11 #ifndef GR_OPENGLDRAW_H
12 #define GR_OPENGLDRAW_H
27 void gr_opengl_arc(
int xc,
int yc,
float r,
float angle_start,
float angle_end,
bool fill,
int resize_mode);
30 void gr_opengl_cross_fade(
int bmap1,
int bmap2,
int x1,
int y1,
int x2,
int y2,
float pct,
int resize_mode);
120 GLint glVertices[8] = {
172 #endif // !GR_OPENGLDRAW_H
GLuint Scene_color_texture
void opengl_scene_texture_shutdown()
void gr_opengl_deferred_lighting_begin()
void opengl_set_spec_mapping(int tmap_type, float *u_scale, float *v_scale, int stage=0)
void gr_opengl_shadow_map_end()
bool Use_Shaders_for_effect_rendering
void gr_opengl_render(int nverts, vertex *verts, uint flags)
void gr_opengl_gradient(int x1, int y1, int x2, int y2, int resize_mode)
WINGDIAPI void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
void gr_opengl_flash_alpha(int r, int g, int b, int a)
GLfloat GLfloat GLfloat GLfloat h
void gr_opengl_sphere_htl(float rad)
void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, int resize_mode)
void gr_opengl_draw_deferred_light_sphere(const vec3d *position, float rad, bool clearStencil)
int Scene_texture_initialized
void gr_opengl_aabitmap(int x, int y, int resize_mode, bool mirror)
void gr_opengl_copy_effect_texture()
float Scene_texture_u_scale
void opengl_draw_textured_quad(GLfloat x1, GLfloat y1, GLfloat u1, GLfloat v1, GLfloat x2, GLfloat y2, GLfloat u2, GLfloat v2)
void gr_opengl_deferred_lighting_finish()
void gr_opengl_circle(int xc, int yc, int d, int resize_mode)
void opengl_draw_textured_quad_instanced(GLfloat x1, GLfloat y1, GLfloat u1, GLfloat v1, GLfloat x2, GLfloat y2, GLfloat u2, GLfloat v2, int count)
void gr_opengl_line(int x1, int y1, int x2, int y2, int resize_mode)
#define vglDrawArraysInstancedARB
void gr_opengl_shade(int x, int y, int w, int h, int resize_mode)
GLfloat GLfloat GLfloat v2
void gr_opengl_draw_deferred_light_cylinder(const vec3d *position, const matrix *orient, float rad, float length, bool clearStencil)
void opengl_draw_coloured_quad(GLint x1, GLint y1, GLint x2, GLint y2)
GLdouble GLdouble GLdouble r
void add_vertex_component(vertex_format_data::vertex_format format_type, uint stride, void *src)
void gr_opengl_render_effect(int nverts, vertex *verts, float *radius_list, uint flags)
GLboolean GLboolean GLboolean GLboolean a
void gr_opengl_arc(int xc, int yc, float r, float angle_start, float angle_end, bool fill, int resize_mode)
void gr_opengl_string(int sx, int sy, const char *s, int resize_mode=GR_RESIZE_FULL)
GLuint Scene_effect_texture
void gr_opengl_deferred_light_cylinder_init(int segments)
GLint GLint GLint GLint GLint x
GLuint Scene_luminance_texture
void gr_opengl_deferred_light_sphere_init(int rings, int segments)
void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct, int resize_mode)
void gr_opengl_flash(int r, int g, int b)
void BindArrayBuffer(GLuint id)
void gr_opengl_scene_texture_end()
GLboolean GLboolean GLboolean b
void gr_opengl_scaler(vertex *va, vertex *vb, bool bw_bitmap)
GLubyte GLubyte GLubyte GLubyte w
void gr_opengl_tmapper(int nverts, vertex **verts, uint flags)
void opengl_bind_vertex_layout(vertex_layout &layout)
void gr_opengl_shadow_map_start(const matrix4 *shadow_view_matrix, const matrix *light_orient)
void gr_opengl_scene_texture_begin()
void gr_opengl_pixel(int x, int y, int resize_mode)
GLenum GLuint GLenum GLsizei length
void opengl_clear_deferred_buffers()
float Scene_texture_v_scale
void gr_opengl_draw_line_list(const colored_vector *lines, int num)
void gr_opengl_line_htl(const vec3d *start, const vec3d *end)
void gr_opengl_update_distortion()
void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, int resize_mode, bool mirror)
void opengl_setup_scene_textures()
void gr_opengl_deferred_lighting_end()
void gr_opengl_aaline(vertex *v1, vertex *v2)
void opengl_reset_spec_mapping()
void gr_opengl_unfilled_circle(int xc, int yc, int d, int resize_mode)
void gr_opengl_curve(int xc, int yc, int r, int direction, int resize_mode)
#define GL_TRIANGLE_STRIP