/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ //----------------------------------------------------------------------------- // // $LogFile$ // $Revision: 1.1.2.3 $ // $Author: ttimo $ // $Date: 2000/02/24 22:24:45 $ // $Log: IShaders.h,v $ // Revision 1.1.2.3 2000/02/24 22:24:45 ttimo // RC2 // // Revision 1.1.2.2 2000/02/11 03:52:30 ttimo // working on the IShader interface // // Revision 1.1.2.1 2000/02/10 03:00:20 ttimo // adding IShaders.h // // // DESCRIPTION: // a set of functions to manipulate textures in Radiant // #ifndef __ISHADERS_H_ #define __ISHADERS_H_ // define a GUID for this interface so plugins can access and reference it // {D42F798A-DF57-11d3-A3EE-0004AC96D4C3} static const GUID QERShadersTable_GUID = { 0xd42f798a, 0xdf57, 0x11d3, { 0xa3, 0xee, 0x0, 0x4, 0xac, 0x96, 0xd4, 0xc3 } }; //++timo NOTE: global strategy, when there's try before it means .. if the thing can't be found / loaded it will not // create a default one //++timo TODO: duplicate _QERFuncTable_1::m_pfnHasShader here? //++timo FIXME: change the names to fit the changes we wanna do in the Radiant shader / textures code //++timo NOTE: for Curry, this shader loading thingy is only provided so that we can update the Radiant texture window? // don't use yet .. will not implement yet // get a shader, load it if needed // returns NULL if shader doesn't exist //++timo will reload the shader if already loaded? .. no, don't do that yet .. //++timo I'm not happy with the name? typedef qtexture_t* (WINAPI* PFN_TRYSHADERFORNAME) (const char* name); // load a texture // will not try loading a shader, will look for the actual image file .. // returns NULL on file not found // NOTE: don't put the .tga or .jpg filetype extension // if returns NULL, it means the texture needs loading, use _QERSelectedFaceTable::m_pfnTextureForName //++timo NOTE: all of this is hacks and workarounds, the shader code rewrite is supposed to solve all issues typedef qtexture_t* (WINAPI* PFN_TRYTEXTUREFORNAME) (const char* filename); struct _QERShadersTable { int m_nSize; // currently disabled // PFN_TRYLOADSHADER m_pfnTryLoadShader; PFN_TRYTEXTUREFORNAME m_pfnTryTextureForName; }; #endif