598 lines
11 KiB
C
598 lines
11 KiB
C
/*
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vid_sdl.c - SDL vid component
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Copyright (C) 2018 a1batross
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(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. See the
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GNU General Public License for more details.
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*/
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#include "r_local.h"
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ref_api_t gEngfuncs;
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ref_globals_t *gpGlobals;
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gl_globals_t tr;
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ref_speeds_t r_stats;
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byte *r_temppool;
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cvar_t *gl_emboss_scale;
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cvar_t *r_norefresh;
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cvar_t *vid_brightness;
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viddef_t vid;
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static void GAME_EXPORT R_ClearScreen( void )
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{
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}
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static qboolean GAME_EXPORT IsNormalPass( void )
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{
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return RP_NORMALPASS();
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}
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static void GAME_EXPORT R_IncrementSpeedsCounter( int type )
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{
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switch( type )
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{
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case RS_ACTIVE_TENTS:
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r_stats.c_active_tents_count++;
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break;
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default:
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gEngfuncs.Host_Error( "R_IncrementSpeedsCounter: unsupported type %d\n", type );
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}
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}
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static const byte * GAME_EXPORT R_GetTextureOriginalBuffer( unsigned int idx )
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{
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/*gl_texture_t *glt = R_GetTexture( idx );
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if( !glt || !glt->original || !glt->original->buffer )
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return NULL;*/
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return NULL;
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}
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/*
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=============
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CL_FillRGBA
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=============
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*/
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static void GAME_EXPORT CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
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{
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vid.rendermode = kRenderTransAdd;
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_TriColor4ub(r,g,b,a);
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Draw_Fill(_x,_y,_w,_h);
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}
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/*
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=============
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pfnFillRGBABlend
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=============
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*/
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static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
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{
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vid.rendermode = kRenderTransAlpha;
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_TriColor4ub(r,g,b,a);
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Draw_Fill(_x,_y,_w,_h);
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}
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void Mod_UnloadTextures( model_t *mod );
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qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
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{
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qboolean loaded = true;
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if( create )
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{
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switch( mod->type )
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{
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case mod_studio:
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//Mod_LoadStudioModel( mod, buf, loaded );
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break;
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case mod_sprite:
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Mod_LoadSpriteModel( mod, buf, &loaded, mod->numtexinfo );
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break;
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case mod_alias:
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//Mod_LoadAliasModel( mod, buf, &loaded );
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break;
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case mod_brush:
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// Mod_LoadBrushModel( mod, buf, loaded );
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break;
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default: gEngfuncs.Host_Error( "Mod_LoadModel: unsupported type %d\n", mod->type );
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}
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}
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if( loaded && gEngfuncs.drawFuncs->Mod_ProcessUserData )
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gEngfuncs.drawFuncs->Mod_ProcessUserData( mod, create, buf );
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if( !create )
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Mod_UnloadTextures( mod );
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return loaded;
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}
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static int GL_RefGetParm( int parm, int arg )
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{
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image_t *glt;
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switch( parm )
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{
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case PARM_TEX_WIDTH:
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glt = R_GetTexture( arg );
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return glt->width;
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case PARM_TEX_HEIGHT:
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glt = R_GetTexture( arg );
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return glt->height;
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case PARM_TEX_SRC_WIDTH:
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glt = R_GetTexture( arg );
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return glt->srcWidth;
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case PARM_TEX_SRC_HEIGHT:
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glt = R_GetTexture( arg );
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return glt->srcHeight;
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case PARM_TEX_GLFORMAT:
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glt = R_GetTexture( arg );
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return 0; //glt->format;
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case PARM_TEX_ENCODE:
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glt = R_GetTexture( arg );
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return 0; //glt->encode;
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case PARM_TEX_MIPCOUNT:
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glt = R_GetTexture( arg );
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return glt->numMips;
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case PARM_TEX_DEPTH:
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glt = R_GetTexture( arg );
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return glt->depth;
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case PARM_TEX_SKYBOX:
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Assert( arg >= 0 && arg < 6 );
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return tr.skyboxTextures[arg];
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case PARM_TEX_SKYTEXNUM:
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return 0; //tr.skytexturenum;
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case PARM_TEX_LIGHTMAP:
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arg = bound( 0, arg, MAX_LIGHTMAPS - 1 );
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return tr.lightmapTextures[arg];
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case PARM_WIDESCREEN:
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return gpGlobals->wideScreen;
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case PARM_FULLSCREEN:
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return gpGlobals->fullScreen;
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case PARM_SCREEN_WIDTH:
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return gpGlobals->width;
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case PARM_SCREEN_HEIGHT:
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return gpGlobals->height;
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case PARM_TEX_TARGET:
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glt = R_GetTexture( arg );
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return 0; //glt->target;
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case PARM_TEX_TEXNUM:
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glt = R_GetTexture( arg );
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return 0; //glt->texnum;
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case PARM_TEX_FLAGS:
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glt = R_GetTexture( arg );
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return glt->flags;
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case PARM_ACTIVE_TMU:
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return 0; //glState.activeTMU;
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case PARM_LIGHTSTYLEVALUE:
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arg = bound( 0, arg, MAX_LIGHTSTYLES - 1 );
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return tr.lightstylevalue[arg];
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case PARM_MAX_IMAGE_UNITS:
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return 0; //GL_MaxTextureUnits();
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case PARM_REBUILD_GAMMA:
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return 0;
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case PARM_SURF_SAMPLESIZE:
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if( arg >= 0 && arg < WORLDMODEL->numsurfaces )
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return gEngfuncs.Mod_SampleSizeForFace( &WORLDMODEL->surfaces[arg] );
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return LM_SAMPLE_SIZE;
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case PARM_GL_CONTEXT_TYPE:
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return 0; //glConfig.context;
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case PARM_GLES_WRAPPER:
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return 0; //glConfig.wrapper;
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case PARM_STENCIL_ACTIVE:
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return 0; //glState.stencilEnabled;
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case PARM_SKY_SPHERE:
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return ENGINE_GET_PARM_( parm, arg ) && !tr.fCustomSkybox;
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default:
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return ENGINE_GET_PARM_( parm, arg );
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}
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return 0;
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}
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static void GAME_EXPORT R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
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{
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image_t *glt = R_GetTexture( texture );
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if( xScale ) *xScale = glt->xscale;
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if( yScale ) *yScale = glt->yscale;
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}
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static void GAME_EXPORT R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
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{
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image_t *glt = R_GetTexture( texture );
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if( red ) *red = glt->fogParams[0];
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if( green ) *green = glt->fogParams[1];
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if( blue ) *blue = glt->fogParams[2];
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if( density ) *density = glt->fogParams[3];
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}
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static void GAME_EXPORT R_SetCurrentEntity( cl_entity_t *ent )
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{
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RI.currententity = ent;
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// set model also
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if( RI.currententity != NULL )
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{
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RI.currentmodel = RI.currententity->model;
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}
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}
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static void GAME_EXPORT R_SetCurrentModel( model_t *mod )
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{
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RI.currentmodel = mod;
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}
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static float GAME_EXPORT R_GetFrameTime( void )
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{
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return tr.frametime;
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}
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static const char * GAME_EXPORT GL_TextureName( unsigned int texnum )
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{
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return "";//return R_GetTexture( texnum )->name;
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}
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const byte * GAME_EXPORT GL_TextureData( unsigned int texnum )
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{
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// rgbdata_t *pic = R_GetTexture( texnum )->original;
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//if( pic != NULL )
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//return pic->buffer;
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return NULL;
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}
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void Mod_BrushUnloadTextures( model_t *mod )
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{
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int i;
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gEngfuncs.Con_Printf("Unloading world\n");
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tr.map_unload = true;
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for( i = 0; i < mod->numtextures; i++ )
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{
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texture_t *tx = mod->textures[i];
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if( !tx || tx->gl_texturenum == tr.defaultTexture )
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continue; // free slot
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GL_FreeTexture( tx->gl_texturenum ); // main texture
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GL_FreeTexture( tx->fb_texturenum ); // luma texture
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}
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}
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void Mod_UnloadTextures( model_t *mod )
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{
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int i, j;
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Assert( mod != NULL );
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switch( mod->type )
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{
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case mod_studio:
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//Mod_StudioUnloadTextures( mod->cache.data );
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break;
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case mod_alias:
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//Mod_AliasUnloadTextures( mod->cache.data );
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break;
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case mod_brush:
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Mod_BrushUnloadTextures( mod );
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break;
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case mod_sprite:
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Mod_SpriteUnloadTextures( mod->cache.data );
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break;
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default: gEngfuncs.Host_Error( "Mod_UnloadModel: unsupported type %d\n", mod->type );
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}
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}
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void GAME_EXPORT R_ProcessEntData( qboolean allocate )
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{
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}
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// stubs
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void GAME_EXPORT GL_SetTexCoordArrayMode( uint mode )
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{
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}
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void GAME_EXPORT GL_BackendStartFrame( void )
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{
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}
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void GAME_EXPORT GL_BackendEndFrame( void )
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{
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}
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void GAME_EXPORT GL_SetRenderMode(int mode)
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{
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vid.rendermode = mode;
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/// TODO: table shading/blending???
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/// maybe, setup block drawing function pointers here
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}
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void GAME_EXPORT R_ShowTextures( void )
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{
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// textures undone too
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}
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void GAME_EXPORT R_ShowTree( void )
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{
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// do we really need this here???
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}
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void GAME_EXPORT R_SetupSky(const char *skyboxname)
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{
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}
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qboolean GAME_EXPORT VID_ScreenShot(const char *filename, int shot_type)
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{
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return false;
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}
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qboolean GAME_EXPORT VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot)
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{
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// cubemaps? in my softrender???
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return false;
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}
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void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette)
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{
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}
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void GAME_EXPORT GL_SubdivideSurface(msurface_t *fa)
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{
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}
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void GAME_EXPORT DrawSingleDecal(decal_t *pDecal, msurface_t *fa)
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{
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}
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void GAME_EXPORT GL_SelectTexture(int texture)
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{
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}
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void GAME_EXPORT GL_LoadTexMatrixExt(const float *glmatrix)
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{
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}
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void GAME_EXPORT GL_LoadIdentityTexMatrix( void )
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{
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}
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void GAME_EXPORT GL_CleanUpTextureUnits(int last)
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{
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}
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void GAME_EXPORT GL_TexGen(unsigned int coord, unsigned int mode)
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{
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}
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void GAME_EXPORT GL_TextureTarget(uint target)
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{
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}
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void GAME_EXPORT GL_BuildLightmaps( void )
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{
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CL_RunLightStyles();
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}
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void GAME_EXPORT Mod_SetOrthoBounds(const float *mins, const float *maxs)
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{
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}
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qboolean GAME_EXPORT R_SpeedsMessage(char *out, size_t size)
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{
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return false;
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}
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byte *GAME_EXPORT Mod_GetCurrentVis( void )
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{
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return NULL;
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}
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const char *R_GetConfigName( void )
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{
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return "ref_soft"; // software specific cvars will go to ref_soft.cfg
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}
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static void* GAME_EXPORT R_GetProcAddress( const char *name )
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{
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return gEngfuncs.GL_GetProcAddress( name );
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}
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ref_interface_t gReffuncs =
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{
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R_Init,
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R_Shutdown,
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R_GetConfigName,
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R_SetDisplayTransform,
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GL_SetupAttributes,
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GL_InitExtensions,
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GL_ClearExtensions,
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R_BeginFrame,
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R_RenderScene,
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R_EndFrame,
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R_PushScene,
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R_PopScene,
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GL_BackendStartFrame,
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GL_BackendEndFrame,
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R_ClearScreen,
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R_AllowFog,
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GL_SetRenderMode,
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R_AddEntity,
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CL_AddCustomBeam,
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R_ProcessEntData,
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R_ShowTextures,
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R_GetTextureOriginalBuffer,
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GL_LoadTextureFromBuffer,
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GL_ProcessTexture,
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R_SetupSky,
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R_Set2DMode,
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R_DrawStretchRaw,
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R_DrawStretchPic,
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R_DrawTileClear,
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CL_FillRGBA,
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CL_FillRGBABlend,
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VID_ScreenShot,
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VID_CubemapShot,
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R_LightPoint,
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R_DecalShoot,
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R_DecalRemoveAll,
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R_CreateDecalList,
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R_ClearAllDecals,
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R_StudioEstimateFrame,
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R_StudioLerpMovement,
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CL_InitStudioAPI,
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R_InitSkyClouds,
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GL_SubdivideSurface,
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CL_RunLightStyles,
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R_GetSpriteParms,
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R_GetSpriteTexture,
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Mod_LoadMapSprite,
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Mod_ProcessRenderData,
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Mod_StudioLoadTextures,
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CL_DrawParticles,
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CL_DrawTracers,
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CL_DrawBeams,
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R_BeamCull,
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GL_RefGetParm,
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R_GetDetailScaleForTexture,
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R_GetExtraParmsForTexture,
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R_GetFrameTime,
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R_SetCurrentEntity,
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R_SetCurrentModel,
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GL_FindTexture,
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GL_TextureName,
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GL_TextureData,
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GL_LoadTexture,
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GL_CreateTexture,
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GL_LoadTextureArray,
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GL_CreateTextureArray,
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GL_FreeTexture,
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DrawSingleDecal,
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R_DecalSetupVerts,
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R_EntityRemoveDecals,
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R_UploadStretchRaw,
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GL_Bind,
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GL_SelectTexture,
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GL_LoadTexMatrixExt,
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GL_LoadIdentityTexMatrix,
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GL_CleanUpTextureUnits,
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GL_TexGen,
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GL_TextureTarget,
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GL_SetTexCoordArrayMode,
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GL_UpdateTexSize,
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NULL,
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NULL,
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CL_DrawParticlesExternal,
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R_LightVec,
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R_StudioGetTexture,
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R_RenderFrame,
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Mod_SetOrthoBounds,
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R_SpeedsMessage,
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Mod_GetCurrentVis,
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R_NewMap,
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R_ClearScene,
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R_GetProcAddress,
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TriRenderMode,
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TriBegin,
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TriEnd,
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_TriColor4f,
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_TriColor4ub,
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TriTexCoord2f,
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TriVertex3fv,
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TriVertex3f,
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TriWorldToScreen,
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TriFog,
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R_ScreenToWorld,
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TriGetMatrix,
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TriFogParams,
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TriCullFace,
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VGUI_DrawInit,
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VGUI_DrawShutdown,
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VGUI_SetupDrawingText,
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VGUI_SetupDrawingRect,
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VGUI_SetupDrawingImage,
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VGUI_BindTexture,
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VGUI_EnableTexture,
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VGUI_CreateTexture,
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VGUI_UploadTexture,
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VGUI_UploadTextureBlock,
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VGUI_DrawQuad,
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VGUI_GetTextureSizes,
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VGUI_GenerateTexture,
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};
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int EXPORT GAME_EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals )
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{
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if( version != REF_API_VERSION )
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return 0;
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// fill in our callbacks
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memcpy( funcs, &gReffuncs, sizeof( ref_interface_t ));
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memcpy( &gEngfuncs, engfuncs, sizeof( ref_api_t ));
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gpGlobals = globals;
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|
return REF_API_VERSION;
|
|
}
|
|
|
|
void EXPORT GetRefHumanReadableName( char *out, size_t size )
|
|
{
|
|
Q_strncpy( out, "Software", size );
|
|
}
|