quakeforge/libs/video/renderer/glsl/glsl_particles.c

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2011-12-25 22:50:05 +00:00
/*
glsl_particles.c
GLSL particles
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Copyright (C) 1996-1997 Id Software, Inc.
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/23
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include "string.h"
#endif
#ifdef HAVE_STRINGS_H
# include "strings.h"
#endif
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "clview.h"//FIXME
#include "gl_draw.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_screen.h"
#include "r_shared.h"
void
r_easter_eggs_f (cvar_t *var)
{
}
void
r_particles_style_f (cvar_t *var)
{
}
VISIBLE void
R_Particles_Init_Cvars (void)
{
}
VISIBLE void
R_Particle_New (ptype_t type, int texnum, const vec3_t org, float scale,
const vec3_t vel, float die, int color, float alpha, float ramp)
{
}
VISIBLE void
R_Particle_NewRandom (ptype_t type, int texnum, const vec3_t org, int org_fuzz,
float scale, int vel_fuzz, float die, int color,
float alpha, float ramp)
{
}
VISIBLE void
R_ClearParticles (void)
{
}
static void
particle_explosion (const vec3_t org)
{
}
static void
teleport_splash (const vec3_t org)
{
}
static void
rocket_trail (const entity_t *ent)
{
}
static void
grenade_trail (const entity_t *ent)
{
}
static void
blob_explosion (const vec3_t org)
{
}
static void
lava_splash (const vec3_t org)
{
}
static void
blood_puff_effect (const vec3_t org, int count)
{
}
static void
gunshot_effect (const vec3_t org, int count)
{
}
static void
lightnight_blood_effect (const vec3_t org)
{
}
static inline void // FIXME: inline?
run_particle_effect (const vec3_t org, const vec3_t dir, int color,
int count)
{
}
static void
spike_effect (const vec3_t org)
{
}
static void
super_spike_effect (const vec3_t org)
{
}
static void
knight_spike_effect (const vec3_t org)
{
}
static void
wiz_spike_effect (const vec3_t org)
{
}
static void
blood_trail (const entity_t *ent)
{
}
static void
slight_blood_trail (const entity_t *ent)
{
}
static void
wiz_trail (const entity_t *ent)
{
}
static void
flame_trail (const entity_t *ent)
{
}
static void
voor_trail (const entity_t *ent)
{
}
static void
dark_field_particles (const entity_t *ent)
{
}
static void
entity_particles (const entity_t *ent)
{
}
static void
particle_explosion_2 (const vec3_t org, int colorStart, int colorLength)
{
}
static void
glow_trail (const entity_t *ent, int glow_color)
{
}
VISIBLE void
R_InitParticles (void)
{
R_BlobExplosion = blob_explosion;
R_LavaSplash = lava_splash;
R_BloodPuffEffect = blood_puff_effect;
R_GunshotEffect = gunshot_effect;
R_LightningBloodEffect = lightnight_blood_effect;
R_RunParticleEffect = run_particle_effect;
R_SpikeEffect = spike_effect;
R_SuperSpikeEffect = super_spike_effect;
R_KnightSpikeEffect = knight_spike_effect;
R_WizSpikeEffect = wiz_spike_effect;
R_BloodTrail = blood_trail;
R_SlightBloodTrail = slight_blood_trail;
R_WizTrail = wiz_trail;
R_FlameTrail = flame_trail;
R_VoorTrail = voor_trail;
R_DarkFieldParticles = dark_field_particles;
R_EntityParticles = entity_particles;
R_ParticleExplosion2 = particle_explosion_2;
R_GlowTrail = glow_trail;
R_ParticleExplosion = particle_explosion;
R_TeleportSplash = teleport_splash;
R_RocketTrail = rocket_trail;
R_GrenadeTrail = grenade_trail;
}