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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 \ No newline at end of file