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https://git.code.sf.net/p/quake/quakeforge
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56c39c34ba
Finally. I never liked it (felt bad adding it in the first place), and it has caused confusion with function and global variable names, but it did let me get the render plugins working.
77 lines
1.9 KiB
C
77 lines
1.9 KiB
C
/*
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qf_bsp.h
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GLSL specific brush model stuff
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/7
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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_qf_bsp_h
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#define __QF_GLSL_qf_bsp_h
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#include "QF/GLSL/types.h"
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typedef struct glsltex_s {
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struct texture_s *texture;
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int gl_texturenum;
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int sky_tex[2];
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struct instsurf_s *tex_chain;
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struct instsurf_s **tex_chain_tail;
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struct elechain_s *elechain;
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struct elechain_s **elechain_tail;
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} glsltex_t;
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typedef struct bspvert_s {
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quat_t vertex;
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quat_t tlst;
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} bspvert_t;
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typedef struct elements_s {
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struct elements_s *_next;
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struct elements_s *next;
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byte *base;
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struct dstring_s *list;
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} elements_t;
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typedef struct elechain_s {
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struct elechain_s *_next;
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struct elechain_s *next;
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int model_index;
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elements_t *elements;
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vec_t *transform;
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float *color;
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} elechain_t;
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struct model_s;
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void glsl_R_ClearElements (void);
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void glsl_R_DrawWorld (void);
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void glsl_R_DrawSky (void);
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void glsl_R_DrawWaterSurfaces (void);
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void glsl_R_RegisterTextures (struct model_s **models, int num_models);
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void glsl_R_BuildDisplayLists (struct model_s **models, int num_models);
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void glsl_R_InitBsp (void);
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void glsl_R_LoadSkys (const char *sky);
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#endif//__QF_GLSL_qf_bsp_h
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