Fix USE_FREETYPE breakage

This commit is contained in:
Tim Angus 2013-03-12 19:41:52 +00:00
parent 37c69a8009
commit 3e92679100
3 changed files with 58 additions and 113 deletions

View file

@ -26,6 +26,51 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "../renderercommon/tr_public.h"
#include "qgl.h"
typedef enum
{
IMGTYPE_COLORALPHA, // for color, lightmap, diffuse, and specular
IMGTYPE_NORMAL,
IMGTYPE_NORMALHEIGHT,
IMGTYPE_DELUXE, // normals are swizzled, deluxe are not
} imgType_t;
typedef enum
{
IMGFLAG_NONE = 0x0000,
IMGFLAG_MIPMAP = 0x0001,
IMGFLAG_PICMIP = 0x0002,
IMGFLAG_CUBEMAP = 0x0004,
IMGFLAG_NO_COMPRESSION = 0x0010,
IMGFLAG_NOLIGHTSCALE = 0x0020,
IMGFLAG_CLAMPTOEDGE = 0x0040,
IMGFLAG_SRGB = 0x0080,
IMGFLAG_GENNORMALMAP = 0x0100,
} imgFlags_t;
typedef struct image_s {
char imgName[MAX_QPATH]; // game path, including extension
int width, height; // source image
int uploadWidth, uploadHeight; // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
GLuint texnum; // gl texture binding
int frameUsed; // for texture usage in frame statistics
int internalFormat;
int TMU; // only needed for voodoo2
imgType_t type;
imgFlags_t flags;
struct image_s* next;
} image_t;
// any change in the LIGHTMAP_* defines here MUST be reflected in
// R_FindShader() in tr_bsp.c
#define LIGHTMAP_2D -4 // shader is for 2D rendering
#define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models
#define LIGHTMAP_WHITEIMAGE -2
#define LIGHTMAP_NONE -1
extern refimport_t ri;
extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
@ -68,13 +113,26 @@ extern cvar_t *r_ext_max_anisotropy;
extern cvar_t *r_stereoEnabled;
extern cvar_t *r_saveFontData;
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
float R_NoiseGet4f( float x, float y, float z, float t );
void R_NoiseInit( void );
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat );
void R_IssuePendingRenderCommands( void );
qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
qhandle_t RE_RegisterShader( const char *name );
qhandle_t RE_RegisterShaderNoMip( const char *name );
qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage);
// font stuff
void R_InitFreeType( void );
void R_DoneFreeType( void );
void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
/*
====================================================================