/* glsl_main.c GLSL rendering Copyright (C) 2011 Bill Currie Author: Bill Currie 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/render.h" #include "QF/screen.h" #include "QF/skin.h" #include "QF/GL/qf_textures.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_screen.h" VISIBLE vec3_t r_origin, vpn, vright, vup; VISIBLE refdef_t r_refdef; qboolean r_cache_thrash; int r_init; int r_framecount; int d_lightstylevalue[256]; int r_visframecount; entity_t r_worldentity; void r_easter_eggs_f (cvar_t *var) { } void r_particles_style_f (cvar_t *var) { } void gl_overbright_f (cvar_t *var) { } VISIBLE void R_ViewChanged (float aspect) { } VISIBLE void R_RenderView (void) { } VISIBLE void R_Init (void) { R_InitParticles (); } VISIBLE void R_Particles_Init_Cvars (void) { } VISIBLE void R_ClearParticles (void) { } VISIBLE void 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 R_LoadSkys (const char *sky) { } VISIBLE void Fog_Update (float density, float red, float green, float blue, float time) { } VISIBLE void Fog_ParseWorldspawn (struct plitem_s *worldspawn) { } VISIBLE void Skin_Set_Translate (int top, int bottom, void *_dest) { } VISIBLE void Skin_Do_Translation_Model (struct model_s *model, int skinnum, int slot, skin_t *skin) { } VISIBLE void Skin_Process (skin_t *skin, struct tex_s * tex) { } VISIBLE void Skin_Init_Translation (void) { } VISIBLE void 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 SCR_ScreenShot_f (void) { } VISIBLE int GL_LoadTexture (const char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel) { return 0; } VISIBLE void R_ClearState (void) { R_ClearEfrags (); R_ClearDlights (); R_ClearParticles (); }