xash3d-fwgs/ref/vk/vk_scene.h
Ivan Avdeev 7ee16cd82f vk: track block/geom/brush lifetimes
Make sure that things get created and destroyed at the right times.
Allow longer-than-map block allocations.
Fix brush model leaks -- previously they weren't destroyed on map
change/game exit properly. Also free geometry ranges accordingly.

Add a note about map loading process, and various models lifetimes.
2023-05-26 10:45:44 -07:00

35 lines
875 B
C

#pragma once
#include "vk_const.h"
#include "xash3d_types.h"
#include "const.h"
#include "com_model.h"
#include "ref_params.h"
struct ref_viewpass_s;
struct cl_entity_s;
void VK_SceneInit( void );
void VK_SceneRender( const struct ref_viewpass_s *rvp );
qboolean R_AddEntity( struct cl_entity_s *clent, int type );
void R_ProcessEntData( qboolean allocate );
void R_ClearScreen( void );
void R_ClearScene( void );
void R_PushScene( void );
void R_PopScene( void );
void R_SceneMapDestroy( void );
void R_NewMap( void );
void R_RenderScene( void );
int R_WorldToScreen( const vec3_t point, vec3_t screen );
int TriWorldToScreen( const float *world, float *screen );
// TODO should this be here?
int CL_FxBlend( struct cl_entity_s *e );
struct beam_s;
void CL_DrawBeams( int fTrans, struct beam_s *active_beams );
void CL_AddCustomBeam( struct cl_entity_s *pEnvBeam );