Xash3D FWGS engine.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

281 lines
12 KiB

/*
render_api.h - Xash3D extension for client interface
Copyright (C) 2011 Uncle Mike
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 3 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.
*/
#ifndef RENDER_API_H
#define RENDER_API_H
#include "lightstyle.h"
#include "dlight.h"
#define CL_RENDER_INTERFACE_VERSION 37 // Xash3D 1.0
#define MAX_STUDIO_DECALS 4096 // + unused space of BSP decals
// render info parms
#define PARM_TEX_WIDTH 1 // all parms with prefix 'TEX_' receive arg as texnum
#define PARM_TEX_HEIGHT 2 // otherwise it's not used
#define PARM_TEX_SRC_WIDTH 3
#define PARM_TEX_SRC_HEIGHT 4
#define PARM_TEX_SKYBOX 5 // second arg as skybox ordering num
#define PARM_TEX_SKYTEXNUM 6 // skytexturenum for quake sky
#define PARM_TEX_LIGHTMAP 7 // second arg as number 0 - 128
#define PARM_TEX_TARGET 8
#define PARM_TEX_TEXNUM 9
#define PARM_TEX_FLAGS 10
#define PARM_TEX_DEPTH 11 // 3D texture depth or 2D array num layers
//reserved
#define PARM_TEX_GLFORMAT 13 // get a texture GL-format
#define PARM_TEX_ENCODE 14 // custom encoding for DXT image
#define PARM_TEX_MIPCOUNT 15 // count of mipmaps (0 - autogenerated, 1 - disabled of mipmapping)
#define PARM_BSP2_SUPPORTED 16 // tell custom renderer what engine is support BSP2 in this build
#define PARM_SKY_SPHERE 17 // sky is quake sphere ?
#define PARAM_GAMEPAUSED 18 // game is paused
#define PARM_MAP_HAS_DELUXE 19 // map has deluxedata
#define PARM_MAX_ENTITIES 20
#define PARM_WIDESCREEN 21
#define PARM_FULLSCREEN 22
#define PARM_SCREEN_WIDTH 23
#define PARM_SCREEN_HEIGHT 24
#define PARM_CLIENT_INGAME 25
#define PARM_FEATURES 26 // same as movevars->features
#define PARM_ACTIVE_TMU 27 // for debug
#define PARM_LIGHTSTYLEVALUE 28 // second arg is stylenum
#define PARM_MAX_IMAGE_UNITS 29
#define PARM_CLIENT_ACTIVE 30
#define PARM_REBUILD_GAMMA 31 // if true lightmaps rebuilding for gamma change
#define PARM_DEDICATED_SERVER 32
#define PARM_SURF_SAMPLESIZE 33 // lightmap resolution per face (second arg interpret as facenumber)
#define PARM_GL_CONTEXT_TYPE 34 // opengl or opengles
#define PARM_GLES_WRAPPER 35 //
#define PARM_STENCIL_ACTIVE 36
#define PARM_WATER_ALPHA 37
#define PARM_TEX_MEMORY 38 // returns total memory of uploaded texture in bytes
#define PARM_DELUXEDATA 39 // nasty hack, convert int to pointer
#define PARM_SHADOWDATA 40 // nasty hack, convert int to pointer
// skybox ordering
enum
{
SKYBOX_RIGHT = 0,
SKYBOX_BACK,
SKYBOX_LEFT,
SKYBOX_FORWARD,
SKYBOX_UP,
SKYBOX_DOWN,
};
typedef enum
{
TF_COLORMAP = 0, // just for tabulate source
TF_NEAREST = (1<<0), // disable texfilter
TF_KEEP_SOURCE = (1<<1), // some images keep source
TF_NOFLIP_TGA = (1<<2), // Steam background completely ignore tga attribute 0x20
TF_EXPAND_SOURCE = (1<<3), // Don't keep source as 8-bit expand to RGBA
// reserved
TF_RECTANGLE = (1<<5), // this is GL_TEXTURE_RECTANGLE
TF_CUBEMAP = (1<<6), // it's cubemap texture
TF_DEPTHMAP = (1<<7), // custom texture filter used
TF_QUAKEPAL = (1<<8), // image has an quake1 palette
TF_LUMINANCE = (1<<9), // force image to grayscale
TF_SKYSIDE = (1<<10), // this is a part of skybox
TF_CLAMP = (1<<11), // clamp texcoords to [0..1] range
TF_NOMIPMAP = (1<<12), // don't build mips for this image
TF_HAS_LUMA = (1<<13), // sets by GL_UploadTexture
TF_MAKELUMA = (1<<14), // create luma from quake texture (only q1 textures contain luma-pixels)
TF_NORMALMAP = (1<<15), // is a normalmap
TF_HAS_ALPHA = (1<<16), // image has alpha (used only for GL_CreateTexture)
TF_FORCE_COLOR = (1<<17), // force upload monochrome textures as RGB (detail textures)
TF_UPDATE = (1<<18), // allow to update already loaded texture
TF_BORDER = (1<<19), // zero clamp for projected textures
TF_TEXTURE_3D = (1<<20), // this is GL_TEXTURE_3D
TF_ATLAS_PAGE = (1<<21), // bit who indicate lightmap page or deluxemap page
TF_ALPHACONTRAST = (1<<22), // special texture mode for A2C
// reserved
// reserved
TF_IMG_UPLOADED = (1<<25), // this is set for first time when called glTexImage, otherwise it will be call glTexSubImage
TF_ARB_FLOAT = (1<<26), // float textures
TF_NOCOMPARE = (1<<27), // disable comparing for depth textures
TF_ARB_16BIT = (1<<28), // keep image as 16-bit (not 24)
TF_MULTISAMPLE = (1<<29), // multisampling texture
TF_ALLOW_NEAREST = (1<<30), // allows toggling nearest filtering for TF_NOMIPMAP textures
} texFlags_t;
typedef enum
{
CONTEXT_TYPE_GL = 0, // compatibility profile
CONTEXT_TYPE_GLES_1_X,
CONTEXT_TYPE_GLES_2_X,
CONTEXT_TYPE_GL_CORE
} gl_context_type_t;
typedef enum
{
GLES_WRAPPER_NONE = 0, // native GL
GLES_WRAPPER_NANOGL, // used on GLES platforms
GLES_WRAPPER_WES, // used on GLES platforms
GLES_WRAPPER_GL4ES, // used on GLES platforms
} gles_wrapper_t;
// 30 bytes here
typedef struct modelstate_s
{
short sequence;
short frame; // 10 bits multiple by 4, should be enough
byte blending[2];
byte controller[4];
byte poseparam[16];
byte body;
byte skin;
short scale; // model scale (multiplied by 16)
} modelstate_t;
typedef struct decallist_s
{
vec3_t position;
char name[64];
short entityIndex;
byte depth;
byte flags;
float scale;
// this is the surface plane that we hit so that
// we can move certain decals across
// transitions if they hit similar geometry
vec3_t impactPlaneNormal;
modelstate_t studio_state; // studio decals only
} decallist_t;
struct ref_viewpass_s;
typedef struct render_api_s
{
// Get renderer info (doesn't changes engine state at all)
intptr_t (*RenderGetParm)( int parm, int arg ); // generic
void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale );
void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha );
lightstyle_t* (*GetLightStyle)( int number );
dlight_t* (*GetDynamicLight)( int number );
dlight_t* (*GetEntityLight)( int number );
byte (*LightToTexGamma)( byte color ); // software gamma support
float (*GetFrameTime)( void );
// Set renderer info (tell engine about changes)
void (*R_SetCurrentEntity)( struct cl_entity_s *ent ); // tell engine about both currententity and currentmodel
void (*R_SetCurrentModel)( struct model_s *mod ); // change currentmodel but leave currententity unchanged
int (*R_FatPVS)( const float *org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis );
void (*R_StoreEfrags)( struct efrag_s **ppefrag, int framecount );// store efrags for static entities
// Texture tools
int (*GL_FindTexture)( const char *name );
const char* (*GL_TextureName)( unsigned int texnum );
const byte* (*GL_TextureData)( unsigned int texnum ); // may be NULL
int (*GL_LoadTexture)( const char *name, const byte *buf, size_t size, int flags );
int (*GL_CreateTexture)( const char *name, int width, int height, const void *buffer, texFlags_t flags );
int (*GL_LoadTextureArray)( const char **names, int flags );
int (*GL_CreateTextureArray)( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
void (*GL_FreeTexture)( unsigned int texnum );
// Decals manipulating (draw & remove)
void (*DrawSingleDecal)( struct decal_s *pDecal, struct msurface_s *fa );
float *(*R_DecalSetupVerts)( struct decal_s *pDecal, struct msurface_s *surf, int texture, int *outCount );
void (*R_EntityRemoveDecals)( struct model_s *mod ); // remove all the decals from specified entity (BSP only)
// AVIkit support
void *(*AVI_LoadVideo)( const char *filename, qboolean load_audio );
int (*AVI_GetVideoInfo)( void *Avi, int *xres, int *yres, float *duration ); // a1ba: changed longs to int
int (*AVI_GetVideoFrameNumber)( void *Avi, float time );
byte *(*AVI_GetVideoFrame)( void *Avi, int frame );
void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data );
void (*AVI_FreeVideo)( void *Avi );
int (*AVI_IsActive)( void *Avi );
void (*AVI_StreamSound)( void *Avi, int entnum, float fvol, float attn, float synctime );
void (*AVI_Reserved0)( void ); // for potential interface expansion without broken compatibility
void (*AVI_Reserved1)( void );
// glState related calls (must use this instead of normal gl-calls to prevent de-synchornize local states between engine and the client)
void (*GL_Bind)( int tmu, unsigned int texnum );
void (*GL_SelectTexture)( int tmu );
void (*GL_LoadTextureMatrix)( const float *glmatrix );
void (*GL_TexMatrixIdentity)( void );
void (*GL_CleanUpTextureUnits)( int last ); // pass 0 for clear all the texture units
void (*GL_TexGen)( unsigned int coord, unsigned int mode );
void (*GL_TextureTarget)( unsigned int target ); // change texture unit mode without bind texture
void (*GL_TexCoordArrayMode)( unsigned int texmode );
void* (*GL_GetProcAddress)( const char *name );
void (*GL_UpdateTexSize)( int texnum, int width, int height, int depth ); // recalc statistics
void (*GL_Reserved0)( void ); // for potential interface expansion without broken compatibility
void (*GL_Reserved1)( void );
// Misc renderer functions
void (*GL_DrawParticles)( const struct ref_viewpass_s *rvp, qboolean trans_pass, float frametime );
void (*EnvShot)( const float *vieworg, const char *name, qboolean skyshot, int shotsize ); // store skybox into gfx\env folder
int (*SPR_LoadExt)( const char *szPicName, unsigned int texFlags ); // extended version of SPR_Load
colorVec (*LightVec)( const float *start, const float *end, float *lightspot, float *lightvec );
struct mstudiotex_s *( *StudioGetTexture )( struct cl_entity_s *e );
const struct ref_overview_s *( *GetOverviewParms )( void );
const char *( *GetFileByIndex )( int fileindex );
int (*pfnSaveFile)( const char *filename, const void *data, int len );
void (*R_Reserved0)( void );
// static allocations
void *(*pfnMemAlloc)( size_t cb, const char *filename, const int fileline ) ALLOC_CHECK( 1 );
void (*pfnMemFree)( void *mem, const char *filename, const int fileline );
// engine utils (not related with render API but placed here)
char **(*pfnGetFilesList)( const char *pattern, int *numFiles, int gamedironly );
unsigned int (*pfnFileBufferCRC32)( const void *buffer, const int length );
int (*COM_CompareFileTime)( const char *filename1, const char *filename2, int *iCompare );
void (*Host_Error)( const char *error, ... ); // cause Host Error
void* ( *pfnGetModel )( int modelindex );
float (*pfnTime)( void ); // Sys_DoubleTime
void (*Cvar_Set)( const char *name, const char *value );
void (*S_FadeMusicVolume)( float fadePercent ); // fade background track (0-100 percents)
// a1ba: changed long to int
void (*SetRandomSeed)( int lSeed ); // set custom seed for RANDOM_FLOAT\RANDOM_LONG for predictable random
// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 37
} render_api_t;
// render callbacks
typedef struct render_interface_s
{
int version;
// passed through R_RenderFrame (0 - use engine renderer, 1 - use custom client renderer)
int (*GL_RenderFrame)( const struct ref_viewpass_s *rvp );
// build all the lightmaps on new level or when gamma is changed
void (*GL_BuildLightmaps)( void );
// setup map bounds for ortho-projection when we in dev_overview mode
void (*GL_OrthoBounds)( const float *mins, const float *maxs );
// prepare studio decals for save
int (*R_CreateStudioDecalList)( decallist_t *pList, int count );
// clear decals by engine request (e.g. for demo recording or vid_restart)
void (*R_ClearStudioDecals)( void );
// grab r_speeds message
qboolean (*R_SpeedsMessage)( char *out, size_t size );
// alloc or destroy model custom data
void (*Mod_ProcessUserData)( struct model_s *mod, qboolean create, const byte *buffer );
// alloc or destroy entity custom data
void (*R_ProcessEntData)( qboolean allocate );
// get visdata for current frame from custom renderer
byte* (*Mod_GetCurrentVis)( void );
// tell the renderer what new map is started
void (*R_NewMap)( void );
// clear the render entities before each frame
void (*R_ClearScene)( void );
// shuffle previous & next states for lerping
void (*CL_UpdateLatchedVars)( struct cl_entity_s *e, qboolean reset );
} render_interface_t;
#endif//RENDER_API_H