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https://bitbucket.org/CPMADevs/cnq3
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75 lines
2.1 KiB
C++
75 lines
2.1 KiB
C++
/*
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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 Quake III Arena source code; 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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#include "tr_local.h"
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backEndData_t* backEndData;
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backEndState_t backEnd;
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static const shader_t* prevShader = NULL;
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static const shaderStage_t** prevStages = NULL;
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static shader_t shader;
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static shaderStage_t stage;
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static const shaderStage_t* stagePtr = &stage;
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void RB_PushSingleStageShader( int stateBits, cullType_t cullType )
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{
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prevShader = tess.shader;
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prevStages = tess.xstages;
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tess.xstages = &stagePtr;
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tess.shader = &shader;
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memset(&stage, 0, sizeof(stage));
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stage.active = qtrue;
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stage.bundle.image[0] = tr.whiteImage;
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stage.stateBits = stateBits;
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stage.rgbGen = CGEN_IDENTITY;
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stage.alphaGen = AGEN_IDENTITY;
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stage.tcGen = TCGEN_TEXTURE;
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memset(&shader, 0, sizeof(shader));
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shader.cullType = cullType;
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shader.numStages = 1;
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shader.stages[0] = &stage;
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}
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void RB_PopShader()
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{
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tess.shader = prevShader;
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tess.xstages = prevStages;
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}
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// used when a player has predicted a teleport, but hasn't arrived yet
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float RB_HyperspaceColor()
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{
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if ( r_teleporterFlash->integer == 0 )
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{
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return 0.0f;
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}
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const float c = 0.25f + 0.5f * sinf(M_PI * (backEnd.refdef.time & 0x01FF) / 0x0200);
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return c;
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}
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