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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.
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1 changed files with 152 additions and 0 deletions
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@ -33,6 +33,13 @@
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#ifdef HAVE_STRING_H
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# include "string.h"
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#endif
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#ifdef HAVE_STRINGS_H
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# include "strings.h"
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#endif
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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@ -81,6 +88,7 @@ R_RenderView (void)
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VISIBLE void
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R_Init (void)
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{
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R_InitParticles ();
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}
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VISIBLE void
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@ -101,6 +109,11 @@ SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs)
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VISIBLE void
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R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
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{
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memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.model = worldmodel;
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R_FreeAllEntities ();
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R_ClearParticles ();
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}
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VISIBLE void
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@ -144,9 +157,148 @@ R_LineGraph (int x, int y, int *h_vals, int count)
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{
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}
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static void
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particle_explosion (const vec3_t org)
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{
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}
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static void
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teleport_splash (const vec3_t org)
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{
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}
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static void
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rocket_trail (const entity_t *ent)
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{
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}
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static void
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grenade_trail (const entity_t *ent)
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{
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}
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static void
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blob_explosion (const vec3_t org)
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{
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}
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static void
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lava_splash (const vec3_t org)
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{
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}
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static void
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blood_puff_effect (const vec3_t org, int count)
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{
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}
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static void
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gunshot_effect (const vec3_t org, int count)
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{
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}
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static void
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lightnight_blood_effect (const vec3_t org)
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{
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}
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static inline void // FIXME: inline?
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run_particle_effect (const vec3_t org, const vec3_t dir, int color,
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int count)
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{
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}
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static void
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spike_effect (const vec3_t org)
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{
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}
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static void
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super_spike_effect (const vec3_t org)
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{
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}
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static void
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knight_spike_effect (const vec3_t org)
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{
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}
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static void
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wiz_spike_effect (const vec3_t org)
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{
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}
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static void
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blood_trail (const entity_t *ent)
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{
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}
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static void
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slight_blood_trail (const entity_t *ent)
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{
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}
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static void
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wiz_trail (const entity_t *ent)
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{
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}
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static void
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flame_trail (const entity_t *ent)
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{
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}
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static void
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voor_trail (const entity_t *ent)
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{
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}
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static void
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dark_field_particles (const entity_t *ent)
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{
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}
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static void
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entity_particles (const entity_t *ent)
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{
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}
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static void
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particle_explosion_2 (const vec3_t org, int colorStart, int colorLength)
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{
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}
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static void
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glow_trail (const entity_t *ent, int glow_color)
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{
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}
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VISIBLE void
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R_InitParticles (void)
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{
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R_BlobExplosion = blob_explosion;
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R_LavaSplash = lava_splash;
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R_BloodPuffEffect = blood_puff_effect;
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R_GunshotEffect = gunshot_effect;
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R_LightningBloodEffect = lightnight_blood_effect;
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R_RunParticleEffect = run_particle_effect;
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R_SpikeEffect = spike_effect;
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R_SuperSpikeEffect = super_spike_effect;
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R_KnightSpikeEffect = knight_spike_effect;
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R_WizSpikeEffect = wiz_spike_effect;
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R_BloodTrail = blood_trail;
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R_SlightBloodTrail = slight_blood_trail;
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R_WizTrail = wiz_trail;
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R_FlameTrail = flame_trail;
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R_VoorTrail = voor_trail;
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R_DarkFieldParticles = dark_field_particles;
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R_EntityParticles = entity_particles;
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R_ParticleExplosion2 = particle_explosion_2;
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R_GlowTrail = glow_trail;
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R_ParticleExplosion = particle_explosion;
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R_TeleportSplash = teleport_splash;
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R_RocketTrail = rocket_trail;
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R_GrenadeTrail = grenade_trail;
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}
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VISIBLE void
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