quakeforge/libs/video/renderer/glsl/glsl_main.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

160 lines
2.8 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[] = "$Id$";
#ifdef HAVE_STRING_H
# include "string.h"
#endif
#ifdef HAVE_STRINGS_H
# include "strings.h"
#endif
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/GLSL/qf_textures.h"
#include "gl_draw.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
gl_overbright_f (cvar_t *var)
{
}
VISIBLE void
R_ViewChanged (float aspect)
{
}
VISIBLE void
R_RenderView (void)
{
}
VISIBLE void
R_Init (void)
{
R_InitParticles ();
}
VISIBLE void
R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.model = worldmodel;
R_FreeAllEntities ();
R_ClearParticles ();
}
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_Player_Model (model_t *model)
{
}
VISIBLE void
Skin_Set_Translate (int top, int bottom, void *_dest)
{
}
VISIBLE void
Skin_Do_Translation (skin_t *player_skin, int slot, skin_t *skin)
{
}
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 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 ();
}