The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
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q3radiant/IShaders.h
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q3radiant/IShaders.h
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//-----------------------------------------------------------------------------
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//
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// $LogFile$
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// $Revision: 1.1.2.3 $
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// $Author: ttimo $
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// $Date: 2000/02/24 22:24:45 $
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// $Log: IShaders.h,v $
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// Revision 1.1.2.3 2000/02/24 22:24:45 ttimo
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// RC2
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//
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// Revision 1.1.2.2 2000/02/11 03:52:30 ttimo
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// working on the IShader interface
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//
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// Revision 1.1.2.1 2000/02/10 03:00:20 ttimo
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// adding IShaders.h
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//
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//
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// DESCRIPTION:
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// a set of functions to manipulate textures in Radiant
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//
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#ifndef __ISHADERS_H_
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#define __ISHADERS_H_
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// define a GUID for this interface so plugins can access and reference it
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// {D42F798A-DF57-11d3-A3EE-0004AC96D4C3}
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static const GUID QERShadersTable_GUID =
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{ 0xd42f798a, 0xdf57, 0x11d3, { 0xa3, 0xee, 0x0, 0x4, 0xac, 0x96, 0xd4, 0xc3 } };
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//++timo NOTE: global strategy, when there's try before it means .. if the thing can't be found / loaded it will not
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// create a default one
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//++timo TODO: duplicate _QERFuncTable_1::m_pfnHasShader here?
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//++timo FIXME: change the names to fit the changes we wanna do in the Radiant shader / textures code
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//++timo NOTE: for Curry, this shader loading thingy is only provided so that we can update the Radiant texture window?
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// don't use yet .. will not implement yet
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// get a shader, load it if needed
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// returns NULL if shader doesn't exist
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//++timo will reload the shader if already loaded? .. no, don't do that yet ..
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//++timo I'm not happy with the name?
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typedef qtexture_t* (WINAPI* PFN_TRYSHADERFORNAME) (const char* name);
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// load a texture
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// will not try loading a shader, will look for the actual image file ..
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// returns NULL on file not found
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// NOTE: don't put the .tga or .jpg filetype extension
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// if returns NULL, it means the texture needs loading, use _QERSelectedFaceTable::m_pfnTextureForName
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//++timo NOTE: all of this is hacks and workarounds, the shader code rewrite is supposed to solve all issues
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typedef qtexture_t* (WINAPI* PFN_TRYTEXTUREFORNAME) (const char* filename);
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struct _QERShadersTable
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{
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int m_nSize;
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// currently disabled
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// PFN_TRYLOADSHADER m_pfnTryLoadShader;
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PFN_TRYTEXTUREFORNAME m_pfnTryTextureForName;
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};
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#endif
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