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@ -18,6 +18,7 @@ GNU General Public License for more details. |
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#include "common.h" |
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#include "common.h" |
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#include "client.h" |
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#include "client.h" |
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#include "library.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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int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis ) |
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{ |
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{ |
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@ -253,6 +254,40 @@ qboolean R_InitRenderAPI( void ) |
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// make sure what render functions is cleared
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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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memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs )); |
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// fill missing functions from renderer
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gRenderAPI.GetDetailScaleForTexture = ref.dllFuncs.GetDetailScaleForTexture; |
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gRenderAPI.GetExtraParmsForTexture = ref.dllFuncs.GetDetailScaleForTexture; |
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gRenderAPI.GetFrameTime = ref.dllFuncs.GetFrameTime; |
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gRenderAPI.R_SetCurrentEntity = ref.dllFuncs.R_SetCurrentEntity; |
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gRenderAPI.R_SetCurrentModel = ref.dllFuncs.R_SetCurrentModel; |
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gRenderAPI.R_StoreEfrags = ref.dllFuncs.R_StoreEfrags; |
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gRenderAPI.GL_FindTexture = ref.dllFuncs.GL_FindTexture; |
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gRenderAPI.GL_TextureName = ref.dllFuncs.GL_TextureName; |
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gRenderAPI.GL_TextureData = ref.dllFuncs.GL_TextureData; |
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gRenderAPI.GL_LoadTexture = ref.dllFuncs.GL_LoadTexture; |
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gRenderAPI.GL_CreateTexture = ref.dllFuncs.GL_CreateTexture; |
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gRenderAPI.GL_LoadTextureArray = ref.dllFuncs.GL_LoadTextureArray; |
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gRenderAPI.GL_CreateTextureArray = ref.dllFuncs.GL_CreateTextureArray; |
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gRenderAPI.GL_FreeTexture = ref.dllFuncs.GL_FreeTexture; |
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gRenderAPI.DrawSingleDecal = ref.dllFuncs.DrawSingleDecal; |
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gRenderAPI.R_DecalSetupVerts = ref.dllFuncs.R_DecalSetupVerts; |
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gRenderAPI.R_EntityRemoveDecals = ref.dllFuncs.R_EntityRemoveDecals; |
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gRenderAPI.AVI_UploadRawFrame = ref.dllFuncs.AVI_UploadRawFrame; |
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gRenderAPI.GL_Bind = ref.dllFuncs.GL_Bind; |
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gRenderAPI.GL_SelectTexture = ref.dllFuncs.GL_SelectTexture; |
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gRenderAPI.GL_LoadTextureMatrix = ref.dllFuncs.GL_LoadTextureMatrix; |
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gRenderAPI.GL_TexMatrixIdentity = ref.dllFuncs.GL_TexMatrixIdentity; |
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gRenderAPI.GL_CleanUpTextureUnits = ref.dllFuncs.GL_CleanUpTextureUnits; |
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gRenderAPI.GL_TexGen = ref.dllFuncs.GL_TexGen; |
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gRenderAPI.GL_TextureTarget = ref.dllFuncs.GL_TextureTarget; |
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gRenderAPI.GL_TexCoordArrayMode = ref.dllFuncs.GL_TexCoordArrayMode; |
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gRenderAPI.GL_GetProcAddress = GL_GetProcAddress; |
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gRenderAPI.GL_UpdateTexSize = ref.dllFuncs.GL_UpdateTexSize; |
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gRenderAPI.GL_DrawParticles = ref.dllFuncs.GL_DrawParticles; |
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gRenderAPI.LightVec = ref.dllFuncs.LightVec; |
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gRenderAPI.StudioGetTexture = ref.dllFuncs.StudioGetTexture; |
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if( clgame.dllFuncs.pfnGetRenderInterface ) |
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if( clgame.dllFuncs.pfnGetRenderInterface ) |
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{ |
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{ |
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if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs )) |
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if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs )) |
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