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- /*
- ===========================================================================
- 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
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