mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
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).
89 lines
2.5 KiB
C
89 lines
2.5 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 __QF_GLSL_vid_h
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#define __QF_GLSL_vid_h
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#include "QF/qtypes.h"
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typedef struct shader_s {
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int num_strings;
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const char **strings;
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const char **src;
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} shader_t;
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typedef struct shaderparam_s {
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const char *name;
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bool uniform;
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int location;
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} shaderparam_t;
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extern int glsl_palette;
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extern int glsl_colormap;
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void GLSL_Init_Common (void);
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void GLSL_Shutdown_Common (void);
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int GLSL_CompileShader (const char *name, const shader_t *shader, int type);
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int GLSL_LinkProgram (const char *name, int vert, int frag);
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int GLSL_ResolveShaderParam (int program, shaderparam_t *param);
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void GLSL_DumpAttribArrays (void);
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/* Register a shader effect "file".
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This is based on The OpenGL Shader Wrangler by the little grasshopper
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(http://prideout.net/blog/?p=11).
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\param name The name of the effect in the effect key.
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\param src The string holding the effect file.
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\return 0 for failure, 1 for success.
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*/
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int GLSL_RegisterEffect (const char *name, const char *src);
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void GLSL_ShaderShutdown (void);
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/* Build a shader program script from a list of effect keys.
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This is based on The OpenGL Shader Wrangler by the little grasshopper
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(http://prideout.net/blog/?p=11).
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The returned shader program script is suitable for passing directly to
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GLSL_CompileShader.
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\param effect_keys Null terminated list of effect keys. The shader will be
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built from the specified segments in the given order.
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\return A pointer to the built up shader program script, or null on
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failure.
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*/
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shader_t *GLSL_BuildShader (const char **effect_keys);
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/* Free a shader program script built by GLSL_BuildShader.
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\param shader The shader program script to be freed.
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*/
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void GLSL_FreeShader (shader_t *shader);
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#endif // __QF_GLSL_vid_h
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