mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-12 00:01:43 +00:00
239 lines
4.2 KiB
C
239 lines
4.2 KiB
C
/*
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glsl_particles.c
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GLSL particles
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Copyright (C) 1996-1997 Id Software, Inc.
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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/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/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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void
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r_easter_eggs_f (cvar_t *var)
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{
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}
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void
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r_particles_style_f (cvar_t *var)
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{
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}
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VISIBLE void
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R_Particles_Init_Cvars (void)
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{
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}
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VISIBLE void
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R_Particle_New (ptype_t type, int texnum, const vec3_t org, float scale,
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const vec3_t vel, float die, int color, float alpha, float ramp)
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{
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}
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VISIBLE void
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R_Particle_NewRandom (ptype_t type, int texnum, const vec3_t org, int org_fuzz,
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float scale, int vel_fuzz, float die, int color,
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float alpha, float ramp)
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{
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}
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VISIBLE void
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R_ClearParticles (void)
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{
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}
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static void
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particle_explosion (const vec3_t org)
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{
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}
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static void
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teleport_splash (const vec3_t org)
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{
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}
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static void
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rocket_trail (const entity_t *ent)
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{
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}
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static void
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grenade_trail (const entity_t *ent)
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{
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}
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static void
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blob_explosion (const vec3_t org)
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{
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}
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static void
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lava_splash (const vec3_t org)
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{
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}
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static void
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blood_puff_effect (const vec3_t org, int count)
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{
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}
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static void
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gunshot_effect (const vec3_t org, int count)
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{
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}
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static void
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lightnight_blood_effect (const vec3_t org)
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{
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}
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static inline void // FIXME: inline?
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run_particle_effect (const vec3_t org, const vec3_t dir, int color,
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int count)
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{
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}
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static void
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spike_effect (const vec3_t org)
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{
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}
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static void
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super_spike_effect (const vec3_t org)
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{
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}
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static void
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knight_spike_effect (const vec3_t org)
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{
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}
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static void
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wiz_spike_effect (const vec3_t org)
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{
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}
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static void
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blood_trail (const entity_t *ent)
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{
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}
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static void
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slight_blood_trail (const entity_t *ent)
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{
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}
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static void
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wiz_trail (const entity_t *ent)
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{
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}
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static void
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flame_trail (const entity_t *ent)
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{
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}
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static void
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voor_trail (const entity_t *ent)
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{
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}
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static void
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dark_field_particles (const entity_t *ent)
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{
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}
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static void
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entity_particles (const entity_t *ent)
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{
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}
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static void
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particle_explosion_2 (const vec3_t org, int colorStart, int colorLength)
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{
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}
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static void
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glow_trail (const entity_t *ent, int glow_color)
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{
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}
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VISIBLE void
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R_InitParticles (void)
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{
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R_BlobExplosion = blob_explosion;
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R_LavaSplash = lava_splash;
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R_BloodPuffEffect = blood_puff_effect;
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R_GunshotEffect = gunshot_effect;
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R_LightningBloodEffect = lightnight_blood_effect;
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R_RunParticleEffect = run_particle_effect;
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R_SpikeEffect = spike_effect;
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R_SuperSpikeEffect = super_spike_effect;
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R_KnightSpikeEffect = knight_spike_effect;
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R_WizSpikeEffect = wiz_spike_effect;
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R_BloodTrail = blood_trail;
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R_SlightBloodTrail = slight_blood_trail;
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R_WizTrail = wiz_trail;
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R_FlameTrail = flame_trail;
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R_VoorTrail = voor_trail;
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R_DarkFieldParticles = dark_field_particles;
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R_EntityParticles = entity_particles;
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R_ParticleExplosion2 = particle_explosion_2;
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R_GlowTrail = glow_trail;
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R_ParticleExplosion = particle_explosion;
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R_TeleportSplash = teleport_splash;
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R_RocketTrail = rocket_trail;
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R_GrenadeTrail = grenade_trail;
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}
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