quakeforge/libs/video/renderer/glsl/glsl_particles.c
Bill Currie d743c6c55f Make a clean break heading for GLES compatibility.
Add GLSL directory to QF and use it for all gsls based code (instead of
GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos.

Text drawing now uses triangles instead of quads.
2011-12-26 16:08:55 +09:00

236 lines
4.1 KiB
C

/*
glsl_particles.c
GLSL particles
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Copyright (C) 1996-1997 Id Software, Inc.
Author: Bill Currie <bill@taniwha.org>
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/draw.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "clview.h"//FIXME
#include "gl_draw.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_screen.h"
#include "r_shared.h"
void
r_easter_eggs_f (cvar_t *var)
{
}
void
r_particles_style_f (cvar_t *var)
{
}
VISIBLE void
R_Particles_Init_Cvars (void)
{
}
VISIBLE void
R_Particle_New (ptype_t type, int texnum, const vec3_t org, float scale,
const vec3_t vel, float die, int color, float alpha, float ramp)
{
}
VISIBLE void
R_Particle_NewRandom (ptype_t type, int texnum, const vec3_t org, int org_fuzz,
float scale, int vel_fuzz, float die, int color,
float alpha, float ramp)
{
}
VISIBLE void
R_ClearParticles (void)
{
}
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;
}