mirror of
https://git.code.sf.net/p/quake/quakeforge
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dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
69 lines
2.1 KiB
C
69 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 __gl_textures_h
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#define __gl_textures_h
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#include "QF/qtypes.h"
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#include "QF/GL/types.h"
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#define MAX_GLTEXTURES 2048
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extern int gl_alpha_format;
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extern int gl_solid_format;
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extern int gl_lightmap_format;
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extern int gl_filter_min;
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extern int gl_filter_max;
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extern bool gl_Anisotropy;
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extern float gl_aniso;
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extern GLuint gl_part_tex;
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struct tex_s;
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void GL_Upload8 (const byte *data, int width, int height, bool mipmap, bool alpha);
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void GL_Upload8_EXT (const byte *data, int width, int height, bool mipmap, bool alpha);
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int GL_LoadTexture (const char *identifier, int width, int height, const byte *data, bool mipmap, bool alpha, int bytesperpixel);
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int GL_LoadTex (const char *identifier, int mips, struct tex_s *tex);
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int GL_FindTexture (const char *identifier);
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void GL_TextureMode_f (void);
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void GL_ReleaseTexture (int tex);
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void GDT_Init (void);
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void GL_TextureInit (void);
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typedef struct scrap_s scrap_t;
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scrap_t *GL_CreateScrap (int size, int format, int linear);
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void GL_DestroyScrap (scrap_t *scrap);
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void GL_ScrapClear (scrap_t *scrap);
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int GL_ScrapTexture (scrap_t *scrap) __attribute__((pure));
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struct subpic_s *GL_ScrapSubpic (scrap_t *scrap, int width, int height);
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void GL_SubpicDelete (struct subpic_s *subpic);
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void GL_SubpicUpdate (struct subpic_s *subpic, byte *data, int batch);
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void GL_ScrapFlush (scrap_t *scrap);
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#endif // __gl_textures_h
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