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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.
58 lines
1.5 KiB
C
58 lines
1.5 KiB
C
/*
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qf_rmain.h
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GL light 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_rmain_h
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#define __QF_GL_rmain_h
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#include "QF/qtypes.h"
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#include "QF/simd/types.h"
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struct cvar_s;
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struct entity_s;
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extern int c_brush_polys, c_alias_polys;
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extern float gl_modelalpha;
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//extern vec3_t shadecolor;
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extern void gl_multitexture_f (void *data, const struct cvar_s *var);
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void glrmain_init (void);
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void gl_R_RotateForEntity (const vec4f_t *mat);
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struct model_s;
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struct entqueue_s;
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struct scene_s;
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void gl_R_NewScene (struct scene_s *scene);
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void gl_R_RenderView (void);
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void gl_R_RenderEntities (struct entqueue_s *queue);
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void gl_R_ClearState (void);
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void gl_R_ViewChanged (void);
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void gl_R_LineGraph (int x, int y, int *h_vals, int count, int height);
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void gl_R_InitGraphTextures (void);
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#endif // __QF_GL_rmain_h
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