quakeforge/libs/video/renderer/glsl/glsl_screen.c
Bill Currie af0c66dff9 [renderer] Move frame rendering out a layer.
This is a step towards high-level unification of the renderers, as far
as possible keeping only actual low-level implementation details in the
individual renderers (some higher level stuff, eg shadows, is expected
to be per-renderer as some things are just not feasible to implement in
all renderers). However, the idea is to move the high-level
functionality into scene rendering.
2022-03-08 01:04:40 +09:00

69 lines
1.6 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
#include <stdlib.h>
#include "QF/image.h"
#include "QF/sys.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "r_internal.h"
#include "vid_gl.h"
tex_t *
glsl_SCR_CaptureBGR (void)
{
byte *r, *b;
int count, i;
tex_t *tex;
count = vid.width * vid.height;
tex = malloc (sizeof (tex_t) + count * 3);
tex->data = (byte *) (tex + 1);
SYS_CHECKMEM (tex);
tex->width = vid.width;
tex->height = vid.height;
tex->format = tex_rgb;
tex->palette = 0;
qfeglReadPixels (0, 0, vid.width, vid.height, GL_RGB,
GL_UNSIGNED_BYTE, tex->data);
for (i = 0, r = tex->data, b = tex->data + 2; i < count;
i++, r += 3, b += 3) {
byte t = *b;
*b = *r;
*r = t;
}
return tex;
}