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/*
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cl_render.c - RenderAPI loader & implementation
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Copyright (C) 2019 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 "common.h"
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#include "client.h"
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#include "library.h"
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#include "platform/platform.h"
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int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis )
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{
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return Mod_FatPVS( org, radius, visbuffer, world.visbytes, merge, fullvis );
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}
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lightstyle_t *CL_GetLightStyle( int number )
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{
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Assert( number >= 0 && number < MAX_LIGHTSTYLES );
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return &cl.lightstyles[number];
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}
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const ref_overview_t *GL_GetOverviewParms( void )
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{
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return &clgame.overView;
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}
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static void *R_Mem_Alloc( size_t cb, const char *filename, const int fileline )
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{
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return _Mem_Alloc( cls.mempool, cb, true, filename, fileline );
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}
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static void R_Mem_Free( void *mem, const char *filename, const int fileline )
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{
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if( !mem ) return;
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_Mem_Free( mem, filename, fileline );
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}
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/*
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=========
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pfnGetFilesList
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=========
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*/
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static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
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{
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static search_t *t = NULL;
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if( t ) Mem_Free( t ); // release prev search
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t = FS_Search( pattern, true, gamedironly );
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if( !t )
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{
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if( numFiles ) *numFiles = 0;
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return NULL;
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}
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if( numFiles ) *numFiles = t->numfilenames;
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return t->filenames;
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}
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static uint pfnFileBufferCRC32( const void *buffer, const int length )
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{
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uint modelCRC = 0;
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if( !buffer || length <= 0 )
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return modelCRC;
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CRC32_Init( &modelCRC );
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CRC32_ProcessBuffer( &modelCRC, buffer, length );
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return CRC32_Final( modelCRC );
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}
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/*
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=================
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R_EnvShot
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=================
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*/
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static void R_EnvShot( const float *vieworg, const char *name, qboolean skyshot, int shotsize )
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{
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static vec3_t viewPoint;
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if( !COM_CheckString( name ))
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return;
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if( cls.scrshot_action != scrshot_inactive )
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{
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if( cls.scrshot_action != scrshot_skyshot && cls.scrshot_action != scrshot_envshot )
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Con_Printf( S_ERROR "R_%sShot: subsystem is busy, try for next frame.\n", skyshot ? "Sky" : "Env" );
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return;
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}
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cls.envshot_vieworg = NULL; // use client view
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Q_strncpy( cls.shotname, name, sizeof( cls.shotname ));
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if( vieworg )
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{
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// make sure what viewpoint don't temporare
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VectorCopy( vieworg, viewPoint );
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cls.envshot_vieworg = viewPoint;
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cls.envshot_disable_vis = true;
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}
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// make request for envshot
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if( skyshot ) cls.scrshot_action = scrshot_skyshot;
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else cls.scrshot_action = scrshot_envshot;
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// catch negative values
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cls.envshot_viewsize = Q_max( 0, shotsize );
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}
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/*
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=============
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CL_GenericHandle
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=============
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*/
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static const char *CL_GenericHandle( int fileindex )
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{
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if( fileindex < 0 || fileindex >= MAX_CUSTOM )
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return 0;
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return cl.files_precache[fileindex];
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}
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intptr_t CL_RenderGetParm( const int parm, const int arg, const qboolean checkRef )
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{
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switch( parm )
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{
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case PARM_BSP2_SUPPORTED:
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#ifdef SUPPORT_BSP2_FORMAT
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return 1;
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#endif
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return 0;
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case PARAM_GAMEPAUSED:
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return cl.paused;
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case PARM_CLIENT_INGAME:
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return CL_IsInGame();
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case PARM_MAX_ENTITIES:
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return clgame.maxEntities;
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case PARM_FEATURES:
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return host.features;
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case PARM_MAP_HAS_DELUXE:
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return FBitSet( world.flags, FWORLD_HAS_DELUXEMAP );
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case PARM_CLIENT_ACTIVE:
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return (cls.state == ca_active);
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case PARM_DEDICATED_SERVER:
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return (host.type == HOST_DEDICATED);
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case PARM_WATER_ALPHA:
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return FBitSet( world.flags, FWORLD_WATERALPHA );
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case PARM_DELUXEDATA:
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return (intptr_t)world.deluxedata;
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case PARM_SHADOWDATA:
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return (intptr_t)world.shadowdata;
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case PARM_FULLSCREEN:
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return refState.fullScreen;
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case PARM_WIDESCREEN:
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return refState.wideScreen;
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case PARM_SCREEN_WIDTH:
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return refState.width;
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case PARM_SCREEN_HEIGHT:
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return refState.height;
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default:
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// indicates call from client.dll
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if( checkRef )
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{
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return ref.dllFuncs.RefGetParm( parm, arg );
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}
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// call issued from ref_dll, check extensions here
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else switch( parm )
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{
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case PARM_DEV_OVERVIEW:
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return CL_IsDevOverviewMode();
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case PARM_THIRDPERSON:
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return CL_IsThirdPerson();
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case PARM_QUAKE_COMPATIBLE:
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return Host_IsQuakeCompatible();
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case PARM_CONNSTATE:
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return (int)cls.state;
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case PARM_PLAYING_DEMO:
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return cls.demoplayback;
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case PARM_WATER_LEVEL:
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return cl.local.waterlevel;
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case PARM_LOCAL_HEALTH:
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return cl.local.health;
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case PARM_LOCAL_GAME:
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return Host_IsLocalGame();
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case PARM_NUMENTITIES:
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return pfnNumberOfEntities();
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case PARM_GET_CLIENT_PTR:
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return (intptr_t)&cl.time; // with the offset
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case PARM_GET_HOST_PTR:
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return (intptr_t)&host.realtime; // with the offset
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case PARM_GET_WORLD_PTR:
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return (intptr_t)&world;
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case PARM_GET_MOVEVARS_PTR:
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return (intptr_t)&clgame.movevars;
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case PARM_GET_PALETTE_PTR:
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return (intptr_t)&clgame.palette;
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case PARM_GET_VIEWENT_PTR:
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return (intptr_t)&clgame.viewent;
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}
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}
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return 0;
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}
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static intptr_t pfnRenderGetParm( int parm, int arg )
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{
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return CL_RenderGetParm( parm, arg, true );
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}
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static render_api_t gRenderAPI =
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{
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pfnRenderGetParm, // GL_RenderGetParm,
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NULL, // R_GetDetailScaleForTexture,
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NULL, // R_GetExtraParmsForTexture,
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CL_GetLightStyle,
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CL_GetDynamicLight,
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CL_GetEntityLight,
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LightToTexGamma,
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NULL, // R_GetFrameTime,
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NULL, // R_SetCurrentEntity,
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NULL, // R_SetCurrentModel,
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R_FatPVS,
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R_StoreEfrags,
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NULL, // GL_FindTexture,
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NULL, // GL_TextureName,
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NULL, // GL_TextureData,
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NULL, // GL_LoadTexture,
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NULL, // GL_CreateTexture,
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NULL, // GL_LoadTextureArray,
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NULL, // GL_CreateTextureArray,
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NULL, // GL_FreeTexture,
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NULL, // DrawSingleDecal,
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NULL, // R_DecalSetupVerts,
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NULL, // R_EntityRemoveDecals,
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(void*)AVI_LoadVideo,
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(void*)AVI_GetVideoInfo,
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(void*)AVI_GetVideoFrameNumber,
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(void*)AVI_GetVideoFrame,
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NULL, // R_UploadStretchRaw,
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(void*)AVI_FreeVideo,
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(void*)AVI_IsActive,
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S_StreamAviSamples,
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NULL,
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NULL,
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NULL, // GL_Bind,
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NULL, // GL_SelectTexture,
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NULL, // GL_LoadTexMatrixExt,
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NULL, // GL_LoadIdentityTexMatrix,
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NULL, // GL_CleanUpTextureUnits,
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NULL, // GL_TexGen,
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NULL, // GL_TextureTarget,
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NULL, // GL_SetTexCoordArrayMode,
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NULL, // GL_GetProcAddress,
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NULL, // GL_UpdateTexSize,
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NULL,
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NULL,
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NULL, // CL_DrawParticlesExternal,
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R_EnvShot,
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pfnSPR_LoadExt,
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NULL, // R_LightVec,
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NULL, // R_StudioGetTexture,
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GL_GetOverviewParms,
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CL_GenericHandle,
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COM_SaveFile,
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NULL,
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R_Mem_Alloc,
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R_Mem_Free,
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pfnGetFilesList,
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pfnFileBufferCRC32,
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COM_CompareFileTime,
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Host_Error,
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(void*)CL_ModelHandle,
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pfnTime,
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Cvar_Set,
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S_FadeMusicVolume,
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COM_SetRandomSeed,
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};
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static void R_FillRenderAPIFromRef( render_api_t *to, const ref_interface_t *from )
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{
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to->GetDetailScaleForTexture = from->GetDetailScaleForTexture;
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to->GetExtraParmsForTexture = from->GetExtraParmsForTexture;
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to->GetFrameTime = from->GetFrameTime;
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to->R_SetCurrentEntity = from->R_SetCurrentEntity;
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to->R_SetCurrentModel = from->R_SetCurrentModel;
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to->GL_FindTexture = from->GL_FindTexture;
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to->GL_TextureName = from->GL_TextureName;
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to->GL_TextureData = from->GL_TextureData;
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to->GL_LoadTexture = from->GL_LoadTexture;
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to->GL_CreateTexture = from->GL_CreateTexture;
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to->GL_LoadTextureArray = from->GL_LoadTextureArray;
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to->GL_CreateTextureArray = from->GL_CreateTextureArray;
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to->GL_FreeTexture = from->GL_FreeTexture;
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to->DrawSingleDecal = from->DrawSingleDecal;
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to->R_DecalSetupVerts = from->R_DecalSetupVerts;
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to->R_EntityRemoveDecals = from->R_EntityRemoveDecals;
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to->AVI_UploadRawFrame = from->AVI_UploadRawFrame;
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to->GL_Bind = from->GL_Bind;
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to->GL_SelectTexture = from->GL_SelectTexture;
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to->GL_LoadTextureMatrix = from->GL_LoadTextureMatrix;
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to->GL_TexMatrixIdentity = from->GL_TexMatrixIdentity;
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to->GL_CleanUpTextureUnits = from->GL_CleanUpTextureUnits;
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to->GL_TexGen = from->GL_TexGen;
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to->GL_TextureTarget = from->GL_TextureTarget;
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to->GL_TexCoordArrayMode = from->GL_TexCoordArrayMode;
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to->GL_UpdateTexSize = from->GL_UpdateTexSize;
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to->GL_DrawParticles = from->GL_DrawParticles;
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to->LightVec = from->LightVec;
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to->StudioGetTexture = from->StudioGetTexture;
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to->GL_GetProcAddress = from->R_GetProcAddress;
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}
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/*
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===============
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R_InitRenderAPI
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Initialize client external rendering
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===============
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*/
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qboolean R_InitRenderAPI( void )
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{
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// make sure what render functions is cleared
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memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
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// fill missing functions from renderer
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R_FillRenderAPIFromRef( &gRenderAPI, &ref.dllFuncs );
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if( clgame.dllFuncs.pfnGetRenderInterface )
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{
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if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs ))
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{
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Con_Reportf( "CL_LoadProgs: ^2initailized extended RenderAPI ^7ver. %i\n", CL_RENDER_INTERFACE_VERSION );
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return true;
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}
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// make sure what render functions is cleared
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memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
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return false; // just tell user about problems
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}
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// render interface is missed
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return true;
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}
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