Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef R_STUDIOINT_H
#define R_STUDIOINT_H
#define STUDIO_INTERFACE_VERSION 1
typedef struct engine_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc )( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check )( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
// Retrieve model pointer for the named model
struct model_s *( *Mod_ForName )( const char *name, int crash_if_missing );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata )( struct model_s *mod );
// Retrieve indexed model from client side model precache list
struct model_s *( *GetModelByIndex )( int index );
// Get entity that is set for rendering
struct cl_entity_s * ( *GetCurrentEntity )( void );
// Get referenced player_info_t
struct player_info_s *( *PlayerInfo )( int index );
// Get most recently received player state data from network system
struct entity_state_s *( *GetPlayerState )( int index );
// Get viewentity
struct cl_entity_s * ( *GetViewEntity )( void );
// Get current frame count, and last two timestampes on client
void ( *GetTimes )( int *framecount, double *current, double *old );
// Get a pointer to a cvar by name
struct cvar_s *( *GetCvar )( const char *name );
// Get current render origin and view vectors ( up, right and vpn )
void ( *GetViewInfo )( float *origin, float *upv, float *rightv, float *vpnv );
// Get sprite model used for applying chrome effect
struct model_s *( *GetChromeSprite )( void );
// Get model counters so we can incement instrumentation
void ( *GetModelCounters )( int **s, int **a );
// Get software scaling coefficients
void ( *GetAliasScale )( float *x, float *y );
// Get bone, light, alias, and rotation matrices
float ****( *StudioGetBoneTransform )( void );
float ****( *StudioGetLightTransform )( void );
float ***( *StudioGetAliasTransform )( void );
float ***( *StudioGetRotationMatrix )( void );
// Set up body part, and get submodel pointers
void ( *StudioSetupModel )( int bodypart, void **ppbodypart, void **ppsubmodel );
// Check if entity's bbox is in the view frustum
int ( *StudioCheckBBox )( void );
// Apply lighting effects to model
void ( *StudioDynamicLight )( struct cl_entity_s *ent, struct alight_s *plight );
void ( *StudioEntityLight )( struct alight_s *plight );
void ( *StudioSetupLighting )( struct alight_s *plighting );
// Draw mesh vertices
void ( *StudioDrawPoints )( void );
// Draw hulls around bones
void ( *StudioDrawHulls )( void );
// Draw bbox around studio models
void ( *StudioDrawAbsBBox )( void );
// Draws bones
void ( *StudioDrawBones )( void );
// Loads in appropriate texture for model
void ( *StudioSetupSkin )( void *ptexturehdr, int index );
// Sets up for remapped colors
void ( *StudioSetRemapColors )( int top, int bottom );
// Set's player model and returns model pointer
struct model_s *( *SetupPlayerModel )( int index );
// Fires any events embedded in animation
void ( *StudioClientEvents )( void );
// Retrieve/set forced render effects flags
int ( *GetForceFaceFlags )( void );
void ( *SetForceFaceFlags )( int flags );
// Tell engine the value of the studio model header
void ( *StudioSetHeader )( void *header );
// Tell engine which model_t * is being renderered
void ( *SetRenderModel )( struct model_s *model );
// Final state setup and restore for rendering
void ( *SetupRenderer )( int rendermode );
void ( *RestoreRenderer )( void );
// Set render origin for applying chrome effect
void ( *SetChromeOrigin )( void );
// True if using D3D/OpenGL
int ( *IsHardware )( void );
// Only called by hardware interface
void ( *GL_StudioDrawShadow )( void );
void ( *GL_SetRenderMode )( int mode );
void ( *StudioSetRenderamt )( int iRenderamt );
void ( *StudioSetCullState )( int iCull );
void ( *StudioRenderShadow )( int iSprite, float *p1, float *p2, float *p3, float *p4 );
} engine_studio_api_t;
typedef struct server_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc )( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check )( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata )( struct model_s *mod );
} server_studio_api_t;
// client blending
typedef struct r_studio_interface_s
{
int version;
int ( *StudioDrawModel )( int flags );
int ( *StudioDrawPlayer )( int flags, struct entity_state_s *pplayer );
} r_studio_interface_t;
// server blending
#define SV_BLENDING_INTERFACE_VERSION 1
typedef struct sv_blending_interface_s
{
int version;
void ( *SV_StudioSetupBones )( struct model_s *pModel,
float frame,
int sequence,
const vec3_t angles,
const vec3_t origin,
const byte *pcontroller,
const byte *pblending,
int iBone,
const edict_t *pEdict );
} sv_blending_interface_t;
#endif//R_STUDIOINT_H