ref: b10d6e123329a38a29030744bf232ac03387cee5
dir: /client/ref.h/
/* Copyright (C) 1997-2001 Id Software, Inc. 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 2 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. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "../qcommon/qcommon.h" #define MAX_DLIGHTS 32 #define MAX_ENTITIES 128 #define MAX_PARTICLES 4096 #define MAX_LIGHTSTYLES 256 #define POWERSUIT_SCALE 4.0F #define SHELL_RED_COLOR 0xF2 #define SHELL_GREEN_COLOR 0xD0 #define SHELL_BLUE_COLOR 0xF3 #define SHELL_RG_COLOR 0xDC //#define SHELL_RB_COLOR 0x86 #define SHELL_RB_COLOR 0x68 #define SHELL_BG_COLOR 0x78 //ROGUE #define SHELL_DOUBLE_COLOR 0xDF // 223 #define SHELL_HALF_DAM_COLOR 0x90 #define SHELL_CYAN_COLOR 0x72 //ROGUE #define SHELL_WHITE_COLOR 0xD7 typedef struct entity_s { struct model_s *model; // opaque type outside refresh float angles[3]; /* ** most recent data */ float origin[3]; // also used as RF_BEAM's "from" int frame; // also used as RF_BEAM's diameter /* ** previous data for lerping */ float oldorigin[3]; // also used as RF_BEAM's "to" int oldframe; /* ** misc */ float backlerp; // 0.0 = current, 1.0 = old int skinnum; // also used as RF_BEAM's palette index int lightstyle; // for flashing entities float alpha; // ignore if RF_TRANSLUCENT isn't set struct image_s *skin; // NULL for inline skin int flags; } entity_t; #define ENTITY_FLAGS 68 typedef struct { vec3_t origin; vec3_t color; float intensity; } dlight_t; typedef struct { vec3_t origin; int color; float alpha; } particle_t; typedef struct { float rgb[3]; // 0.0 - 2.0 float white; // highest of rgb } lightstyle_t; typedef struct { int x, y, width, height;// in virtual screen coordinates float fov_x, fov_y; float vieworg[3]; float viewangles[3]; float blend[4]; // rgba 0-1 full screen blend float time; // time is uesed to auto animate int rdflags; // RDF_UNDERWATER, etc byte *areabits; // if not NULL, only areas with set bits will be drawn lightstyle_t *lightstyles; // [MAX_LIGHTSTYLES] int num_entities; entity_t *entities; int num_dlights; dlight_t *dlights; int num_particles; particle_t *particles; } refdef_t; #define API_VERSION 3 // // these are the functions exported by the refresh module // typedef struct { // if api_version is different, the dll cannot be used int api_version; // called when the library is loaded qboolean (*Init) ( void *hinstance, void *wndproc ); // called before the library is unloaded void (*Shutdown) (void); // All data that will be used in a level should be // registered before rendering any frames to prevent disk hits, // but they can still be registered at a later time // if necessary. // // EndRegistration will free any remaining data that wasn't registered. // Any model_s or skin_s pointers from before the BeginRegistration // are no longer valid after EndRegistration. // // Skins and images need to be differentiated, because skins // are flood filled to eliminate mip map edge errors, and pics have // an implicit "pics/" prepended to the name. (a pic name that starts with a // slash will not use the "pics/" prefix or the ".pcx" postfix) void (*BeginRegistration) (char *map); struct model_s *(*RegisterModel) (char *name); struct image_s *(*RegisterSkin) (char *name); struct image_s *(*RegisterPic) (char *name); void (*SetSky) (char *name, float rotate, vec3_t axis); void (*EndRegistration) (void); void (*RenderFrame) (refdef_t *fd); void (*DrawGetPicSize) (int *w, int *h, char *name); // will return 0 0 if not found void (*DrawPic) (int x, int y, char *name); void (*DrawStretchPic) (int x, int y, int w, int h, char *name); void (*DrawChar) (int x, int y, int c); void (*DrawTileClear) (int x, int y, int w, int h, char *name); void (*DrawFill) (int x, int y, int w, int h, int c); void (*DrawFadeScreen) (void); // Draw images for cinematic rendering (which can have a different palette). Note that calls void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, byte *data); /* ** video mode and refresh state management entry points */ void (*CinematicSetPalette)( const unsigned char *palette); // NULL = game palette void (*BeginFrame)( float camera_separation ); void (*EndFrame) (void); void (*AppActivate)( qboolean activate ); } refexport_t; // // these are the functions imported by the refresh module // typedef struct { void (*Sys_Error) (int err_level, char *str, ...); void (*Cmd_AddCommand) (char *name, void(*cmd)(void)); void (*Cmd_RemoveCommand) (char *name); int (*Cmd_Argc) (void); char *(*Cmd_Argv) (int i); void (*Cmd_ExecuteText) (int exec_when, char *text); void (*Con_Printf) (int print_level, char *str, ...); // files will be memory mapped read only // the returned buffer may be part of a larger pak file, // or a discrete file from anywhere in the quake search path // a -1 return means the file does not exist // NULL can be passed for buf to just determine existance int (*FS_LoadFile) (char *name, void **buf); void (*FS_FreeFile) (void *buf); // gamedir will be the current directory that generated // files should be stored to, ie: "f:\quake\id1" char *(*FS_Gamedir) (void); cvar_t *(*Cvar_Get) (char *name, char *value, int flags); cvar_t *(*Cvar_Set)( char *name, char *value ); void (*Cvar_SetValue)( char *name, float value ); qboolean (*Vid_GetModeInfo)( int *width, int *height, int mode ); void (*Vid_MenuInit)( void ); void (*Vid_NewWindow)( int width, int height ); } refimport_t; // this is the only function actually exported at the linker level typedef refexport_t (*GetRefAPI_t) (refimport_t);