quakeforge/include/QF/GLSL/qf_fisheye.h
Bill Currie 286344c7b6 [glsl] Implement fisheye rendering
The code dealing with state is a bit of a mess, but everything is
working nicely. Get around 400fps when all 6 faces need to be rendered
(no surprise: it should be about 1/6 of that for normal rendering). The
messy state handling code did not come as a surprise as I suspected
there were various mistakes in my scene rendering "recipe", and fisheye
highlighted them nicely (I'm sure getting this stuff working in Vulkan
will highlight even more issues).
2022-03-25 12:22:16 +09:00

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/*
qf_fisheye.h
GLSL screen fisheye
Copyright (C) 2022 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2022/3/25
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
*/
#ifndef __QF_GLSL_qf_fisheye_h
#define __QF_GLSL_qf_fisheye_h
void glsl_InitFisheye (void);
struct framebuffer_s;
void glsl_FisheyeScreen (struct framebuffer_s *fb);
#endif//__QF_GLSL_qf_fisheye_h