quakeforge/include/r_dynamic.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

61 lines
1.4 KiB
C

/*
render.h
public interface to refresh functions
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 _R_DYNAMIC_H
#define _R_DYNAMIC_H
#include "QF/mathlib.h"
#include "d_iface.h"
typedef enum {
PE_UNKNOWN,
PE_GUNSHOT,
PE_BLOOD,
PE_LIGHTNINGBLOOD,
PE_SPIKE,
PE_SUPERSPIKE,
PE_KNIGHTSPIKE,
PE_WIZSPIKE,
} particle_effect_t;
struct entity_s;
void R_PushDlights (const vec3_t entorigin);
struct cvar_s;
void R_MaxDlightsCheck (struct cvar_s *var);
void R_Particles_Init_Cvars (void);
void R_InitBubble (void);
void R_InitParticles (void);
void R_ClearParticles (void);
struct cvar_s;
void R_MaxParticlesCheck (struct cvar_s *r_particles,
struct cvar_s *r_particles_max);
void R_InitSprites (void);
#endif // _R_DYNAMIC_H