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https://git.code.sf.net/p/quake/quakeforge
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This is a step towards high-level unification of the renderers, as far as possible keeping only actual low-level implementation details in the individual renderers (some higher level stuff, eg shadows, is expected to be per-renderer as some things are just not feasible to implement in all renderers). However, the idea is to move the high-level functionality into scene rendering.
19 lines
524 B
C
19 lines
524 B
C
#ifndef __vid_sw_h
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#define __vid_sw_h
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struct vrect_s;
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typedef struct sw_ctx_s {
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int pixbytes;
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void (*choose_visual) (struct sw_ctx_s *ctx);
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void (*create_context) (struct sw_ctx_s *ctx);
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void (*set_palette) (struct sw_ctx_s *ctx, const byte *palette);
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void (*update) (struct sw_ctx_s *ctx, struct vrect_s *rects);
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} sw_ctx_t;
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extern sw_ctx_t *sw_ctx;
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extern sw_ctx_t *sw32_ctx;
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struct tex_s *sw_SCR_CaptureBGR (void);
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struct tex_s *sw32_SCR_CaptureBGR (void);
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#endif//__vid_sw_h
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