quakeforge/libs/video/renderer/vid_render_glsl.c
Bill Currie 858ac19327 [renderer] Move r_screen and r_cvar into main bin
r_screen because of SCR_UpdateScreen, and r_cvar because the cvars
really should never have been in a plugin in the first place (and
r_screen needed access).
2021-01-12 16:14:46 +09:00

204 lines
4 KiB
C

/*
vid_render_glsl.c
GLSL version of the renderer
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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
#define NH_DEFINE
#include "glsl/namehack.h"
#include "QF/plugin/general.h"
#include "QF/plugin/vid_render.h"
#include "QF/GLSL/qf_vid.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_gl.h"
#include "glsl/namehack.h"
gl_ctx_t *glsl_ctx;
static vid_model_funcs_t model_funcs = {
glsl_Mod_LoadExternalTextures,
glsl_Mod_LoadLighting,
glsl_Mod_SubdivideSurface,
glsl_Mod_ProcessTexture,
Mod_LoadIQM,
Mod_LoadAliasModel,
Mod_LoadSpriteModel,
glsl_Mod_MakeAliasModelDisplayLists,
glsl_Mod_LoadSkin,
glsl_Mod_FinalizeAliasModel,
glsl_Mod_LoadExternalSkins,
glsl_Mod_IQMFinish,
0,
glsl_Mod_SpriteLoadTexture,
Skin_SetColormap,
Skin_SetSkin,
glsl_Skin_SetupSkin,
Skin_SetTranslation,
glsl_Skin_ProcessTranslation,
glsl_Skin_InitTranslations,
};
vid_render_funcs_t glsl_vid_render_funcs = {
glsl_Draw_Character,
glsl_Draw_String,
glsl_Draw_nString,
glsl_Draw_AltString,
glsl_Draw_ConsoleBackground,
glsl_Draw_Crosshair,
glsl_Draw_CrosshairAt,
glsl_Draw_TileClear,
glsl_Draw_Fill,
glsl_Draw_TextBox,
glsl_Draw_FadeScreen,
glsl_Draw_BlendScreen,
glsl_Draw_CachePic,
glsl_Draw_UncachePic,
glsl_Draw_MakePic,
glsl_Draw_DestroyPic,
glsl_Draw_PicFromWad,
glsl_Draw_Pic,
glsl_Draw_Picf,
glsl_Draw_SubPic,
SCR_DrawRam,
SCR_DrawTurtle,
SCR_DrawPause,
glsl_SCR_CaptureBGR,
glsl_SCR_ScreenShot,
SCR_DrawStringToSnap,
glsl_Fog_Update,
glsl_Fog_ParseWorldspawn,
glsl_R_Init,
glsl_R_RenderFrame,
glsl_R_ClearState,
glsl_R_LoadSkys,
glsl_R_NewMap,
R_AddEfrags,
R_RemoveEfrags,
R_EnqueueEntity,
glsl_R_LineGraph,
R_AllocDlight,
R_AllocEntity,
R_MaxDlightsCheck,
glsl_R_RenderView,
R_DecayLights,
glsl_R_ViewChanged,
glsl_R_ClearParticles,
glsl_R_InitParticles,
glsl_SCR_ScreenShot_f,
glsl_r_easter_eggs_f,
glsl_r_particles_style_f,
0,
&model_funcs
};
static void
glsl_vid_render_choose_visual (void)
{
glsl_ctx->choose_visual (glsl_ctx);
}
static void
glsl_vid_render_create_context (void)
{
glsl_ctx->create_context (glsl_ctx);
}
static void
glsl_vid_render_init (void)
{
glsl_ctx = vr_data.vid->vid_internal->gl_context ();
glsl_ctx->init_gl = GLSL_Init_Common;
glsl_ctx->load_gl ();
vr_data.vid->vid_internal->set_palette = GLSL_SetPalette;
vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual;
vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context;
vr_funcs = &glsl_vid_render_funcs;
m_funcs = &model_funcs;
}
static void
glsl_vid_render_shutdown (void)
{
}
static general_funcs_t plugin_info_general_funcs = {
glsl_vid_render_init,
glsl_vid_render_shutdown,
};
static general_data_t plugin_info_general_data;
static plugin_funcs_t plugin_info_funcs = {
&plugin_info_general_funcs,
0,
0,
0,
0,
0,
&glsl_vid_render_funcs,
};
static plugin_data_t plugin_info_data = {
&plugin_info_general_data,
0,
0,
0,
0,
0,
&vid_render_data,
};
static plugin_t plugin_info = {
qfp_vid_render,
0,
QFPLUGIN_VERSION,
"0.1",
"GLSL Renderer",
"Copyright (C) 1996-1997 Id Software, Inc.\n"
"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
"Please see the file \"AUTHORS\" for a list of contributors",
&plugin_info_funcs,
&plugin_info_data,
};
PLUGIN_INFO(vid_render, glsl)
{
return &plugin_info;
}