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https://git.code.sf.net/p/quake/quakeforge
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0f81432090
The textures for an entire model are loaded into a single memory object with shared between multiple images.
79 lines
3.1 KiB
C
79 lines
3.1 KiB
C
#ifndef __mod_internal_h
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#define __mod_internal_h
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#include "QF/iqm.h"
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#include "QF/model.h"
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#include "QF/skin.h"
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#include "QF/plugin/vid_render.h"
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struct vulkan_ctx_s;
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extern vid_model_funcs_t *m_funcs;
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void gl_Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr, void *_m,
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int _s, int extra);
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void *gl_Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum,
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qboolean group, maliasskindesc_t *skindesc);
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void gl_Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr);
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void gl_Mod_LoadExternalSkins (model_t *mod);
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void gl_Mod_IQMFinish (model_t *mod);
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void glsl_Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr,
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void *_m, int _s, int extra);
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void *glsl_Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum,
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qboolean group, maliasskindesc_t *skindesc);
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void glsl_Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr);
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void glsl_Mod_LoadExternalSkins (model_t *mod);
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void glsl_Mod_IQMFinish (model_t *mod);
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void sw_Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr, void *_m,
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int _s, int extra);
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void *sw_Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum,
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qboolean group, maliasskindesc_t *skindesc);
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void sw_Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr);
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void sw_Mod_LoadExternalSkins (model_t *mod);
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void sw_Mod_IQMFinish (model_t *mod);
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void gl_Mod_LoadLighting (bsp_t *bsp);
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void gl_Mod_SubdivideSurface (msurface_t *fa);
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void gl_Mod_ProcessTexture(texture_t *tx);
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void glsl_Mod_LoadLighting (bsp_t *bsp);
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void glsl_Mod_ProcessTexture(texture_t *tx);
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void sw_Mod_LoadLighting (bsp_t *bsp);
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void Vulkan_Mod_LoadLighting (bsp_t *bsp, struct vulkan_ctx_s *ctx);
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void Vulkan_Mod_SubdivideSurface (msurface_t *fa, struct vulkan_ctx_s *ctx);
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void Vulkan_Mod_ProcessTexture(texture_t *tx, struct vulkan_ctx_s *ctx);
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void gl_Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum);
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void glsl_Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum);
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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);
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iqmblend_t *Mod_IQMBuildBlendPalette (iqm_t *iqm, int *size);
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void Mod_LoadAliasModel (model_t *mod, void *buffer,
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cache_allocator_t allocator);
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void Mod_LoadSpriteModel (model_t *mod, void *buffer);
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void Skin_Init (void);
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skin_t *Skin_SetColormap (skin_t *skin, int cmap);
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skin_t *Skin_SetSkin (skin_t *skin, int cmap, const char *skinname);
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void Skin_SetTranslation (int cmap, int top, int bottom);
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void sw_Skin_SetupSkin (skin_t *skin, int cmap);
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void sw_Skin_ProcessTranslation (int cmap, const byte *translation);
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void sw_Skin_InitTranslations (void);
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void glsl_Skin_SetupSkin (skin_t *skin, int cmap);
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void glsl_Skin_ProcessTranslation (int cmap, const byte *translation);
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void glsl_Skin_InitTranslations (void);
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void gl_Skin_SetupSkin (skin_t *skin, int cmap);
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void gl_Skin_ProcessTranslation (int cmap, const byte *translation);
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void gl_Skin_InitTranslations (void);
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int gl_Skin_Init_Textures (int base);
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void gl_Skin_SetPlayerSkin (int width, int height, const byte *data);
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#endif// __mod_internal_h
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