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https://git.code.sf.net/p/quake/quakeforge
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286344c7b6
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).
37 lines
1 KiB
C
37 lines
1 KiB
C
/*
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qf_fisheye.h
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GLSL screen fisheye
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/25
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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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#ifndef __QF_GLSL_qf_fisheye_h
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#define __QF_GLSL_qf_fisheye_h
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void glsl_InitFisheye (void);
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struct framebuffer_s;
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void glsl_FisheyeScreen (struct framebuffer_s *fb);
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#endif//__QF_GLSL_qf_fisheye_h
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