quakeforge/include/QF/GL/qf_rmain.h
Bill Currie c05476f94b [renderer] Move most of the scene rendering into r_screen
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
2022-03-17 17:57:50 +09:00

58 lines
1.5 KiB
C

/*
qf_rmain.h
GL light 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_rmain_h
#define __QF_GL_rmain_h
#include "QF/qtypes.h"
struct cvar_s;
struct entity_s;
extern qboolean gl_envmap;
extern int c_brush_polys, c_alias_polys;
extern float gl_modelalpha;
//extern vec3_t shadecolor;
extern void gl_multitexture_f (struct cvar_s *var);
void glrmain_init (void);
void gl_R_RotateForEntity (struct entity_s *e);
struct model_s;
struct entqueue_s;
void gl_R_NewMap (struct model_s *worldmodel, struct model_s **models,
int num_models);
void gl_R_RenderView (void);
void gl_R_RenderEntities (struct entqueue_s *queue);
void gl_R_ClearState (void);
void gl_R_ViewChanged (void);
void gl_R_LineGraph (int x, int y, int *h_vals, int count, int height);
void gl_R_InitGraphTextures (void);
#endif // __QF_GL_rmain_h