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https://git.code.sf.net/p/quake/quakeforge
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6fe9557dae
Everything is still stubs. Trying to run nq-glslx results in a segfault :)
170 lines
2.7 KiB
C
170 lines
2.7 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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#include "QF/cvar.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/GL/qf_textures.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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r_easter_eggs_f (cvar_t *var)
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{
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}
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void
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r_particles_style_f (cvar_t *var)
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{
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}
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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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}
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VISIBLE void
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R_Particles_Init_Cvars (void)
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{
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}
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VISIBLE void
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R_ClearParticles (void)
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{
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}
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VISIBLE void
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SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs)
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{
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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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}
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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_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_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 void
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R_InitParticles (void)
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{
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}
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VISIBLE void
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SCR_ScreenShot_f (void)
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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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