quakeforge/include/r_dynamic.h
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

55 lines
1.2 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_Particles_Init_Cvars (void);
void R_InitBubble (void);
void R_InitParticles (void);
void R_ClearParticles (void);
void R_InitSprites (void);
#endif // _R_DYNAMIC_H