/* gl_textures.h GL texture stuff from the renderer. Copyright (C) 1996-1997 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 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifndef __QF_GLSL_vid_h #define __QF_GLSL_vid_h #include "QF/qtypes.h" typedef struct shader_s { int num_strings; const char **strings; const char **src; } shader_t; typedef struct shaderparam_s { const char *name; qboolean uniform; int location; } shaderparam_t; extern int glsl_palette; extern int glsl_colormap; void GLSL_Init_Common (void); void GLSL_Shutdown_Common (void); int GLSL_CompileShader (const char *name, const shader_t *shader, int type); int GLSL_LinkProgram (const char *name, int vert, int frag); int GLSL_ResolveShaderParam (int program, shaderparam_t *param); void GLSL_DumpAttribArrays (void); /* Register a shader effect "file". This is based on The OpenGL Shader Wrangler by the little grasshopper (http://prideout.net/blog/?p=11). \param name The name of the effect in the effect key. \param src The string holding the effect file. \return 0 for failure, 1 for success. */ int GLSL_RegisterEffect (const char *name, const char *src); void GLSL_ShaderShutdown (void); /* Build a shader program script from a list of effect keys. This is based on The OpenGL Shader Wrangler by the little grasshopper (http://prideout.net/blog/?p=11). The returned shader program script is suitable for passing directly to GLSL_CompileShader. \param effect_keys Null terminated list of effect keys. The shader will be built from the specified segments in the given order. \return A pointer to the built up shader program script, or null on failure. */ shader_t *GLSL_BuildShader (const char **effect_keys); /* Free a shader program script built by GLSL_BuildShader. \param shader The shader program script to be freed. */ void GLSL_FreeShader (shader_t *shader); #endif // __QF_GLSL_vid_h