quakeforge/include/QF/GLSL/qf_bsp.h
Bill Currie f7efcde7ab [vulkan] Clean up and document some of the bsp code
Getting close to understanding (again) how it all works. I only just
barely understood when I got vulkan's renderer running, but I really
need to understand for when I modify things for shadows. The main thing
hurdle was tinst, but that was dealt with in the previous commit, and
now it's just sorting out the mess of elechains and elementss.
2021-07-13 22:59:51 +09:00

63 lines
1.6 KiB
C

/*
qf_bsp.h
GLSL specific brush model stuff
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/7
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_GLSL_qf_bsp_h
#define __QF_GLSL_qf_bsp_h
#include "QF/GLSL/types.h"
typedef struct bspvert_s {
quat_t vertex;
quat_t tlst;
} bspvert_t;
typedef struct elements_s {
struct elements_s *_next;
struct elements_s *next;
byte *base;
struct dstring_s *list;
} elements_t;
typedef struct elechain_s {
struct elechain_s *_next;
struct elechain_s *next;
int model_index;
elements_t *elements;
vec_t *transform;
float *color;
} elechain_t;
void glsl_R_ClearElements (void);
void glsl_R_DrawWorld (void);
void glsl_R_DrawSky (void);
void glsl_R_RegisterTextures (model_t **models, int num_models);
void glsl_R_BuildDisplayLists (model_t **models, int num_models);
void glsl_R_InitBsp (void);
#endif//__QF_GLSL_qf_bsp_h