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https://git.code.sf.net/p/quake/quakeforge
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af0c66dff9
This is a step towards high-level unification of the renderers, as far as possible keeping only actual low-level implementation details in the individual renderers (some higher level stuff, eg shadows, is expected to be per-renderer as some things are just not feasible to implement in all renderers). However, the idea is to move the high-level functionality into scene rendering.
69 lines
1.6 KiB
C
69 lines
1.6 KiB
C
/*
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glsl_main.c
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GLSL rendering
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <stdlib.h>
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#include "QF/image.h"
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#include "QF/sys.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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tex_t *
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glsl_SCR_CaptureBGR (void)
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{
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byte *r, *b;
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int count, i;
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tex_t *tex;
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count = vid.width * vid.height;
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tex = malloc (sizeof (tex_t) + count * 3);
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tex->data = (byte *) (tex + 1);
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SYS_CHECKMEM (tex);
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tex->width = vid.width;
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tex->height = vid.height;
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tex->format = tex_rgb;
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tex->palette = 0;
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qfeglReadPixels (0, 0, vid.width, vid.height, GL_RGB,
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GL_UNSIGNED_BYTE, tex->data);
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for (i = 0, r = tex->data, b = tex->data + 2; i < count;
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i++, r += 3, b += 3) {
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byte t = *b;
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*b = *r;
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*r = t;
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}
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return tex;
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}
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