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q3_renderer_api
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q3_renderer_api
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SETUP
void trap_R_LoadWorldMap( const char *mapname );
// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
FRAME DRAWING
// 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 trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
// polys are intended for simple wall marks, not really for doing
// significant construction
void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void trap_R_RenderScene( const refdef_t *fd );
void trap_R_SetColor( const float *rgba ); NULL = 1,1,1,1
void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
QUERY
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName );
DEAD CODE (NOT USED IN QUAKE 3 GAME)
void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 );
int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );