Skip to content
Switch branches/tags
Go to file
Cannot retrieve contributors at this time
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
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 SHELL_RED_COLOR 0xF2
//#define SHELL_RB_COLOR 0x86
#define SHELL_RB_COLOR 0x68
#define SHELL_BG_COLOR 0x78
#define SHELL_DOUBLE_COLOR 0xDF // 223
#define SHELL_CYAN_COLOR 0x72
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);