ref: 7338feb3744ed2f0a63bababbbdf3d55de143bb6
dir: /ogl_rl.h/
//************************************************************************** //** //** ogl_rl.h //** //************************************************************************** #ifndef __OGL_REND_LIST_H__ #define __OGL_REND_LIST_H__ /* Rendquad flags. */ #define RQF_FLAT 0x1 /* This is a flat triangle. */ #define RQF_MASKED 0x2 /* Use the special list for masked textures. */ #define RQF_MISSING_WALL 0x4 /* Originally this surface had no texture. */ #define RQF_SKY_MASK 0x8 /* A sky mask triangle. */ #define RQF_SKY_MASK_WALL 0x10 /* A sky mask wall (with skyfix). */ #define RQF_LIGHT 0x20 /* A dynamic light. */ #define RQF_FLOOR_FACING 0x40 /* Used for flats, the quad faces upwards. */ typedef struct { float v1[2], v2[2]; /* Two vertices. */ float top; /* Top height. */ union _quadTri { struct _quad { float bottom; /* Bottom height. */ float len; /* Length of the quad. */ } q; float v3[2]; /* Third vertex for flats. */ } u; float light; /* Light level, as in 0 = black, 1 = fullbright. */ float texoffx; /* Texture coordinates for left/top (in real texcoords). */ float texoffy; short flags; /* RQF_*. */ GLuint masktex; /* Texture name for masked textures. */ unsigned short texw, texh; /* Size of the texture. */ float dist[3]; /* Distances to the vertices. */ } rendquad_t; /* Or flat triangle. */ typedef struct { GLuint tex; /* The name of the texture for this list. */ int numquads; /* Number of quads in the list. */ int listsize; /* Absolute size of the list. */ rendquad_t *quads; /* The list of quads. */ } rendlist_t; /* ogl_rl.c */ void RL_Init(void); void RL_ClearLists(void); void RL_DeleteLists(void); void RL_AddQuad(rendquad_t *quad, GLuint quadtex); void RL_AddFlatQuads(rendquad_t *base, /* GLuint */ uintptr_t quadtex, int numvrts, fvertex_t *vrts, int dir); void RL_RenderAllLists(void); void SetVertexColor(float light, float dist, float alpha); #endif /* __OGL_REND_LIST_H__ */