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https://github.com/Q3Rally-Team/q3rally.git
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866aa787cf
Update to ioquake3 revision 3306 from 1951 of the ioq3 Github repo via subversion. Over 4 years of changes.
65 lines
2.1 KiB
C
65 lines
2.1 KiB
C
/*
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===========================================================================
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Copyright (C) 2010 James Canete (use.less01@gmail.com)
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_fbo.h
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#ifndef __TR_FBO_H__
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#define __TR_FBO_H__
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struct image_s;
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struct shaderProgram_s;
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typedef struct FBO_s
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{
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char name[MAX_QPATH];
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int index;
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uint32_t frameBuffer;
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uint32_t colorBuffers[16];
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int colorFormat;
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struct image_s *colorImage[16];
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uint32_t depthBuffer;
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int depthFormat;
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uint32_t stencilBuffer;
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int stencilFormat;
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uint32_t packedDepthStencilBuffer;
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int packedDepthStencilFormat;
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int width;
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int height;
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} FBO_t;
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void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside);
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void FBO_Bind(FBO_t *fbo);
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void FBO_Init(void);
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void FBO_Shutdown(void);
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void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend);
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void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
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void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter);
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#endif
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