#ifndef __r_internal_h #define __r_internal_h #include "QF/vid.h" #include "QF/plugin/vid_render.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "r_shared.h" extern viddef_t vid; // global video state extern vid_render_data_t vid_render_data; extern vid_render_funcs_t gl_vid_render_funcs; extern vid_render_funcs_t glsl_vid_render_funcs; extern vid_render_funcs_t sw_vid_render_funcs; extern vid_render_funcs_t vulkan_vid_render_funcs; extern vid_render_funcs_t *vid_render_funcs; #define vr_data vid_render_data #define vr_funcs vid_render_funcs extern refdef_t r_refdef; extern int r_viewsize; void R_LineGraph (int x, int y, int *h_vals, int count, int height); void gl_R_Init (void); void glsl_R_Init (void); void sw_R_Init (void); void R_RenderFrame (SCR_Func *scr_funcs); void R_Init_Cvars (void); void R_InitEfrags (void); void R_ClearState (void); void R_InitSky (struct texture_s *mt); // called at level load void R_Textures_Init (void); void R_RenderView (void); // must set r_refdef first void R_ViewChanged (void); // must set r_refdef first // called whenever r_refdef or vid change extern struct psystem_s r_psystem; struct psystem_s *gl_ParticleSystem (void); struct psystem_s *glsl_ParticleSystem (void); struct psystem_s *sw_ParticleSystem (void); void R_RunParticles (float dT); struct scene_s; void R_NewScene (struct scene_s *scene); // LordHavoc: relative bmodel lighting void R_PushDlights (const vec3_t entorigin); void R_DrawWaterSurfaces (void); void *D_SurfaceCacheAddress (void) __attribute__((pure)); int D_SurfaceCacheForRes (int width, int height); void D_FlushCaches (void *data); void D_DeleteSurfaceCache (void); void D_InitCaches (void *buffer, int size); void R_SetVrect (const vrect_t *pvrect, vrect_t *pvrectin, int lineadj); void R_LoadSkys (const char *); void R_ClearEfrags (void); void R_FindNearLights (vec4f_t pos, int count, dlight_t **lights); dlight_t *R_AllocDlight (int key); void R_DecayLights (double frametime); void R_ClearDlights (void); int R_InitGraphTextures (int base); struct entity_s; struct animation_s; void R_DrawAliasModel (struct entity_s *e); void R_MarkLeaves (struct mleaf_s *viewleaf); void GL_SetPalette (void *data, const byte *palette); void GLSL_SetPalette (void *data, const byte *palette); int R_BillboardFrame (struct entity_s *ent, int orientation, vec4f_t cameravec, vec4f_t *bbup, vec4f_t *bbright, vec4f_t *bbfwd); mspriteframe_t *R_GetSpriteFrame (const msprite_t *sprite, const struct animation_s *animation); // These correspond to the standard box sides for OpenGL cube maps but with // TOP and BOTTOM swapped due to lelt/right handed systems (quake/gl are right, // cube maps are left) #define BOX_FRONT 4 #define BOX_RIGHT 0 #define BOX_BEHIND 5 #define BOX_LEFT 1 #define BOX_TOP 3 #define BOX_BOTTOM 2 void R_RenderFisheye (framebuffer_t *cube); #endif//__r_internal_h