quakeforge/include/mod_internal.h

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#ifndef __mod_internal_h
#define __mod_internal_h
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#include "QF/iqm.h"
#include "QF/model.h"
#include "QF/skin.h"
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#include "QF/plugin/vid_render.h"
extern vid_model_funcs_t *m_funcs;
void gl_Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr, void *_m,
int _s, int extra);
void *gl_Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum,
qboolean group, maliasskindesc_t *skindesc);
void gl_Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr);
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void gl_Mod_LoadExternalSkins (model_t *mod);
void gl_Mod_IQMFinish (model_t *mod);
void glsl_Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr,
void *_m, int _s, int extra);
void *glsl_Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum,
qboolean group, maliasskindesc_t *skindesc);
void glsl_Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr);
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void glsl_Mod_LoadExternalSkins (model_t *mod);
void glsl_Mod_IQMFinish (model_t *mod);
void sw_Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr, void *_m,
int _s, int extra);
void *sw_Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum,
qboolean group, maliasskindesc_t *skindesc);
void sw_Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr);
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void sw_Mod_LoadExternalSkins (model_t *mod);
void sw_Mod_IQMFinish (model_t *mod);
void gl_Mod_LoadExternalTextures (model_t *mod);
void gl_Mod_LoadLighting (bsp_t *bsp);
void gl_Mod_SubdivideSurface (msurface_t *fa);
void gl_Mod_ProcessTexture(texture_t *tx);
void glsl_Mod_LoadExternalTextures (model_t *mod);
void glsl_Mod_LoadLighting (bsp_t *bsp);
void glsl_Mod_SubdivideSurface (msurface_t *fa);
void glsl_Mod_ProcessTexture(texture_t *tx);
void sw_Mod_LoadExternalTextures (model_t *mod);
void sw_Mod_LoadLighting (bsp_t *bsp);
void sw_Mod_SubdivideSurface (msurface_t *fa);
void sw_Mod_ProcessTexture(texture_t *tx);
void gl_Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum);
void glsl_Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum);
void sw_Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum);
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void Mod_LoadIQM (model_t *mod, void *buffer);
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void Mod_FreeIQM (iqm_t *iqm);
iqmblend_t *Mod_IQMBuildBlendPalette (iqm_t *iqm, int *size);
void Mod_LoadAliasModel (model_t *mod, void *buffer,
cache_allocator_t allocator);
void Mod_LoadSpriteModel (model_t *mod, void *buffer);
void Skin_Init (void);
skin_t *Skin_SetColormap (skin_t *skin, int cmap);
skin_t *Skin_SetSkin (skin_t *skin, int cmap, const char *skinname);
void Skin_SetTranslation (int cmap, int top, int bottom);
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void sw_Skin_SetupSkin (skin_t *skin, int cmap);
void sw_Skin_ProcessTranslation (int cmap, const byte *translation);
void sw_Skin_InitTranslations (void);
void glsl_Skin_SetupSkin (skin_t *skin, int cmap);
void glsl_Skin_ProcessTranslation (int cmap, const byte *translation);
void glsl_Skin_InitTranslations (void);
void gl_Skin_SetupSkin (skin_t *skin, int cmap);
void gl_Skin_ProcessTranslation (int cmap, const byte *translation);
void gl_Skin_InitTranslations (void);
int gl_Skin_Init_Textures (int base);
void gl_Skin_SetPlayerSkin (int width, int height, const byte *data);
#endif// __mod_internal_h