Commit 14d78e2b authored by Gargaj's avatar Gargaj
Browse files

only forgot the actual file!

parent 8d4961d6
#ifdef _WIN32
#include <windows.h>
#endif
#include <d3d9.h>
#include "../Renderer.h"
#define STBI_HEADER_FILE_ONLY
#include <stb_image.c>
#include "../external/scintilla/include/Scintilla.h"
namespace Renderer
{
char defaultShader[65536] =
"float4 ps_main( float2 TexCoord : TEXCOORD0 )\n"
"{\n"
" float2 uv = TexCoord;\n"
" uv -= 0.5;\n"
" uv /= float2(v2Resolution.y / v2Resolution.x, 1);\n"
"\n"
" float2 m;\n"
" m.x = atan(uv.x / uv.y) / 3.14;\n"
" m.y = 1 / length(uv) * .2;\n"
" float d = m.y;\n"
"\n"
" float f = tex2D( texFFT, d ).r * 100;\n"
" m.x += sin( fGlobalTime ) * 0.1;\n"
" m.y += fGlobalTime * 0.25;\n"
"\n"
" float4 t = tex2D( texTex2, m.xy ) * d; // or /d\n"
" return f + t;// + uv.xyxy * 0.5 * (sin( fGlobalTime ) + 1.5);\n"
"}";
bool run = true;
int nWidth = 0;
int nHeight = 0;
bool Open( RENDERER_SETTINGS * settings )
{
return true;
}
KeyEvent keyEventBuffer[512];
int keyEventBufferCount = 0;
MouseEvent mouseEventBuffer[512];
int mouseEventBufferCount = 0;
void StartFrame()
{
}
void EndFrame()
{
}
bool WantsToQuit()
{
return !run;
}
void Close()
{
}
void RenderFullscreenQuad()
{
}
bool ReloadShader( char * szShaderCode, int nShaderCodeSize, char * szErrorBuffer, int nErrorBufferSize )
{
return true;
}
void SetShaderConstant( char * szConstName, float x )
{
}
void SetShaderConstant( char * szConstName, float x, float y )
{
}
struct DX9Texture : public Texture
{
};
int textureUnit = 0;
Texture * CreateRGBA8TextureFromFile( char * szFilename )
{
DX9Texture * tex = new DX9Texture();
tex->width = 0;
tex->height = 0;
tex->type = TEXTURETYPE_2D;
return tex;
}
Texture * Create1DR32Texture( int w )
{
DX9Texture * tex = new DX9Texture();
tex->width = w;
tex->height = 1;
tex->type = TEXTURETYPE_1D;
return tex;
}
void SetShaderTexture( char * szTextureName, Texture * tex )
{
}
bool UpdateR32Texture( Texture * tex, float * data )
{
return true;
}
void StartTextRendering()
{
}
void SetTextRenderingViewport( Scintilla::PRectangle rect )
{
}
void EndTextRendering()
{
}
Texture * CreateA8TextureFromData( int w, int h, unsigned char * data )
{
DX9Texture * tex = new DX9Texture();
tex->width = w;
tex->height = 1;
tex->type = TEXTURETYPE_1D;
return tex;
}
void ReleaseTexture( Texture * tex )
{
}
void BindTexture( Texture * tex )
{
}
void RenderQuad( Vertex & a, Vertex & b, Vertex & c, Vertex & d )
{
}
void RenderLine( Vertex & a, Vertex & b )
{
}
}
\ No newline at end of file
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment