0
0
Fork 0
mirror of https://git.code.sf.net/p/quake/quakeforge synced 2025-03-22 18:31:27 +00:00

Get glsl running as a null renderer.

This means that nq-glslx can get through demo1, demo2, demo3 and bigass1
without crashing. However, nothing is rendered, so unless you like black,
it's not very interesting.
This commit is contained in:
Bill Currie 2011-12-25 12:57:23 +09:00
parent 2894689f71
commit 99c490ce52

View file

@ -33,6 +33,13 @@
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/render.h"
#include "QF/screen.h"
@ -81,6 +88,7 @@ R_RenderView (void)
VISIBLE void
R_Init (void)
{
R_InitParticles ();
}
VISIBLE void
@ -101,6 +109,11 @@ SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs)
VISIBLE void
R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.model = worldmodel;
R_FreeAllEntities ();
R_ClearParticles ();
}
VISIBLE void
@ -144,9 +157,148 @@ R_LineGraph (int x, int y, int *h_vals, int count)
{
}
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;
}
VISIBLE void