FTEQW
Documentation of the FTE engine source tree.
view.h
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1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19*/
20// view.h
21
22extern cvar_t v_gamma;
24extern cvar_t v_contrast;
26extern cvar_t v_brightness;
27extern float sw_blend[4];
28extern float hw_blend[4];
29
31
32void V_Init (void);
33void V_RenderView (qboolean no2d);
34float V_CalcRoll (vec3_t angles, vec3_t velocity);
35void V_UpdatePalette (qboolean force);
36void V_ClearCShifts (void);
43int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b);
44
45extern qbyte gammatable[256]; //for texture gamma.
46extern qboolean gammaworks;
47
50extern cvar_t v_viewheight;
51
52extern cvar_t v_gunkick_q2, gl_cshiftenabled, gl_cshiftborder; //q2 logic needs some of these cvars.
53
54extern cvar_t v_contentblend; //for menus
55extern cvar_t chase_active, chase_back, chase_up; //I fucking hate this cvar. die die die.
qboolean
Definition: api_menu.h:34
vec_t vec3_t[3]
Definition: api_menu.h:40
entity_t * ent
Definition: com_mesh.c:717
unsigned char qbyte
Definition: common.h:127
GLdouble GLdouble r
Definition: glquake.h:969
int b
Definition: pr_lua.c:242
int const char * e
Definition: pr_lua.c:259
evalc_t angles
Definition: pr_menu.c:1357
static spx_int16_t * in
Definition: snd_dma.c:488
Definition: cvar.h:59
Definition: render.h:99
qboolean gammaworks
Definition: view.c:394
cvar_t v_viewheight
Definition: view.c:153
cvar_t crosshairalpha
Definition: view.h:49
cvar_t v_contrastboost
Definition: view.c:388
cvar_t crosshair
Definition: view.c:96
int V_AddLight(int entsource, vec3_t org, float quant, float r, float g, float b)
Definition: cl_ents.c:2334
cvar_t v_gamma
Definition: view.c:385
entity_t * V_AddEntity(entity_t *in)
Definition: cl_ents.c:2276
cvar_t cl_crossx
Definition: view.h:49
void V_AddAxisEntity(entity_t *in)
Definition: cl_ents.c:2255
cvar_t gl_cshiftborder
Definition: view.h:52
qbyte gammatable[256]
Definition: view.c:391
float hw_blend[4]
Definition: view.c:395
void V_ClearCShifts(void)
Definition: view.c:980
cvar_t v_gunkick_q2
Definition: view.c:150
cvar_t ffov
Definition: view.h:48
cvar_t chase_back
Definition: view.h:55
cvar_t chase_active
Definition: view.c:169
cvar_t crosshaircolor
Definition: view.h:49
void V_RenderView(qboolean no2d)
Definition: view.c:2484
cvar_t v_gammainverted
Definition: view.c:386
qboolean r_secondaryview
Definition: view.c:1762
cvar_t v_contentblend
Definition: view.c:143
void V_Init(void)
Definition: view.c:2645
cvar_t crosshairimage
Definition: view.h:49
void CLQ1_AddShadow(entity_t *ent)
Definition: cl_ents.c:3235
float V_CalcRoll(vec3_t angles, vec3_t velocity)
Definition: view.c:184
cvar_t cl_crossy
Definition: view.h:49
entity_t * V_AddNewEntity(void)
Definition: cl_ents.c:2294
cvar_t v_brightness
Definition: view.c:389
void V_ClearEntity(entity_t *e)
Definition: cl_ents.c:2268
cvar_t crosshairsize
Definition: view.h:49
cvar_t crosshaircorrect
Definition: view.h:49
void VQ2_AddLerpEntity(entity_t *in)
cvar_t gl_cshiftenabled
Definition: view.h:52
cvar_t r_projection
Definition: view.c:30
cvar_t v_contrast
Definition: view.c:387
float sw_blend[4]
void V_UpdatePalette(qboolean force)
Definition: view.c:887
cvar_t chase_up
Definition: view.h:55