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/***
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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 R_STUDIOINT_H
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#define R_STUDIOINT_H
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#define STUDIO_INTERFACE_VERSION 1
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typedef struct engine_studio_api_s
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{
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// Allocate number*size bytes and zero it
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void *( *Mem_Calloc )( int number, size_t size );
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// Check to see if pointer is in the cache
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void *( *Cache_Check )( struct cache_user_s *c );
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// Load file into cache ( can be swapped out on demand )
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void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
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// Retrieve model pointer for the named model
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struct model_s *( *Mod_ForName )( const char *name, int crash_if_missing );
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// Retrieve pointer to studio model data block from a model
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void *( *Mod_Extradata )( struct model_s *mod );
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// Retrieve indexed model from client side model precache list
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struct model_s *( *GetModelByIndex )( int index );
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// Get entity that is set for rendering
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struct cl_entity_s * ( *GetCurrentEntity )( void );
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// Get referenced player_info_t
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struct player_info_s *( *PlayerInfo )( int index );
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// Get most recently received player state data from network system
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struct entity_state_s *( *GetPlayerState )( int index );
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// Get viewentity
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struct cl_entity_s * ( *GetViewEntity )( void );
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// Get current frame count, and last two timestampes on client
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void ( *GetTimes )( int *framecount, double *current, double *old );
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// Get a pointer to a cvar by name
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struct cvar_s *( *GetCvar )( const char *name );
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// Get current render origin and view vectors ( up, right and vpn )
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void ( *GetViewInfo )( float *origin, float *upv, float *rightv, float *vpnv );
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// Get sprite model used for applying chrome effect
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struct model_s *( *GetChromeSprite )( void );
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// Get model counters so we can incement instrumentation
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void ( *GetModelCounters )( int **s, int **a );
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// Get software scaling coefficients
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void ( *GetAliasScale )( float *x, float *y );
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// Get bone, light, alias, and rotation matrices
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float ****( *StudioGetBoneTransform )( void );
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float ****( *StudioGetLightTransform )( void );
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float ***( *StudioGetAliasTransform )( void );
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float ***( *StudioGetRotationMatrix )( void );
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// Set up body part, and get submodel pointers
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void ( *StudioSetupModel )( int bodypart, void **ppbodypart, void **ppsubmodel );
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// Check if entity's bbox is in the view frustum
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int ( *StudioCheckBBox )( void );
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// Apply lighting effects to model
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void ( *StudioDynamicLight )( struct cl_entity_s *ent, struct alight_s *plight );
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void ( *StudioEntityLight )( struct alight_s *plight );
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void ( *StudioSetupLighting )( struct alight_s *plighting );
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// Draw mesh vertices
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void ( *StudioDrawPoints )( void );
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// Draw hulls around bones
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void ( *StudioDrawHulls )( void );
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// Draw bbox around studio models
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void ( *StudioDrawAbsBBox )( void );
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// Draws bones
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void ( *StudioDrawBones )( void );
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// Loads in appropriate texture for model
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void ( *StudioSetupSkin )( void *ptexturehdr, int index );
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// Sets up for remapped colors
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void ( *StudioSetRemapColors )( int top, int bottom );
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// Set's player model and returns model pointer
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struct model_s *( *SetupPlayerModel )( int index );
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// Fires any events embedded in animation
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void ( *StudioClientEvents )( void );
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// Retrieve/set forced render effects flags
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int ( *GetForceFaceFlags )( void );
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void ( *SetForceFaceFlags )( int flags );
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// Tell engine the value of the studio model header
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void ( *StudioSetHeader )( void *header );
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// Tell engine which model_t * is being renderered
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void ( *SetRenderModel )( struct model_s *model );
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// Final state setup and restore for rendering
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void ( *SetupRenderer )( int rendermode );
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void ( *RestoreRenderer )( void );
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// Set render origin for applying chrome effect
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void ( *SetChromeOrigin )( void );
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// True if using D3D/OpenGL
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int ( *IsHardware )( void );
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// Only called by hardware interface
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void ( *GL_StudioDrawShadow )( void );
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void ( *GL_SetRenderMode )( int mode );
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void ( *StudioSetRenderamt )( int iRenderamt );
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void ( *StudioSetCullState )( int iCull );
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void ( *StudioRenderShadow )( int iSprite, float *p1, float *p2, float *p3, float *p4 );
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} engine_studio_api_t;
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typedef struct server_studio_api_s
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{
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// Allocate number*size bytes and zero it
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void *( *Mem_Calloc )( int number, size_t size );
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// Check to see if pointer is in the cache
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void *( *Cache_Check )( struct cache_user_s *c );
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// Load file into cache ( can be swapped out on demand )
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void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
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// Retrieve pointer to studio model data block from a model
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void *( *Mod_Extradata )( struct model_s *mod );
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} server_studio_api_t;
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// client blending
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typedef struct r_studio_interface_s
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{
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int version;
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int ( *StudioDrawModel )( int flags );
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int ( *StudioDrawPlayer )( int flags, struct entity_state_s *pplayer );
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} r_studio_interface_t;
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// server blending
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#define SV_BLENDING_INTERFACE_VERSION 1
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typedef struct sv_blending_interface_s
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{
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int version;
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void ( *SV_StudioSetupBones )( struct model_s *pModel,
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float frame,
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int sequence,
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const vec3_t angles,
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const vec3_t origin,
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const byte *pcontroller,
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const byte *pblending,
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int iBone,
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const edict_t *pEdict );
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} sv_blending_interface_t;
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#endif//R_STUDIOINT_H
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