quakeforge/include/QF/GL/qf_rsurf.h
Bill Currie 12776e487a [gl] Implement screen warping for liquids
It's not the most efficient code (uses sin() directly), but at least it
works (and with about 75% cpu headroom at 72fps on my machine).
2022-03-26 18:13:37 +09:00

62 lines
1.6 KiB
C

/*
gl_rsurf.h
GL texture stuff from the renderer.
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_GL_rsurf_h
#define __QF_GL_rsurf_h
typedef struct gltex_s {
struct texture_s *texture;
int gl_texturenum;
int gl_fb_texturenum;
struct instsurf_s *tex_chain;
struct instsurf_s **tex_chain_tail;
} gltex_t;
struct model_s;
struct entity_s;
struct msurface_s;
struct mod_brush_s;
void GL_BuildSurfaceDisplayList (struct mod_brush_s *brush,
struct msurface_s *fa);
void gl_R_DrawBrushModel (struct entity_s *e);
void gl_R_DrawWorld (void);
void gl_R_DrawWaterSurfaces (void);
void GL_EmitWaterPolys (struct msurface_s *fa);
void gl_R_LoadSkys (const char *sky);
struct texture_s;
void gl_R_AddTexture (struct texture_s *tx);
void gl_R_ClearTextures (void);
void gl_R_InitSurfaceChains (struct mod_brush_s *brush);
struct framebuffer_s;
void gl_WarpScreen (struct framebuffer_s *fb);
#endif // __QF_GL_rsurf_h