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https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-18 23:11:38 +00:00
Rename char_queue to draw_queue.
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b25de4d995
commit
eefefb79b0
1 changed files with 11 additions and 13 deletions
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@ -104,7 +104,7 @@ static struct {
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static scrap_t *draw_scrap; // hold all 2d images
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static scrap_t *draw_scrap; // hold all 2d images
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static byte white_block[8 * 8];
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static byte white_block[8 * 8];
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static dstring_t *char_queue;
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static dstring_t *draw_queue;
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static qpic_t *conchars;
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static qpic_t *conchars;
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static int conback_texture;
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static int conback_texture;
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static qpic_t *crosshair_pic;
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static qpic_t *crosshair_pic;
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@ -249,9 +249,9 @@ draw_pic (float x, float y, int w, int h, qpic_t *pic,
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int size = sizeof (verts);
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int size = sizeof (verts);
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make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts, color);
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make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts, color);
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char_queue->size += size;
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draw_queue->size += size;
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dstring_adjust (char_queue);
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dstring_adjust (draw_queue);
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v = char_queue->str + char_queue->size - size;
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v = draw_queue->str + draw_queue->size - size;
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memcpy (v, verts, size);
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memcpy (v, verts, size);
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}
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}
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@ -379,7 +379,7 @@ glsl_Draw_Init (void)
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//loading
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//loading
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crosshaircolor->callback (crosshaircolor);
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crosshaircolor->callback (crosshaircolor);
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char_queue = dstring_new ();
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draw_queue = dstring_new ();
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vert = GLSL_CompileShader ("quakeico.vert", quakeicon_vert,
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vert = GLSL_CompileShader ("quakeico.vert", quakeicon_vert,
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GL_VERTEX_SHADER);
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GL_VERTEX_SHADER);
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@ -445,12 +445,12 @@ flush_2d (void)
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GLSL_ScrapFlush (draw_scrap);
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GLSL_ScrapFlush (draw_scrap);
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qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
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qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
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qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
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qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
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0, 32, char_queue->str);
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0, 32, draw_queue->str);
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qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
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qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
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0, 32, char_queue->str + 16);
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0, 32, draw_queue->str + 16);
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qfeglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 32);
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qfeglDrawArrays (GL_TRIANGLES, 0, draw_queue->size / 32);
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char_queue->size = 0;
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draw_queue->size = 0;
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}
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}
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void
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void
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@ -733,8 +733,6 @@ set_2d (int width, int height)
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
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qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
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qfeglVertexAttrib4f (quake_2d.color.location, 1, 1, 1, 1);
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}
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}
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void
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void
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@ -759,13 +757,13 @@ GLSL_End2D (void)
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void
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void
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GLSL_DrawReset (void)
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GLSL_DrawReset (void)
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{
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{
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char_queue->size = 0;
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draw_queue->size = 0;
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}
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}
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void
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void
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GLSL_FlushText (void)
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GLSL_FlushText (void)
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{
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{
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if (char_queue->size)
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if (draw_queue->size)
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flush_2d ();
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flush_2d ();
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}
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}
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