mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-02 09:02:32 +00:00
48c225da89
GL still has its own functions for enabling and disabling fog while rendering, but GLSL doesn't need such (thanks to the shaders), nor will vulkan (and the software renderers don't support fog).
110 lines
3.5 KiB
C
110 lines
3.5 KiB
C
#ifdef NH_DEFINE
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#undef NH_DEFINE
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#define Draw_Init gl_Draw_Init
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#define Draw_Character gl_Draw_Character
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#define Draw_String gl_Draw_String
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#define Draw_nString gl_Draw_nString
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#define Draw_AltString gl_Draw_AltString
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#define Draw_ConsoleBackground gl_Draw_ConsoleBackground
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#define Draw_Crosshair gl_Draw_Crosshair
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#define Draw_CrosshairAt gl_Draw_CrosshairAt
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#define Draw_TileClear gl_Draw_TileClear
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#define Draw_Fill gl_Draw_Fill
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#define Draw_TextBox gl_Draw_TextBox
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#define Draw_FadeScreen gl_Draw_FadeScreen
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#define Draw_BlendScreen gl_Draw_BlendScreen
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#define Draw_CachePic gl_Draw_CachePic
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#define Draw_UncachePic gl_Draw_UncachePic
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#define Draw_MakePic gl_Draw_MakePic
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#define Draw_DestroyPic gl_Draw_DestroyPic
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#define Draw_PicFromWad gl_Draw_PicFromWad
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#define Draw_Pic gl_Draw_Pic
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#define Draw_Picf gl_Draw_Picf
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#define Draw_SubPic gl_Draw_SubPic
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#define R_AddTexture gl_R_AddTexture
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#define R_BlendLightmaps gl_R_BlendLightmaps
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#define R_CalcLightmaps gl_R_CalcLightmaps
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#define R_ClearState gl_R_ClearState
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#define R_ClearTextures gl_R_ClearTextures
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#define R_DrawAliasModel gl_R_DrawAliasModel
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#define R_DrawBrushModel gl_R_DrawBrushModel
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#define R_DrawParticles gl_R_DrawParticles
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#define R_DrawSky gl_R_DrawSky
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#define R_DrawSkyChain gl_R_DrawSkyChain
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#define R_DrawSpriteModel gl_R_DrawSpriteModel
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#define R_DrawWaterSurfaces gl_R_DrawWaterSurfaces
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#define R_DrawWorld gl_R_DrawWorld
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#define R_InitBubble gl_R_InitBubble
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#define R_InitGraphTextures gl_R_InitGraphTextures
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#define R_InitParticles gl_R_InitParticles
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#define R_InitSky gl_R_InitSky
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#define R_InitSprites gl_R_InitSprites
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#define R_InitSurfaceChains gl_R_InitSurfaceChains
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#define R_LineGraph gl_R_LineGraph
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#define R_LoadSky_f gl_R_LoadSky_f
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#define R_LoadSkys gl_R_LoadSkys
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#define R_NewMap gl_R_NewMap
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#define R_Particle_New gl_R_Particle_New
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#define R_Particle_NewRandom gl_R_Particle_NewRandom
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#define R_Particles_Init_Cvars gl_R_Particles_Init_Cvars
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#define R_ReadPointFile_f gl_R_ReadPointFile_f
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#define R_RenderDlights gl_R_RenderDlights
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#define R_RenderView gl_R_RenderView
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#define R_RotateForEntity gl_R_RotateForEntity
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#define R_SetupFrame gl_R_SetupFrame
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#define R_TimeRefresh_f gl_R_TimeRefresh_f
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#define R_ViewChanged gl_R_ViewChanged
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#define SCR_CaptureBGR gl_SCR_CaptureBGR
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#define SCR_ScreenShot gl_SCR_ScreenShot
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#define SCR_ScreenShot_f gl_SCR_ScreenShot_f
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#define R_RenderFrame gl_R_RenderFrame
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#define c_alias_polys gl_c_alias_polys
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#define c_brush_polys gl_c_brush_polys
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#define r_easter_eggs_f gl_r_easter_eggs_f
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#define r_particles_style_f gl_r_particles_style_f
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#define r_world_matrix gl_r_world_matrix
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#else
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#undef R_AddTexture
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#undef R_BlendLightmaps
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#undef R_CalcLightmaps
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#undef R_ClearState
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#undef R_ClearTextures
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#undef R_DrawAliasModel
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#undef R_DrawBrushModel
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#undef R_DrawParticles
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#undef R_DrawSky
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#undef R_DrawSkyChain
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#undef R_DrawSpriteModel
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#undef R_DrawWaterSurfaces
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#undef R_DrawWorld
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#undef R_Init
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#undef R_InitBubble
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#undef R_InitGraphTextures
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#undef R_InitParticles
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#undef R_InitSky
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#undef R_InitSprites
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#undef R_InitSurfaceChains
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#undef R_LineGraph
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#undef R_LoadSky_f
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#undef R_LoadSkys
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#undef R_NewMap
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#undef R_Particle_New
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#undef R_Particle_NewRandom
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#undef R_Particles_Init_Cvars
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#undef R_ReadPointFile_f
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#undef R_RenderDlights
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#undef R_RenderView
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#undef R_RotateForEntity
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#undef R_SetupFrame
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#undef R_TimeRefresh_f
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#undef R_ViewChanged
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#undef SCR_CaptureBGR
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#undef SCR_ScreenShot
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#undef SCR_ScreenShot_f
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#undef R_RenderFrame
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#undef c_alias_polys
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#undef c_brush_polys
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#undef r_easter_eggs_f
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#undef r_particles_style_f
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#undef r_world_matrix
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#endif
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