mirror of
https://git.code.sf.net/p/quake/quakeforge
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d743c6c55f
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.
160 lines
2.8 KiB
C
160 lines
2.8 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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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/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/GLSL/qf_textures.h"
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#include "gl_draw.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_screen.h"
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VISIBLE vec3_t r_origin, vpn, vright, vup;
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VISIBLE refdef_t r_refdef;
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qboolean r_cache_thrash;
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int r_init;
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int r_framecount;
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int d_lightstylevalue[256];
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int r_visframecount;
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entity_t r_worldentity;
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void
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gl_overbright_f (cvar_t *var)
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{
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}
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VISIBLE void
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R_ViewChanged (float aspect)
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{
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}
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VISIBLE void
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R_RenderView (void)
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{
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}
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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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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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R_LoadSkys (const char *sky)
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{
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}
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VISIBLE void
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Fog_Update (float density, float red, float green, float blue, float time)
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{
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}
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VISIBLE void
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Fog_ParseWorldspawn (struct plitem_s *worldspawn)
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{
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}
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VISIBLE void
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Skin_Player_Model (model_t *model)
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{
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}
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VISIBLE void
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Skin_Set_Translate (int top, int bottom, void *_dest)
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{
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}
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VISIBLE void
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Skin_Do_Translation (skin_t *player_skin, int slot, skin_t *skin)
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{
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}
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VISIBLE void
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Skin_Do_Translation_Model (struct model_s *model, int skinnum, int slot,
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skin_t *skin)
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{
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}
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VISIBLE void
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Skin_Process (skin_t *skin, struct tex_s * tex)
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{
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}
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VISIBLE void
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Skin_Init_Translation (void)
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{
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}
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VISIBLE void
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R_LineGraph (int x, int y, int *h_vals, int count)
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{
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}
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VISIBLE int
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GL_LoadTexture (const char *identifier, int width, int height, byte *data,
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qboolean mipmap, qboolean alpha, int bytesperpixel)
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{
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return 0;
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}
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VISIBLE void
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R_ClearState (void)
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{
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearParticles ();
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}
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