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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/renderer/tr_public.h
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer/tr_public.h')
-rwxr-xr-xcode/renderer/tr_public.h334
1 files changed, 167 insertions, 167 deletions
diff --git a/code/renderer/tr_public.h b/code/renderer/tr_public.h
index 197fa26..fa20531 100755
--- a/code/renderer/tr_public.h
+++ b/code/renderer/tr_public.h
@@ -1,167 +1,167 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-#ifndef __TR_PUBLIC_H
-#define __TR_PUBLIC_H
-
-#include "../cgame/tr_types.h"
-
-#define REF_API_VERSION 8
-
-//
-// these are the functions exported by the refresh module
-//
-typedef struct {
- // called before the library is unloaded
- // if the system is just reconfiguring, pass destroyWindow = qfalse,
- // which will keep the screen from flashing to the desktop.
- void (*Shutdown)( qboolean destroyWindow );
-
- // 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.
- //
- // BeginRegistration makes any existing media pointers invalid
- // and returns the current gl configuration, including screen width
- // and height, which can be used by the client to intelligently
- // size display elements
- void (*BeginRegistration)( glconfig_t *config );
- qhandle_t (*RegisterModel)( const char *name );
- qhandle_t (*RegisterSkin)( const char *name );
- qhandle_t (*RegisterShader)( const char *name );
- qhandle_t (*RegisterShaderNoMip)( const char *name );
- void (*LoadWorld)( const char *name );
-
- // the vis data is a large enough block of data that we go to the trouble
- // of sharing it with the clipmodel subsystem
- void (*SetWorldVisData)( const byte *vis );
-
- // EndRegistration will draw a tiny polygon with each texture, forcing
- // them to be loaded into card memory
- void (*EndRegistration)( void );
-
- // a scene is built up by calls to R_ClearScene and the various R_Add functions.
- // Nothing is drawn until R_RenderScene is called.
- void (*ClearScene)( void );
- void (*AddRefEntityToScene)( const refEntity_t *re );
- void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
- int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
- void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
- void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
- void (*RenderScene)( const refdef_t *fd );
-
- void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
- void (*DrawStretchPic) ( float x, float y, float w, float h,
- float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
-
- // Draw images for cinematic rendering, pass as 32 bit rgba
- void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
- void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
-
- void (*BeginFrame)( stereoFrame_t stereoFrame );
-
- // if the pointers are not NULL, timing info will be returned
- void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
-
-
- int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
- int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
-
- int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
- float frac, const char *tagName );
- void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
-
-#ifdef __USEA3D
- void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
-#endif
- void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
- void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
- qboolean (*GetEntityToken)( char *buffer, int size );
- qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
-} refexport_t;
-
-//
-// these are the functions imported by the refresh module
-//
-typedef struct {
- // print message on the local console
- void (QDECL *Printf)( int printLevel, const char *fmt, ...);
-
- // abort the game
- void (QDECL *Error)( int errorLevel, const char *fmt, ...);
-
- // milliseconds should only be used for profiling, never
- // for anything game related. Get time from the refdef
- int (*Milliseconds)( void );
-
- // stack based memory allocation for per-level things that
- // won't be freed
-#ifdef HUNK_DEBUG
- void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
-#else
- void *(*Hunk_Alloc)( int size, ha_pref pref );
-#endif
- void *(*Hunk_AllocateTempMemory)( int size );
- void (*Hunk_FreeTempMemory)( void *block );
-
- // dynamic memory allocator for things that need to be freed
- void *(*Malloc)( int bytes );
- void (*Free)( void *buf );
-
- cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
- void (*Cvar_Set)( const char *name, const char *value );
-
- void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
- void (*Cmd_RemoveCommand)( const char *name );
-
- int (*Cmd_Argc) (void);
- char *(*Cmd_Argv) (int i);
-
- void (*Cmd_ExecuteText) (int exec_when, const char *text);
-
- // visualization for debugging collision detection
- void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
-
- // a -1 return means the file does not exist
- // NULL can be passed for buf to just determine existance
- int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
- int (*FS_ReadFile)( const char *name, void **buf );
- void (*FS_FreeFile)( void *buf );
- char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
- void (*FS_FreeFileList)( char **filelist );
- void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
- qboolean (*FS_FileExists)( const char *file );
-
- // cinematic stuff
- void (*CIN_UploadCinematic)(int handle);
- int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
- e_status (*CIN_RunCinematic) (int handle);
-
-} refimport_t;
-
-
-// this is the only function actually exported at the linker level
-// If the module can't init to a valid rendering state, NULL will be
-// returned.
-refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
-
-#endif // __TR_PUBLIC_H
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#ifndef __TR_PUBLIC_H
+#define __TR_PUBLIC_H
+
+#include "../cgame/tr_types.h"
+
+#define REF_API_VERSION 8
+
+//
+// these are the functions exported by the refresh module
+//
+typedef struct {
+ // called before the library is unloaded
+ // if the system is just reconfiguring, pass destroyWindow = qfalse,
+ // which will keep the screen from flashing to the desktop.
+ void (*Shutdown)( qboolean destroyWindow );
+
+ // 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.
+ //
+ // BeginRegistration makes any existing media pointers invalid
+ // and returns the current gl configuration, including screen width
+ // and height, which can be used by the client to intelligently
+ // size display elements
+ void (*BeginRegistration)( glconfig_t *config );
+ qhandle_t (*RegisterModel)( const char *name );
+ qhandle_t (*RegisterSkin)( const char *name );
+ qhandle_t (*RegisterShader)( const char *name );
+ qhandle_t (*RegisterShaderNoMip)( const char *name );
+ void (*LoadWorld)( const char *name );
+
+ // the vis data is a large enough block of data that we go to the trouble
+ // of sharing it with the clipmodel subsystem
+ void (*SetWorldVisData)( const byte *vis );
+
+ // EndRegistration will draw a tiny polygon with each texture, forcing
+ // them to be loaded into card memory
+ void (*EndRegistration)( void );
+
+ // a scene is built up by calls to R_ClearScene and the various R_Add functions.
+ // Nothing is drawn until R_RenderScene is called.
+ void (*ClearScene)( void );
+ void (*AddRefEntityToScene)( const refEntity_t *re );
+ void (*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
+ int (*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
+ void (*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
+ void (*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
+ void (*RenderScene)( const refdef_t *fd );
+
+ void (*SetColor)( const float *rgba ); // NULL = 1,1,1,1
+ void (*DrawStretchPic) ( float x, float y, float w, float h,
+ float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
+
+ // Draw images for cinematic rendering, pass as 32 bit rgba
+ void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+ void (*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+
+ void (*BeginFrame)( stereoFrame_t stereoFrame );
+
+ // if the pointers are not NULL, timing info will be returned
+ void (*EndFrame)( int *frontEndMsec, int *backEndMsec );
+
+
+ int (*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
+ int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
+
+ int (*LerpTag)( orientation_t *tag, qhandle_t model, int startFrame, int endFrame,
+ float frac, const char *tagName );
+ void (*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
+
+#ifdef __USEA3D
+ void (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
+#endif
+ void (*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
+ void (*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
+ qboolean (*GetEntityToken)( char *buffer, int size );
+ qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
+} refexport_t;
+
+//
+// these are the functions imported by the refresh module
+//
+typedef struct {
+ // print message on the local console
+ void (QDECL *Printf)( int printLevel, const char *fmt, ...);
+
+ // abort the game
+ void (QDECL *Error)( int errorLevel, const char *fmt, ...);
+
+ // milliseconds should only be used for profiling, never
+ // for anything game related. Get time from the refdef
+ int (*Milliseconds)( void );
+
+ // stack based memory allocation for per-level things that
+ // won't be freed
+#ifdef HUNK_DEBUG
+ void *(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
+#else
+ void *(*Hunk_Alloc)( int size, ha_pref pref );
+#endif
+ void *(*Hunk_AllocateTempMemory)( int size );
+ void (*Hunk_FreeTempMemory)( void *block );
+
+ // dynamic memory allocator for things that need to be freed
+ void *(*Malloc)( int bytes );
+ void (*Free)( void *buf );
+
+ cvar_t *(*Cvar_Get)( const char *name, const char *value, int flags );
+ void (*Cvar_Set)( const char *name, const char *value );
+
+ void (*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
+ void (*Cmd_RemoveCommand)( const char *name );
+
+ int (*Cmd_Argc) (void);
+ char *(*Cmd_Argv) (int i);
+
+ void (*Cmd_ExecuteText) (int exec_when, const char *text);
+
+ // visualization for debugging collision detection
+ void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
+
+ // a -1 return means the file does not exist
+ // NULL can be passed for buf to just determine existance
+ int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
+ int (*FS_ReadFile)( const char *name, void **buf );
+ void (*FS_FreeFile)( void *buf );
+ char ** (*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
+ void (*FS_FreeFileList)( char **filelist );
+ void (*FS_WriteFile)( const char *qpath, const void *buffer, int size );
+ qboolean (*FS_FileExists)( const char *file );
+
+ // cinematic stuff
+ void (*CIN_UploadCinematic)(int handle);
+ int (*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
+ e_status (*CIN_RunCinematic) (int handle);
+
+} refimport_t;
+
+
+// this is the only function actually exported at the linker level
+// If the module can't init to a valid rendering state, NULL will be
+// returned.
+refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
+
+#endif // __TR_PUBLIC_H