mirror of
https://github.com/FWGS/xash3d-fwgs
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62 lines
2.0 KiB
C
62 lines
2.0 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef TRIANGLEAPI_H
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#define TRIANGLEAPI_H
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typedef enum
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{
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TRI_FRONT = 0,
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TRI_NONE = 1,
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} TRICULLSTYLE;
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#define TRI_API_VERSION 1
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#define TRI_TRIANGLES 0
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#define TRI_TRIANGLE_FAN 1
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#define TRI_QUADS 2
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#define TRI_POLYGON 3
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#define TRI_LINES 4
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#define TRI_TRIANGLE_STRIP 5
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#define TRI_QUAD_STRIP 6
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#define TRI_POINTS 7 // Xash3D added
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typedef struct triangleapi_s
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{
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int version;
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void (*RenderMode)( int mode );
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void (*Begin)( int primitiveCode );
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void (*End)( void );
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void (*Color4f)( float r, float g, float b, float a );
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void (*Color4ub)( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
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void (*TexCoord2f)( float u, float v );
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void (*Vertex3fv)( float *worldPnt );
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void (*Vertex3f)( float x, float y, float z );
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void (*Brightness)( float brightness );
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void (*CullFace)( TRICULLSTYLE style );
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int (*SpriteTexture)( struct model_s *pSpriteModel, int frame );
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int (*WorldToScreen)( float *world, float *screen ); // Returns 1 if it's z clipped
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void (*Fog)( float flFogColor[3], float flStart, float flEnd, int bOn ); //Works just like GL_FOG, flFogColor is r/g/b.
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void (*ScreenToWorld)( float *screen, float *world );
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void (*GetMatrix)( const int pname, float *matrix );
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int (*BoxInPVS)( float *mins, float *maxs );
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void (*LightAtPoint)( float *pos, float *value );
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void (*Color4fRendermode)( float r, float g, float b, float a, int rendermode );
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void (*FogParams)( float flDensity, int iFogSkybox );
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} triangleapi_t;
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#endif//TRIANGLEAPI_H
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