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