676 lines
26 KiB
C
676 lines
26 KiB
C
/*
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ref_api.h - Xash3D render dll API
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Copyright (C) 2019 a1batross
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#pragma once
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#ifndef REF_API
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#define REF_API
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#include <stdarg.h>
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#include "com_image.h"
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#include "vgui_api.h"
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#include "render_api.h"
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#include "triangleapi.h"
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#include "const.h"
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#include "cl_entity.h"
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#include "com_model.h"
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#include "studio.h"
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#include "r_efx.h"
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#include "com_image.h"
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#include "filesystem.h"
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// RefAPI changelog:
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// 1. Initial release
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// 2. FS functions are removed, instead we have full fs_api_t
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// 3. SlerpBones, CalcBonePosition/Quaternion calls were moved to libpublic/mathlib
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// 4. R_StudioEstimateFrame now has time argument
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#define REF_API_VERSION 4
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#define TF_SKY (TF_SKYSIDE|TF_NOMIPMAP)
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#define TF_FONT (TF_NOMIPMAP|TF_CLAMP)
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#define TF_IMAGE (TF_NOMIPMAP|TF_CLAMP)
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#define TF_DECAL (TF_CLAMP)
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#define FCONTEXT_CORE_PROFILE BIT( 0 )
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#define FCONTEXT_DEBUG_ARB BIT( 1 )
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#define FCVAR_READ_ONLY (1<<17) // cannot be set by user at all, and can't be requested by CvarGetPointer from game dlls
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// screenshot types
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#define VID_SCREENSHOT 0
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#define VID_LEVELSHOT 1
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#define VID_MINISHOT 2
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#define VID_MAPSHOT 3 // special case for overview layer
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#define VID_SNAPSHOT 4 // save screenshot into root dir and no gamma correction
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// model flags (stored in model_t->flags)
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#define MODEL_CONVEYOR BIT( 0 )
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#define MODEL_HAS_ORIGIN BIT( 1 )
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#define MODEL_LIQUID BIT( 2 ) // model has only point hull
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#define MODEL_TRANSPARENT BIT( 3 ) // have transparent surfaces
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#define MODEL_COLORED_LIGHTING BIT( 4 ) // lightmaps stored as RGB
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#define MODEL_WORLD BIT( 29 ) // it's a worldmodel
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#define MODEL_CLIENT BIT( 30 ) // client sprite
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// goes into world.flags
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#define FWORLD_SKYSPHERE BIT( 0 )
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#define FWORLD_CUSTOM_SKYBOX BIT( 1 )
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#define FWORLD_WATERALPHA BIT( 2 )
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#define FWORLD_HAS_DELUXEMAP BIT( 3 )
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// special rendermode for screenfade modulate
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// (probably will be expanded at some point)
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#define kRenderScreenFadeModulate 0x1000
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typedef enum
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{
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DEMO_INACTIVE = 0,
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DEMO_XASH3D,
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DEMO_QUAKE1
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} demo_mode;
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typedef struct
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{
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msurface_t *surf;
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int cull;
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} sortedface_t;
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typedef struct ref_globals_s
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{
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qboolean developer;
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float time; // cl.time
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float oldtime; // cl.oldtime
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double realtime; // host.realtime
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double frametime; // host.frametime
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// viewport width and height
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int width;
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int height;
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qboolean fullScreen;
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qboolean wideScreen;
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vec3_t vieworg;
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vec3_t viewangles;
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// todo: fill this without engine help
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// move to local
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// translucent sorted array
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sortedface_t *draw_surfaces; // used for sorting translucent surfaces
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int max_surfaces; // max surfaces per submodel (for all models)
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size_t visbytes; // cluster size
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int desktopBitsPixel;
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} ref_globals_t;
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enum
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{
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GL_KEEP_UNIT = -1,
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XASH_TEXTURE0 = 0,
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XASH_TEXTURE1,
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XASH_TEXTURE2,
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XASH_TEXTURE3, // g-cont. 4 units should be enough
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XASH_TEXTURE4, // mittorn. bump+detail needs 5 for single-pass
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MAX_TEXTURE_UNITS = 32 // can't access to all over units without GLSL or cg
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};
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enum // r_speeds counters
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{
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RS_ACTIVE_TENTS = 0,
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};
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// refdll must expose this default textures using this names
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#define REF_DEFAULT_TEXTURE "*default"
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#define REF_GRAY_TEXTURE "*gray"
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#define REF_WHITE_TEXTURE "*white"
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#define REF_BLACK_TEXTURE "*black"
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#define REF_PARTICLE_TEXTURE "*particle"
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#define REF_SOLIDSKY_TEXTURE "solid_sky"
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#define REF_ALPHASKY_TEXTURE "alpha_sky"
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typedef enum connstate_e
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{
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ca_disconnected = 0,// not talking to a server
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ca_connecting, // sending request packets to the server
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ca_connected, // netchan_t established, waiting for svc_serverdata
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ca_validate, // download resources, validating, auth on server
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ca_active, // game views should be displayed
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ca_cinematic, // playing a cinematic, not connected to a server
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} connstate_t;
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enum ref_defaultsprite_e
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{
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REF_DOT_SPRITE, // cl_sprite_dot
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REF_CHROME_SPRITE // cl_sprite_shell
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};
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// the order of first three is important!
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// so you can use this value in IEngineStudio.StudioIsHardware
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enum ref_graphic_apis_e
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{
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REF_SOFTWARE, // hypothetical: just make a surface to draw on, in software
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REF_GL, // create GL context
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REF_D3D, // Direct3D
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};
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typedef enum
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{
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SAFE_NO = 0,
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SAFE_NOMSAA, // skip msaa
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SAFE_NOACC, // don't set acceleration flag
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SAFE_NOSTENCIL, // don't set stencil bits
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SAFE_NOALPHA, // don't set alpha bits
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SAFE_NODEPTH, // don't set depth bits
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SAFE_NOCOLOR, // don't set color bits
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SAFE_DONTCARE, // ignore everything, let SDL/EGL decide
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SAFE_LAST, // must be last
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} ref_safegl_context_t;
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enum // OpenGL configuration attributes
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{
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REF_GL_RED_SIZE,
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REF_GL_GREEN_SIZE,
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REF_GL_BLUE_SIZE,
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REF_GL_ALPHA_SIZE,
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REF_GL_DOUBLEBUFFER,
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REF_GL_DEPTH_SIZE,
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REF_GL_STENCIL_SIZE,
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REF_GL_MULTISAMPLEBUFFERS,
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REF_GL_MULTISAMPLESAMPLES,
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REF_GL_ACCELERATED_VISUAL,
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REF_GL_CONTEXT_MAJOR_VERSION,
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REF_GL_CONTEXT_MINOR_VERSION,
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REF_GL_CONTEXT_EGL,
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REF_GL_CONTEXT_FLAGS,
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REF_GL_CONTEXT_PROFILE_MASK,
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REF_GL_SHARE_WITH_CURRENT_CONTEXT,
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REF_GL_FRAMEBUFFER_SRGB_CAPABLE,
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REF_GL_CONTEXT_RELEASE_BEHAVIOR,
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REF_GL_CONTEXT_RESET_NOTIFICATION,
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REF_GL_CONTEXT_NO_ERROR,
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REF_GL_ATTRIBUTES_COUNT,
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};
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enum
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{
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REF_GL_CONTEXT_PROFILE_CORE = 0x0001,
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REF_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
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REF_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
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};
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// binary compatible with SDL and EGL_KHR_create_context(0x0007 mask)
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enum
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{
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REF_GL_CONTEXT_DEBUG_FLAG = 0x0001,
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REF_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
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REF_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
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REF_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
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};
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typedef enum ref_screen_rotation_e
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{
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REF_ROTATE_NONE = 0,
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REF_ROTATE_CW = 1,
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REF_ROTATE_UD = 2,
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REF_ROTATE_CCW = 3,
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} ref_screen_rotation_t;
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typedef struct remap_info_s
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{
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unsigned short textures[MAX_SKINS];// alias textures
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struct mstudiotex_s *ptexture; // array of textures with local copy of remapped textures
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short numtextures; // textures count
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short topcolor; // cached value
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short bottomcolor; // cached value
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model_t *model; // for catch model changes
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} remap_info_t;
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typedef struct convar_s convar_t;
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struct con_nprint_s;
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struct engine_studio_api_s;
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struct r_studio_interface_s;
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typedef enum
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{
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PARM_DEV_OVERVIEW = -1,
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PARM_THIRDPERSON = -2,
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PARM_QUAKE_COMPATIBLE = -3,
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PARM_PLAYER_INDEX = -4, // cl.playernum + 1
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PARM_VIEWENT_INDEX = -5, // cl.viewentity
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PARM_CONNSTATE = -6, // cls.state
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PARM_PLAYING_DEMO = -7, // cls.demoplayback
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PARM_WATER_LEVEL = -8, // cl.local.water_level
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PARM_MAX_CLIENTS = -9, // cl.maxclients
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PARM_LOCAL_HEALTH = -10, // cl.local.health
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PARM_LOCAL_GAME = -11,
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PARM_NUMENTITIES = -12, // local game only
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PARM_NUMMODELS = -13, // cl.nummodels
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} ref_parm_e;
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typedef struct ref_api_s
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{
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intptr_t (*EngineGetParm)( int parm, int arg ); // generic
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// cvar handlers
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cvar_t *(*Cvar_Get)( const char *szName, const char *szValue, int flags, const char *description );
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cvar_t *(*pfnGetCvarPointer)( const char *name, int ignore_flags );
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float (*pfnGetCvarFloat)( const char *szName );
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const char *(*pfnGetCvarString)( const char *szName );
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void (*Cvar_SetValue)( const char *name, float value );
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void (*Cvar_Set)( const char *name, const char *value );
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void (*Cvar_RegisterVariable)( convar_t *var );
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void (*Cvar_FullSet)( const char *var_name, const char *value, int flags );
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// command handlers
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int (*Cmd_AddCommand)( const char *cmd_name, void (*function)(void), const char *description );
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void (*Cmd_RemoveCommand)( const char *cmd_name );
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int (*Cmd_Argc)( void );
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const char *(*Cmd_Argv)( int arg );
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const char *(*Cmd_Args)( void );
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// cbuf
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void (*Cbuf_AddText)( const char *commands );
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void (*Cbuf_InsertText)( const char *commands );
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void (*Cbuf_Execute)( void );
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// logging
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void (*Con_Printf)( const char *fmt, ... ) _format( 1 ); // typical console allowed messages
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void (*Con_DPrintf)( const char *fmt, ... ) _format( 1 ); // -dev 1
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void (*Con_Reportf)( const char *fmt, ... ) _format( 1 ); // -dev 2
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// debug print
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void (*Con_NPrintf)( int pos, const char *fmt, ... ) _format( 2 );
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void (*Con_NXPrintf)( struct con_nprint_s *info, const char *fmt, ... ) _format( 2 );
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void (*CL_CenterPrint)( const char *s, float y );
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void (*Con_DrawStringLen)( const char *pText, int *length, int *height );
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int (*Con_DrawString)( int x, int y, const char *string, rgba_t setColor );
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void (*CL_DrawCenterPrint)( void );
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// entity management
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struct cl_entity_s *(*GetLocalPlayer)( void );
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struct cl_entity_s *(*GetViewModel)( void );
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struct cl_entity_s *(*GetEntityByIndex)( int idx );
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struct cl_entity_s *(*R_BeamGetEntity)( int index );
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struct cl_entity_s *(*CL_GetWaterEntity)( const vec3_t p );
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qboolean (*CL_AddVisibleEntity)( cl_entity_t *ent, int entityType );
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// brushes
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int (*Mod_SampleSizeForFace)( struct msurface_s *surf );
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qboolean (*Mod_BoxVisible)( const vec3_t mins, const vec3_t maxs, const byte *visbits );
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struct world_static_s *(*GetWorld)( void ); // returns &world
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mleaf_t *(*Mod_PointInLeaf)( const vec3_t p, mnode_t *node );
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void (*Mod_CreatePolygonsForHull)( int hullnum );
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// studio models
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void *(*R_StudioGetAnim)( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc );
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void (*pfnStudioEvent)( const struct mstudioevent_s *event, const cl_entity_t *entity );
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// efx
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void (*CL_DrawEFX)( float time, qboolean fTrans );
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void (*CL_ThinkParticle)( double frametime, particle_t *p );
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void (*R_FreeDeadParticles)( particle_t **ppparticles );
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particle_t *(*CL_AllocParticleFast)( void ); // unconditionally give new particle pointer from cl_free_particles
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struct dlight_s *(*CL_AllocElight)( int key );
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struct model_s *(*GetDefaultSprite)( enum ref_defaultsprite_e spr );
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void (*R_StoreEfrags)( struct efrag_s **ppefrag, int framecount );// store efrags for static entities
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// model management
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model_t *(*Mod_ForName)( const char *name, qboolean crash, qboolean trackCRC );
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void *(*Mod_Extradata)( int type, model_t *model );
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struct model_s *(*pfnGetModelByIndex)( int index ); // CL_ModelHandle
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struct model_s *(*Mod_GetCurrentLoadingModel)( void ); // loadmodel
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void (*Mod_SetCurrentLoadingModel)( struct model_s* ); // loadmodel
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// remap
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struct remap_info_s *(*CL_GetRemapInfoForEntity)( cl_entity_t *e );
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void (*CL_AllocRemapInfo)( cl_entity_t *entity, model_t *model, int topcolor, int bottomcolor );
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void (*CL_FreeRemapInfo)( struct remap_info_s *info );
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void (*CL_UpdateRemapInfo)( cl_entity_t *entity, int topcolor, int bottomcolor );
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// utils
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void (*CL_ExtraUpdate)( void );
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void (*Host_Error)( const char *fmt, ... ) _format( 1 );
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void (*COM_SetRandomSeed)( int lSeed );
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float (*COM_RandomFloat)( float rmin, float rmax );
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int (*COM_RandomLong)( int rmin, int rmax );
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struct screenfade_s *(*GetScreenFade)( void );
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struct client_textmessage_s *(*pfnTextMessageGet)( const char *pName );
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void (*GetPredictedOrigin)( vec3_t v );
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color24 *(*CL_GetPaletteColor)(int color); // clgame.palette[color]
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void (*CL_GetScreenInfo)( int *width, int *height ); // clgame.scrInfo, ptrs may be NULL
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void (*SetLocalLightLevel)( int level ); // cl.local.light_level
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int (*Sys_CheckParm)( const char *flag );
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// studio interface
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player_info_t *(*pfnPlayerInfo)( int index );
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entity_state_t *(*pfnGetPlayerState)( int index );
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void *(*Mod_CacheCheck)( struct cache_user_s *c );
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void (*Mod_LoadCacheFile)( const char *path, struct cache_user_s *cu );
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void *(*Mod_Calloc)( int number, size_t size );
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int (*pfnGetStudioModelInterface)( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio );
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// memory
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poolhandle_t (*_Mem_AllocPool)( const char *name, const char *filename, int fileline );
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void (*_Mem_FreePool)( poolhandle_t *poolptr, const char *filename, int fileline );
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void *(*_Mem_Alloc)( poolhandle_t poolptr, size_t size, qboolean clear, const char *filename, int fileline );
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void *(*_Mem_Realloc)( poolhandle_t poolptr, void *memptr, size_t size, qboolean clear, const char *filename, int fileline );
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void (*_Mem_Free)( void *data, const char *filename, int fileline );
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// library management
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void *(*COM_LoadLibrary)( const char *name, int build_ordinals_table, qboolean directpath );
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void (*COM_FreeLibrary)( void *handle );
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void *(*COM_GetProcAddress)( void *handle, const char *name );
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// video init
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// try to create window
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// will call GL_SetupAttributes in case of REF_GL
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qboolean (*R_Init_Video)( int type ); // will also load and execute renderer config(see R_GetConfigName)
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void (*R_Free_Video)( void );
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// GL
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int (*GL_SetAttribute)( int attr, int value );
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int (*GL_GetAttribute)( int attr, int *value );
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void *(*GL_GetProcAddress)( const char *name );
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void (*GL_SwapBuffers)( void );
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// SW
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qboolean (*SW_CreateBuffer)( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b );
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void *(*SW_LockBuffer)( void );
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void (*SW_UnlockBuffer)( void );
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// gamma
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void (*BuildGammaTable)( float lightgamma, float brightness );
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byte (*LightToTexGamma)( byte color ); // software gamma support
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qboolean (*R_DoResetGamma)( void );
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// renderapi
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lightstyle_t* (*GetLightStyle)( int number );
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dlight_t* (*GetDynamicLight)( int number );
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dlight_t* (*GetEntityLight)( int number );
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int (*R_FatPVS)( const float *org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis );
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const struct ref_overview_s *( *GetOverviewParms )( void );
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double (*pfnTime)( void ); // Sys_DoubleTime
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// event api
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struct physent_s *(*EV_GetPhysent)( int idx );
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struct msurface_s *( *EV_TraceSurface )( int ground, float *vstart, float *vend );
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struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehull, int ignore_pe );
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struct pmtrace_s *(*EV_VisTraceLine )( float *start, float *end, int flags );
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struct pmtrace_s (*CL_TraceLine)( vec3_t start, vec3_t end, int flags );
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struct movevars_s *(*pfnGetMoveVars)( void );
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// imagelib
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void (*Image_AddCmdFlags)( uint flags ); // used to check if hardware dxt is supported
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void (*Image_SetForceFlags)( uint flags );
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void (*Image_ClearForceFlags)( void );
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qboolean (*Image_CustomPalette)( void );
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qboolean (*Image_Process)( rgbdata_t **pix, int width, int height, uint flags, float reserved );
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rgbdata_t *(*FS_LoadImage)( const char *filename, const byte *buffer, size_t size );
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qboolean (*FS_SaveImage)( const char *filename, rgbdata_t *pix );
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rgbdata_t *(*FS_CopyImage)( rgbdata_t *in );
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void (*FS_FreeImage)( rgbdata_t *pack );
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void (*Image_SetMDLPointer)( byte *p );
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poolhandle_t (*Image_GetPool)( void );
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const struct bpc_desc_s *(*Image_GetPFDesc)( int idx );
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// client exports
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void (*pfnDrawNormalTriangles)( void );
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void (*pfnDrawTransparentTriangles)( void );
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render_interface_t *drawFuncs;
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// filesystem exports
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fs_api_t *fsapi;
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} ref_api_t;
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struct mip_s;
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// render callbacks
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typedef struct ref_interface_s
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{
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// construct, destruct
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qboolean (*R_Init)( void ); // context is true if you need context management
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// const char *(*R_GetInitError)( void );
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void (*R_Shutdown)( void );
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const char *(*R_GetConfigName)( void ); // returns config name without extension
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qboolean (*R_SetDisplayTransform)( ref_screen_rotation_t rotate, int x, int y, float scale_x, float scale_y );
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// only called for GL contexts
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void (*GL_SetupAttributes)( int safegl );
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void (*GL_InitExtensions)( void );
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void (*GL_ClearExtensions)( void );
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void (*R_BeginFrame)( qboolean clearScene );
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void (*R_RenderScene)( void );
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void (*R_EndFrame)( void );
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void (*R_PushScene)( void );
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void (*R_PopScene)( void );
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void (*GL_BackendStartFrame)( void );
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void (*GL_BackendEndFrame)( void );
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void (*R_ClearScreen)( void ); // clears color buffer on GL
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void (*R_AllowFog)( qboolean allow );
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void (*GL_SetRenderMode)( int renderMode );
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qboolean (*R_AddEntity)( struct cl_entity_s *clent, int type );
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void (*CL_AddCustomBeam)( cl_entity_t *pEnvBeam );
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void (*R_ProcessEntData)( qboolean allocate );
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// debug
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void (*R_ShowTextures)( void );
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// texture management
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const byte *(*R_GetTextureOriginalBuffer)( unsigned int idx ); // not always available
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int (*GL_LoadTextureFromBuffer)( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
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void (*GL_ProcessTexture)( int texnum, float gamma, int topColor, int bottomColor );
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void (*R_SetupSky)( const char *skyname );
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// 2D
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void (*R_Set2DMode)( qboolean enable );
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void (*R_DrawStretchRaw)( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty );
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void (*R_DrawStretchPic)( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum );
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void (*R_DrawTileClear)( int texnum, int x, int y, int w, int h );
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void (*FillRGBA)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
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void (*FillRGBABlend)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
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int (*WorldToScreen)( const vec3_t world, vec3_t screen ); // Returns 1 if it's z clipped
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// screenshot, cubemapshot
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qboolean (*VID_ScreenShot)( const char *filename, int shot_type );
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qboolean (*VID_CubemapShot)( const char *base, uint size, const float *vieworg, qboolean skyshot );
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// light
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colorVec (*R_LightPoint)( const float *p );
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// decals
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// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords
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void (*R_DecalShoot)( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale );
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void (*R_DecalRemoveAll)( int texture );
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int (*R_CreateDecalList)( struct decallist_s *pList );
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void (*R_ClearAllDecals)( void );
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// studio interface
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float (*R_StudioEstimateFrame)( cl_entity_t *e, mstudioseqdesc_t *pseqdesc, double time );
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void (*R_StudioLerpMovement)( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
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void (*CL_InitStudioAPI)( void );
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// bmodel
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void (*R_InitSkyClouds)( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette );
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void (*GL_SubdivideSurface)( msurface_t *fa );
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void (*CL_RunLightStyles)( void );
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// sprites
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void (*R_GetSpriteParms)( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite );
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int (*R_GetSpriteTexture)( const model_t *m_pSpriteModel, int frame );
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// model management
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// flags ignored for everything except spritemodels
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void (*Mod_LoadMapSprite)( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded );
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qboolean (*Mod_ProcessRenderData)( model_t *mod, qboolean create, const byte *buffer );
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void (*Mod_StudioLoadTextures)( model_t *mod, void *data );
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// efx implementation
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void (*CL_DrawParticles)( double frametime, particle_t *particles, float partsize );
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void (*CL_DrawTracers)( double frametime, particle_t *tracers );
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void (*CL_DrawBeams)( int fTrans , BEAM *beams );
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qboolean (*R_BeamCull)( const vec3_t start, const vec3_t end, qboolean pvsOnly );
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// Xash3D Render Interface
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// Get renderer info (doesn't changes engine state at all)
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int (*RefGetParm)( int parm, int arg ); // generic
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void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale );
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void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha );
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float (*GetFrameTime)( void );
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// Set renderer info (tell engine about changes)
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void (*R_SetCurrentEntity)( struct cl_entity_s *ent ); // tell engine about both currententity and currentmodel
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void (*R_SetCurrentModel)( struct model_s *mod ); // change currentmodel but leave currententity unchanged
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// Texture tools
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int (*GL_FindTexture)( const char *name );
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const char* (*GL_TextureName)( unsigned int texnum );
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const byte* (*GL_TextureData)( unsigned int texnum ); // may be NULL
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int (*GL_LoadTexture)( const char *name, const byte *buf, size_t size, int flags );
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int (*GL_CreateTexture)( const char *name, int width, int height, const void *buffer, texFlags_t flags );
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int (*GL_LoadTextureArray)( const char **names, int flags );
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int (*GL_CreateTextureArray)( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
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void (*GL_FreeTexture)( unsigned int texnum );
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// Decals manipulating (draw & remove)
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void (*DrawSingleDecal)( struct decal_s *pDecal, struct msurface_s *fa );
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float *(*R_DecalSetupVerts)( struct decal_s *pDecal, struct msurface_s *surf, int texture, int *outCount );
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void (*R_EntityRemoveDecals)( struct model_s *mod ); // remove all the decals from specified entity (BSP only)
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// AVI
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void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data );
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// glState related calls (must use this instead of normal gl-calls to prevent de-synchornize local states between engine and the client)
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void (*GL_Bind)( int tmu, unsigned int texnum );
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void (*GL_SelectTexture)( int tmu );
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void (*GL_LoadTextureMatrix)( const float *glmatrix );
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void (*GL_TexMatrixIdentity)( void );
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void (*GL_CleanUpTextureUnits)( int last ); // pass 0 for clear all the texture units
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void (*GL_TexGen)( unsigned int coord, unsigned int mode );
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void (*GL_TextureTarget)( unsigned int target ); // change texture unit mode without bind texture
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void (*GL_TexCoordArrayMode)( unsigned int texmode );
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void (*GL_UpdateTexSize)( int texnum, int width, int height, int depth ); // recalc statistics
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void (*GL_Reserved0)( void ); // for potential interface expansion without broken compatibility
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void (*GL_Reserved1)( void );
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// Misc renderer functions
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void (*GL_DrawParticles)( const struct ref_viewpass_s *rvp, qboolean trans_pass, float frametime );
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colorVec (*LightVec)( const float *start, const float *end, float *lightspot, float *lightvec );
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struct mstudiotex_s *( *StudioGetTexture )( struct cl_entity_s *e );
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// passed through R_RenderFrame (0 - use engine renderer, 1 - use custom client renderer)
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void (*GL_RenderFrame)( const struct ref_viewpass_s *rvp );
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// setup map bounds for ortho-projection when we in dev_overview mode
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void (*GL_OrthoBounds)( const float *mins, const float *maxs );
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// grab r_speeds message
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qboolean (*R_SpeedsMessage)( char *out, size_t size );
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// get visdata for current frame from custom renderer
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byte* (*Mod_GetCurrentVis)( void );
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// tell the renderer what new map is started
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void (*R_NewMap)( void );
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// clear the render entities before each frame
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void (*R_ClearScene)( void );
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// GL_GetProcAddress for client renderer
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void* (*R_GetProcAddress)( const char *name );
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// TriAPI Interface
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// NOTE: implementation isn't required to be compatible
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void (*TriRenderMode)( 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 ); // real glColor4f
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void (*Color4ub)( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // real glColor4ub
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void (*TexCoord2f)( float u, float v );
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void (*Vertex3fv)( const float *worldPnt );
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void (*Vertex3f)( float x, float y, float z );
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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)( const float *screen, float *world );
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void (*GetMatrix)( const int pname, float *matrix );
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void (*FogParams)( float flDensity, int iFogSkybox );
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void (*CullFace)( TRICULLSTYLE mode );
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// vgui drawing implementation
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void (*VGUI_DrawInit)( void );
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void (*VGUI_DrawShutdown)( void );
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void (*VGUI_SetupDrawingText)( int *pColor );
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void (*VGUI_SetupDrawingRect)( int *pColor );
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void (*VGUI_SetupDrawingImage)( int *pColor );
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void (*VGUI_BindTexture)( int id );
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void (*VGUI_EnableTexture)( qboolean enable );
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void (*VGUI_CreateTexture)( int id, int width, int height );
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void (*VGUI_UploadTexture)( int id, const char *buffer, int width, int height );
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void (*VGUI_UploadTextureBlock)( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight );
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void (*VGUI_DrawQuad)( const vpoint_t *ul, const vpoint_t *lr );
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void (*VGUI_GetTextureSizes)( int *width, int *height );
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int (*VGUI_GenerateTexture)( void );
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} ref_interface_t;
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typedef int (*REFAPI)( int version, ref_interface_t *pFunctionTable, ref_api_t* engfuncs, ref_globals_t *pGlobals );
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#define GET_REF_API "GetRefAPI"
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|
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#ifdef REF_DLL
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#define DEFINE_ENGINE_SHARED_CVAR( x, y ) cvar_t *x = NULL;
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#define DECLARE_ENGINE_SHARED_CVAR( x, y ) extern cvar_t *x;
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#define RETRIEVE_ENGINE_SHARED_CVAR( x, y ) \
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if(!( x = gEngfuncs.pfnGetCvarPointer( #y, 0 ) )) \
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gEngfuncs.Host_Error( S_ERROR "engine didn't gave us %s cvar pointer\n", #y );
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#define ENGINE_SHARED_CVAR_NAME( f, x, y ) f( x, y )
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#define ENGINE_SHARED_CVAR( f, x ) ENGINE_SHARED_CVAR_NAME( f, x, x )
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|
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// cvars that's logic is shared between renderer and engine
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// actually, they are just created on engine side for convinience
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// and must be retrieved by renderer side
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// sometimes it's done to standartize cvars to make it easier for users
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#define ENGINE_SHARED_CVAR_LIST( f ) \
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ENGINE_SHARED_CVAR_NAME( f, vid_gamma, gamma ) \
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ENGINE_SHARED_CVAR_NAME( f, vid_brightness, brightness ) \
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ENGINE_SHARED_CVAR( f, r_showtextures ) \
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ENGINE_SHARED_CVAR( f, r_speeds ) \
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ENGINE_SHARED_CVAR( f, r_fullbright ) \
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ENGINE_SHARED_CVAR( f, r_norefresh ) \
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ENGINE_SHARED_CVAR( f, r_lightmap ) \
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ENGINE_SHARED_CVAR( f, r_dynamic ) \
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ENGINE_SHARED_CVAR( f, r_drawentities ) \
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ENGINE_SHARED_CVAR( f, r_decals ) \
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ENGINE_SHARED_CVAR( f, r_showhull ) \
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ENGINE_SHARED_CVAR( f, gl_vsync ) \
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ENGINE_SHARED_CVAR( f, gl_clear ) \
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ENGINE_SHARED_CVAR( f, cl_himodels ) \
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ENGINE_SHARED_CVAR( f, cl_lightstyle_lerping ) \
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ENGINE_SHARED_CVAR( f, tracerred ) \
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ENGINE_SHARED_CVAR( f, tracergreen ) \
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ENGINE_SHARED_CVAR( f, tracerblue ) \
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ENGINE_SHARED_CVAR( f, traceralpha ) \
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ENGINE_SHARED_CVAR( f, r_sprite_lerping ) \
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ENGINE_SHARED_CVAR( f, r_sprite_lighting ) \
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ENGINE_SHARED_CVAR( f, r_drawviewmodel ) \
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ENGINE_SHARED_CVAR( f, r_glowshellfreq ) \
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ENGINE_SHARED_CVAR( f, r_lighting_modulate ) \
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#define DECLARE_ENGINE_SHARED_CVAR_LIST() \
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ENGINE_SHARED_CVAR_LIST( DECLARE_ENGINE_SHARED_CVAR )
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|
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#define DEFINE_ENGINE_SHARED_CVAR_LIST() \
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ENGINE_SHARED_CVAR_LIST( DEFINE_ENGINE_SHARED_CVAR )
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|
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#define RETRIEVE_ENGINE_SHARED_CVAR_LIST() \
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ENGINE_SHARED_CVAR_LIST( RETRIEVE_ENGINE_SHARED_CVAR )
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#endif
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#endif // REF_API
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