quakeforge/libs/video/renderer/glsl/glsl_main.c
Bill Currie 6fe9557dae Put in the final pieces so nq-glslx can link.
Everything is still stubs. Trying to run nq-glslx results in a segfault :)
2011-12-23 12:52:55 +09:00

170 lines
2.7 KiB
C

/*
glsl_main.c
GLSL rendering
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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[] = "$Id$";
#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)
{
}
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)
{
}
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)
{
}
VISIBLE void
R_InitParticles (void)
{
}
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 ();
}