mirror of
https://git.code.sf.net/p/quake/quakeforge
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d743c6c55f
Add GLSL directory to QF and use it for all gsls based code (instead of GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos. Text drawing now uses triangles instead of quads.
236 lines
4.1 KiB
C
236 lines
4.1 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/GLSL/defines.h"
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#include "QF/GLSL/funcs.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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