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https://github.com/FWGS/xash3d-fwgs
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ref_soft: glblit: refactor
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parent
86867dcbe3
commit
05d793c34b
93
r_glblit.c
93
r_glblit.c
@ -70,53 +70,6 @@ void GAME_EXPORT GL_SetupAttributes( int safegl )
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void GAME_EXPORT GL_InitExtensions( void )
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{
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}
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void GAME_EXPORT GL_ClearExtensions( void )
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{
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}
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static void *R_Lock_GL1( void )
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{
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return glbuf;
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}
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static void R_Unlock_GL1( void )
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{
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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pglBegin( GL_QUADS );
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pglTexCoord2f( 0, 0 );
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pglVertex2f( 0, 0 );
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pglTexCoord2f( 1, 0 );
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pglVertex2f( vid.width, 0 );
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pglTexCoord2f( 1, 1 );
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pglVertex2f( vid.width, vid.height );
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pglTexCoord2f( 0, 1 );
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pglVertex2f( 0, vid.height );
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pglEnd();
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pglDisable( GL_TEXTURE_2D );
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gEngfuncs.GL_SwapBuffers();
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}
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static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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LOAD(glBegin);
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LOAD(glEnd);
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LOAD(glTexCoord2f);
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@ -148,6 +101,52 @@ static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp,
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pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
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#endif
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}
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void GAME_EXPORT GL_ClearExtensions( void )
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{
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}
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static void *R_Lock_GL1( void )
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{
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return glbuf;
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}
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static void R_Unlock_GL1( void )
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{
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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pglBegin( GL_QUADS );
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pglTexCoord2f( 0, 0 );
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pglVertex2f( 0, 0 );
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pglTexCoord2f( 1, 0 );
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pglVertex2f( vid.width, 0 );
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pglTexCoord2f( 1, 1 );
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pglVertex2f( vid.width, vid.height );
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pglTexCoord2f( 0, 1 );
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pglVertex2f( 0, vid.height );
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pglEnd();
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gEngfuncs.GL_SwapBuffers();
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}
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static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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if( glbuf )
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Mem_Free(glbuf);
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glbuf = Mem_Malloc( r_temppool, width*height*2 );
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