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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
62 lines
1.6 KiB
C
62 lines
1.6 KiB
C
/*
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gl_rsurf.h
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GL texture stuff from the renderer.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_GL_rsurf_h
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#define __QF_GL_rsurf_h
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typedef struct gltex_s {
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struct texture_s *texture;
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int gl_texturenum;
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int gl_fb_texturenum;
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struct instsurf_s *tex_chain;
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struct instsurf_s **tex_chain_tail;
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} gltex_t;
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struct model_s;
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struct entity_s;
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struct msurface_s;
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struct mod_brush_s;
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void GL_BuildSurfaceDisplayList (struct mod_brush_s *brush,
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struct msurface_s *fa);
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void gl_R_DrawBrushModel (struct entity_s e);
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void gl_R_DrawWorld (void);
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void gl_R_DrawWaterSurfaces (void);
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void GL_EmitWaterPolys (struct msurface_s *fa);
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void gl_R_LoadSkys (const char *sky);
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struct texture_s;
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void gl_R_AddTexture (struct texture_s *tx);
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void gl_R_ClearTextures (void);
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void gl_R_InitSurfaceChains (struct mod_brush_s *brush);
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struct framebuffer_s;
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void gl_WarpScreen (struct framebuffer_s *fb);
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#endif // __QF_GL_rsurf_h
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