#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_screen.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 sw32_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 Fog_Update (float density, float red, float green, float blue, float time); struct plitem_s; void Fog_ParseWorldspawn (struct plitem_s *worldspawn); void Fog_GetColor (quat_t fogcolor); float Fog_GetDensity (void) __attribute__((pure)); void Fog_SetupFrame (void); void Fog_EnableGFog (void); void Fog_DisableGFog (void); void Fog_StartAdditive (void); void Fog_StopAdditive (void); void Fog_Init (void); void gl_R_Init (void); void glsl_R_Init (void); void sw_R_Init (void); void sw32_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); struct psystem_s *sw32_ParticleSystem (void); void R_RunParticles (float dT); void R_AddEfrags (mod_brush_t *, entity_t *ent); void R_RemoveEfrags (entity_t *ent); void R_NewMap (model_t *worldmodel, model_t **models, int num_models); // LordHavoc: relative bmodel lighting void R_PushDlights (const vec3_t entorigin); void R_DrawWaterSurfaces (void); void *D_SurfaceCacheAddress (void) __attribute__((pure)); int D_SurfaceCacheForRes (void *data, int width, int height); void D_FlushCaches (void *data); void D_DeleteSurfaceCache (void); void D_InitCaches (void *data, 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_ClearEnts (void); void R_EnqueueEntity (struct entity_s *ent); entity_t *R_AllocEntity (void); void R_FreeAllEntities (void); void R_FindNearLights (const vec3_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); void R_DrawAliasModel (entity_t *e); void R_MarkLeaves (void); void GL_SetPalette (void *data, const byte *palette); void GLSL_SetPalette (void *data, const byte *palette); int R_BillboardFrame (entity_t *ent, int orientation, const vec3_t cameravec, vec3_t bbup, vec3_t bbright, vec3_t bbpn); mspriteframe_t *R_GetSpriteFrame (const msprite_t *sprite, const animation_t *animation); #endif//__r_internal_h