mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-23 04:12:42 +00:00
75 lines
2.1 KiB
C++
75 lines
2.1 KiB
C++
/*
|
|
===========================================================================
|
|
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 Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
#include "tr_local.h"
|
|
|
|
|
|
backEndData_t* backEndData;
|
|
backEndState_t backEnd;
|
|
|
|
static const shader_t* prevShader = NULL;
|
|
static const shaderStage_t** prevStages = NULL;
|
|
static shader_t shader;
|
|
static shaderStage_t stage;
|
|
static const shaderStage_t* stagePtr = &stage;
|
|
|
|
|
|
void RB_PushSingleStageShader( int stateBits, cullType_t cullType )
|
|
{
|
|
prevShader = tess.shader;
|
|
prevStages = tess.xstages;
|
|
tess.xstages = &stagePtr;
|
|
tess.shader = &shader;
|
|
|
|
memset(&stage, 0, sizeof(stage));
|
|
stage.active = qtrue;
|
|
stage.bundle.image[0] = tr.whiteImage;
|
|
stage.stateBits = stateBits;
|
|
stage.rgbGen = CGEN_IDENTITY;
|
|
stage.alphaGen = AGEN_IDENTITY;
|
|
stage.tcGen = TCGEN_TEXTURE;
|
|
|
|
memset(&shader, 0, sizeof(shader));
|
|
shader.cullType = cullType;
|
|
shader.numStages = 1;
|
|
shader.stages[0] = &stage;
|
|
}
|
|
|
|
|
|
void RB_PopShader()
|
|
{
|
|
tess.shader = prevShader;
|
|
tess.xstages = prevStages;
|
|
}
|
|
|
|
|
|
// used when a player has predicted a teleport, but hasn't arrived yet
|
|
float RB_HyperspaceColor()
|
|
{
|
|
if ( r_teleporterFlash->integer == 0 )
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
const float c = 0.25f + 0.5f * sinf(M_PI * (backEnd.refdef.time & 0x01FF) / 0x0200);
|
|
|
|
return c;
|
|
}
|