Added some shader prototypes

This commit is contained in:
cholleme 2003-02-15 17:54:35 +00:00
parent 688ededc49
commit bd5cbfb9b0

View file

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