add rendergl.hh

This commit is contained in:
q66 2020-05-11 22:50:44 +02:00
parent 82b92d34c1
commit a3cd090fb8
24 changed files with 127 additions and 266 deletions

View file

@ -1,4 +1,5 @@
#include "aa.hh"
#include "rendergl.hh"
#include "texture.hh"
#include "engine.hh"

View file

@ -1,4 +1,5 @@
#include "blend.hh"
#include "rendergl.hh" /* has* */
#include "renderva.hh"
#include "texture.hh"

View file

@ -3113,7 +3113,6 @@ void writecfg(const char *name)
f->printf("// automatically written on exit, DO NOT MODIFY\n// delete this file to have %s overwrite these settings\n// modify settings in game, or put settings in %s to override anything\n\n", game::defaultconfig(), game::autoexec());
game::writeclientinfo(f);
f->printf("\n");
writecrosshairs(f);
vector<ident *> ids;
enumerate(idents, ident, id, ids.add(&id));
ids.sortname();

View file

@ -26,7 +26,7 @@ extern const uchar faceedgesidx[6][4];
extern bool inbetweenframes, renderedframe;
extern SDL_Window *screen;
extern int screenw, screenh, renderw, renderh, hudw, hudh;
extern int screenw, screenh;
// texture
struct cubemapside;
@ -50,85 +50,14 @@ static inline bool pvsoccluded(const ivec &bborigin, int size)
return pvsoccluded(bborigin, ivec(bborigin).add(size));
}
// rendergl
extern bool hasVAO, hasTR, hasTSW, hasPBO, hasFBO, hasAFBO, hasDS, hasTF, hasCBF, hasS3TC, hasFXT1, hasLATC, hasRGTC, hasAF, hasFBB, hasFBMS, hasTMS, hasMSS, hasFBMSBS, hasUBO, hasMBR, hasDB2, hasDBB, hasTG, hasTQ, hasPF, hasTRG, hasTI, hasHFV, hasHFP, hasDBT, hasDC, hasDBGO, hasEGPU4, hasGPU4, hasGPU5, hasBFE, hasEAL, hasCR, hasOQ2, hasES3, hasCB, hasCI;
extern int glversion, glslversion, glcompat;
extern int maxdrawbufs, maxdualdrawbufs;
enum { DRAWTEX_NONE = 0, DRAWTEX_ENVMAP, DRAWTEX_MINIMAP, DRAWTEX_MODELPREVIEW };
extern int vieww, viewh;
extern int fov;
extern float curfov, fovy, aspect, forceaspect;
extern float nearplane;
extern int farplane;
extern bool hdrfloat;
extern float ldrscale, ldrscaleb;
extern int drawtex;
extern const matrix4 viewmatrix, invviewmatrix;
extern matrix4 cammatrix, projmatrix, camprojmatrix, invcammatrix, invcamprojmatrix, invprojmatrix;
extern int fog;
extern bvec fogcolour;
extern vec curfogcolor;
extern int wireframe;
extern int glerr;
extern void glerror(const char *file, int line, GLenum error);
#define GLERROR do { if(glerr) { GLenum error = glGetError(); if(error != GL_NO_ERROR) glerror(__FILE__, __LINE__, error); } } while(0)
extern void gl_checkextensions();
extern void gl_init();
extern void gl_resize();
extern void gl_drawview();
extern void gl_drawmainmenu();
extern void gl_drawhud();
extern void gl_setupframe(bool force = false);
extern void gl_drawframe();
extern void cleanupgl();
extern void drawminimap();
extern void enablepolygonoffset(GLenum type);
extern void disablepolygonoffset(GLenum type);
extern bool calcspherescissor(const vec &center, float size, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2);
extern bool calcbbscissor(const ivec &bbmin, const ivec &bbmax, float &sx1, float &sy1, float &sx2, float &sy2);
extern bool calcspotscissor(const vec &origin, float radius, const vec &dir, int spot, const vec &spotx, const vec &spoty, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2);
extern void screenquad();
extern void screenquad(float sw, float sh);
extern void screenquadflipped(float sw, float sh);
extern void screenquad(float sw, float sh, float sw2, float sh2);
extern void screenquadoffset(float x, float y, float w, float h);
extern void screenquadoffset(float x, float y, float w, float h, float x2, float y2, float w2, float h2);
extern void hudquad(float x, float y, float w, float h, float tx = 0, float ty = 0, float tw = 1, float th = 1);
extern void debugquad(float x, float y, float w, float h, float tx = 0, float ty = 0, float tw = 1, float th = 1);
extern void recomputecamera();
extern float calcfrustumboundsphere(float nearplane, float farplane, const vec &pos, const vec &view, vec &center);
extern void setfogcolor(const vec &v);
extern void zerofogcolor();
extern void resetfogcolor();
extern float calcfogdensity(float dist);
extern float calcfogcull();
extern void writecrosshairs(stream *f);
extern void renderavatar();
namespace modelpreview
{
extern void start(int x, int y, int w, int h, bool background = true, bool scissor = false);
extern void end();
}
struct timer;
extern timer *begintimer(const char *name, bool gpu = true);
extern void endtimer(timer *t);
// renderextras
extern void render3dbox(vec &o, float tofloor, float toceil, float xradius, float yradius = 0);
// renderlights
#include "renderlights.hh"
extern int lighttilealignw, lighttilealignh, lighttilevieww, lighttileviewh, lighttilew, lighttileh;
extern int vieww, viewh; /* rendergl */
template<class T>
static inline void calctilebounds(float sx1, float sy1, float sx2, float sy2, T &bx1, T &by1, T &bx2, T &by2)
{
@ -336,7 +265,6 @@ enum { TI_CONSOLE = 1<<0, TI_GUI = 1<<1 };
extern void textinput(bool on, int mask = ~0);
// physics
extern void modifyorient(float yaw, float pitch);
extern void mousemove(int dx, int dy);
extern bool overlapsdynent(const vec &o, float radius);
extern void rotatebb(vec &center, vec &radius, int yaw, int pitch, int roll = 0);

View file

@ -1,6 +1,7 @@
// main.cpp: initialisation & main loop
#include "blend.hh"
#include "rendergl.hh"
#include "rendertext.hh"
#include "renderva.hh"
#include "shader.hh"

View file

@ -1,4 +1,5 @@
#include "material.hh"
#include "rendergl.hh"
#include "renderva.hh"
#include "texture.hh"
#include "water.hh"

View file

@ -7,6 +7,7 @@
// avidemux - ok - 3Apr09-RockKeyman:had to swap UV channels as it showed up blue
// kino - ok
#include "rendergl.hh"
#include "rendertext.hh"
#include "texture.hh"

View file

@ -1,6 +1,7 @@
#include "blend.hh"
#include "material.hh"
#include "octa.hh"
#include "rendergl.hh"
#include "renderva.hh"
#include "texture.hh"
#include "world.hh"

View file

@ -2,6 +2,7 @@
#include "blend.hh"
#include "material.hh"
#include "rendergl.hh"
#include "renderva.hh"
#include "texture.hh"
#include "world.hh"

View file

@ -3,6 +3,7 @@
#include "aa.hh"
#include "blend.hh"
#include "material.hh"
#include "rendergl.hh"
#include "rendertext.hh"
#include "renderva.hh"
#include "texture.hh"
@ -253,7 +254,7 @@ PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glBindFragDataLocationIndexed_ = NULL;
// GL_ARB_copy_image
PFNGLCOPYIMAGESUBDATAPROC glCopyImageSubData_ = NULL;
void *getprocaddress(const char *name)
static inline void *getprocaddress(const char *name)
{
return SDL_GL_GetProcAddress(name);
}
@ -314,7 +315,7 @@ VAR(dbgexts, 0, 0, 1);
hashset<const char *> glexts;
void parseglexts()
static void parseglexts()
{
if(glversion >= 300)
{
@ -340,12 +341,12 @@ void parseglexts()
}
}
bool hasext(const char *ext)
static inline bool hasext(const char *ext)
{
return glexts.access(ext)!=NULL;
}
bool checkdepthtexstencilrb()
static bool checkdepthtexstencilrb()
{
int w = 256, h = 256;
GLuint fbo = 0;
@ -1084,7 +1085,7 @@ static int timercycle = 0;
extern int usetimers;
timer *findtimer(const char *name, bool gpu)
static timer *findtimer(const char *name, bool gpu)
{
loopv(timers) if(!strcmp(timers[i].name, name) && timers[i].gpu == gpu)
{
@ -1130,7 +1131,7 @@ void endtimer(timer *t)
else t->result = max(float(getclockmillis() - t->starttime), 0.0f);
}
void synctimers()
static void synctimers()
{
timercycle = (timercycle + 1) % timer::MAXQUERY;
@ -1151,7 +1152,7 @@ void synctimers()
}
}
void cleanuptimers()
static void cleanuptimers()
{
loopv(timers)
{
@ -1164,9 +1165,9 @@ void cleanuptimers()
VARFN(timer, usetimers, 0, 0, 1, cleanuptimers());
VAR(frametimer, 0, 0, 1);
int framemillis = 0; // frame time (ie does not take into account the swap)
static int framemillis = 0; // frame time (ie does not take into account the swap)
void printtimers(int conw, int conh)
static void printtimers(int conw, int conh)
{
if(!frametimer && !usetimers) return;
@ -1238,7 +1239,7 @@ ICOMMAND(getcampos, "", (),
vec worldpos, camdir, camright, camup;
void setcammatrix()
static void setcammatrix()
{
// move from RH to Z-up LH quake style worldspace
cammatrix = viewmatrix;
@ -1258,7 +1259,7 @@ void setcammatrix()
}
}
void setcamprojmatrix(bool init = true, bool flush = false)
static void setcamprojmatrix(bool init = true, bool flush = false)
{
if(init)
{
@ -1283,7 +1284,7 @@ void setcamprojmatrix(bool init = true, bool flush = false)
}
matrix4 hudmatrix, hudmatrixstack[64];
int hudmatrixpos = 0;
static int hudmatrixpos = 0;
void resethudmatrix()
{
@ -1351,7 +1352,7 @@ void disablezoom()
zoomprogress = 0;
}
void computezoom()
static void computezoom()
{
if(!zoom) { zoomprogress = 0; curfov = fov; curavatarfov = avatarfov; return; }
if(zoom > 0) zoomprogress = zoominvel ? min(zoomprogress + float(elapsedtime) / zoominvel, 1.0f) : 1;
@ -1377,10 +1378,10 @@ FVAR(thirdpersondistance, 0, 30, 50);
FVAR(thirdpersonup, -25, 0, 25);
FVAR(thirdpersonside, -25, 0, 25);
physent *camera1 = NULL;
bool detachedcamera = false;
static bool detachedcamera = false;
bool isthirdperson() { return player!=camera1 || detachedcamera; }
void fixcamerarange()
static void fixcamerarange()
{
const float MAXPITCH = 90.0f;
if(camera1->pitch>MAXPITCH) camera1->pitch = MAXPITCH;
@ -1389,7 +1390,7 @@ void fixcamerarange()
while(camera1->yaw>=360.0f) camera1->yaw -= 360.0f;
}
void modifyorient(float yaw, float pitch)
static void modifyorient(float yaw, float pitch)
{
camera1->yaw += yaw;
camera1->pitch += pitch;
@ -1554,7 +1555,7 @@ FVAR(polygonoffsetfactor, -1e4f, -3.0f, 1e4f);
FVAR(polygonoffsetunits, -1e4f, -3.0f, 1e4f);
FVAR(depthoffset, -1e4f, 0.01f, 1e4f);
matrix4 nooffsetmatrix;
static matrix4 nooffsetmatrix;
void enablepolygonoffset(GLenum type)
{
@ -1989,7 +1990,7 @@ static void blendfogoverlay(int fogmat, float below, float blend, vec &overlay)
}
}
void drawfogoverlay(int fogmat, float fogbelow, float fogblend, int abovemat)
static void drawfogoverlay(int fogmat, float fogbelow, float fogblend, int abovemat)
{
SETSHADER(fogoverlay);
@ -2007,10 +2008,10 @@ void drawfogoverlay(int fogmat, float fogbelow, float fogblend, int abovemat)
int drawtex = 0;
GLuint minimaptex = 0;
static GLuint minimaptex = 0;
vec minimapcenter(0, 0, 0), minimapradius(0, 0, 0), minimapscale(0, 0, 0);
void clearminimap()
static void clearminimap()
{
if(minimaptex) { glDeleteTextures(1, &minimaptex); minimaptex = 0; }
}
@ -2027,7 +2028,7 @@ void bindminimap()
glBindTexture(GL_TEXTURE_2D, minimaptex);
}
void clipminimap(ivec &bbmin, ivec &bbmax, cube *c = worldroot, const ivec &co = ivec(0, 0, 0), int size = worldsize>>1)
static void clipminimap(ivec &bbmin, ivec &bbmax, cube *c = worldroot, const ivec &co = ivec(0, 0, 0), int size = worldsize>>1)
{
loopi(8)
{
@ -2487,162 +2488,21 @@ void gl_drawmainmenu()
renderbackground(NULL, NULL, NULL, NULL, true);
}
VARNP(damagecompass, usedamagecompass, 0, 1, 1);
VARP(damagecompassfade, 1, 1000, 10000);
VARP(damagecompasssize, 1, 30, 100);
VARP(damagecompassalpha, 1, 25, 100);
VARP(damagecompassmin, 1, 25, 1000);
VARP(damagecompassmax, 1, 200, 1000);
float damagedirs[8] = { 0, 0, 0, 0, 0, 0, 0, 0 };
void damagecompass(int n, const vec &loc)
{
if(!usedamagecompass || minimized) return;
vec delta(loc);
delta.sub(camera1->o);
float yaw = 0, pitch;
if(delta.magnitude() > 4)
{
vectoyawpitch(delta, yaw, pitch);
yaw -= camera1->yaw;
}
if(yaw >= 360) yaw = fmod(yaw, 360);
else if(yaw < 0) yaw = 360 - fmod(-yaw, 360);
int dir = (int(yaw+22.5f)%360)/45;
damagedirs[dir] += max(n, damagecompassmin)/float(damagecompassmax);
if(damagedirs[dir]>1) damagedirs[dir] = 1;
}
void drawdamagecompass(int w, int h)
{
hudnotextureshader->set();
int dirs = 0;
float size = damagecompasssize/100.0f*min(h, w)/2.0f;
loopi(8) if(damagedirs[i]>0)
{
if(!dirs)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gle::colorf(1, 0, 0, damagecompassalpha/100.0f);
gle::defvertex();
gle::begin(GL_TRIANGLES);
}
dirs++;
float logscale = 32,
scale = log(1 + (logscale - 1)*damagedirs[i]) / log(logscale),
offset = -size/2.0f-min(h, w)/4.0f;
matrix4x3 m;
m.identity();
m.settranslation(w/2, h/2, 0);
m.rotate_around_z(i*45*RAD);
m.translate(0, offset, 0);
m.scale(size*scale);
gle::attrib(m.transform(vec2(1, 1)));
gle::attrib(m.transform(vec2(-1, 1)));
gle::attrib(m.transform(vec2(0, 0)));
// fade in log space so short blips don't disappear too quickly
scale -= float(curtime)/damagecompassfade;
damagedirs[i] = scale > 0 ? (pow(logscale, scale) - 1) / (logscale - 1) : 0;
}
if(dirs) gle::end();
}
int damageblendmillis = 0;
VARFP(damagescreen, 0, 1, 1, { if(!damagescreen) damageblendmillis = 0; });
VARP(damagescreenfactor, 1, 75, 100);
VARP(damagescreenalpha, 1, 45, 100);
VARP(damagescreenfade, 0, 1000, 1000);
VARP(damagescreenmin, 1, 10, 1000);
VARP(damagescreenmax, 1, 100, 1000);
void damageblend(int n)
{
if(!damagescreen || minimized) return;
if(lastmillis > damageblendmillis) damageblendmillis = lastmillis;
damageblendmillis += clamp(n, damagescreenmin, damagescreenmax)*damagescreenfactor;
}
void drawdamagescreen(int w, int h)
{
if(lastmillis >= damageblendmillis) return;
hudshader->set();
static Texture *damagetex = NULL;
if(!damagetex) damagetex = textureload("media/interface/hud/damage.png", 3);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, damagetex->id);
float fade = damagescreenalpha/100.0f;
if(damageblendmillis - lastmillis < damagescreenfade)
fade *= float(damageblendmillis - lastmillis)/damagescreenfade;
gle::colorf(fade, fade, fade, fade);
hudquad(0, 0, w, h);
}
VAR(hidestats, 0, 0, 1);
VAR(hidehud, 0, 0, 1);
VARP(crosshairsize, 0, 15, 50);
VARP(cursorsize, 0, 15, 30);
VARP(crosshairfx, 0, 1, 1);
VARP(crosshaircolors, 0, 1, 1);
#define MAXCROSSHAIRS 4
static Texture *crosshairs[MAXCROSSHAIRS] = { NULL, NULL, NULL, NULL };
static Texture *crosshair = NULL;
void loadcrosshair(const char *name, int i)
{
if(i < 0 || i >= MAXCROSSHAIRS) return;
crosshairs[i] = name ? textureload(name, 3, true) : notexture;
if(crosshairs[i] == notexture)
{
name = game::defaultcrosshair(i);
if(!name) name = "media/interface/crosshair/default.png";
crosshairs[i] = textureload(name, 3, true);
}
}
void loadcrosshair_(const char *name, int *i)
{
loadcrosshair(name, *i);
}
COMMANDN(loadcrosshair, loadcrosshair_, "si");
ICOMMAND(getcrosshair, "i", (int *i),
{
const char *name = "";
if(*i >= 0 && *i < MAXCROSSHAIRS)
{
name = crosshairs[*i] ? crosshairs[*i]->name : game::defaultcrosshair(*i);
if(!name) name = "media/interface/crosshair/default.png";
}
result(name);
});
void writecrosshairs(stream *f)
{
loopi(MAXCROSSHAIRS) if(crosshairs[i] && crosshairs[i]!=notexture)
f->printf("loadcrosshair %s %d\n", escapestring(crosshairs[i]->name), i);
f->printf("\n");
}
void drawcrosshair(int w, int h)
static void drawcrosshair(int w, int h)
{
bool windowhit = /*UI::hascursor()*/ false;
if(!windowhit && (hidehud || mainmenu)) return; //(hidehud || player->state==CS_SPECTATOR || player->state==CS_DEAD)) return;
vec color(1, 1, 1);
float cx = 0.5f, cy = 0.5f, chsize;
Texture *crosshair;
if(windowhit)
{
static Texture *cursor = NULL;
@ -2653,15 +2513,10 @@ void drawcrosshair(int w, int h)
}
else
{
int index = game::selectcrosshair(color);
if(index < 0) return;
if(!crosshairfx) index = 0;
if(!crosshairfx || !crosshaircolors) color = vec(1, 1, 1);
crosshair = crosshairs[index];
color = vec(1, 1, 1);
if(!crosshair)
{
loadcrosshair(NULL, index);
crosshair = crosshairs[index];
crosshair = textureload("media/interface/crosshair/default.png", 3, true);
}
chsize = crosshairsize*w/900.0f;
}
@ -2714,12 +2569,6 @@ void gl_drawhud()
debugparticles();
if(!mainmenu)
{
drawdamagescreen(w, h);
drawdamagecompass(w, h);
}
float conw = w/conscale, conh = h/conscale, abovehud = conh - FONTH;
if(!hidehud && !mainmenu)
{

79
src/engine/rendergl.hh Normal file
View file

@ -0,0 +1,79 @@
#ifndef ENGINE_RENDERGL_HH
#define ENGINE_RENDERGL_HH
#include <shared/geom.hh>
extern bool hasVAO, hasTR, hasTSW, hasPBO, hasFBO, hasAFBO, hasDS, hasTF, hasCBF, hasS3TC, hasFXT1, hasLATC, hasRGTC, hasAF, hasFBB, hasFBMS, hasTMS, hasMSS, hasFBMSBS, hasUBO, hasMBR, hasDB2, hasDBB, hasTG, hasTQ, hasPF, hasTRG, hasTI, hasHFV, hasHFP, hasDBT, hasDC, hasDBGO, hasEGPU4, hasGPU4, hasGPU5, hasBFE, hasEAL, hasCR, hasOQ2, hasES3, hasCB, hasCI;
extern int renderw, renderh, hudw, hudh;
extern int glversion, glslversion, glcompat;
extern int maxdrawbufs, maxdualdrawbufs;
enum { DRAWTEX_NONE = 0, DRAWTEX_ENVMAP, DRAWTEX_MINIMAP, DRAWTEX_MODELPREVIEW };
extern int vieww, viewh;
extern float fovy, aspect, forceaspect;
extern float nearplane;
extern int farplane;
extern float ldrscale, ldrscaleb;
extern int drawtex;
extern const matrix4 viewmatrix, invviewmatrix;
extern matrix4 cammatrix, projmatrix, camprojmatrix, invcammatrix, invcamprojmatrix, invprojmatrix;
extern int fog;
extern bvec fogcolour;
extern vec curfogcolor;
extern int wireframe;
extern int glerr;
extern void glerror(const char *file, int line, GLenum error);
#define GLERROR do { if(glerr) { GLenum error = glGetError(); if(error != GL_NO_ERROR) glerror(__FILE__, __LINE__, error); } } while(0)
void gl_checkextensions();
void gl_init();
void gl_resize();
void gl_drawview();
void gl_drawmainmenu();
void gl_drawhud();
void gl_setupframe(bool force = false);
void gl_drawframe();
void cleanupgl();
void drawminimap();
void enablepolygonoffset(GLenum type);
void disablepolygonoffset(GLenum type);
bool calcspherescissor(const vec &center, float size, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2);
bool calcbbscissor(const ivec &bbmin, const ivec &bbmax, float &sx1, float &sy1, float &sx2, float &sy2);
bool calcspotscissor(const vec &origin, float radius, const vec &dir, int spot, const vec &spotx, const vec &spoty, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2);
void screenquad();
void screenquad(float sw, float sh);
void screenquadflipped(float sw, float sh);
void screenquad(float sw, float sh, float sw2, float sh2);
void screenquadoffset(float x, float y, float w, float h);
void screenquadoffset(float x, float y, float w, float h, float x2, float y2, float w2, float h2);
void hudquad(float x, float y, float w, float h, float tx = 0, float ty = 0, float tw = 1, float th = 1);
void debugquad(float x, float y, float w, float h, float tx = 0, float ty = 0, float tw = 1, float th = 1);
void recomputecamera();
float calcfrustumboundsphere(float nearplane, float farplane, const vec &pos, const vec &view, vec &center);
void setfogcolor(const vec &v);
void zerofogcolor();
void resetfogcolor();
float calcfogdensity(float dist);
float calcfogcull();
void renderavatar();
namespace modelpreview
{
void start(int x, int y, int w, int h, bool background = true, bool scissor = false);
void end();
}
struct timer;
timer *begintimer(const char *name, bool gpu = true);
void endtimer(timer *t);
#endif

View file

@ -2,6 +2,7 @@
#include "aa.hh"
#include "material.hh"
#include "rendergl.hh"
#include "renderva.hh"
#include "texture.hh"
#include "world.hh"

View file

@ -1,4 +1,5 @@
#include "aa.hh"
#include "rendergl.hh"
#include "renderva.hh"
#include "shader.hh"
#include "texture.hh"

View file

@ -1,5 +1,6 @@
// renderparticles.cpp
#include "rendergl.hh"
#include "rendertext.hh"
#include "renderva.hh"
#include "shader.hh"

View file

@ -1,3 +1,4 @@
#include "rendergl.hh"
#include "renderva.hh"
#include "texture.hh"

View file

@ -1,5 +1,6 @@
// renderva.cpp: handles the occlusion and rendering of vertex arrays
#include "rendergl.hh"
#include "renderva.hh"
#include "blend.hh"

View file

@ -1,5 +1,6 @@
// shader.cpp: OpenGL GLSL shader management
#include "rendergl.hh"
#include "shader.hh"
#include "texture.hh"

View file

@ -1,4 +1,5 @@
#include "material.hh"
#include "rendergl.hh"
#include "texture.hh"
#include "engine.hh"

View file

@ -1,6 +1,7 @@
// texture.cpp: texture slot management
#include "material.hh"
#include "rendergl.hh"
#include "shader.hh"
#include "texture.hh"

View file

@ -1,4 +1,5 @@
#include "material.hh"
#include "rendergl.hh"
#include "texture.hh"
#include "water.hh"

View file

@ -2,6 +2,7 @@
#include "blend.hh"
#include "octa.hh"
#include "rendergl.hh" /* fovy */
#include "renderlights.hh"
#include "texture.hh"
#include "worldio.hh"

View file

@ -181,16 +181,6 @@ namespace game
return 0;
}
const char *defaultcrosshair(int index)
{
return "media/interface/crosshair/default.png";
}
int selectcrosshair(vec &)
{
return 0;
}
// any data written into this vector will get saved with the map data. Must take care to do own versioning, and endianess if applicable. Will not get called when loading maps from other games, so provide defaults.
void writegamedata(vector<char> &extras) {}
void readgamedata(vector<char> &extras) {}

View file

@ -1,6 +1,7 @@
#include "cube.hh"
extern int glversion;
#include <engine/rendergl.hh>
extern int intel_mapbufferrange_bug;
namespace gle

View file

@ -78,8 +78,6 @@ namespace game
extern void writegamedata(vector<char> &extras);
extern void readgamedata(vector<char> &extras);
extern float clipconsole(float w, float h);
extern const char *defaultcrosshair(int index);
extern int selectcrosshair(vec &col);
extern void setupcamera();
extern bool allowthirdperson();
extern bool detachcamera();