quakeforge/include/QF/GLSL/qf_vid.h
Bill Currie dbd3d6502a Nuke qboolean from orbit
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).
2023-06-13 18:06:11 +09:00

89 lines
2.5 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
*/
#ifndef __QF_GLSL_vid_h
#define __QF_GLSL_vid_h
#include "QF/qtypes.h"
typedef struct shader_s {
int num_strings;
const char **strings;
const char **src;
} shader_t;
typedef struct shaderparam_s {
const char *name;
bool uniform;
int location;
} shaderparam_t;
extern int glsl_palette;
extern int glsl_colormap;
void GLSL_Init_Common (void);
void GLSL_Shutdown_Common (void);
int GLSL_CompileShader (const char *name, const shader_t *shader, int type);
int GLSL_LinkProgram (const char *name, int vert, int frag);
int GLSL_ResolveShaderParam (int program, shaderparam_t *param);
void GLSL_DumpAttribArrays (void);
/* Register a shader effect "file".
This is based on The OpenGL Shader Wrangler by the little grasshopper
(http://prideout.net/blog/?p=11).
\param name The name of the effect in the effect key.
\param src The string holding the effect file.
\return 0 for failure, 1 for success.
*/
int GLSL_RegisterEffect (const char *name, const char *src);
void GLSL_ShaderShutdown (void);
/* Build a shader program script from a list of effect keys.
This is based on The OpenGL Shader Wrangler by the little grasshopper
(http://prideout.net/blog/?p=11).
The returned shader program script is suitable for passing directly to
GLSL_CompileShader.
\param effect_keys Null terminated list of effect keys. The shader will be
built from the specified segments in the given order.
\return A pointer to the built up shader program script, or null on
failure.
*/
shader_t *GLSL_BuildShader (const char **effect_keys);
/* Free a shader program script built by GLSL_BuildShader.
\param shader The shader program script to be freed.
*/
void GLSL_FreeShader (shader_t *shader);
#endif // __QF_GLSL_vid_h