12 #ifndef _FS2_NEB2_EFFECT_HEADER_FILE
13 #define _FS2_NEB2_EFFECT_HEADER_FILE
31 #define NEB2_RENDER_NONE 0 // no rendering
32 #define NEB2_RENDER_POLY 1 // background is the old-school polygons
33 #define NEB2_RENDER_POF 2 // background is the nice pof file
34 #define NEB2_RENDER_LAME 3 // super simple nebula effect
35 #define NEB2_RENDER_HTL 4 // We are using proper fogging now
45 #define MAX_NEB2_POOFS 6
51 #define MAX_NEB2_BITMAPS 10
70 #define MAX_CPTS 5 // should always be <= slices
110 int neb2_create(
vec3d *
offset,
int num_poofs,
float inner_radius,
float outer_radius,
float max_poof_radius);
int neb2_create(vec3d *offset, int num_poofs, float inner_radius, float outer_radius, float max_poof_radius)
char Neb2_poof_filenames[MAX_NEB2_POOFS][MAX_FILENAME_LEN]
int neb2_skip_render(object *objp, float z_depth)
cube_poof Neb2_cubes[MAX_CPTS][MAX_CPTS][MAX_CPTS]
void neb2_post_level_init()
float neb2_get_lod_scale(int objnum)
void neb2_process_post(object *objp)
float neb2_get_fog_intensity(object *obj)
void neb2_process_pre(object *objp)
GLdouble GLdouble GLdouble r
struct neb2_detail neb2_detail
void neb2_get_adjusted_fog_values(float *fnear, float *ffar, object *obj=NULL)
void neb2_set_backg_color(int r, int g, int b)
void neb2_delete(object *objp)
GLint GLint GLint GLint GLint x
struct cube_poof cube_poof
char Neb2_texture_name[MAX_FILENAME_LEN]
void neb2_render_setup(camid cid)
GLboolean GLboolean GLboolean b
void neb2_set_detail_level(int level)
char Neb2_bitmap_filenames[MAX_NEB2_BITMAPS][MAX_FILENAME_LEN]
GLsizei GLsizei GLuint * obj
void neb2_get_pixel(int x, int y, int *r, int *g, int *b)
void neb2_get_fog_values(float *fnear, float *ffar, object *obj=NULL)
void neb2_get_fog_color(ubyte *r, ubyte *g, ubyte *b)
void neb2_get_backg_color(int *r, int *g, int *b)
void neb2_render_player()
void neb2_render(object *objp)