mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
f61ca0e321
of gl_dyn_fires.c have been moved to r_main.c (for now).
86 lines
2.2 KiB
C
86 lines
2.2 KiB
C
/*
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render.h
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public interface to refresh functions
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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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$Id$
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*/
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#ifndef _R_DYNAMIC_H
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#define _R_DYNAMIC_H
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#include "QF/mathlib.h"
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typedef enum {
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PE_UNKNOWN,
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PE_GUNSHOT,
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PE_BLOOD,
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PE_LIGHTNINGBLOOD,
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PE_SPIKE,
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PE_SUPERSPIKE,
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PE_KNIGHTSPIKE,
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PE_WIZSPIKE,
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} particle_effect_t;
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void R_ParseParticleEffect (void);
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struct entity_s;
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void R_RocketTrail (int type, struct entity_s *ent);
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void R_RunParticleEffect (vec3_t org, int color, int count);
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void R_RunPuffEffect (vec3_t org, particle_effect_t type, byte count);
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void R_RunSpikeEffect (vec3_t org, particle_effect_t type);
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#ifdef QUAKE2
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void R_DarkFieldParticles (struct entity_s *ent);
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#endif
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void R_EntityParticles (struct entity_s *ent);
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void R_BlobExplosion (vec3_t org);
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void R_ParticleExplosion (vec3_t org);
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void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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void R_PushDlights (vec3_t entorigin);
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void R_InitParticles (void);
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void R_ClearParticles (void);
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void R_DrawParticles (void);
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#define MAX_FIRES 128 // rocket flames
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typedef struct {
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int key; // allows reusability
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vec3_t origin, owner;
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float size;
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float die, decay; // duration settings
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float minlight; // lighting threshold
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float color[3]; // RGB
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} fire_t;
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extern fire_t r_fires[];
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void R_AddFire (vec3_t start, vec3_t end, struct entity_s *ent);
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void R_DrawFire (fire_t *f);
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void R_UpdateFires (void);
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fire_t *R_AllocFire (int key);
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void R_ClearFires (void);
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#endif // _R_DYNAMIC_H
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