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refexport_t Struct Reference

Public Attributes

void(* Shutdown )(qboolean destroyWindow)
void(* BeginRegistration )(glconfig_t *config)
qhandle_t(* RegisterModel )(const char *name)
qhandle_t(* RegisterSkin )(const char *name)
qhandle_t(* RegisterShader )(const char *name)
qhandle_t(* RegisterShaderNoMip )(const char *name)
void(* LoadWorld )(const char *name)
void(* SetWorldVisData )(const byte *vis)
void(* EndRegistration )(void)
void(* ClearScene )(void)
void(* AddRefEntityToScene )(const refEntity_t *re, int parentEntityNumber)
qboolean(* AddPolyToScene )(qhandle_t hShader, int numVerts, const polyVert_t *verts, int num)
int(* LightForPoint )(vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir)
void(* AddLightToScene )(const vec3_t org, float intensity, float r, float g, float b, int type)
void(* AddAdditiveLightToScene )(const vec3_t org, float intensity, float r, float g, float b)
void(* RenderScene )(const refdef_t *fd)
void(* SetColor )(const float *rgba)
void(* DrawStretchRaw )(int x, int y, int w, int h, int cols, int rows, int components, const byte *data)
void(* UploadCinematic )(int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty)
void(* BeginFrame )(stereoFrame_t stereoFrame)
void(* EndFrame )(int *frontEndMsec, int *backEndMsec)
int(* MarkFragments )(int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer, float fRadiusSquared)
int(* LerpTag )(orientation_t *tag, qhandle_t model, int startFrame, int endFrame, float frac, const char *tagName)
void(* ModelBounds )(qhandle_t model, vec3_t mins, vec3_t maxs)
void(* RegisterFont )(const char *fontName, int pointSize, fontInfo_t *font)
void(* RemapShader )(const char *oldShader, const char *newShader, const char *offsetTime)
qboolean(* GetEntityToken )(char *buffer, int size)
qboolean(* inPVS )(const vec3_t p1, const vec3_t p2)
void(* TakeVideoFrame )(int h, int w, byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg)
qhandle_t(* SpawnEffectModel )(const char *name, vec3_t pos, vec3_t axis[3])
qhandle_t(* RegisterServerModel )(const char *name)
void(* UnregisterServerModel )(qhandle_t model)
qhandle_t(* RefreshShaderNoMip )(const char *name)
void(* FreeModels )()
void(* PrintBSPFileSizes )()
int(* MapVersion )()
void(* AddRefSpriteToScene )(const refEntity_t *ent)
void(* AddTerrainMarkToScene )(int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t *verts, int renderfx)
refEntity_t *(* GetRenderEntity )(int entityNumber)
void(* SavePerformanceCounters )()
void(* Set2DWindow )(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f)
void(* DrawStretchPic )(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader)
void(* DrawStretchPic2 )(float x, float y, float w, float h, float s1, float t1, float s2, float t2, float sx, float sy, qhandle_t hShader)
void(* DrawTilePic )(float x, float y, float w, float h, qhandle_t hShader)
void(* DrawTilePicOffset )(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY)
void(* DrawTrianglePic )(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader)
void(* DrawBackground )(int cols, int rows, int bgr, uint8_t *data)
void(* DebugLine )(const vec3_t start, const vec3_t end, float r, float g, float b, float alpha)
void(* DrawBox )(float x, float y, float w, float h)
void(* AddBox )(float x, float y, float w, float h)
void(* Scissor )(int x, int y, int width, int height)
void(* DrawLineLoop )(const vec2_t *points, int count, int stippleFactor, int stippleMask)
int(* MarkFragmentsForInlineModel )(clipHandle_t bmodel, const vec3_t vAngles, const vec3_t vOrigin, int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer, float fRadiusSquared)
void(* GetInlineModelBounds )(int index, vec3_t mins, vec3_t maxs)
void(* GetLightingForDecal )(vec3_t light, const vec3_t facing, const vec3_t origin)
void(* GetLightingForSmoke )(vec3_t light, const vec3_t origin)
int(* R_GatherLightSources )(const vec3_t pos, vec3_t *lightPos, vec3_t *lightIntensity, int maxLights)
float(* ModelRadius )(qhandle_t handle)
dtiki_t *(* R_Model_GetHandle )(qhandle_t handle)
void(* DrawString )(fontheader_t *font, const char *text, float x, float y, int maxLen, const float *pvVirtualScreen)
float(* GetFontHeight )(const fontheader_t *font)
float(* GetFontStringWidth )(const fontheader_t *font, const char *string)
fontheader_t *(* LoadFont )(const char *name)
void(* SwipeBegin )(float thisTime, float life, qhandle_t hShader)
void(* SwipePoint )(vec3_t point1, vec3_t point2, float time)
void(* SwipeEnd )()
void(* SetRenderTime )(int t)
float(* Noise )(float x, float y, float z, double t)
qboolean(* SetMode )(int mode, const glconfig_t *glConfig)
void(* SetFullscreen )(qboolean fullScreen)
int(* GetShaderWidth )(qhandle_t hShader)
int(* GetShaderHeight )(qhandle_t hShader)
const char *(* GetShaderName )(qhandle_t hShader)
const char *(* GetModelName )(qhandle_t hModel)
const char *(* GetGraphicsInfo )()
void(* ForceUpdatePose )(refEntity_t *model)
orientation_t(* TIKI_Orientation )(refEntity_t *model, int tagNum)
qboolean(* TIKI_IsOnGround )(refEntity_t *model, int tagNum, float threshold)
void(* SetFrameNumber )(int frameNumber)
qboolean(* ImageExists )(const char *name)
int(* CountTextureMemory )()
qboolean(* LoadRawImage )(const char *name, byte **pic, int *width, int *height)
void(* FreeRawImage )(byte *pic)
void(* Set2DInitialShaderTime )(float startTime)

The documentation for this struct was generated from the following file: