mirror of
https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-10 23:27:53 +00:00
ref_soft: Add GAME_EXPORT to exports
This commit is contained in:
parent
5140bb8d7f
commit
4dae13d7bc
@ -116,7 +116,7 @@ R_BeamCull
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Cull the beam by bbox
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==============
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*/
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qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly )
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qboolean GAME_EXPORT R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly )
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{
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vec3_t mins, maxs;
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int i;
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@ -162,7 +162,7 @@ CL_AddCustomBeam
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Add the beam that encoded as custom entity
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================
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*/
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void CL_AddCustomBeam( cl_entity_t *pEnvBeam )
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void GAME_EXPORT CL_AddCustomBeam( cl_entity_t *pEnvBeam )
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{
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if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET )
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{
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@ -1269,7 +1269,7 @@ CL_DrawBeams
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draw beam loop
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==============
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*/
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void CL_DrawBeams( int fTrans, BEAM *active_beams )
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void GAME_EXPORT CL_DrawBeams( int fTrans, BEAM *active_beams )
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{
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BEAM *pBeam;
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int i, flags;
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84
r_context.c
84
r_context.c
@ -27,17 +27,17 @@ cvar_t *r_norefresh;
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cvar_t *vid_gamma;
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cvar_t *vid_brightness;
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viddef_t vid;
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static void R_ClearScreen( void )
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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 IsNormalPass( void )
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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 R_IncrementSpeedsCounter( int type )
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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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@ -49,7 +49,7 @@ static void R_IncrementSpeedsCounter( int type )
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}
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}
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static const byte *R_GetTextureOriginalBuffer( unsigned int idx )
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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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@ -59,7 +59,7 @@ static const byte *R_GetTextureOriginalBuffer( unsigned int idx )
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return NULL;
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}
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static int R_GetBuiltinTexture( enum ref_shared_texture_e type )
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static int GAME_EXPORT R_GetBuiltinTexture( enum ref_shared_texture_e type )
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{
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switch( type )
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{
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@ -74,7 +74,7 @@ static int R_GetBuiltinTexture( enum ref_shared_texture_e type )
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return 0;
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}
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static void R_FreeSharedTexture( enum ref_shared_texture_e type )
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static void GAME_EXPORT R_FreeSharedTexture( enum ref_shared_texture_e type )
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{
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int num = 0;
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@ -104,7 +104,7 @@ CL_FillRGBA
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=============
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*/
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static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
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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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@ -125,7 +125,7 @@ static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h
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}
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qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
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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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@ -161,7 +161,7 @@ qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
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return loaded;
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}
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static int GL_RenderGetParm( int parm, int arg )
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static int GAME_EXPORT GL_RenderGetParm( int parm, int arg )
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{
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image_t *glt;
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@ -223,7 +223,7 @@ static int GL_RenderGetParm( int parm, int arg )
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return 0;
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}
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static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
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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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@ -231,7 +231,7 @@ static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScal
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if( yScale ) *yScale = glt->yscale;
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}
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static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
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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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@ -242,7 +242,7 @@ static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte
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}
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static void R_SetCurrentEntity( cl_entity_t *ent )
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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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@ -253,22 +253,22 @@ static void R_SetCurrentEntity( cl_entity_t *ent )
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}
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}
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static void R_SetCurrentModel( model_t *mod )
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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 R_GetFrameTime( void )
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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 *GL_TextureName( unsigned int texnum )
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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 *GL_TextureData( unsigned int texnum )
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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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@ -316,72 +316,72 @@ void Mod_UnloadTextures( model_t *mod )
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}
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}
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void R_ProcessEntData( qboolean allocate )
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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 GL_SetTexCoordArrayMode()
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void GAME_EXPORT GL_SetTexCoordArrayMode()
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{
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}
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void GL_OnContextCreated()
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void GAME_EXPORT GL_OnContextCreated()
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{
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//R_InitBlit();
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}
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void GL_InitExtensions()
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void GAME_EXPORT GL_InitExtensions()
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{
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}
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void GL_ClearExtensions()
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void GAME_EXPORT GL_ClearExtensions()
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{
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}
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void GL_BackendStartFrame()
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void GAME_EXPORT GL_BackendStartFrame()
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{
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}
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void GL_BackendEndFrame()
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void GAME_EXPORT GL_BackendEndFrame()
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{
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}
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void GL_SetRenderMode(int mode)
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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 R_ShowTextures()
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void GAME_EXPORT R_ShowTextures()
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{
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// textures undone too
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}
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void R_ShowTree()
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void GAME_EXPORT R_ShowTree()
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{
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// do we really need this here???
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}
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void R_SetupSky(const char *skyboxname)
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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 VID_ScreenShot(const char *filename, int shot_type)
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qboolean GAME_EXPORT VID_ScreenShot(const char *filename, int shot_type)
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{
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}
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qboolean VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot)
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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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}
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@ -391,67 +391,67 @@ void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette)
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}
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void GL_SubdivideSurface(msurface_t *fa)
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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 DrawSingleDecal(decal_t *pDecal, msurface_t *fa)
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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 GL_SelectTexture(int texture)
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void GAME_EXPORT GL_SelectTexture(int texture)
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{
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}
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void GL_LoadTexMatrixExt(const float *glmatrix)
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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 GL_LoadIdentityTexMatrix()
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void GAME_EXPORT GL_LoadIdentityTexMatrix()
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{
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}
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void GL_CleanUpTextureUnits(int last)
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void GAME_EXPORT GL_CleanUpTextureUnits(int last)
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{
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}
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void GL_TexGen(unsigned int coord, unsigned int mode)
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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 GL_TextureTarget(uint target)
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void GAME_EXPORT GL_TextureTarget(uint target)
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{
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}
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void GL_BuildLightmaps()
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void GAME_EXPORT GL_BuildLightmaps()
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{
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CL_RunLightStyles();
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}
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void Mod_SetOrthoBounds(const float *mins, const float *maxs)
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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 R_SpeedsMessage(char *out, size_t size)
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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 *Mod_GetCurrentVis()
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byte *GAME_EXPORT Mod_GetCurrentVis()
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{
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return NULL;
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}
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void GL_SetupAttributes( int safegl )
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void GAME_EXPORT GL_SetupAttributes( int safegl )
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{
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gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );
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12
r_decals.c
12
r_decals.c
@ -759,7 +759,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
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}
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// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords
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void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale )
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void GAME_EXPORT R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale )
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{
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decalinfo_t decalInfo;
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cl_entity_t *ent = NULL;
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@ -852,7 +852,7 @@ void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos
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// Build the vertex list for a decal on a surface and clip it to the surface.
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// This is a template so it can work on world surfaces and dynamic displacement
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// triangles the same way.
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float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
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float * GAME_EXPORT R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
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{
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glpoly_t *p = pDecal->polys;
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int i, count;
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@ -1168,7 +1168,7 @@ static int DecalDepthCompare( const void *a, const void *b )
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// Input : *pList -
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// Output : int
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//-----------------------------------------------------------------------------
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int R_CreateDecalList( decallist_t *pList )
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int GAME_EXPORT R_CreateDecalList( decallist_t *pList )
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{
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int total = 0;
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int i, depth;
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@ -1226,7 +1226,7 @@ R_DecalRemoveAll
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remove all decals with specified texture
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===============
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*/
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void R_DecalRemoveAll( int textureIndex )
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void GAME_EXPORT R_DecalRemoveAll( int textureIndex )
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{
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decal_t *pdecal;
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int i;
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@ -1254,7 +1254,7 @@ R_EntityRemoveDecals
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remove all decals from specified entity
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===============
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*/
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void R_EntityRemoveDecals( model_t *mod )
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void GAME_EXPORT R_EntityRemoveDecals( model_t *mod )
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{
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msurface_t *psurf;
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decal_t *p;
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@ -1279,7 +1279,7 @@ remove all decals from anything
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used for full decals restart
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===============
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*/
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void R_ClearAllDecals( void )
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void GAME_EXPORT R_ClearAllDecals( void )
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{
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decal_t *pdecal;
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int i;
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14
r_draw.c
14
r_draw.c
@ -37,7 +37,7 @@ same as GetImageParms but used
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for sprite models
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=============
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*/
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void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
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void GAME_EXPORT R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
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{
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mspriteframe_t *pFrame;
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@ -49,7 +49,7 @@ void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int cu
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if( numFrames ) *numFrames = pSprite->numframes;
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}
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int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
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int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
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{
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if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
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return 0;
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@ -188,7 +188,7 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1,
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R_DrawStretchPic
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=============
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*/
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void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
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void GAME_EXPORT R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
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{
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image_t *pic = R_GetTexture(texnum);
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// GL_Bind( XASH_TEXTURE0, texnum );
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@ -285,7 +285,7 @@ This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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=============
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*/
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void R_DrawTileClear( int texnum, int x, int y, int w, int h )
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void GAME_EXPORT R_DrawTileClear( int texnum, int x, int y, int w, int h )
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{
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int tw, th, x2, i, j;
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image_t *pic;
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@ -331,7 +331,7 @@ void R_DrawTileClear( int texnum, int x, int y, int w, int h )
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R_DrawStretchRaw
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=============
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*/
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void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
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void GAME_EXPORT R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
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{
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byte *raw = NULL;
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image_t *tex;
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@ -351,7 +351,7 @@ void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, c
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R_UploadStretchRaw
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=============
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*/
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void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
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void GAME_EXPORT R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
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{
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byte *raw = NULL;
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image_t *tex;
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@ -368,7 +368,7 @@ void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height,
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R_Set2DMode
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===============
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*/
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void R_Set2DMode( qboolean enable )
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void GAME_EXPORT R_Set2DMode( qboolean enable )
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{
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vid.color = COLOR_WHITE;
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vid.is2d = enable;
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20
r_image.c
20
r_image.c
@ -40,7 +40,7 @@ image_t *R_GetTexture( unsigned int texnum )
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GL_Bind
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=================
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*/
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void GL_Bind( int tmu, unsigned int texnum )
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void GAME_EXPORT GL_Bind( int tmu, unsigned int texnum )
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{
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image_t *image;
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@ -929,7 +929,7 @@ GL_UpdateTexSize
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recalc image room
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================
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*/
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void GL_UpdateTexSize( int texnum, int width, int height, int depth )
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void GAME_EXPORT GL_UpdateTexSize( int texnum, int width, int height, int depth )
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{
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int i, j, texsize;
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int numSides;
|
||||
@ -960,7 +960,7 @@ void GL_UpdateTexSize( int texnum, int width, int height, int depth )
|
||||
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;
|
||||
rgbdata_t *pic;
|
||||
@ -1008,7 +1008,7 @@ int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
|
||||
GL_LoadTextureArray
|
||||
================
|
||||
*/
|
||||
int GL_LoadTextureArray( const char **names, int flags )
|
||||
int GAME_EXPORT GL_LoadTextureArray( const char **names, int flags )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
@ -1018,7 +1018,7 @@ int GL_LoadTextureArray( const char **names, int flags )
|
||||
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;
|
||||
|
||||
@ -1062,7 +1062,7 @@ GL_CreateTexture
|
||||
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;
|
||||
rgbdata_t r_empty;
|
||||
@ -1104,7 +1104,7 @@ GL_CreateTextureArray
|
||||
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;
|
||||
}
|
||||
@ -1114,7 +1114,7 @@ int GL_CreateTextureArray( const char *name, int width, int height, int depth, c
|
||||
GL_FindTexture
|
||||
================
|
||||
*/
|
||||
int GL_FindTexture( const char *name )
|
||||
int GAME_EXPORT GL_FindTexture( const char *name )
|
||||
{
|
||||
image_t *tex;
|
||||
|
||||
@ -1133,7 +1133,7 @@ int GL_FindTexture( const char *name )
|
||||
GL_FreeTexture
|
||||
================
|
||||
*/
|
||||
void GL_FreeTexture( unsigned int texnum )
|
||||
void GAME_EXPORT GL_FreeTexture( unsigned int texnum )
|
||||
{
|
||||
// number 0 it's already freed
|
||||
if( texnum <= 0 )
|
||||
@ -1147,7 +1147,7 @@ void GL_FreeTexture( unsigned int texnum )
|
||||
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;
|
||||
rgbdata_t *pic;
|
||||
|
@ -35,7 +35,7 @@ CL_RunLightStyles
|
||||
|
||||
==================
|
||||
*/
|
||||
void CL_RunLightStyles( void )
|
||||
void GAME_EXPORT CL_RunLightStyles( void )
|
||||
{
|
||||
int i, k, flight, clight;
|
||||
float l, lerpfrac, backlerp;
|
||||
@ -468,7 +468,7 @@ R_LightVec
|
||||
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 );
|
||||
|
||||
@ -491,7 +491,7 @@ R_LightPoint
|
||||
light from floor
|
||||
=================
|
||||
*/
|
||||
colorVec R_LightPoint( const vec3_t p0 )
|
||||
colorVec GAME_EXPORT R_LightPoint( const vec3_t p0 )
|
||||
{
|
||||
vec3_t p1;
|
||||
|
||||
|
@ -576,7 +576,7 @@ void R_DrawClouds( void );
|
||||
void EmitWaterPolys( msurface_t *warp, qboolean reverse );
|
||||
#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
|
||||
//
|
||||
|
26
r_main.c
26
r_main.c
@ -160,7 +160,7 @@ int R_GetEntityRenderMode( cl_entity_t *ent )
|
||||
}
|
||||
#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
|
||||
===============
|
||||
*/
|
||||
void R_ScreenToWorld( const vec3_t screen, vec3_t point )
|
||||
void GAME_EXPORT R_ScreenToWorld( const vec3_t screen, vec3_t point )
|
||||
{
|
||||
matrix4x4 screenToWorld;
|
||||
float w;
|
||||
@ -313,7 +313,7 @@ void R_ScreenToWorld( const vec3_t screen, vec3_t point )
|
||||
R_PushScene
|
||||
===============
|
||||
*/
|
||||
void R_PushScene( void )
|
||||
void GAME_EXPORT R_PushScene( void )
|
||||
{
|
||||
if( ++tr.draw_stack_pos >= MAX_DRAW_STACK )
|
||||
gEngfuncs.Host_Error( "draw stack overflow\n" );
|
||||
@ -326,7 +326,7 @@ void R_PushScene( void )
|
||||
R_PopScene
|
||||
===============
|
||||
*/
|
||||
void R_PopScene( void )
|
||||
void GAME_EXPORT R_PopScene( void )
|
||||
{
|
||||
if( --tr.draw_stack_pos < 0 )
|
||||
gEngfuncs.Host_Error( "draw stack underflow\n" );
|
||||
@ -338,7 +338,7 @@ void R_PopScene( void )
|
||||
R_ClearScene
|
||||
===============
|
||||
*/
|
||||
void R_ClearScene( void )
|
||||
void GAME_EXPORT R_ClearScene( void )
|
||||
{
|
||||
tr.draw_list->num_solid_entities = 0;
|
||||
tr.draw_list->num_trans_entities = 0;
|
||||
@ -356,7 +356,7 @@ void R_ClearScene( void )
|
||||
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 )
|
||||
return false; // not allow to drawing
|
||||
@ -1581,7 +1581,7 @@ R_RenderScene
|
||||
R_SetupRefParams must be called right before
|
||||
================
|
||||
*/
|
||||
void R_RenderScene( void )
|
||||
void GAME_EXPORT R_RenderScene( void )
|
||||
{
|
||||
if( !WORLDMODEL && RI.drawWorld )
|
||||
gEngfuncs.Host_Error( "R_RenderView: NULL worldmodel\n" );
|
||||
@ -1662,7 +1662,7 @@ qboolean R_DoResetGamma( void )
|
||||
R_BeginFrame
|
||||
===============
|
||||
*/
|
||||
void R_BeginFrame( qboolean clearScene )
|
||||
void GAME_EXPORT R_BeginFrame( qboolean clearScene )
|
||||
{
|
||||
|
||||
if( R_DoResetGamma( ))
|
||||
@ -1738,7 +1738,7 @@ void R_SetupRefParams( const ref_viewpass_t *rvp )
|
||||
R_RenderFrame
|
||||
===============
|
||||
*/
|
||||
int R_RenderFrame( const ref_viewpass_t *rvp )
|
||||
int GAME_EXPORT R_RenderFrame( const ref_viewpass_t *rvp )
|
||||
{
|
||||
if( r_norefresh->value )
|
||||
return 1;
|
||||
@ -1779,7 +1779,7 @@ int R_RenderFrame( const ref_viewpass_t *rvp )
|
||||
R_EndFrame
|
||||
===============
|
||||
*/
|
||||
void R_EndFrame( void )
|
||||
void GAME_EXPORT R_EndFrame( void )
|
||||
{
|
||||
// flush any remaining 2D bits
|
||||
R_Set2DMode( false );
|
||||
@ -1820,7 +1820,7 @@ void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
|
||||
R_NewMap
|
||||
===============
|
||||
*/
|
||||
void R_NewMap (void)
|
||||
void GAME_EXPORT R_NewMap (void)
|
||||
{
|
||||
int i;
|
||||
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" );
|
||||
vid_gamma = gEngfuncs.pfnGetCvarPointer( "gamma", 0 );
|
||||
@ -1968,7 +1968,7 @@ qboolean R_Init()
|
||||
return true;
|
||||
}
|
||||
|
||||
void R_Shutdown()
|
||||
void GAME_EXPORT R_Shutdown()
|
||||
{
|
||||
R_ShutdownImages();
|
||||
gEngfuncs.R_Free_Video();
|
||||
|
6
r_part.c
6
r_part.c
@ -46,7 +46,7 @@ CL_DrawParticles
|
||||
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;
|
||||
vec3_t right, up;
|
||||
@ -162,7 +162,7 @@ CL_DrawTracers
|
||||
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;
|
||||
vec3_t screenLast, screen;
|
||||
@ -288,7 +288,7 @@ CL_DrawParticlesExternal
|
||||
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;
|
||||
|
||||
|
@ -236,7 +236,7 @@ Loading a bitmap image as sprite with multiple frames
|
||||
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;
|
||||
rgbdata_t *pix, temp;
|
||||
|
10
r_studio.c
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;
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -1840,7 +1840,7 @@ R_StudioGetTexture
|
||||
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;
|
||||
studiohdr_t *phdr, *thdr;
|
||||
@ -3609,7 +3609,7 @@ static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture
|
||||
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;
|
||||
mstudiotexture_t *ptexture;
|
||||
@ -3745,7 +3745,7 @@ CL_InitStudioAPI
|
||||
Initialize client studio
|
||||
===============
|
||||
*/
|
||||
void CL_InitStudioAPI( void )
|
||||
void GAME_EXPORT CL_InitStudioAPI( void )
|
||||
{
|
||||
pStudioDraw = &gStudioDraw;
|
||||
|
||||
|
26
r_triapi.c
26
r_triapi.c
@ -43,7 +43,7 @@ TriRenderMode
|
||||
set rendermode
|
||||
=============
|
||||
*/
|
||||
void TriRenderMode( int mode )
|
||||
void GAME_EXPORT TriRenderMode( int mode )
|
||||
{
|
||||
ds.renderMode = vid.rendermode = mode;
|
||||
#if 0
|
||||
@ -82,7 +82,7 @@ TriBegin
|
||||
begin triangle sequence
|
||||
=============
|
||||
*/
|
||||
void TriBegin( int mode1 )
|
||||
void GAME_EXPORT TriBegin( int mode1 )
|
||||
{
|
||||
#if 0
|
||||
switch( mode )
|
||||
@ -129,7 +129,7 @@ TriEnd
|
||||
draw triangle sequence
|
||||
=============
|
||||
*/
|
||||
void TriEnd( void )
|
||||
void GAME_EXPORT TriEnd( void )
|
||||
{
|
||||
//if( vertcount == 3 )
|
||||
//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 );
|
||||
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),
|
||||
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;
|
||||
u = fmodf(u, 10);
|
||||
@ -270,7 +270,7 @@ TriVertex3fv
|
||||
|
||||
=============
|
||||
*/
|
||||
void TriVertex3fv( const float *v )
|
||||
void GAME_EXPORT TriVertex3fv( const float *v )
|
||||
{
|
||||
//pglVertex3fv( v );
|
||||
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 )
|
||||
{
|
||||
@ -354,7 +354,7 @@ TriWorldToScreen
|
||||
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;
|
||||
|
||||
@ -398,7 +398,7 @@ TriFog
|
||||
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
|
||||
// overrided by internal fog
|
||||
@ -442,7 +442,7 @@ TriGetMatrix
|
||||
very strange export
|
||||
=============
|
||||
*/
|
||||
void TriGetMatrix( const int pname, float *matrix )
|
||||
void GAME_EXPORT TriGetMatrix( const int pname, float *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.fogSkybox = iFogSkybox;
|
||||
@ -465,7 +465,7 @@ TriCullFace
|
||||
|
||||
=============
|
||||
*/
|
||||
void TriCullFace( TRICULLSTYLE mode )
|
||||
void GAME_EXPORT TriCullFace( TRICULLSTYLE mode )
|
||||
{
|
||||
#if 0
|
||||
int glMode;
|
||||
|
Loading…
Reference in New Issue
Block a user