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xash3d-fwgs/engine/ref_api.h

678 lines
27 KiB
C

/*
ref_api.h - Xash3D render dll API
Copyright (C) 2019 a1batross
This program 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.
This program 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.
*/
#pragma once
#ifndef REF_API
#define REF_API
#include <stdarg.h>
#include "com_image.h"
#include "vgui_api.h"
#include "render_api.h"
#include "triangleapi.h"
#include "const.h"
#include "cl_entity.h"
#include "com_model.h"
#include "studio.h"
#include "r_efx.h"
#include "com_image.h"
#include "filesystem.h"
// RefAPI changelog:
// 1. Initial release
// 2. FS functions are removed, instead we have full fs_api_t
#define REF_API_VERSION 2
#define TF_SKY (TF_SKYSIDE|TF_NOMIPMAP)
#define TF_FONT (TF_NOMIPMAP|TF_CLAMP)
#define TF_IMAGE (TF_NOMIPMAP|TF_CLAMP)
#define TF_DECAL (TF_CLAMP)
#define FCONTEXT_CORE_PROFILE BIT( 0 )
#define FCONTEXT_DEBUG_ARB BIT( 1 )
#define FCVAR_READ_ONLY (1<<17) // cannot be set by user at all, and can't be requested by CvarGetPointer from game dlls
// screenshot types
#define VID_SCREENSHOT 0
#define VID_LEVELSHOT 1
#define VID_MINISHOT 2
#define VID_MAPSHOT 3 // special case for overview layer
#define VID_SNAPSHOT 4 // save screenshot into root dir and no gamma correction
// model flags (stored in model_t->flags)
#define MODEL_CONVEYOR BIT( 0 )
#define MODEL_HAS_ORIGIN BIT( 1 )
#define MODEL_LIQUID BIT( 2 ) // model has only point hull
#define MODEL_TRANSPARENT BIT( 3 ) // have transparent surfaces
#define MODEL_COLORED_LIGHTING BIT( 4 ) // lightmaps stored as RGB
#define MODEL_WORLD BIT( 29 ) // it's a worldmodel
#define MODEL_CLIENT BIT( 30 ) // client sprite
// goes into world.flags
#define FWORLD_SKYSPHERE BIT( 0 )
#define FWORLD_CUSTOM_SKYBOX BIT( 1 )
#define FWORLD_WATERALPHA BIT( 2 )
#define FWORLD_HAS_DELUXEMAP BIT( 3 )
// special rendermode for screenfade modulate
// (probably will be expanded at some point)
#define kRenderScreenFadeModulate 0x1000
typedef enum
{
DEMO_INACTIVE = 0,
DEMO_XASH3D,
DEMO_QUAKE1
} demo_mode;
typedef struct
{
msurface_t *surf;
int cull;
} sortedface_t;
typedef struct ref_globals_s
{
qboolean developer;
float time; // cl.time
float oldtime; // cl.oldtime
double realtime; // host.realtime
double frametime; // host.frametime
// viewport width and height
int width;
int height;
qboolean fullScreen;
qboolean wideScreen;
vec3_t vieworg;
vec3_t viewangles;
// todo: fill this without engine help
// move to local
// translucent sorted array
sortedface_t *draw_surfaces; // used for sorting translucent surfaces
int max_surfaces; // max surfaces per submodel (for all models)
size_t visbytes; // cluster size
int desktopBitsPixel;
} ref_globals_t;
enum
{
GL_KEEP_UNIT = -1,
XASH_TEXTURE0 = 0,
XASH_TEXTURE1,
XASH_TEXTURE2,
XASH_TEXTURE3, // g-cont. 4 units should be enough
XASH_TEXTURE4, // mittorn. bump+detail needs 5 for single-pass
MAX_TEXTURE_UNITS = 32 // can't access to all over units without GLSL or cg
};
enum // r_speeds counters
{
RS_ACTIVE_TENTS = 0,
};
// refdll must expose this default textures using this names
#define REF_DEFAULT_TEXTURE "*default"
#define REF_GRAY_TEXTURE "*gray"
#define REF_WHITE_TEXTURE "*white"
#define REF_BLACK_TEXTURE "*black"
#define REF_PARTICLE_TEXTURE "*particle"
#define REF_SOLIDSKY_TEXTURE "solid_sky"
#define REF_ALPHASKY_TEXTURE "alpha_sky"
typedef enum connstate_e
{
ca_disconnected = 0,// not talking to a server
ca_connecting, // sending request packets to the server
ca_connected, // netchan_t established, waiting for svc_serverdata
ca_validate, // download resources, validating, auth on server
ca_active, // game views should be displayed
ca_cinematic, // playing a cinematic, not connected to a server
} connstate_t;
enum ref_defaultsprite_e
{
REF_DOT_SPRITE, // cl_sprite_dot
REF_CHROME_SPRITE // cl_sprite_shell
};
// the order of first three is important!
// so you can use this value in IEngineStudio.StudioIsHardware
enum ref_graphic_apis_e
{
REF_SOFTWARE, // hypothetical: just make a surface to draw on, in software
REF_GL, // create GL context
REF_D3D, // Direct3D
};
typedef enum
{
SAFE_NO = 0,
SAFE_NOMSAA, // skip msaa
SAFE_NOACC, // don't set acceleration flag
SAFE_NOSTENCIL, // don't set stencil bits
SAFE_NOALPHA, // don't set alpha bits
SAFE_NODEPTH, // don't set depth bits
SAFE_NOCOLOR, // don't set color bits
SAFE_DONTCARE, // ignore everything, let SDL/EGL decide
SAFE_LAST, // must be last
} ref_safegl_context_t;
enum // OpenGL configuration attributes
{
REF_GL_RED_SIZE,
REF_GL_GREEN_SIZE,
REF_GL_BLUE_SIZE,
REF_GL_ALPHA_SIZE,
REF_GL_DOUBLEBUFFER,
REF_GL_DEPTH_SIZE,
REF_GL_STENCIL_SIZE,
REF_GL_MULTISAMPLEBUFFERS,
REF_GL_MULTISAMPLESAMPLES,
REF_GL_ACCELERATED_VISUAL,
REF_GL_CONTEXT_MAJOR_VERSION,
REF_GL_CONTEXT_MINOR_VERSION,
REF_GL_CONTEXT_EGL,
REF_GL_CONTEXT_FLAGS,
REF_GL_CONTEXT_PROFILE_MASK,
REF_GL_SHARE_WITH_CURRENT_CONTEXT,
REF_GL_FRAMEBUFFER_SRGB_CAPABLE,
REF_GL_CONTEXT_RELEASE_BEHAVIOR,
REF_GL_CONTEXT_RESET_NOTIFICATION,
REF_GL_CONTEXT_NO_ERROR,
REF_GL_ATTRIBUTES_COUNT,
};
enum
{
REF_GL_CONTEXT_PROFILE_CORE = 0x0001,
REF_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
REF_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
};
// binary compatible with SDL and EGL_KHR_create_context(0x0007 mask)
enum
{
REF_GL_CONTEXT_DEBUG_FLAG = 0x0001,
REF_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
REF_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
REF_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
};
typedef enum ref_screen_rotation_e
{
REF_ROTATE_NONE = 0,
REF_ROTATE_CW = 1,
REF_ROTATE_UD = 2,
REF_ROTATE_CCW = 3,
} ref_screen_rotation_t;
typedef struct remap_info_s
{
unsigned short textures[MAX_SKINS];// alias textures
struct mstudiotex_s *ptexture; // array of textures with local copy of remapped textures
short numtextures; // textures count
short topcolor; // cached value
short bottomcolor; // cached value
model_t *model; // for catch model changes
} remap_info_t;
struct con_nprint_s;
struct engine_studio_api_s;
struct r_studio_interface_s;
typedef enum
{
PARM_DEV_OVERVIEW = -1,
PARM_THIRDPERSON = -2,
PARM_QUAKE_COMPATIBLE = -3,
PARM_PLAYER_INDEX = -4, // cl.playernum + 1
PARM_VIEWENT_INDEX = -5, // cl.viewentity
PARM_CONNSTATE = -6, // cls.state
PARM_PLAYING_DEMO = -7, // cls.demoplayback
PARM_WATER_LEVEL = -8, // cl.local.water_level
PARM_MAX_CLIENTS = -9, // cl.maxclients
PARM_LOCAL_HEALTH = -10, // cl.local.health
PARM_LOCAL_GAME = -11,
PARM_NUMENTITIES = -12, // local game only
PARM_NUMMODELS = -13, // cl.nummodels
} ref_parm_e;
typedef struct ref_api_s
{
intptr_t (*EngineGetParm)( int parm, int arg ); // generic
// cvar handlers
cvar_t *(*Cvar_Get)( const char *szName, const char *szValue, int flags, const char *description );
cvar_t *(*pfnGetCvarPointer)( const char *name, int ignore_flags );
float (*pfnGetCvarFloat)( const char *szName );
const char *(*pfnGetCvarString)( const char *szName );
void (*Cvar_SetValue)( const char *name, float value );
void (*Cvar_Set)( const char *name, const char *value );
void (*Cvar_RegisterVariable)( cvar_t *var );
void (*Cvar_FullSet)( const char *var_name, const char *value, int flags );
// command handlers
int (*Cmd_AddCommand)( const char *cmd_name, void (*function)(void), const char *description );
void (*Cmd_RemoveCommand)( const char *cmd_name );
int (*Cmd_Argc)( void );
const char *(*Cmd_Argv)( int arg );
const char *(*Cmd_Args)( void );
// cbuf
void (*Cbuf_AddText)( const char *commands );
void (*Cbuf_InsertText)( const char *commands );
void (*Cbuf_Execute)( void );
// logging
void (*Con_Printf)( const char *fmt, ... ) _format( 1 ); // typical console allowed messages
void (*Con_DPrintf)( const char *fmt, ... ) _format( 1 ); // -dev 1
void (*Con_Reportf)( const char *fmt, ... ) _format( 1 ); // -dev 2
// debug print
void (*Con_NPrintf)( int pos, const char *fmt, ... ) _format( 2 );
void (*Con_NXPrintf)( struct con_nprint_s *info, const char *fmt, ... ) _format( 2 );
void (*CL_CenterPrint)( const char *s, float y );
void (*Con_DrawStringLen)( const char *pText, int *length, int *height );
int (*Con_DrawString)( int x, int y, const char *string, rgba_t setColor );
void (*CL_DrawCenterPrint)( void );
// entity management
struct cl_entity_s *(*GetLocalPlayer)( void );
struct cl_entity_s *(*GetViewModel)( void );
struct cl_entity_s *(*GetEntityByIndex)( int idx );
struct cl_entity_s *(*R_BeamGetEntity)( int index );
struct cl_entity_s *(*CL_GetWaterEntity)( const vec3_t p );
qboolean (*CL_AddVisibleEntity)( cl_entity_t *ent, int entityType );
// brushes
int (*Mod_SampleSizeForFace)( struct msurface_s *surf );
qboolean (*Mod_BoxVisible)( const vec3_t mins, const vec3_t maxs, const byte *visbits );
struct world_static_s *(*GetWorld)( void ); // returns &world
mleaf_t *(*Mod_PointInLeaf)( const vec3_t p, mnode_t *node );
void (*Mod_CreatePolygonsForHull)( int hullnum );
// studio models
void (*R_StudioSlerpBones)( int numbones, vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s );
void (*R_StudioCalcBoneQuaternion)( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q );
void (*R_StudioCalcBonePosition)( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, vec3_t adj, vec3_t pos );
void *(*R_StudioGetAnim)( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc );
void (*pfnStudioEvent)( const struct mstudioevent_s *event, const cl_entity_t *entity );
// efx
void (*CL_DrawEFX)( float time, qboolean fTrans );
void (*CL_ThinkParticle)( double frametime, particle_t *p );
void (*R_FreeDeadParticles)( particle_t **ppparticles );
particle_t *(*CL_AllocParticleFast)( void ); // unconditionally give new particle pointer from cl_free_particles
struct dlight_s *(*CL_AllocElight)( int key );
struct model_s *(*GetDefaultSprite)( enum ref_defaultsprite_e spr );
void (*R_StoreEfrags)( struct efrag_s **ppefrag, int framecount );// store efrags for static entities
// model management
model_t *(*Mod_ForName)( const char *name, qboolean crash, qboolean trackCRC );
void *(*Mod_Extradata)( int type, model_t *model );
struct model_s *(*pfnGetModelByIndex)( int index ); // CL_ModelHandle
struct model_s *(*Mod_GetCurrentLoadingModel)( void ); // loadmodel
void (*Mod_SetCurrentLoadingModel)( struct model_s* ); // loadmodel
// remap
struct remap_info_s *(*CL_GetRemapInfoForEntity)( cl_entity_t *e );
void (*CL_AllocRemapInfo)( cl_entity_t *entity, model_t *model, int topcolor, int bottomcolor );
void (*CL_FreeRemapInfo)( struct remap_info_s *info );
void (*CL_UpdateRemapInfo)( cl_entity_t *entity, int topcolor, int bottomcolor );
// utils
void (*CL_ExtraUpdate)( void );
void (*Host_Error)( const char *fmt, ... ) _format( 1 );
void (*COM_SetRandomSeed)( int lSeed );
float (*COM_RandomFloat)( float rmin, float rmax );
int (*COM_RandomLong)( int rmin, int rmax );
struct screenfade_s *(*GetScreenFade)( void );
struct client_textmessage_s *(*pfnTextMessageGet)( const char *pName );
void (*GetPredictedOrigin)( vec3_t v );
color24 *(*CL_GetPaletteColor)(int color); // clgame.palette[color]
void (*CL_GetScreenInfo)( int *width, int *height ); // clgame.scrInfo, ptrs may be NULL
void (*SetLocalLightLevel)( int level ); // cl.local.light_level
int (*Sys_CheckParm)( const char *flag );
// studio interface
player_info_t *(*pfnPlayerInfo)( int index );
entity_state_t *(*pfnGetPlayerState)( int index );
void *(*Mod_CacheCheck)( struct cache_user_s *c );
void (*Mod_LoadCacheFile)( const char *path, struct cache_user_s *cu );
void *(*Mod_Calloc)( int number, size_t size );
int (*pfnGetStudioModelInterface)( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio );
// memory
poolhandle_t (*_Mem_AllocPool)( const char *name, const char *filename, int fileline );
void (*_Mem_FreePool)( poolhandle_t *poolptr, const char *filename, int fileline );
void *(*_Mem_Alloc)( poolhandle_t poolptr, size_t size, qboolean clear, const char *filename, int fileline );
void *(*_Mem_Realloc)( poolhandle_t poolptr, void *memptr, size_t size, qboolean clear, const char *filename, int fileline );
void (*_Mem_Free)( void *data, const char *filename, int fileline );
// library management
void *(*COM_LoadLibrary)( const char *name, int build_ordinals_table, qboolean directpath );
void (*COM_FreeLibrary)( void *handle );
void *(*COM_GetProcAddress)( void *handle, const char *name );
// video init
// try to create window
// will call GL_SetupAttributes in case of REF_GL
qboolean (*R_Init_Video)( int type ); // will also load and execute renderer config(see R_GetConfigName)
void (*R_Free_Video)( void );
// GL
int (*GL_SetAttribute)( int attr, int value );
int (*GL_GetAttribute)( int attr, int *value );
void *(*GL_GetProcAddress)( const char *name );
void (*GL_SwapBuffers)( void );
// SW
qboolean (*SW_CreateBuffer)( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b );
void *(*SW_LockBuffer)( void );
void (*SW_UnlockBuffer)( void );
// gamma
void (*BuildGammaTable)( float lightgamma, float brightness );
byte (*LightToTexGamma)( byte color ); // software gamma support
qboolean (*R_DoResetGamma)( void );
// renderapi
lightstyle_t* (*GetLightStyle)( int number );
dlight_t* (*GetDynamicLight)( int number );
dlight_t* (*GetEntityLight)( int number );
int (*R_FatPVS)( const float *org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis );
const struct ref_overview_s *( *GetOverviewParms )( void );
double (*pfnTime)( void ); // Sys_DoubleTime
// event api
struct physent_s *(*EV_GetPhysent)( int idx );
struct msurface_s *( *EV_TraceSurface )( int ground, float *vstart, float *vend );
struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehull, int ignore_pe );
struct pmtrace_s *(*EV_VisTraceLine )( float *start, float *end, int flags );
struct pmtrace_s (*CL_TraceLine)( vec3_t start, vec3_t end, int flags );
struct movevars_s *(*pfnGetMoveVars)( void );
// imagelib
void (*Image_AddCmdFlags)( uint flags ); // used to check if hardware dxt is supported
void (*Image_SetForceFlags)( uint flags );
void (*Image_ClearForceFlags)( void );
qboolean (*Image_CustomPalette)( void );
qboolean (*Image_Process)( rgbdata_t **pix, int width, int height, uint flags, float reserved );
rgbdata_t *(*FS_LoadImage)( const char *filename, const byte *buffer, size_t size );
qboolean (*FS_SaveImage)( const char *filename, rgbdata_t *pix );
rgbdata_t *(*FS_CopyImage)( rgbdata_t *in );
void (*FS_FreeImage)( rgbdata_t *pack );
void (*Image_SetMDLPointer)( byte *p );
poolhandle_t (*Image_GetPool)( void );
const struct bpc_desc_s *(*Image_GetPFDesc)( int idx );
// client exports
void (*pfnDrawNormalTriangles)( void );
void (*pfnDrawTransparentTriangles)( void );
render_interface_t *drawFuncs;
// filesystem exports
fs_api_t *fsapi;
} ref_api_t;
struct mip_s;
// render callbacks
typedef struct ref_interface_s
{
// construct, destruct
qboolean (*R_Init)( void ); // context is true if you need context management
// const char *(*R_GetInitError)( void );
void (*R_Shutdown)( void );
const char *(*R_GetConfigName)( void ); // returns config name without extension
qboolean (*R_SetDisplayTransform)( ref_screen_rotation_t rotate, int x, int y, float scale_x, float scale_y );
// only called for GL contexts
void (*GL_SetupAttributes)( int safegl );
void (*GL_InitExtensions)( void );
void (*GL_ClearExtensions)( void );
void (*R_BeginFrame)( qboolean clearScene );
void (*R_RenderScene)( void );
void (*R_EndFrame)( void );
void (*R_PushScene)( void );
void (*R_PopScene)( void );
void (*GL_BackendStartFrame)( void );
void (*GL_BackendEndFrame)( void );
void (*R_ClearScreen)( void ); // clears color buffer on GL
void (*R_AllowFog)( qboolean allow );
void (*GL_SetRenderMode)( int renderMode );
qboolean (*R_AddEntity)( struct cl_entity_s *clent, int type );
void (*CL_AddCustomBeam)( cl_entity_t *pEnvBeam );
void (*R_ProcessEntData)( qboolean allocate );
// debug
void (*R_ShowTextures)( void );
// texture management
const byte *(*R_GetTextureOriginalBuffer)( unsigned int idx ); // not always available
int (*GL_LoadTextureFromBuffer)( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
void (*GL_ProcessTexture)( int texnum, float gamma, int topColor, int bottomColor );
void (*R_SetupSky)( const char *skyname );
// 2D
void (*R_Set2DMode)( qboolean enable );
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 );
void (*R_DrawTileClear)( int texnum, int x, int y, int w, int h );
void (*FillRGBA)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
void (*FillRGBABlend)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
int (*WorldToScreen)( const vec3_t world, vec3_t screen ); // Returns 1 if it's z clipped
// screenshot, cubemapshot
qboolean (*VID_ScreenShot)( const char *filename, int shot_type );
qboolean (*VID_CubemapShot)( const char *base, uint size, const float *vieworg, qboolean skyshot );
// light
colorVec (*R_LightPoint)( const float *p );
// decals
// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords
void (*R_DecalShoot)( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale );
void (*R_DecalRemoveAll)( int texture );
int (*R_CreateDecalList)( struct decallist_s *pList );
void (*R_ClearAllDecals)( void );
// studio interface
float (*R_StudioEstimateFrame)( cl_entity_t *e, mstudioseqdesc_t *pseqdesc );
void (*R_StudioLerpMovement)( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
void (*CL_InitStudioAPI)( void );
// bmodel
void (*R_InitSkyClouds)( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette );
void (*GL_SubdivideSurface)( msurface_t *fa );
void (*CL_RunLightStyles)( void );
// sprites
void (*R_GetSpriteParms)( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite );
int (*R_GetSpriteTexture)( const model_t *m_pSpriteModel, int frame );
// model management
// flags ignored for everything except spritemodels
void (*Mod_LoadMapSprite)( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded );
qboolean (*Mod_ProcessRenderData)( model_t *mod, qboolean create, const byte *buffer );
void (*Mod_StudioLoadTextures)( model_t *mod, void *data );
// efx implementation
void (*CL_DrawParticles)( double frametime, particle_t *particles, float partsize );
void (*CL_DrawTracers)( double frametime, particle_t *tracers );
void (*CL_DrawBeams)( int fTrans , BEAM *beams );
qboolean (*R_BeamCull)( const vec3_t start, const vec3_t end, qboolean pvsOnly );
// Xash3D Render Interface
// Get renderer info (doesn't changes engine state at all)
int (*RefGetParm)( int parm, int arg ); // generic
void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale );
void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha );
float (*GetFrameTime)( void );
// Set renderer info (tell engine about changes)
void (*R_SetCurrentEntity)( struct cl_entity_s *ent ); // tell engine about both currententity and currentmodel
void (*R_SetCurrentModel)( struct model_s *mod ); // change currentmodel but leave currententity unchanged
// Texture tools
int (*GL_FindTexture)( const char *name );
const char* (*GL_TextureName)( unsigned int texnum );
const byte* (*GL_TextureData)( unsigned int texnum ); // may be NULL
int (*GL_LoadTexture)( const char *name, const byte *buf, size_t size, int flags );
int (*GL_CreateTexture)( const char *name, int width, int height, const void *buffer, texFlags_t flags );
int (*GL_LoadTextureArray)( const char **names, int flags );
int (*GL_CreateTextureArray)( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
void (*GL_FreeTexture)( unsigned int texnum );
// Decals manipulating (draw & remove)
void (*DrawSingleDecal)( struct decal_s *pDecal, struct msurface_s *fa );
float *(*R_DecalSetupVerts)( struct decal_s *pDecal, struct msurface_s *surf, int texture, int *outCount );
void (*R_EntityRemoveDecals)( struct model_s *mod ); // remove all the decals from specified entity (BSP only)
// AVI
void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data );
// glState related calls (must use this instead of normal gl-calls to prevent de-synchornize local states between engine and the client)
void (*GL_Bind)( int tmu, unsigned int texnum );
void (*GL_SelectTexture)( int tmu );
void (*GL_LoadTextureMatrix)( const float *glmatrix );
void (*GL_TexMatrixIdentity)( void );
void (*GL_CleanUpTextureUnits)( int last ); // pass 0 for clear all the texture units
void (*GL_TexGen)( unsigned int coord, unsigned int mode );
void (*GL_TextureTarget)( unsigned int target ); // change texture unit mode without bind texture
void (*GL_TexCoordArrayMode)( unsigned int texmode );
void (*GL_UpdateTexSize)( int texnum, int width, int height, int depth ); // recalc statistics
void (*GL_Reserved0)( void ); // for potential interface expansion without broken compatibility
void (*GL_Reserved1)( void );
// Misc renderer functions
void (*GL_DrawParticles)( const struct ref_viewpass_s *rvp, qboolean trans_pass, float frametime );
colorVec (*LightVec)( const float *start, const float *end, float *lightspot, float *lightvec );
struct mstudiotex_s *( *StudioGetTexture )( struct cl_entity_s *e );
// passed through R_RenderFrame (0 - use engine renderer, 1 - use custom client renderer)
void (*GL_RenderFrame)( const struct ref_viewpass_s *rvp );
// setup map bounds for ortho-projection when we in dev_overview mode
void (*GL_OrthoBounds)( const float *mins, const float *maxs );
// grab r_speeds message
qboolean (*R_SpeedsMessage)( char *out, size_t size );
// get visdata for current frame from custom renderer
byte* (*Mod_GetCurrentVis)( void );
// tell the renderer what new map is started
void (*R_NewMap)( void );
// clear the render entities before each frame
void (*R_ClearScene)( void );
// GL_GetProcAddress for client renderer
void* (*R_GetProcAddress)( const char *name );
// TriAPI Interface
// NOTE: implementation isn't required to be compatible
void (*TriRenderMode)( int mode );
void (*Begin)( int primitiveCode );
void (*End)( void );
void (*Color4f)( float r, float g, float b, float a ); // real glColor4f
void (*Color4ub)( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // real glColor4ub
void (*TexCoord2f)( float u, float v );
void (*Vertex3fv)( const float *worldPnt );
void (*Vertex3f)( float x, float y, float z );
void (*Fog)( float flFogColor[3], float flStart, float flEnd, int bOn ); //Works just like GL_FOG, flFogColor is r/g/b.
void (*ScreenToWorld)( const float *screen, float *world );
void (*GetMatrix)( const int pname, float *matrix );
void (*FogParams)( float flDensity, int iFogSkybox );
void (*CullFace)( TRICULLSTYLE mode );
// vgui drawing implementation
void (*VGUI_DrawInit)( void );
void (*VGUI_DrawShutdown)( void );
void (*VGUI_SetupDrawingText)( int *pColor );
void (*VGUI_SetupDrawingRect)( int *pColor );
void (*VGUI_SetupDrawingImage)( int *pColor );
void (*VGUI_BindTexture)( int id );
void (*VGUI_EnableTexture)( qboolean enable );
void (*VGUI_CreateTexture)( int id, int width, int height );
void (*VGUI_UploadTexture)( int id, const char *buffer, int width, int height );
void (*VGUI_UploadTextureBlock)( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight );
void (*VGUI_DrawQuad)( const vpoint_t *ul, const vpoint_t *lr );
void (*VGUI_GetTextureSizes)( int *width, int *height );
int (*VGUI_GenerateTexture)( void );
} ref_interface_t;
typedef int (*REFAPI)( int version, ref_interface_t *pFunctionTable, ref_api_t* engfuncs, ref_globals_t *pGlobals );
#define GET_REF_API "GetRefAPI"
typedef void (*REF_HUMANREADABLE_NAME)( char *out, size_t len );
#define GET_REF_HUMANREADABLE_NAME "GetRefHumanReadableName"
#ifdef REF_DLL
#define DEFINE_ENGINE_SHARED_CVAR( x, y ) cvar_t *x = NULL;
#define DECLARE_ENGINE_SHARED_CVAR( x, y ) extern cvar_t *x;
#define RETRIEVE_ENGINE_SHARED_CVAR( x, y ) \
if(!( x = gEngfuncs.pfnGetCvarPointer( #y, 0 ) )) \
gEngfuncs.Host_Error( S_ERROR "engine betrayed us and didn't gave us %s cvar pointer\n", #y );
#define ENGINE_SHARED_CVAR_NAME( f, x, y ) f( x, y )
#define ENGINE_SHARED_CVAR( f, x ) ENGINE_SHARED_CVAR_NAME( f, x, x )
// cvars that's logic is shared between renderer and engine
// actually, they are just created on engine side for convinience
// and must be retrieved by renderer side
// sometimes it's done to standartize cvars to make it easier for users
#define ENGINE_SHARED_CVAR_LIST( f ) \
ENGINE_SHARED_CVAR_NAME( f, vid_gamma, gamma ) \
ENGINE_SHARED_CVAR_NAME( f, vid_brightness, brightness ) \
ENGINE_SHARED_CVAR_NAME( f, gl_showtextures, r_showtextures ) \
ENGINE_SHARED_CVAR( f, r_speeds ) \
ENGINE_SHARED_CVAR( f, r_fullbright ) \
ENGINE_SHARED_CVAR( f, r_norefresh ) \
ENGINE_SHARED_CVAR( f, r_lightmap ) \
ENGINE_SHARED_CVAR( f, r_dynamic ) \
ENGINE_SHARED_CVAR( f, r_drawentities ) \
ENGINE_SHARED_CVAR( f, r_decals ) \
ENGINE_SHARED_CVAR( f, r_showhull ) \
ENGINE_SHARED_CVAR( f, gl_vsync ) \
ENGINE_SHARED_CVAR( f, gl_clear ) \
ENGINE_SHARED_CVAR( f, cl_himodels ) \
ENGINE_SHARED_CVAR( f, cl_lightstyle_lerping ) \
ENGINE_SHARED_CVAR( f, tracerred ) \
ENGINE_SHARED_CVAR( f, tracergreen ) \
ENGINE_SHARED_CVAR( f, tracerblue ) \
ENGINE_SHARED_CVAR( f, traceralpha ) \
ENGINE_SHARED_CVAR( f, r_sprite_lerping ) \
ENGINE_SHARED_CVAR( f, r_sprite_lighting ) \
ENGINE_SHARED_CVAR( f, r_drawviewmodel ) \
ENGINE_SHARED_CVAR( f, r_glowshellfreq ) \
#define DECLARE_ENGINE_SHARED_CVAR_LIST() \
ENGINE_SHARED_CVAR_LIST( DECLARE_ENGINE_SHARED_CVAR )
#define DEFINE_ENGINE_SHARED_CVAR_LIST() \
ENGINE_SHARED_CVAR_LIST( DEFINE_ENGINE_SHARED_CVAR )
#define RETRIEVE_ENGINE_SHARED_CVAR_LIST() \
ENGINE_SHARED_CVAR_LIST( RETRIEVE_ENGINE_SHARED_CVAR )
#endif
#endif // REF_API