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https://git.code.sf.net/p/quake/quakeforge
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64 lines
2.1 KiB
C
64 lines
2.1 KiB
C
/*
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gl_textures.h
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GL texture stuff from the renderer.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_GLSL_textures_h
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#define __QF_GLSL_textures_h
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#include "QF/qtypes.h"
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typedef struct scrap_s scrap_t;
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typedef struct subpic_s {
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const struct subpic_s * const next;
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const scrap_t * const scrap;
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const struct vrect_s * const rect;
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const int tnum; ///< texture number
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const int width; ///< requested width
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const int height; ///< requested height
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const float size; ///< size factor for tex coords (mult)
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} subpic_t;
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int GLSL_LoadQuakeTexture (const char *identifier, int width, int height,
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byte *data);
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struct texture_s;
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int GLSL_LoadQuakeMipTex (const struct texture_s *tex);
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int GLSL_LoadRGBTexture (const char *identifier, int width, int height,
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byte *data);
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int GLSL_LoadRGBATexture (const char *identifier, int width, int height,
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byte *data);
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void GLSL_ReleaseTexture (int tex);
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void GLSL_TextureInit (void);
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scrap_t *GLSL_CreateScrap (int size, int format, int linear);
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void GLSL_DestroyScrap (scrap_t *scrap);
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void GLSL_ScrapClear (scrap_t *scrap);
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int GLSL_ScrapTexture (scrap_t *scrap);
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subpic_t *GLSL_ScrapSubpic (scrap_t *scrap, int width, int height); //XXX slow!
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void GLSL_SubpicDelete (subpic_t *subpic); //XXX slow!
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void GLSL_SubpicUpdate (subpic_t *subpic, byte *data, int batch);
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void GLSL_ScrapFlush (scrap_t *scrap);
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#endif//__QF_GLSL_textures_h
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