Browse Source

ref_soft: Add GAME_EXPORT to exports

pull/2/head
mittorn 6 years ago
parent
commit
4dae13d7bc
  1. 6
      r_beams.c
  2. 84
      r_context.c
  3. 12
      r_decals.c
  4. 14
      r_draw.c
  5. 20
      r_image.c
  6. 6
      r_light.c
  7. 2
      r_local.h
  8. 26
      r_main.c
  9. 6
      r_part.c
  10. 2
      r_sprite.c
  11. 10
      r_studio.c
  12. 26
      r_triapi.c

6
r_beams.c

@ -116,7 +116,7 @@ R_BeamCull
Cull the beam by bbox Cull the beam by bbox
============== ==============
*/ */
qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly ) qboolean GAME_EXPORT R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly )
{ {
vec3_t mins, maxs; vec3_t mins, maxs;
int i; int i;
@ -162,7 +162,7 @@ CL_AddCustomBeam
Add the beam that encoded as custom entity Add the beam that encoded as custom entity
================ ================
*/ */
void CL_AddCustomBeam( cl_entity_t *pEnvBeam ) void GAME_EXPORT CL_AddCustomBeam( cl_entity_t *pEnvBeam )
{ {
if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET ) if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET )
{ {
@ -1269,7 +1269,7 @@ CL_DrawBeams
draw beam loop draw beam loop
============== ==============
*/ */
void CL_DrawBeams( int fTrans, BEAM *active_beams ) void GAME_EXPORT CL_DrawBeams( int fTrans, BEAM *active_beams )
{ {
BEAM *pBeam; BEAM *pBeam;
int i, flags; int i, flags;

84
r_context.c

@ -27,17 +27,17 @@ cvar_t *r_norefresh;
cvar_t *vid_gamma; cvar_t *vid_gamma;
cvar_t *vid_brightness; cvar_t *vid_brightness;
viddef_t vid; viddef_t vid;
static void R_ClearScreen( void ) static void GAME_EXPORT R_ClearScreen( void )
{ {
} }
static qboolean IsNormalPass( void ) static qboolean GAME_EXPORT IsNormalPass( void )
{ {
return RP_NORMALPASS(); return RP_NORMALPASS();
} }
static void R_IncrementSpeedsCounter( int type ) static void GAME_EXPORT R_IncrementSpeedsCounter( int type )
{ {
switch( type ) switch( type )
{ {
@ -49,7 +49,7 @@ static void R_IncrementSpeedsCounter( int type )
} }
} }
static const byte *R_GetTextureOriginalBuffer( unsigned int idx ) static const byte * GAME_EXPORT R_GetTextureOriginalBuffer( unsigned int idx )
{ {
/*gl_texture_t *glt = R_GetTexture( idx ); /*gl_texture_t *glt = R_GetTexture( idx );
@ -59,7 +59,7 @@ static const byte *R_GetTextureOriginalBuffer( unsigned int idx )
return NULL; return NULL;
} }
static int R_GetBuiltinTexture( enum ref_shared_texture_e type ) static int GAME_EXPORT R_GetBuiltinTexture( enum ref_shared_texture_e type )
{ {
switch( type ) switch( type )
{ {
@ -74,7 +74,7 @@ static int R_GetBuiltinTexture( enum ref_shared_texture_e type )
return 0; return 0;
} }
static void R_FreeSharedTexture( enum ref_shared_texture_e type ) static void GAME_EXPORT R_FreeSharedTexture( enum ref_shared_texture_e type )
{ {
int num = 0; int num = 0;
@ -104,7 +104,7 @@ CL_FillRGBA
============= =============
*/ */
static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a ) static void GAME_EXPORT CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
{ {
vid.rendermode = kRenderTransAdd; vid.rendermode = kRenderTransAdd;
_TriColor4ub(r,g,b,a); _TriColor4ub(r,g,b,a);
@ -125,7 +125,7 @@ static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h
} }
qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
{ {
qboolean loaded = true; qboolean loaded = true;
@ -161,7 +161,7 @@ qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
return loaded; return loaded;
} }
static int GL_RenderGetParm( int parm, int arg ) static int GAME_EXPORT GL_RenderGetParm( int parm, int arg )
{ {
image_t *glt; image_t *glt;
@ -223,7 +223,7 @@ static int GL_RenderGetParm( int parm, int arg )
return 0; return 0;
} }
static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale ) static void GAME_EXPORT R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
{ {
image_t *glt = R_GetTexture( texture ); image_t *glt = R_GetTexture( texture );
@ -231,7 +231,7 @@ static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScal
if( yScale ) *yScale = glt->yscale; if( yScale ) *yScale = glt->yscale;
} }
static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density ) static void GAME_EXPORT R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
{ {
image_t *glt = R_GetTexture( texture ); image_t *glt = R_GetTexture( texture );
@ -242,7 +242,7 @@ static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte
} }
static void R_SetCurrentEntity( cl_entity_t *ent ) static void GAME_EXPORT R_SetCurrentEntity( cl_entity_t *ent )
{ {
RI.currententity = ent; RI.currententity = ent;
@ -253,22 +253,22 @@ static void R_SetCurrentEntity( cl_entity_t *ent )
} }
} }
static void R_SetCurrentModel( model_t *mod ) static void GAME_EXPORT R_SetCurrentModel( model_t *mod )
{ {
RI.currentmodel = mod; RI.currentmodel = mod;
} }
static float R_GetFrameTime( void ) static float GAME_EXPORT R_GetFrameTime( void )
{ {
return tr.frametime; return tr.frametime;
} }
static const char *GL_TextureName( unsigned int texnum ) static const char * GAME_EXPORT GL_TextureName( unsigned int texnum )
{ {
return "";//return R_GetTexture( texnum )->name; return "";//return R_GetTexture( texnum )->name;
} }
const byte *GL_TextureData( unsigned int texnum ) const byte * GAME_EXPORT GL_TextureData( unsigned int texnum )
{ {
// rgbdata_t *pic = R_GetTexture( texnum )->original; // rgbdata_t *pic = R_GetTexture( texnum )->original;
@ -316,72 +316,72 @@ void Mod_UnloadTextures( model_t *mod )
} }
} }
void R_ProcessEntData( qboolean allocate ) void GAME_EXPORT R_ProcessEntData( qboolean allocate )
{ {
} }
// stubs // stubs
void GL_SetTexCoordArrayMode() void GAME_EXPORT GL_SetTexCoordArrayMode()
{ {
} }
void GL_OnContextCreated() void GAME_EXPORT GL_OnContextCreated()
{ {
//R_InitBlit(); //R_InitBlit();
} }
void GL_InitExtensions() void GAME_EXPORT GL_InitExtensions()
{ {
} }
void GL_ClearExtensions() void GAME_EXPORT GL_ClearExtensions()
{ {
} }
void GL_BackendStartFrame() void GAME_EXPORT GL_BackendStartFrame()
{ {
} }
void GL_BackendEndFrame() void GAME_EXPORT GL_BackendEndFrame()
{ {
} }
void GL_SetRenderMode(int mode) void GAME_EXPORT GL_SetRenderMode(int mode)
{ {
vid.rendermode = mode; vid.rendermode = mode;
/// TODO: table shading/blending??? /// TODO: table shading/blending???
/// maybe, setup block drawing function pointers here /// maybe, setup block drawing function pointers here
} }
void R_ShowTextures() void GAME_EXPORT R_ShowTextures()
{ {
// textures undone too // textures undone too
} }
void R_ShowTree() void GAME_EXPORT R_ShowTree()
{ {
// do we really need this here??? // do we really need this here???
} }
void R_SetupSky(const char *skyboxname) void GAME_EXPORT R_SetupSky(const char *skyboxname)
{ {
} }
qboolean VID_ScreenShot(const char *filename, int shot_type) qboolean GAME_EXPORT VID_ScreenShot(const char *filename, int shot_type)
{ {
} }
qboolean VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot) qboolean GAME_EXPORT VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot)
{ {
// cubemaps? in my softrender??? // cubemaps? in my softrender???
} }
@ -391,67 +391,67 @@ void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette)
} }
void GL_SubdivideSurface(msurface_t *fa) void GAME_EXPORT GL_SubdivideSurface(msurface_t *fa)
{ {
} }
void DrawSingleDecal(decal_t *pDecal, msurface_t *fa) void GAME_EXPORT DrawSingleDecal(decal_t *pDecal, msurface_t *fa)
{ {
} }
void GL_SelectTexture(int texture) void GAME_EXPORT GL_SelectTexture(int texture)
{ {
} }
void GL_LoadTexMatrixExt(const float *glmatrix) void GAME_EXPORT GL_LoadTexMatrixExt(const float *glmatrix)
{ {
} }
void GL_LoadIdentityTexMatrix() void GAME_EXPORT GL_LoadIdentityTexMatrix()
{ {
} }
void GL_CleanUpTextureUnits(int last) void GAME_EXPORT GL_CleanUpTextureUnits(int last)
{ {
} }
void GL_TexGen(unsigned int coord, unsigned int mode) void GAME_EXPORT GL_TexGen(unsigned int coord, unsigned int mode)
{ {
} }
void GL_TextureTarget(uint target) void GAME_EXPORT GL_TextureTarget(uint target)
{ {
} }
void GL_BuildLightmaps() void GAME_EXPORT GL_BuildLightmaps()
{ {
CL_RunLightStyles(); CL_RunLightStyles();
} }
void Mod_SetOrthoBounds(const float *mins, const float *maxs) void GAME_EXPORT Mod_SetOrthoBounds(const float *mins, const float *maxs)
{ {
} }
qboolean R_SpeedsMessage(char *out, size_t size) qboolean GAME_EXPORT R_SpeedsMessage(char *out, size_t size)
{ {
return false; return false;
} }
byte *Mod_GetCurrentVis() byte *GAME_EXPORT Mod_GetCurrentVis()
{ {
return NULL; return NULL;
} }
void GL_SetupAttributes( int safegl ) void GAME_EXPORT GL_SetupAttributes( int safegl )
{ {
gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" ); gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG ); gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );

12
r_decals.c

@ -759,7 +759,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
} }
// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords // Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords
void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale ) void GAME_EXPORT R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale )
{ {
decalinfo_t decalInfo; decalinfo_t decalInfo;
cl_entity_t *ent = NULL; cl_entity_t *ent = NULL;
@ -852,7 +852,7 @@ void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos
// Build the vertex list for a decal on a surface and clip it to the surface. // Build the vertex list for a decal on a surface and clip it to the surface.
// This is a template so it can work on world surfaces and dynamic displacement // This is a template so it can work on world surfaces and dynamic displacement
// triangles the same way. // triangles the same way.
float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount ) float * GAME_EXPORT R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
{ {
glpoly_t *p = pDecal->polys; glpoly_t *p = pDecal->polys;
int i, count; int i, count;
@ -1168,7 +1168,7 @@ static int DecalDepthCompare( const void *a, const void *b )
// Input : *pList - // Input : *pList -
// Output : int // Output : int
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
int R_CreateDecalList( decallist_t *pList ) int GAME_EXPORT R_CreateDecalList( decallist_t *pList )
{ {
int total = 0; int total = 0;
int i, depth; int i, depth;
@ -1226,7 +1226,7 @@ R_DecalRemoveAll
remove all decals with specified texture remove all decals with specified texture
=============== ===============
*/ */
void R_DecalRemoveAll( int textureIndex ) void GAME_EXPORT R_DecalRemoveAll( int textureIndex )
{ {
decal_t *pdecal; decal_t *pdecal;
int i; int i;
@ -1254,7 +1254,7 @@ R_EntityRemoveDecals
remove all decals from specified entity remove all decals from specified entity
=============== ===============
*/ */
void R_EntityRemoveDecals( model_t *mod ) void GAME_EXPORT R_EntityRemoveDecals( model_t *mod )
{ {
msurface_t *psurf; msurface_t *psurf;
decal_t *p; decal_t *p;
@ -1279,7 +1279,7 @@ remove all decals from anything
used for full decals restart used for full decals restart
=============== ===============
*/ */
void R_ClearAllDecals( void ) void GAME_EXPORT R_ClearAllDecals( void )
{ {
decal_t *pdecal; decal_t *pdecal;
int i; int i;

14
r_draw.c

@ -37,7 +37,7 @@ same as GetImageParms but used
for sprite models for sprite models
============= =============
*/ */
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite ) void GAME_EXPORT R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
{ {
mspriteframe_t *pFrame; mspriteframe_t *pFrame;
@ -49,7 +49,7 @@ void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int cu
if( numFrames ) *numFrames = pSprite->numframes; if( numFrames ) *numFrames = pSprite->numframes;
} }
int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame ) int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
{ {
if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data ) if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
return 0; return 0;
@ -188,7 +188,7 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1,
R_DrawStretchPic R_DrawStretchPic
============= =============
*/ */
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum ) void GAME_EXPORT R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
{ {
image_t *pic = R_GetTexture(texnum); image_t *pic = R_GetTexture(texnum);
// GL_Bind( XASH_TEXTURE0, texnum ); // GL_Bind( XASH_TEXTURE0, texnum );
@ -285,7 +285,7 @@ This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window. refresh window.
============= =============
*/ */
void R_DrawTileClear( int texnum, int x, int y, int w, int h ) void GAME_EXPORT R_DrawTileClear( int texnum, int x, int y, int w, int h )
{ {
int tw, th, x2, i, j; int tw, th, x2, i, j;
image_t *pic; image_t *pic;
@ -331,7 +331,7 @@ void R_DrawTileClear( int texnum, int x, int y, int w, int h )
R_DrawStretchRaw R_DrawStretchRaw
============= =============
*/ */
void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty ) void GAME_EXPORT R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
{ {
byte *raw = NULL; byte *raw = NULL;
image_t *tex; image_t *tex;
@ -351,7 +351,7 @@ void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, c
R_UploadStretchRaw R_UploadStretchRaw
============= =============
*/ */
void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data ) void GAME_EXPORT R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
{ {
byte *raw = NULL; byte *raw = NULL;
image_t *tex; image_t *tex;
@ -368,7 +368,7 @@ void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height,
R_Set2DMode R_Set2DMode
=============== ===============
*/ */
void R_Set2DMode( qboolean enable ) void GAME_EXPORT R_Set2DMode( qboolean enable )
{ {
vid.color = COLOR_WHITE; vid.color = COLOR_WHITE;
vid.is2d = enable; vid.is2d = enable;

20
r_image.c

@ -40,7 +40,7 @@ image_t *R_GetTexture( unsigned int texnum )
GL_Bind GL_Bind
================= =================
*/ */
void GL_Bind( int tmu, unsigned int texnum ) void GAME_EXPORT GL_Bind( int tmu, unsigned int texnum )
{ {
image_t *image; image_t *image;
@ -929,7 +929,7 @@ GL_UpdateTexSize
recalc image room recalc image room
================ ================
*/ */
void GL_UpdateTexSize( int texnum, int width, int height, int depth ) void GAME_EXPORT GL_UpdateTexSize( int texnum, int width, int height, int depth )
{ {
int i, j, texsize; int i, j, texsize;
int numSides; int numSides;
@ -960,7 +960,7 @@ void GL_UpdateTexSize( int texnum, int width, int height, int depth )
GL_LoadTexture GL_LoadTexture
================ ================
*/ */
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags ) int GAME_EXPORT GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
{ {
image_t *tex; image_t *tex;
rgbdata_t *pic; rgbdata_t *pic;
@ -1008,7 +1008,7 @@ int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
GL_LoadTextureArray GL_LoadTextureArray
================ ================
*/ */
int GL_LoadTextureArray( const char **names, int flags ) int GAME_EXPORT GL_LoadTextureArray( const char **names, int flags )
{ {
return 0; return 0;
} }
@ -1018,7 +1018,7 @@ int GL_LoadTextureArray( const char **names, int flags )
GL_LoadTextureFromBuffer GL_LoadTextureFromBuffer
================ ================
*/ */
int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update ) int GAME_EXPORT GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
{ {
image_t *tex; image_t *tex;
@ -1062,7 +1062,7 @@ GL_CreateTexture
creates texture from buffer creates texture from buffer
================ ================
*/ */
int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags ) int GAME_EXPORT GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags )
{ {
int datasize = 1; int datasize = 1;
rgbdata_t r_empty; rgbdata_t r_empty;
@ -1104,7 +1104,7 @@ GL_CreateTextureArray
creates texture array from buffer creates texture array from buffer
================ ================
*/ */
int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags ) int GAME_EXPORT GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags )
{ {
return 0; return 0;
} }
@ -1114,7 +1114,7 @@ int GL_CreateTextureArray( const char *name, int width, int height, int depth, c
GL_FindTexture GL_FindTexture
================ ================
*/ */
int GL_FindTexture( const char *name ) int GAME_EXPORT GL_FindTexture( const char *name )
{ {
image_t *tex; image_t *tex;
@ -1133,7 +1133,7 @@ int GL_FindTexture( const char *name )
GL_FreeTexture GL_FreeTexture
================ ================
*/ */
void GL_FreeTexture( unsigned int texnum ) void GAME_EXPORT GL_FreeTexture( unsigned int texnum )
{ {
// number 0 it's already freed // number 0 it's already freed
if( texnum <= 0 ) if( texnum <= 0 )
@ -1147,7 +1147,7 @@ void GL_FreeTexture( unsigned int texnum )
GL_ProcessTexture GL_ProcessTexture
================ ================
*/ */
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor ) void GAME_EXPORT GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
{ {
image_t *image; image_t *image;
rgbdata_t *pic; rgbdata_t *pic;

6
r_light.c

@ -35,7 +35,7 @@ CL_RunLightStyles
================== ==================
*/ */
void CL_RunLightStyles( void ) void GAME_EXPORT CL_RunLightStyles( void )
{ {
int i, k, flight, clight; int i, k, flight, clight;
float l, lerpfrac, backlerp; float l, lerpfrac, backlerp;
@ -468,7 +468,7 @@ R_LightVec
check bspmodels to get light from check bspmodels to get light from
================= =================
*/ */
colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) colorVec GAME_EXPORT R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec )
{ {
colorVec light = R_LightVecInternal( start, end, lspot, lvec ); colorVec light = R_LightVecInternal( start, end, lspot, lvec );
@ -491,7 +491,7 @@ R_LightPoint
light from floor light from floor
================= =================
*/ */
colorVec R_LightPoint( const vec3_t p0 ) colorVec GAME_EXPORT R_LightPoint( const vec3_t p0 )
{ {
vec3_t p1; vec3_t p1;

2
r_local.h

@ -576,7 +576,7 @@ void R_DrawClouds( void );
void EmitWaterPolys( msurface_t *warp, qboolean reverse ); void EmitWaterPolys( msurface_t *warp, qboolean reverse );
#endif #endif
void R_InitSkyClouds( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette ); void GAME_EXPORT R_InitSkyClouds( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette );
// //
// gl_vgui.c // gl_vgui.c
// //

26
r_main.c

@ -160,7 +160,7 @@ int R_GetEntityRenderMode( cl_entity_t *ent )
} }
#endif #endif
void R_AllowFog( qboolean allowed ) void GAME_EXPORT R_AllowFog( qboolean allowed )
{ {
} }
@ -289,7 +289,7 @@ R_ScreenToWorld
Convert a given point from screen into world space Convert a given point from screen into world space
=============== ===============
*/ */
void R_ScreenToWorld( const vec3_t screen, vec3_t point ) void GAME_EXPORT R_ScreenToWorld( const vec3_t screen, vec3_t point )
{ {
matrix4x4 screenToWorld; matrix4x4 screenToWorld;
float w; float w;
@ -313,7 +313,7 @@ void R_ScreenToWorld( const vec3_t screen, vec3_t point )
R_PushScene R_PushScene
=============== ===============
*/ */
void R_PushScene( void ) void GAME_EXPORT R_PushScene( void )
{ {
if( ++tr.draw_stack_pos >= MAX_DRAW_STACK ) if( ++tr.draw_stack_pos >= MAX_DRAW_STACK )
gEngfuncs.Host_Error( "draw stack overflow\n" ); gEngfuncs.Host_Error( "draw stack overflow\n" );
@ -326,7 +326,7 @@ void R_PushScene( void )
R_PopScene R_PopScene
=============== ===============
*/ */
void R_PopScene( void ) void GAME_EXPORT R_PopScene( void )
{ {
if( --tr.draw_stack_pos < 0 ) if( --tr.draw_stack_pos < 0 )
gEngfuncs.Host_Error( "draw stack underflow\n" ); gEngfuncs.Host_Error( "draw stack underflow\n" );
@ -338,7 +338,7 @@ void R_PopScene( void )
R_ClearScene R_ClearScene
=============== ===============
*/ */
void R_ClearScene( void ) void GAME_EXPORT R_ClearScene( void )
{ {
tr.draw_list->num_solid_entities = 0; tr.draw_list->num_solid_entities = 0;
tr.draw_list->num_trans_entities = 0; tr.draw_list->num_trans_entities = 0;
@ -356,7 +356,7 @@ void R_ClearScene( void )
R_AddEntity R_AddEntity
=============== ===============
*/ */
qboolean R_AddEntity( struct cl_entity_s *clent, int type ) qboolean GAME_EXPORT R_AddEntity( struct cl_entity_s *clent, int type )
{ {
if( !r_drawentities->value ) if( !r_drawentities->value )
return false; // not allow to drawing return false; // not allow to drawing
@ -1581,7 +1581,7 @@ R_RenderScene
R_SetupRefParams must be called right before R_SetupRefParams must be called right before
================ ================
*/ */
void R_RenderScene( void ) void GAME_EXPORT R_RenderScene( void )
{ {
if( !WORLDMODEL && RI.drawWorld ) if( !WORLDMODEL && RI.drawWorld )
gEngfuncs.Host_Error( "R_RenderView: NULL worldmodel\n" ); gEngfuncs.Host_Error( "R_RenderView: NULL worldmodel\n" );
@ -1662,7 +1662,7 @@ qboolean R_DoResetGamma( void )
R_BeginFrame R_BeginFrame
=============== ===============
*/ */
void R_BeginFrame( qboolean clearScene ) void GAME_EXPORT R_BeginFrame( qboolean clearScene )
{ {
if( R_DoResetGamma( )) if( R_DoResetGamma( ))
@ -1738,7 +1738,7 @@ void R_SetupRefParams( const ref_viewpass_t *rvp )
R_RenderFrame R_RenderFrame
=============== ===============
*/ */
int R_RenderFrame( const ref_viewpass_t *rvp ) int GAME_EXPORT R_RenderFrame( const ref_viewpass_t *rvp )
{ {
if( r_norefresh->value ) if( r_norefresh->value )
return 1; return 1;
@ -1779,7 +1779,7 @@ int R_RenderFrame( const ref_viewpass_t *rvp )
R_EndFrame R_EndFrame
=============== ===============
*/ */
void R_EndFrame( void ) void GAME_EXPORT R_EndFrame( void )
{ {
// flush any remaining 2D bits // flush any remaining 2D bits
R_Set2DMode( false ); R_Set2DMode( false );
@ -1820,7 +1820,7 @@ void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
R_NewMap R_NewMap
=============== ===============
*/ */
void R_NewMap (void) void GAME_EXPORT R_NewMap (void)
{ {
int i; int i;
r_viewcluster = -1; r_viewcluster = -1;
@ -1894,7 +1894,7 @@ void R_InitTurb (void)
qboolean R_Init() qboolean GAME_EXPORT R_Init()
{ {
gl_emboss_scale = gEngfuncs.Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" ); gl_emboss_scale = gEngfuncs.Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" );
vid_gamma = gEngfuncs.pfnGetCvarPointer( "gamma", 0 ); vid_gamma = gEngfuncs.pfnGetCvarPointer( "gamma", 0 );
@ -1968,7 +1968,7 @@ qboolean R_Init()
return true; return true;
} }
void R_Shutdown() void GAME_EXPORT R_Shutdown()
{ {
R_ShutdownImages(); R_ShutdownImages();
gEngfuncs.R_Free_Video(); gEngfuncs.R_Free_Video();

6
r_part.c

@ -46,7 +46,7 @@ CL_DrawParticles
update particle color, position, free expired and draw it update particle color, position, free expired and draw it
================ ================
*/ */
void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize ) void GAME_EXPORT CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize )
{ {
particle_t *p; particle_t *p;
vec3_t right, up; vec3_t right, up;
@ -162,7 +162,7 @@ CL_DrawTracers
update tracer color, position, free expired and draw it update tracer color, position, free expired and draw it
================ ================
*/ */
void CL_DrawTracers( double frametime, particle_t *cl_active_tracers ) void GAME_EXPORT CL_DrawTracers( double frametime, particle_t *cl_active_tracers )
{ {
float scale, atten, gravity; float scale, atten, gravity;
vec3_t screenLast, screen; vec3_t screenLast, screen;
@ -288,7 +288,7 @@ CL_DrawParticlesExternal
allow to draw effects from custom renderer allow to draw effects from custom renderer
=============== ===============
*/ */
void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime ) void GAME_EXPORT CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime )
{ {
ref_instance_t oldRI = RI; ref_instance_t oldRI = RI;

2
r_sprite.c

@ -236,7 +236,7 @@ Loading a bitmap image as sprite with multiple frames
as pieces of input image as pieces of input image
==================== ====================
*/ */
void Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded ) void GAME_EXPORT Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded )
{ {
byte *src, *dst; byte *src, *dst;
rgbdata_t *pix, temp; rgbdata_t *pix, temp;

10
r_studio.c

@ -555,7 +555,7 @@ R_StudioLerpMovement
==================== ====================
*/ */
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ) void GAME_EXPORT R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles )
{ {
float f = 1.0f; float f = 1.0f;
@ -621,7 +621,7 @@ StudioEstimateFrame
==================== ====================
*/ */
float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc ) float GAME_EXPORT R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc )
{ {
double dfdt, f; double dfdt, f;
@ -1840,7 +1840,7 @@ R_StudioGetTexture
Doesn't changes studio global state at all Doesn't changes studio global state at all
=============== ===============
*/ */
mstudiotexture_t *R_StudioGetTexture( cl_entity_t *e ) mstudiotexture_t * GAME_EXPORT R_StudioGetTexture( cl_entity_t *e )
{ {
mstudiotexture_t *ptexture; mstudiotexture_t *ptexture;
studiohdr_t *phdr, *thdr; studiohdr_t *phdr, *thdr;
@ -3609,7 +3609,7 @@ static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture
Mod_StudioLoadTextures Mod_StudioLoadTextures
================= =================
*/ */
void Mod_StudioLoadTextures( model_t *mod, void *data ) void GAME_EXPORT Mod_StudioLoadTextures( model_t *mod, void *data )
{ {
studiohdr_t *phdr = (studiohdr_t *)data; studiohdr_t *phdr = (studiohdr_t *)data;
mstudiotexture_t *ptexture; mstudiotexture_t *ptexture;
@ -3745,7 +3745,7 @@ CL_InitStudioAPI
Initialize client studio Initialize client studio
=============== ===============
*/ */
void CL_InitStudioAPI( void ) void GAME_EXPORT CL_InitStudioAPI( void )
{ {
pStudioDraw = &gStudioDraw; pStudioDraw = &gStudioDraw;

26
r_triapi.c

@ -43,7 +43,7 @@ TriRenderMode
set rendermode set rendermode
============= =============
*/ */
void TriRenderMode( int mode ) void GAME_EXPORT TriRenderMode( int mode )
{ {
ds.renderMode = vid.rendermode = mode; ds.renderMode = vid.rendermode = mode;
#if 0 #if 0
@ -82,7 +82,7 @@ TriBegin
begin triangle sequence begin triangle sequence
============= =============
*/ */
void TriBegin( int mode1 ) void GAME_EXPORT TriBegin( int mode1 )
{ {
#if 0 #if 0
switch( mode ) switch( mode )
@ -129,7 +129,7 @@ TriEnd
draw triangle sequence draw triangle sequence
============= =============
*/ */
void TriEnd( void ) void GAME_EXPORT TriEnd( void )
{ {
//if( vertcount == 3 ) //if( vertcount == 3 )
//pglEnd( ); //pglEnd( );
@ -141,7 +141,7 @@ _TriColor4f
============= =============
*/ */
void _TriColor4f( float rr, float gg, float bb, float aa ) void GAME_EXPORT _TriColor4f( float rr, float gg, float bb, float aa )
{ {
//pglColor4f( r, g, b, a ); //pglColor4f( r, g, b, a );
unsigned short r,g,b; unsigned short r,g,b;
@ -207,7 +207,7 @@ TriColor4ub
============= =============
*/ */
void _TriColor4ub( byte r, byte g, byte b, byte a ) void GAME_EXPORT _TriColor4ub( byte r, byte g, byte b, byte a )
{ {
_TriColor4f( r * (1.0f / 255.0f), _TriColor4f( r * (1.0f / 255.0f),
g * (1.0f / 255.0f), g * (1.0f / 255.0f),
@ -240,7 +240,7 @@ TriTexCoord2f
============= =============
*/ */
void TriTexCoord2f( volatile float u, volatile float v ) void GAME_EXPORT TriTexCoord2f( volatile float u, volatile float v )
{ {
volatile double u1 = 0, v1 = 0; volatile double u1 = 0, v1 = 0;
u = fmodf(u, 10); u = fmodf(u, 10);
@ -270,7 +270,7 @@ TriVertex3fv
============= =============
*/ */
void TriVertex3fv( const float *v ) void GAME_EXPORT TriVertex3fv( const float *v )
{ {
//pglVertex3fv( v ); //pglVertex3fv( v );
TriVertex3f( v[0], v[1], v[2] ); TriVertex3f( v[0], v[1], v[2] );
@ -282,7 +282,7 @@ TriVertex3f
============= =============
*/ */
void TriVertex3f( float x, float y, float z ) void GAME_EXPORT TriVertex3f( float x, float y, float z )
{ {
if( mode == TRI_TRIANGLES ) if( mode == TRI_TRIANGLES )
{ {
@ -354,7 +354,7 @@ TriWorldToScreen
convert world coordinates (x,y,z) into screen (x, y) convert world coordinates (x,y,z) into screen (x, y)
============= =============
*/ */
int TriWorldToScreen( const float *world, float *screen ) int GAME_EXPORT TriWorldToScreen( const float *world, float *screen )
{ {
int retval; int retval;
@ -398,7 +398,7 @@ TriFog
enables global fog on the level enables global fog on the level
============= =============
*/ */
void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn ) void GAME_EXPORT TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
{ {
#if 0 #if 0
// overrided by internal fog // overrided by internal fog
@ -442,7 +442,7 @@ TriGetMatrix
very strange export very strange export
============= =============
*/ */
void TriGetMatrix( const int pname, float *matrix ) void GAME_EXPORT TriGetMatrix( const int pname, float *matrix )
{ {
//pglGetFloatv( pname, matrix ); //pglGetFloatv( pname, matrix );
} }
@ -453,7 +453,7 @@ TriForParams
============= =============
*/ */
void TriFogParams( float flDensity, int iFogSkybox ) void GAME_EXPORT TriFogParams( float flDensity, int iFogSkybox )
{ {
//RI.fogDensity = flDensity; //RI.fogDensity = flDensity;
//RI.fogSkybox = iFogSkybox; //RI.fogSkybox = iFogSkybox;
@ -465,7 +465,7 @@ TriCullFace
============= =============
*/ */
void TriCullFace( TRICULLSTYLE mode ) void GAME_EXPORT TriCullFace( TRICULLSTYLE mode )
{ {
#if 0 #if 0
int glMode; int glMode;

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