1 #ifndef _included_d3d_render_h_ /* Is this your first time? */ 2 #define _included_d3d_render_h_ 1 3 #include "particle.h" 4 5 extern void D3D_SetupSceneDefaults(void); 6 extern void D3D_DrawBackdrop(void); 7 extern void PostLandscapeRendering(void); 8 extern void D3D_DrawWaterTest(MODULE *testModulePtr); 9 10 11 extern void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr); 12 extern void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr); 13 extern void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr); 14 extern void D3D_ZBufferedTexturedPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr); 15 extern void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr); 16 17 extern void D3D_BackdropPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr); 18 extern void D3D_Decal_Output(DECAL *decalPtr,RENDERVERTEX *renderVerticesPtr); 19 extern void D3D_Particle_Output(PARTICLE *particlePtr,RENDERVERTEX *renderVerticesPtr); 20 extern void D3D_DrawParticle_Rain(PARTICLE *particlePtr,VECTORCH *prevPositionPtr); 21 22 extern void D3D_DecalSystem_Setup(void); 23 extern void D3D_DecalSystem_End(void); 24 25 extern void D3D_FadeDownScreen(int brightness, int colour); 26 extern void D3D_PlayerOnFireOverlay(void); 27 28 29 extern void CheckWireFrameMode(int shouldBeOn); 30 31 extern void InitForceField(void); 32 #endif 33