quakeforge/include/QF/GLSL/qf_particles.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

46 lines
1.2 KiB
C

/*
qf_particles.h
GLSL specific particles stuff
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/15
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_particles_h
#define __QF_GLSL_qf_particles_h
#include "QF/GLSL/types.h"
typedef struct {
float texcoord[2];
float vertex[3];
byte color[4];
} partvert_t;
struct psystem_s;
void glsl_R_DrawParticles (struct psystem_s *psystem);
void glsl_R_Particles_Init_Cvars (void);
void glsl_R_InitParticles (void);
#endif//__QF_GLSL_qf_particles_h