#include "lightstyle.h"
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#include "dlight.h"
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// changes for version 28
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// replace decal_t from software declaration to hardware (matched to normal HL)
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// mextrasurf_t->increased limit of reserved fields (up from 7 to 32)
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// replace R_StoreEfrags with him extended version
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// formed group for BSP decal manipulating
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// move misc functions at end of the interface
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// added new export for clearing studio decals
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#define CL_RENDER_INTERFACE_VERSION 30
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#define MAX_STUDIO_DECALS 4096 // + unused space of BSP decals
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#define SURF_INFO( surf, mod ) ((mextrasurf_t *)mod->cache.data + (surf - mod->surfaces))
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#define INFO_SURF( surf, mod ) (mod->surfaces + (surf - (mextrasurf_t *)mod->cache.data))
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// render info parms
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#define PARM_TEX_WIDTH 1 // all parms with prefix 'TEX_' receive arg as texnum
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#define PARM_TEX_HEIGHT 2 // otherwise it's not used
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#define PARM_TEX_SRC_WIDTH 3
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#define PARM_TEX_SRC_HEIGHT 4
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#define PARM_TEX_SKYBOX 5 // second arg as skybox ordering num
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#define PARM_TEX_SKYTEXNUM 6 // skytexturenum for quake sky
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#define PARM_TEX_LIGHTMAP 7 // second arg as number 0 - 128
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#define PARM_SKY_SPHERE 8 // sky is quake sphere ?
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#define PARM_WORLD_VERSION 9 // return the version of bsp
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#define PARM_WORLD_LOADING 10 // usefully in callback GL_LoadTexture to determine world or external bmodel
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#define PARM_WIDESCREEN 11
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#define PARM_FULLSCREEN 12
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#define PARM_SCREEN_WIDTH 13
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#define PARM_SCREEN_HEIGHT 14
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#define PARM_MAP_HAS_MIRRORS 15 // current map has mirorrs
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#define PARM_CLIENT_INGAME 16
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#define PARM_MAX_ENTITIES 17
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#define PARM_TEX_TARGET 18
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#define PARM_TEX_TEXNUM 19
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#define PARM_TEX_FLAGS 20
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#define PARM_FEATURES 21 // same as movevars->features
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#define PARM_ACTIVE_TMU 22 // for debug
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enum
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{
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// skybox ordering
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SKYBOX_RIGHT = 0,
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SKYBOX_BACK,
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SKYBOX_LEFT,
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SKYBOX_FORWARD,
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SKYBOX_UP,
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SKYBOX_DOWN,
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};
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typedef enum
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{
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TEX_INVALID = 0, // free slot
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TEX_SYSTEM, // generated by engine
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TEX_NOMIP, // hud pics, menu etc
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TEX_BRUSH, // a map texture
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TEX_SPRITE, // sprite frames
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TEX_STUDIO, // studio skins
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TEX_LIGHTMAP, // lightmap textures
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TEX_DECAL, // decals
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TEX_VGUI, // vgui fonts or images
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TEX_CUBEMAP, // cubemap textures (sky)
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TEX_DETAIL, // detail textures
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TEX_REMAP, // local copy of remap texture
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TEX_SCREENCOPY, // keep screen copy e.g. for mirror
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TEX_CUSTOM, // user created texture
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TEX_DEPTHMAP // shadowmap texture
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} texType_t;
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typedef enum
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{
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TF_NEAREST = (1<<0), // disable texfilter
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TF_KEEP_RGBDATA = (1<<1), // some images keep source
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TF_NOFLIP_TGA = (1<<2), // Steam background completely ignore tga attribute 0x20
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TF_KEEP_8BIT = (1<<3), // keep original 8-bit image (if present)
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TF_NOPICMIP = (1<<4), // ignore r_picmip resample rules
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TF_UNCOMPRESSED = (1<<5), // don't compress texture in video memory
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TF_CUBEMAP = (1<<6), // it's cubemap texture
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TF_DEPTHMAP = (1<<7), // custom texture filter used
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TF_INTENSITY = (1<<8),
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TF_LUMINANCE = (1<<9), // force image to grayscale
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TF_SKYSIDE = (1<<10),
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TF_CLAMP = (1<<11),
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TF_NOMIPMAP = (1<<12),
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TF_HAS_LUMA = (1<<13), // sets by GL_UploadTexture
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TF_MAKELUMA = (1<<14), // create luma from quake texture
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TF_NORMALMAP = (1<<15), // is a normalmap
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TF_HAS_ALPHA = (1<<16), // image has alpha (used only for GL_CreateTexture)
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TF_FORCE_COLOR = (1<<17), // force upload monochrome textures as RGB (detail textures)
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TF_TEXTURE_1D = (1<<18), // this is GL_TEXTURE_1D
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TF_BORDER = (1<<19),
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TF_TEXTURE_3D = (1<<20), // this is GL_TEXTURE_3D
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TF_FLOAT = (1<<21), // use GL_FLOAT instead of GL_UNSIGNED_BYTE
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TF_TEXTURE_RECTANGLE= (1<<22), // this is GL_TEXTURE_RECTANGLE
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} texFlags_t;
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typedef struct beam_s BEAM;
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typedef struct particle_s particle_t;
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typedef struct wadlist_s
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{
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char wadnames[256][32];
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int count;
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} wadlist_t;
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// 12 bytes here
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typedef struct modelstate_s
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{
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short sequence;
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short frame; // 10 bits multiple by 4, should be enough
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byte blending[2];
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byte controller[4];
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byte body;
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byte skin;
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} modelstate_t;
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typedef struct decallist_s
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{
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vec3_t position;
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char name[64];
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short entityIndex;
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byte depth;
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byte flags;
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float scale;
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// this is the surface plane that we hit so that
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// we can move certain decals across
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// transitions if they hit similar geometry
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vec3_t impactPlaneNormal;
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modelstate_t studio_state; // studio decals only
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} decallist_t;
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typedef struct render_api_s
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{
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// Get renderer info (doesn't changes engine state at all)
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int (*RenderGetParm)( int parm, int arg ); // generic
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void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale );
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void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha );
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lightstyle_t* (*GetLightStyle)( int number );
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dlight_t* (*GetDynamicLight)( int number );
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dlight_t* (*GetEntityLight)( int number );
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byte (*TextureToTexGamma)( byte color ); // software gamma support
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void (*GetBeamChains)( BEAM ***active_beams, BEAM ***free_beams, particle_t ***free_trails );
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// Set renderer info (tell engine about changes)
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void (*R_SetCurrentEntity)( struct cl_entity_s *ent ); // tell engine about both currententity and currentmodel
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void (*R_SetCurrentModel)( struct model_s *mod ); // change currentmodel but leave currententity unchanged
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void (*GL_SetWorldviewProjectionMatrix)( const float *glmatrix ); // update viewprojection matrix (tracers uses it)
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void (*R_StoreEfrags)( struct efrag_s **ppefrag, int framecount );// store efrags for static entities
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// Texture tools
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int (*GL_FindTexture)( const char *name );
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const char* (*GL_TextureName)( unsigned int texnum );
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int (*GL_LoadTexture)( const char *name, const byte *buf, size_t size, int flags, void *filter );
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int (*GL_CreateTexture)( const char *name, int width, int height, const void *buffer, int flags );
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void (*GL_SetTextureType)( unsigned int texnum, unsigned int type );
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void (*GL_FreeTexture)( unsigned int texnum );
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// Decals manipulating (draw & remove)
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void (*DrawSingleDecal)( struct decal_s *pDecal, struct msurface_s *fa );
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float *(*R_DecalSetupVerts)( struct decal_s *pDecal, struct msurface_s *surf, int texture, int *outCount );
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void (*R_EntityRemoveDecals)( struct model_s *mod ); // remove all the decals from specified entity (BSP only)
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// AVIkit support
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void *(*AVI_LoadVideo)( const char *filename, int load_audio, int ignore_hwgamma );
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int (*AVI_GetVideoInfo)( void *Avi, long *xres, long *yres, float *duration );
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int (*AVI_GetAudioInfo)( void *Avi, void *snd_info );
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long (*AVI_GetAudioChunk)( void *Avi, char *audiodata, long offset, long length );
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long (*AVI_GetVideoFrameNumber)( void *Avi, float time );
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byte *(*AVI_GetVideoFrame)( void *Avi, long frame );
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void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data );
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void (*AVI_FreeVideo)( void *Avi );
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int (*AVI_IsActive)( void *Avi );
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// glState related calls (must use this instead of normal gl-calls to prevent de-synchornize local states between engine and the client)
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void (*GL_Bind)( unsigned int tmu, unsigned int texnum );
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void (*GL_SelectTexture)( unsigned int texture );
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void (*GL_LoadTextureMatrix)( const float *glmatrix );
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void (*GL_TexMatrixIdentity)( void );
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void (*GL_CleanUpTextureUnits)( int last ); // pass 0 for clear all the texture units
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void (*GL_TexGen)( unsigned int coord, unsigned int mode );
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void (*GL_TextureTarget)( unsigned int target ); // change texture unit mode without bind texture
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// Misc renderer functions
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void (*GL_DrawParticles)( const float *vieworg, const float *fwd, const float *rt, const float *up, unsigned int clipFlags );
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void (*EnvShot)( const float *vieworg, const char *name, qboolean skyshot ); // creates a cubemap or skybox into gfx\env folder
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int (*COM_CompareFileTime)( const char *filename1, const char *filename2, int *iCompare );
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void (*Host_Error)( const char *error, ... ); // cause Host Error
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int (*SPR_LoadExt)( const char *szPicName, unsigned int texFlags ); // extended version of SPR_Load
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struct mstudiotex_s *( *StudioGetTexture )( struct cl_entity_s *e );
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const struct ref_overview_s *( *GetOverviewParms )( void );
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void (*R_InitQuakeSky)( struct mip_s *mt, struct texture_s *tx );
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void *(*R_FindTexFilter)( const char *texname ); // only for internal use by imagelib. No acess to private fields
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void (*S_FadeMusicVolume)( float fadePercent ); // fade background track (0-100 percents)
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void (*SetRandomSeed)( long lSeed ); // set custom seed for RANDOM_FLOAT\RANDOM_LONG for predictable random
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wadlist_t *(*COM_GetWadsList)( void ); // returns a wadlist for the given map
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// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 30
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} render_api_t;
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// render callbacks
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typedef struct render_interface_s
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{
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int version;
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// passed through R_RenderFrame (0 - use engine renderer, 1 - use custom client renderer)
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int (*GL_RenderFrame)( const struct ref_params_s *pparams, qboolean drawWorld );
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// build all the lightmaps on new level or when gamma is changed
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void (*GL_BuildLightmaps)( void );
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// setup map bounds for ortho-projection when we in dev_overview mode
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void (*GL_OrthoBounds)( const float *mins, const float *maxs );
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// handle decals which hit mod_studio or mod_sprite
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void (*R_StudioDecalShoot)( int decalTexture, struct cl_entity_s *ent, const float *start, const float *pos, int flags, modelstate_t *state );
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// prepare studio decals for save
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int (*R_CreateStudioDecalList)( decallist_t *pList, int count, qboolean changelevel );
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// clear decals by engine request (e.g. for demo recording or vid_restart)
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void (*R_ClearStudioDecals)( void );
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// grab r_speeds message
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qboolean (*R_SpeedsMessage)( char *out, size_t size );
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// replace with built-in R_DrawCubemapView for make skyshots or envshots
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qboolean (*R_DrawCubemapView)( const float *origin, const float *angles, int size );
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// custom texture loader for worldmodel and bsp-models (as a part of implementation Quake3 shader system)
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qboolean (*GL_LoadTextures)( const void *in, model_t *out, int *sky1, int *sky2 );
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} render_interface_t;
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#endif//RENDER_API_H
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