Added some shader prototypes
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688ededc49
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1 changed files with 17 additions and 27 deletions
44
glquake.h
44
glquake.h
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@ -130,8 +130,7 @@ extern PROC glVertexPointerEXT;
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void R_TimeRefresh_f (void);
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void R_ReadPointFile_f (void);
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texture_t *R_TextureAnimation (texture_t *base);
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/*
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typedef struct surfcache_s
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{
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struct surfcache_s *next;
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@ -159,7 +158,7 @@ typedef struct
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int surfwidth; // in mipmapped texels
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int surfheight; // in mipmapped texels
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} drawsurf_t;
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*/
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typedef enum {
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pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2
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@ -289,7 +288,6 @@ extern vec3_t r_origin;
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//
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extern refdef_t r_refdef;
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extern mleaf_t *r_viewleaf, *r_oldviewleaf;
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extern texture_t *r_notexture_mip;
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern qboolean envmap;
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@ -306,7 +304,7 @@ extern int playertextures;
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extern int gl_filter_min;
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extern int gl_filter_max;
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extern int skytexturenum; // index in cl.loadmodel, not gl texture object
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extern int skyshadernum; // index in cl.loadmodel, not gl texture object
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extern cvar_t r_norefresh;
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extern cvar_t cg_showentities;
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@ -1095,6 +1093,9 @@ typedef struct shadowlight_s {
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float *volumeVerts;
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int numVolumeVerts;
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lightcmd_t *lightCmds; //gl commands to draw the cap/lighted volumes
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int numlightcmds;
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lightcmd_t *lightCmdsMesh; //gl commands to draw the cap/lighted volumes
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int numlightcmdsmesh;
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int numVisSurf;
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int style;
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entity_t *owner;
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@ -1104,7 +1105,8 @@ typedef struct shadowlight_s {
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float rspeed; //rotation speed of cube map;
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float cubescale; //scale factor of cube map;
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float haloalpha; //alpha of halo
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vec3_t oldlightorigin;
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vec3_t oldlightorigin;
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int area; //area (from areaportals) light is in
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} shadowlight_t;
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//PENTA: new
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@ -1221,7 +1223,6 @@ typedef struct svnode_s {
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struct svnode_s *children[2];
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} svnode_t;
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extern int svBsp_NumCutPolys;
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extern int svBsp_NumKeptPolys;
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extern int svBsp_NumAddedPolys;
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@ -1362,7 +1363,7 @@ void R_DrawAliasModel ( float bright);
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void GL_ModulateAlphaDrawColor (void);
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void GL_SelectTexture (GLenum target);
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void GL_Set2D (void);
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void GL_SetupCubeMapMatrix (qboolean world);
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void GL_SetupCubeMapMatrix (const transform_t *tr);
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void GL_SubdivideSurface (msurface_t *fa);
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void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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int GL_LoadLuma(char *identifier, qboolean mipmap);
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@ -1404,13 +1405,14 @@ extern qboolean skybox_hasclouds;
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extern qboolean is_q3map;
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extern mcurve_t *curvechain;
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void CS_Create(dq3face_t *in, mcurve_t *curve, texture_t *texture);
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void CS_DrawAmbient(mcurve_t *curve);
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void CS_Create(dq3face_t *in, mesh_t *mesh, mapshader_t *shader);
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//void CS_DrawAmbient(mcurve_t *curve);
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void CS_FillBinomials(void);
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extern int lightmap_textures;
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#include "gl_md3.h"
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#include "bumpdriver.h"
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//*******************************
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// Shader related declarations
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//*******************************
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@ -1418,20 +1420,6 @@ void CS_FillBinomials(void);
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#include "surfaceflags.h"
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//Textures
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#define TEXTURE_RGB 1
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#define TEXTURE_NORMAL 2
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#define TEXTURE_CUBEMAP 3
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typedef struct
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{
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int texnum;
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char identifier[64];
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int width, height;
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qboolean mipmap;
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int type;
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} gltexture_t;
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void Draw_TextureMode_f (void);
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extern cvar_t gl_nobind;
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@ -1441,4 +1429,6 @@ extern cvar_t gl_gloss;
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extern cvar_t gl_compress_textures;
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extern cvar_t willi_gray_colormaps;
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gltexture_t *GL_CacheTexture (char *filename, qboolean mipmap, int type);
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gltexture_t *GL_CacheTexture (char *filename, qboolean mipmap, int type);
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shader_t *GL_ShaderForName(char *name);
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qboolean IsShaderBlended(shader_t *s);
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