ioef/code/renderercommon/tr_common.h
Zack Middleton c7059fbf28 Move noise function declations to tr_common.h
tr_noise.c is in renderercommon directory, so declare them in header there too.
2013-02-27 15:35:02 -06:00

98 lines
3.3 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef TR_COMMON_H
#define TR_COMMON_H
#include "../qcommon/q_shared.h"
/*#include "../qcommon/qfiles.h"*/
/*#include "../qcommon/qcommon.h"*/
#include "../renderercommon/tr_public.h"
#include "qgl.h"
extern refimport_t ri;
extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
// These variables should live inside glConfig but can't because of
// compatibility issues to the original ID vms. If you release a stand-alone
// game and your mod uses tr_types.h from this build you can safely move them
// to the glconfig_t struct.
extern qboolean textureFilterAnisotropic;
extern int maxAnisotropy;
extern float displayAspect;
//
// cvars
//
extern cvar_t *r_stencilbits; // number of desired stencil bits
extern cvar_t *r_depthbits; // number of desired depth bits
extern cvar_t *r_colorbits; // number of desired color bits, only relevant for fullscreen
extern cvar_t *r_texturebits; // number of desired texture bits
extern cvar_t *r_ext_multisample;
// 0 = use framebuffer depth
// 16 = use 16-bit textures
// 32 = use 32-bit textures
// all else = error
extern cvar_t *r_mode; // video mode
extern cvar_t *r_noborder;
extern cvar_t *r_fullscreen;
extern cvar_t *r_ignorehwgamma; // overrides hardware gamma capabilities
extern cvar_t *r_drawBuffer;
extern cvar_t *r_swapInterval;
extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions
extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions
extern cvar_t *r_ext_multitexture;
extern cvar_t *r_ext_compiled_vertex_array;
extern cvar_t *r_ext_texture_env_add;
extern cvar_t *r_ext_texture_filter_anisotropic;
extern cvar_t *r_ext_max_anisotropy;
extern cvar_t *r_stereoEnabled;
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
float R_NoiseGet4f( float x, float y, float z, float t );
void R_NoiseInit( void );
/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
void GLimp_Init( void );
void GLimp_Shutdown( void );
void GLimp_EndFrame( void );
void GLimp_LogComment( char *comment );
void GLimp_Minimize(void);
void GLimp_SetGamma( unsigned char red[256],
unsigned char green[256],
unsigned char blue[256] );
#endif