mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
6e0cb7b917
This cleans up texture_t and possibly even improves locality of reference when running through texture chains (not profiled, and not actually the goal).
204 lines
4 KiB
C
204 lines
4 KiB
C
/*
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vid_render_glsl.c
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GLSL version of the renderer
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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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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#define NH_DEFINE
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#include "glsl/namehack.h"
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#include "QF/plugin/general.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/GLSL/qf_vid.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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#include "vid_gl.h"
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#include "glsl/namehack.h"
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gl_ctx_t *glsl_ctx;
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static vid_model_funcs_t model_funcs = {
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sizeof (glsltex_t),
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glsl_Mod_LoadLighting,
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0,//Mod_SubdivideSurface,
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glsl_Mod_ProcessTexture,
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Mod_LoadIQM,
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Mod_LoadAliasModel,
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Mod_LoadSpriteModel,
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glsl_Mod_MakeAliasModelDisplayLists,
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glsl_Mod_LoadSkin,
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glsl_Mod_FinalizeAliasModel,
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glsl_Mod_LoadExternalSkins,
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glsl_Mod_IQMFinish,
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0,
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glsl_Mod_SpriteLoadTexture,
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Skin_SetColormap,
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Skin_SetSkin,
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glsl_Skin_SetupSkin,
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Skin_SetTranslation,
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glsl_Skin_ProcessTranslation,
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glsl_Skin_InitTranslations,
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};
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vid_render_funcs_t glsl_vid_render_funcs = {
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glsl_Draw_Character,
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glsl_Draw_String,
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glsl_Draw_nString,
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glsl_Draw_AltString,
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glsl_Draw_ConsoleBackground,
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glsl_Draw_Crosshair,
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glsl_Draw_CrosshairAt,
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glsl_Draw_TileClear,
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glsl_Draw_Fill,
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glsl_Draw_TextBox,
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glsl_Draw_FadeScreen,
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glsl_Draw_BlendScreen,
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glsl_Draw_CachePic,
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glsl_Draw_UncachePic,
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glsl_Draw_MakePic,
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glsl_Draw_DestroyPic,
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glsl_Draw_PicFromWad,
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glsl_Draw_Pic,
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glsl_Draw_Picf,
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glsl_Draw_SubPic,
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SCR_DrawRam,
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SCR_DrawTurtle,
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SCR_DrawPause,
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glsl_SCR_CaptureBGR,
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glsl_SCR_ScreenShot,
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SCR_DrawStringToSnap,
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glsl_Fog_Update,
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glsl_Fog_ParseWorldspawn,
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glsl_R_Init,
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glsl_R_RenderFrame,
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glsl_R_ClearState,
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glsl_R_LoadSkys,
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glsl_R_NewMap,
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R_AddEfrags,
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R_RemoveEfrags,
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R_EnqueueEntity,
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glsl_R_LineGraph,
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R_AllocDlight,
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R_AllocEntity,
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R_MaxDlightsCheck,
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glsl_R_RenderView,
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R_DecayLights,
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glsl_R_ViewChanged,
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glsl_R_ClearParticles,
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glsl_R_InitParticles,
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glsl_SCR_ScreenShot_f,
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glsl_r_easter_eggs_f,
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glsl_r_particles_style_f,
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0,
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&model_funcs
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};
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static void
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glsl_vid_render_choose_visual (void)
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{
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glsl_ctx->choose_visual (glsl_ctx);
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}
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static void
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glsl_vid_render_create_context (void)
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{
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glsl_ctx->create_context (glsl_ctx);
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}
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static void
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glsl_vid_render_init (void)
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{
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glsl_ctx = vr_data.vid->vid_internal->gl_context ();
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glsl_ctx->init_gl = GLSL_Init_Common;
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glsl_ctx->load_gl ();
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vr_data.vid->vid_internal->set_palette = GLSL_SetPalette;
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vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual;
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vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context;
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vr_funcs = &glsl_vid_render_funcs;
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m_funcs = &model_funcs;
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}
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static void
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glsl_vid_render_shutdown (void)
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{
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}
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static general_funcs_t plugin_info_general_funcs = {
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glsl_vid_render_init,
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glsl_vid_render_shutdown,
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};
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static general_data_t plugin_info_general_data;
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static plugin_funcs_t plugin_info_funcs = {
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&plugin_info_general_funcs,
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0,
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0,
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0,
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0,
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0,
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&glsl_vid_render_funcs,
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};
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static plugin_data_t plugin_info_data = {
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&plugin_info_general_data,
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0,
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0,
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0,
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0,
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0,
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&vid_render_data,
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};
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static plugin_t plugin_info = {
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qfp_vid_render,
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0,
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QFPLUGIN_VERSION,
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"0.1",
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"GLSL Renderer",
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"Copyright (C) 1996-1997 Id Software, Inc.\n"
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"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
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"Please see the file \"AUTHORS\" for a list of contributors",
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&plugin_info_funcs,
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&plugin_info_data,
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};
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PLUGIN_INFO(vid_render, glsl)
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{
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return &plugin_info;
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}
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