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https://git.code.sf.net/p/quake/quakeforge
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8d2791752e
After yesterday's crazy marathon editing all the particles files, and starting to do another big change to them today, I realized that I really do need to merge them down. All the actual spawning is now in the client library (though particle insertion will need to be moved). GLSL particle rendering is semi-broken in that it now does only points (until I come up with a way to select between points and quads (probably a context object, which I need anyway for Vulkan)).
62 lines
1.5 KiB
C
62 lines
1.5 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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*/
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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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#include "d_iface.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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struct entity_s;
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void R_PushDlights (const vec3_t entorigin);
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struct cvar_s;
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void R_MaxDlightsCheck (struct cvar_s *var);
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void R_Particles_Init_Cvars (void);
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void R_InitBubble (void);
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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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struct cvar_s;
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void R_MaxParticlesCheck (struct cvar_s *r_particles,
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struct cvar_s *r_particles_max);
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void R_InitSprites (void);
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#endif // _R_DYNAMIC_H
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