mirror of
https://github.com/w23/xash3d-fwgs
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af5e20269d
this needed for better rtx blas management
36 lines
829 B
C
36 lines
829 B
C
#pragma once
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#include "vk_const.h"
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#include "xash3d_types.h"
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#include "const.h"
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#include "com_model.h"
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#include "ref_params.h"
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struct ref_viewpass_s;
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struct cl_entity_s;
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typedef struct vk_trans_entity_s {
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struct cl_entity_s *entity;
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int render_mode;
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} vk_trans_entity_t;
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void VK_SceneInit( void );
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void VK_SceneRender( const struct ref_viewpass_s *rvp );
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qboolean R_AddEntity( struct cl_entity_s *clent, int type );
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void R_ProcessEntData( qboolean allocate );
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void R_ClearScreen( void );
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void R_ClearScene( void );
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void R_PushScene( void );
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void R_PopScene( void );
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void R_NewMap( void );
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void R_RenderScene( void );
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// TODO should this be here?
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int CL_FxBlend( struct cl_entity_s *e );
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struct beam_s;
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void CL_DrawBeams( int fTrans, struct beam_s *active_beams );
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void CL_AddCustomBeam( struct cl_entity_s *pEnvBeam );
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