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Xash3DArchive/public/render_api.h

91 lines
3.5 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// render_api.h - xash renderer api
//=======================================================================
#ifndef RENDER_API_H
#define RENDER_API_H
#include "ref_params.h"
// shader types used for shader loading
#define SHADER_SKY 0 // sky box shader
#define SHADER_FONT 1 // speical case for displayed fonts
#define SHADER_NOMIP 2 // 2d images
#define SHADER_GENERIC 3 // generic shader
typedef struct
{
vec3_t point;
rgba_t modulate;
vec2_t st;
} polyVert_t;
typedef struct
{
int firstVert;
int numVerts;
} decalFragment_t;
/*
==============================================================================
RENDER.DLL INTERFACE
==============================================================================
*/
typedef struct render_exp_s
{
// interface validator
size_t api_size; // must matched with sizeof(render_exp_t)
// initialize
bool (*Init)( bool full ); // init all render systems
void (*Shutdown)( bool full ); // shutdown all render systems
void (*BeginRegistration)( const char *map );
bool (*RegisterModel)( const char *name, int cl_index ); // also build replacement index table
shader_t (*RegisterShader)( const char *name, int shaderType );
void (*EndRegistration)( const char *skyname );
// prepare frame to rendering
bool (*AddRefEntity)( edict_t *pRefEntity, int ed_type, float lerp );
bool (*AddDynLight)( vec3_t org, vec3_t color, float intensity );
bool (*AddParticle)( shader_t shader, const vec3_t p1, const vec3_t p2, float rad, float len, float rot, rgba_t col );
bool (*AddPolygon)( shader_t shader, int numVerts, const polyVert_t *verts );
bool (*AddLightStyle)( int stylenum, vec3_t color );
void (*ClearScene)( void );
void (*BeginFrame)( void );
void (*RenderFrame)( ref_params_t *fd );
void (*EndFrame)( void );
// misc utilities
void (*SetColor)( const void *color );
void (*SetParms)( shader_t handle, kRenderMode_t rendermode, int frame );
void (*GetParms)( int *w, int *h, int *frames, int frame, shader_t shader );
bool (*ScrShot)( const char *filename, int shot_type ); // write screenshot with same name
bool (*EnvShot)( const char *filename, uint size, bool skyshot ); // write envshot with same name
void (*LightForPoint)( const vec3_t point, vec3_t ambientLight );
void (*DrawFill)( float x, float y, float w, float h );
void (*DrawStretchRaw)( int x, int y, int w, int h, int cols, int rows, byte *data, bool redraw );
void (*DrawStretchPic)( float x, float y, float w, float h, float s1, float t1, float s2, float t2, shader_t shader );
void (*ImpactMark)( vec3_t org, vec3_t dir, float rot, float radius, rgba_t mod, bool fade, shader_t s, bool tmp );
} render_exp_t;
typedef struct render_imp_s
{
// interface validator
size_t api_size; // must matched with sizeof(render_imp_t)
// client fundamental callbacks
void (*UpdateScreen)( void ); // update screen while loading
void (*StudioEvent)( dstudioevent_t *event, edict_t *ent );
void (*AddDecal)( vec3_t org, matrix3x3 m, shader_t s, rgba_t rgba, bool fade, decalFragment_t *df, const vec3_t *v );
void (*ShowCollision)( cmdraw_t callback ); // debug
long (*WndProc)( void *hWnd, uint uMsg, uint wParam, long lParam );
edict_t *(*GetClientEdict)( int index );
edict_t *(*GetLocalPlayer)( void );
int (*GetMaxClients)( void );
} render_imp_t;
#endif//RENDER_API_H