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#ifndef _RENDER_H_
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#define _RENDER_H_
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#include "brender/br_types.h"
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void BrDbModelRender(br_actor* actor, br_model* model, br_material* material, void* render_data, br_uint_8 style, int on_screen, int use_custom);
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br_uint_32 BrOnScreenCheck(br_bounds3* bounds);
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br_uint_16 prependActorTransform(br_actor* ap, br_uint_16 t);
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br_uint_16 prependMatrix(br_matrix34* mat, br_uint_16 mat_t, br_uint_16 t);
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void actorRender(br_actor* ap, br_model* model, br_material* material, void* render_data, br_uint_8 style, br_uint_16 t);
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void actorRenderOnScreen(br_actor* ap, br_model* model, br_material* material, void* render_data, br_uint_8 style, br_uint_16 t);
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void sceneRenderWorld(br_actor* world);
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void sceneRenderAdd(br_actor* tree);
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void BrDbSceneRenderBegin(br_actor* world, br_actor* camera);
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br_renderbounds_cbfn* BrDbSetRenderBoundsCallback(br_renderbounds_cbfn* new_cbfn);
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void SetOrigin(br_pixelmap* buffer);
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void SetViewport(br_pixelmap* buffer);
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void BrZbSceneRenderBegin(br_actor* world, br_actor* camera, br_pixelmap* colour_buffer, br_pixelmap* depth_buffer);
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void BrZbSceneRenderAdd(br_actor* tree);
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void BrZbSceneRenderEnd(void);
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void BrZbSceneRender(br_actor* world, br_actor* camera, br_pixelmap* colour_buffer, br_pixelmap* depth_buffer);
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void BrZsSceneRenderBegin(br_actor* world, br_actor* camera, br_pixelmap* colour_buffer);
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void BrZsSceneRenderAdd(br_actor* tree);
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void BrZsSceneRenderEnd(void);
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void BrZsSceneRender(br_actor* world, br_actor* camera, br_pixelmap* colour_buffer);
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br_primitive_cbfn* BrZsPrimitiveCallbackSet(br_primitive_cbfn* new_cbfn);
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void BrZbModelRender(br_actor* actor, br_model* model, br_material* material, br_uint_8 style, int on_screen, int use_custom);
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void BrZsModelRender(br_actor* actor, br_model* model, br_material* material, br_order_table* order_table, br_uint_8 style, int on_screen, int use_custom);
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br_renderbounds_cbfn* BrZbRenderBoundsCallbackSet(br_renderbounds_cbfn* new_cbfn);
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br_renderbounds_cbfn* BrZsRenderBoundsCallbackSet(br_renderbounds_cbfn* new_cbfn);
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#endif