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https://git.code.sf.net/p/quake/quakeforge
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c05476f94b
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.
40 lines
1.2 KiB
C
40 lines
1.2 KiB
C
/*
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qf_main.h
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glsl main stuff from the renderer.
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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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 __QF_GLSL_qf_main_h
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#define __QF_GLSL_qf_main_h
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struct entqueue_s;
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void glsl_R_NewMap (model_t *worldmodel, model_t **models, int num_models);
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void glsl_R_RenderEntities (struct entqueue_s *queue);
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void glsl_R_RenderView (void);
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void glsl_R_ClearState (void);
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void glsl_R_ViewChanged (void);
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void glsl_R_LineGraph (int x, int y, int *h_vals, int count, int height);
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#endif//__QF_GLSL_qf_main_h
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