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65 lines
2.2 KiB
C
65 lines
2.2 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 "render_export.h"
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refexport_t* R_Export(void)
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{
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static refexport_t re;
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// memset(&re, 0, sizeof(re));
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// the RE_ functions are Renderer Entry points
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re.Shutdown = RE_Shutdown;
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re.BeginRegistration = RE_BeginRegistration;
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re.RegisterModel = RE_RegisterModel;
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re.RegisterSkin = RE_RegisterSkin;
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re.RegisterShader = RE_RegisterShader;
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re.RegisterShaderNoMip = RE_RegisterShaderNoMip;
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re.LoadWorld = RE_LoadWorldMap;
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re.SetWorldVisData = RE_SetWorldVisData;
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re.EndRegistration = RE_EndRegistration;
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re.ClearScene = RE_ClearScene;
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re.AddRefEntityToScene = RE_AddRefEntityToScene;
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re.AddPolyToScene = RE_AddPolyToScene;
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re.LightForPoint = RE_LightForPoint;
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re.AddLightToScene = RE_AddLightToScene;
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re.AddAdditiveLightToScene = RE_AddAdditiveLightToScene;
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re.RenderScene = RE_RenderScene;
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re.SetColor = RE_SetColor;
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re.DrawStretchPic = RE_StretchPic;
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re.DrawStretchRaw = RE_StretchRaw;
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re.UploadCinematic = RE_UploadCinematic;
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re.BeginFrame = RE_BeginFrame;
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re.EndFrame = RE_EndFrame;
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re.MarkFragments = RE_MarkFragments;
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re.LerpTag = RE_LerpTag;
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re.ModelBounds = RE_ModelBounds;
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re.RegisterFont = RE_RegisterFont;
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re.RemapShader = RE_RemapShader;
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re.GetEntityToken = RE_GetEntityToken;
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re.inPVS = RE_inPVS;
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re.TakeVideoFrame = RE_TakeVideoFrame;
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return &re;
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}
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