quakeforge/include/QF/GLSL/qf_textures.h
Bill Currie ef37ed39a9 Clean up global symbols for the glsl renderer.
Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
2012-02-18 11:48:52 +09:00

62 lines
1.9 KiB
C

/*
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
$Id$
*/
#ifndef __QF_GLSL_textures_h
#define __QF_GLSL_textures_h
#include "QF/qtypes.h"
typedef struct scrap_s scrap_t;
typedef struct subpic_s {
const struct subpic_s * const next;
const scrap_t * const scrap;
const struct vrect_s * const rect;
const int tnum; ///< texture number
const int width; ///< requested width
const int height; ///< requested height
const float size; ///< size factor for tex coords (mult)
} subpic_t;
int GLSL_LoadQuakeTexture (const char *identifier, int width, int height,
byte *data);
struct texture_s;
int GLSL_LoadQuakeMipTex (const struct texture_s *tex);
int GLSL_LoadRGBTexture (const char *identifier, int width, int height,
byte *data);
void GLSL_ReleaseTexture (int tex);
void GLSL_TextureInit (void);
scrap_t *GLSL_CreateScrap (int size, int format);
void GLSL_DestroyScrap (scrap_t *scrap);
void GLSL_ScrapClear (scrap_t *scrap);
int GLSL_ScrapTexture (scrap_t *scrap);
subpic_t *GLSL_ScrapSubpic (scrap_t *scrap, int width, int height); //XXX slow!
void GLSL_SubpicDelete (subpic_t *subpic); //XXX slow!
void GLSL_SubpicUpdate (subpic_t *subpic, byte *data);
#endif//__QF_GLSL_textures_h