xash3d-fwgs/common/ref_api.h

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/*
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
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#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"
#define REF_API_VERSION 1
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#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)
// 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
typedef struct ref_globals_s
{
qboolean developer;
// viewport width and height
int width;
int height;
qboolean fullScreen;
qboolean wideScreen;
vec3_t vieworg;
vec3_t viewangles;
vec3_t vforward, vright, vup;
cl_entity_t *currententity;
model_t *currentmodel;
float fov_x, fov_y;
} 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,
};
enum ref_shared_texture_e
{
REF_DEFAULT_TEXTURE,
REF_GRAY_TEXTURE,
REF_WHITE_TEXTURE,
REF_SOLIDSKY_TEXTURE,
REF_ALPHASKY_TEXTURE,
};
typedef struct ref_api_s
{
// TriApi helper
int (*TriGetRenderMode)( void );
} ref_api_t;
struct mip_s;
// render callbacks
typedef struct ref_interface_s
{
// construct, destruct
qboolean (*R_Init)( qboolean context ); // context is true if you need context management
const char *(*R_GetInitError)( void );
void (*R_Shutdown)( void );
//
void (*GL_InitExtensions)( void );
void (*GL_ClearExtensions)( void );
void (*R_BeginFrame)( qboolean clearScene );
void (*R_RenderScene)( void );
// void (*R_RenderFrame)( struct ref_viewpass_s *rvp ); part of RenderInterface
void (*R_EndFrame)( void );
void (*R_PushScene)( void );
void (*R_PopScene)( void );
// void (*R_ClearScene)( void ); part of RenderInterface
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 );
int (*R_AddEntity)( int entityType, cl_entity_t *ent );
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void (*CL_AddCustomBeam)( cl_entity_t *pEnvBeam );
// view info
qboolean (*IsNormalPass)( void );
// debug
void (*R_ShowTextures)( void );
void (*R_ShowTree)( void );
void (*R_IncrementSpeedsCounter)( int counterType );
// texture management
const byte *(*GL_TextureData)( unsigned int texnum );
const char *(*R_GetTextureName)( int idx );
const byte *(*R_GetTextureOriginalBuffer)( int idx ); // not always available
int (*GL_LoadTextureFromBuffer)( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
int (*R_GetBuiltinTexture)( enum ref_shared_texture_e type );
void (*R_FreeSharedTexture)( enum ref_shared_texture_e type );
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 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
// 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 );
void (*R_AddEfrags)( struct cl_entity_s *ent );
void (*R_RemoveEfrags)( struct cl_entity_s *ent );
// 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 );
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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 );
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void (*CL_RunLightStyles)( void );
// sprites
void (*R_GetSpriteParms)( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite );
// model management
// flags ignored for everything except spritemodels
void (*Mod_LoadModel)( modtype_t desiredType, model_t *mod, const byte *buf, qboolean *loaded, int flags );
void (*Mod_LoadMapSprite)( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded );
void (*Mod_UnloadModel)( model_t *mod );
void (*Mod_StudioLoadTextures)( model_t *mod, void *data );
void (*Mod_StudioUnloadTextures)( void *data );
// particle renderer
void (*CL_Particle)( const vec3_t origin, int color, float life, int zpos, int zvel ); // debug thing
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// efx implementation
void (*CL_DrawParticles)( double frametime, particle_t *particles );
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
render_api_t *RenderAPI; // partial RenderAPI implementation
render_interface_t *RenderIface; // compatible RenderInterface implementation: renderer should call client RenderInterface by itself
// 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 );
void (*Color4ub)( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void (*TexCoord2f)( float u, float v );
void (*Vertex3fv)( const float *worldPnt );
void (*Vertex3f)( float x, float y, float z );
int (*SpriteTexture)( struct model_s *pSpriteModel, int frame );
int (*WorldToScreen)( const float *world, float *screen ); // Returns 1 if it's z clipped
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
vguiapi_t *VGuiAPI;
// efx api
efx_api_t *EfxAPI;
} ref_interface_t;
typedef int (*REFAPI)( int version, ref_interface_t *pFunctionTable, ref_api_t* engfuncs, ref_globals_t *pGlobals );
#endif // REF_API