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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.
139 lines
2.9 KiB
C
139 lines
2.9 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/draw.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/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "clview.h"//FIXME
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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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#include "r_shared.h"
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static void
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SCR_TileClear (void)
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{
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if (r_refdef.vrect.x > 0) {
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// left
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Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - r_lineadj);
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// right
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Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
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vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
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vid.height - r_lineadj);
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}
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if (r_refdef.vrect.y > 0) {
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// top
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Draw_TileClear (r_refdef.vrect.x, 0,
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r_refdef.vrect.x + r_refdef.vrect.width,
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r_refdef.vrect.y);
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// bottom
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Draw_TileClear (r_refdef.vrect.x,
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r_refdef.vrect.y + r_refdef.vrect.height,
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r_refdef.vrect.width,
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vid.height - r_lineadj -
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(r_refdef.vrect.height + r_refdef.vrect.y));
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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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static int begun = 0;
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if (begun) {
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begun = 0;
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GL_EndRendering ();
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}
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r_realtime = realtime;
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vid.numpages = 2 + gl_triplebuffer->int_val;
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if (!scr_initialized)
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return;
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qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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begun = 1;
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if (oldfov != scr_fov->value) {
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oldfov = scr_fov->value;
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vid.recalc_refdef = true;
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}
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if (vid.recalc_refdef)
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SCR_CalcRefdef ();
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V_RenderView (); // FIXME (scr_3dfuncs?)
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SCR_SetUpToDrawConsole ();
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if (!r_worldentity.model)
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GL_Set2D ();
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GL_DrawReset ();
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SCR_TileClear ();
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GL_Set2DScaled ();
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while (*scr_funcs) {
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(*scr_funcs)();
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scr_funcs++;
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}
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GL_FlushText ();
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qfglFlush ();
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}
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VISIBLE tex_t *
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SCR_ScreenShot (int width, int height)
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{
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return 0;
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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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