//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #if !defined( R_STUDIOINT_H ) #define R_STUDIOINT_H #if defined( _WIN32 ) #ifndef __MINGW32__ #pragma once #endif /* not __MINGW32__ */ #endif #define STUDIO_INTERFACE_VERSION 1 typedef struct engine_studio_api_s { // Allocate number*size bytes and zero it void *( *Mem_Calloc ) ( int number, size_t size ); // Check to see if pointer is in the cache void *( *Cache_Check ) ( struct cache_user_s *c ); // Load file into cache ( can be swapped out on demand ) void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu ); // Retrieve model pointer for the named model struct model_s *( *Mod_ForName ) ( const char *name, int crash_if_missing ); // Retrieve pointer to studio model data block from a model void *( *Mod_Extradata ) ( struct model_s *mod ); // Retrieve indexed model from client side model precache list struct model_s *( *GetModelByIndex ) ( int index ); // Get entity that is set for rendering struct cl_entity_s * ( *GetCurrentEntity ) ( void ); // Get referenced player_info_t struct player_info_s *( *PlayerInfo ) ( int index ); // Get most recently received player state data from network system struct entity_state_s *( *GetPlayerState ) ( int index ); // Get viewentity struct cl_entity_s * ( *GetViewEntity ) ( void ); // Get current frame count, and last two timestampes on client void ( *GetTimes ) ( int *framecount, double *current, double *old ); // Get a pointer to a cvar by name struct cvar_s *( *GetCvar ) ( const char *name ); // Get current render origin and view vectors ( up, right and vpn ) void ( *GetViewInfo ) ( float *origin, float *upv, float *rightv, float *vpnv ); // Get sprite model used for applying chrome effect struct model_s *( *GetChromeSprite ) ( void ); // Get model counters so we can incement instrumentation void ( *GetModelCounters ) ( int **s, int **a ); // Get software scaling coefficients void ( *GetAliasScale ) ( float *x, float *y ); // Get bone, light, alias, and rotation matrices float ****( *StudioGetBoneTransform ) ( void ); float ****( *StudioGetLightTransform )( void ); float ***( *StudioGetAliasTransform ) ( void ); float ***( *StudioGetRotationMatrix ) ( void ); // Set up body part, and get submodel pointers void ( *StudioSetupModel ) ( int bodypart, void **ppbodypart, void **ppsubmodel ); // Check if entity's bbox is in the view frustum int ( *StudioCheckBBox ) ( void ); // Apply lighting effects to model void ( *StudioDynamicLight ) ( struct cl_entity_s *ent, struct alight_s *plight ); void ( *StudioEntityLight ) ( struct alight_s *plight ); void ( *StudioSetupLighting ) ( struct alight_s *plighting ); // Draw mesh vertices void ( *StudioDrawPoints ) ( void ); // Draw hulls around bones void ( *StudioDrawHulls ) ( void ); // Draw bbox around studio models void ( *StudioDrawAbsBBox ) ( void ); // Draws bones void ( *StudioDrawBones ) ( void ); // Loads in appropriate texture for model void ( *StudioSetupSkin ) ( void *ptexturehdr, int index ); // Sets up for remapped colors void ( *StudioSetRemapColors ) ( int top, int bottom ); // Set's player model and returns model pointer struct model_s *( *SetupPlayerModel ) ( int index ); // Fires any events embedded in animation void ( *StudioClientEvents ) ( void ); // Retrieve/set forced render effects flags int ( *GetForceFaceFlags ) ( void ); void ( *SetForceFaceFlags ) ( int flags ); // Tell engine the value of the studio model header void ( *StudioSetHeader ) ( void *header ); // Tell engine which model_t * is being renderered void ( *SetRenderModel ) ( struct model_s *model ); // Final state setup and restore for rendering void ( *SetupRenderer ) ( int rendermode ); void ( *RestoreRenderer ) ( void ); // Set render origin for applying chrome effect void ( *SetChromeOrigin ) ( void ); // True if using D3D/OpenGL int ( *IsHardware ) ( void ); // Only called by hardware interface void ( *GL_StudioDrawShadow ) ( void ); void ( *GL_SetRenderMode ) ( int mode ); void ( *StudioSetRenderamt )( int iRenderamt ); void ( *StudioSetCullState )( int iCull ); void ( *StudioRenderShadow )( int iSprite, float *p1, float *p2, float *p3, float *p4 ); } engine_studio_api_t; typedef struct server_studio_api_s { // Allocate number*size bytes and zero it void *( *Mem_Calloc ) ( int number, size_t size ); // Check to see if pointer is in the cache void *( *Cache_Check ) ( struct cache_user_s *c ); // Load file into cache ( can be swapped out on demand ) void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu ); // Retrieve pointer to studio model data block from a model void *( *Mod_Extradata ) ( struct model_s *mod ); } server_studio_api_t; // client blending typedef struct r_studio_interface_s { int version; int ( *StudioDrawModel ) ( int flags ); int ( *StudioDrawPlayer ) ( int flags, struct entity_state_s *pplayer ); } r_studio_interface_t; extern r_studio_interface_t *pStudioAPI; // server blending #define SV_BLENDING_INTERFACE_VERSION 1 typedef struct sv_blending_interface_s { int version; void ( *SV_StudioSetupBones )( struct model_s *pModel, float frame, int sequence, const vec3_t angles, const vec3_t origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict ); } sv_blending_interface_t; #endif // R_STUDIOINT_H