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+/*!
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+ * \file include/Render.h
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+ * \brief OpenRaider Renderer class
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+ *
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+ * \author Mongoose
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+ * \author xythobuz
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+ */
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+
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+#ifndef _RENDER_H_
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+#define _RENDER_H_
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+
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+#include <vector>
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+
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+#include "Config.h"
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+#include "math/Matrix.h"
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+#include "ViewVolume.h"
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+#include "World.h"
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+#include "SkeletalModel.h"
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+#include "Mesh.h"
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+#include "Texture.h"
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+#include "Camera.h"
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+
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+#ifdef USING_EMITTER
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+#include "Emitter.h"
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+#endif
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+
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+/*!
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+ * \brief The GL light class
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+ */
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+class Light {
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+public:
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+ /*!
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+ * \brief Type a light can be of
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+ */
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+ typedef enum {
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+ typePoint = 1, //!< Point light
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+ typeSpot = 2, //!< Spot light
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+ typeDirectional = 3 //!< Directional light
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+ } LightType;
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+
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+ vec4_t mPos; //! Light position in 3 space
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+ vec3_t mDir; //! Light direction
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+ float mAtt;
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+ vec4_t mColor; //! Color of light
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+ vec_t mCutoff; //! Fade out distance
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+ LightType mType; //! Type of light
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+};
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+
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+/*!
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+ * \brief RenderRoom used by Renderer
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+ */
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+class RenderRoom {
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+public:
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+
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+ /*!
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+ * \brief Constructs an object of RenderRoom
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+ */
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+ RenderRoom() {
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+ room = 0x0;
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+ dist = 0.0f;
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+ }
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+
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+ /*!
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+ * \brief Deconstructs an object of RenderRoom
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+ */
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+ ~RenderRoom() {
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+ // \fixme Hangs when erasing - might be shared pointers somewhere
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+ for (std::vector<Light *>::size_type i = 0; i != lights.size(); i++) {
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+ if (lights[i])
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+ delete lights[i];
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+ }
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+ lights.clear();
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+ }
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+
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+ vec_t dist; //!< Distance to near plane, move to room?
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+ std::vector<Light *> lights; //!< List of lights in this room
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+ Mesh mesh; //!< OpenGL mesh that represents this room
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+
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+ //! \fixme very dangerous as allocated and used
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+ room_mesh_t *room; //!< Physical room stored in World
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+};
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+
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+/*!
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+ * \brief OpenRaider Renderer class
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+ */
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+class Render {
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+public:
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+
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+ typedef enum {
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+ modeDisabled,
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+ modeVertexLight,
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+ modeSolid,
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+ modeWireframe,
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+ modeTexture
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+ } RenderMode;
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+
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+ typedef enum {
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+ fParticles = (1 << 0),
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+ fPortals = (1 << 1),
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+ fRoomAlpha = (1 << 2),
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+ fViewModel = (1 << 3),
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+ fSprites = (1 << 4),
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+ fRoomModels = (1 << 5),
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+ fEntityModels = (1 << 6),
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+ fFog = (1 << 7),
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+ fUsePortals = (1 << 8),
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+ fGL_Lights = (1 << 9),
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+ fOneRoom = (1 << 10),
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+ fRenderPonytail = (1 << 11),
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+ fMultiTexture = (1 << 12),
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+ fUpdateRoomListPerFrame = (1 << 13),
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+ fAnimateAllModels = (1 << 14),
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+ fAllRooms = (1 << 15)
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+ } RenderFlags;
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+
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+ typedef enum {
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+ roomMesh,
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+ skeletalMesh
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+ } RenderMeshType;
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+
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+ /*!
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+ * \brief Constructs an object of Render
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+ */
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+ Render();
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+
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+ /*!
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+ * \brief Deconstructs an object of Render
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+ */
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+ ~Render();
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+
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+ /*!
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+ * \brief Makes a screenshot, writes to disk
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+ * \param filenameBase basename of file to be written
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+ */
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+ void screenShot(char *filenameBase);
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+
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+ /*!
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+ * \brief Gets current rendering mode
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+ * \returns current RenderMode
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+ * \fixme Don't return enum as int?!
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+ */
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+ int getMode();
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+
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+ void addRoom(RenderRoom *rRoom);
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+
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+ /*!
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+ * \brief Starts and sets up OpenGL target
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+ * \param width width of window
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+ * \param height height of window
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+ */
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+ void Init(int width, int height);
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+
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+ /*!
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+ * \brief Loads textures in a certain id slot
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+ * \param image Image to load
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+ * \param width width of image
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+ * \param height height of image
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+ * \param id id for texture
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+ * \sa Texture::loadBufferSlot()
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+ */
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+ void loadTexture(unsigned char *image,
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+ unsigned int width, unsigned int height,
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+ unsigned int id);
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+
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+ /*!
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+ * \brief Sets up textures for OpenRaider.
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+ * \param textureDir Is valid and exists with textures
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+ * \param numLoaded returns number of loaded textures and will update
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+ * number of external textures loaded
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+ * \param nextId will update next level texture id
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+ */
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+ void initTextures(char *textureDir, unsigned int *numLoaded,
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+ unsigned int *nextId);
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+
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+ /*!
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+ * \brief Initializes Emitter.
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+ *
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+ * Emitter is set up for rendering with 2 textures in
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+ * a overhead rain or snow like pattern.
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+ * Textures have to be initialized!
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+ * \param name valid C-String name
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+ * \param size valid size
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+ * \param snowTex1 valid first texture
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+ * \param snowTex2 valid second texture
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+ */
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+ void initEmitter(const char *name, unsigned int size,
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+ unsigned int snowTex1, unsigned int snowTex2);
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+
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+ /*!
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+ * Removes current world/entity/etc geometry
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+ */
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+ void ClearWorld();
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+
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+ /*!
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+ * \brief Clears bitflags, changes state of renderer in some way
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+ * \param flags RenderFlags to clear (ORed)
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+ * \fixme use enum not integer as parameter?!
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+ */
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+ void clearFlags(unsigned int flags);
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+
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+ /*!
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+ * \brief Sets bitflags, changes state of renderer in some way
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+ * \param flags RenderFlags to set (ORed)
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+ * \fixme use enum not integer as parameter?!
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+ */
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+ void setFlags(unsigned int flags);
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+
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+ void setMode(int n);
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+
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+ void Update(int width, int height);
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+
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+ /*!
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+ * \brief Renders a single game frame
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+ */
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+ void Display();
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+
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+ void setSkyMesh(int index, bool rot);
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+
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+ void ViewModel(entity_t *ent, int index);
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+
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+ void RegisterCamera(Camera *camera);
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+
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+ void addSkeletalModel(SkeletalModel *mdl);
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+
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+private:
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+
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+ /*!
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+ * \brief Check if a bounding box is in the View Volume
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+ * \param bboxMin Start coordinates of a valid bounding box
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+ * \param bboxMax End coordinates of a valid bounding box
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+ * \returns true if bounding box is visible
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+ */
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+ bool isVisible(float bboxMin[3], float bboxMax[3]);
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+
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+ /*!
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+ * \brief Check if a point is in the View Volume
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+ * \param x X coordinate
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+ * \param y Y coordinate
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+ * \param z Z coordinate
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+ * \returns true if point is visible
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+ */
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+ bool isVisible(float x, float y, float z);
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+
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+ /*!
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+ * \brief Check if a sphere is in the View Volume
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+ * \param x X coordinate of center of sphere
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+ * \param y Y coordinate of center of sphere
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+ * \param z Z coordinate of center of sphere
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+ * \param radius radius of sphere
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+ * \returns true if sphere is visible
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+ */
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+ bool isVisible(float x, float y, float z, float radius);
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+
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+ /*!
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+ * \brief Build a visible room list starting at index
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+ * \param index valid room index where to start the list
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+ */
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+ void newRoomRenderList(int index);
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+
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+ /*!
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+ * \brief Build a visible room list starting from room and
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+ * only considers its linked rooms and their linked rooms.
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+ * \param room First room in list
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+ */
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+ void buildRoomRenderList(RenderRoom *room);
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+
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+ /*!
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+ * \brief Renders visible world object.
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+ *
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+ * Texture must be initialized.
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+ */
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+ void drawObjects();
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+
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+ /*!
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+ * \brief Renders Sky domes/boxes/etc by scaling factor.
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+ *
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+ * Texture must be initialized.
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+ * \param scale correct scale for map size
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+ */
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+ void drawSkyMesh(float scale);
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+
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+ /*!
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+ * \brief Renders a skeletal model.
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+ *
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+ * Texture must be initialized!
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+ * \param model model to render
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+ */
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+ void drawModel(SkeletalModel *model);
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+
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+ /*!
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+ * Renders a room in 2 seperate passes to handle alpha.
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+ *
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+ * Currently doesnt sort alpha but looks pretty good.
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+ * Texture must be initialized.
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+ * Draw all rooms with alpha false, then again with alpha true.
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+ * \param rRoom room to render
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+ * \param draw_alpha once false, once true
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+ */
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+ void drawRoom(RenderRoom *rRoom, bool draw_alpha);
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+
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+ /*!
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+ * \brief Renders static room model.
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+ *
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+ * Texture must be initialized.
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+ * \param mesh Static model to render
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+ */
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+ void drawRoomModel(static_model_t *mesh);
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+
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+ /*!
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+ * \brief Renders a mesh.
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+ *
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+ * Texture must be initialized.
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+ * \param r_mesh Mesh to render.
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+ * \param type Must be object containing mesh
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+ */
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+ void drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type);
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+
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+ /*!
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+ * \brief Renders a sprite.
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+ *
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+ * Texture must be initialized.
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+ * \param sprite sprite to render
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+ */
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+ void drawSprite(sprite_t *sprite);
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+
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+ /*!
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+ * \brief Updates View Volume. Call once per render frame.
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+ */
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+ void updateViewVolume();
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+
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+ //! \fixme Let them eat cake...? O.o
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+ void tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri);
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+
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+ Texture mTexture; //!< Texture subsystem
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+ Camera *mCamera; //!< Camera subsystem
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+
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+ std::vector<RenderRoom *> mRoomRenderList;
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+ std::vector<RenderRoom *> mRooms;
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+ std::vector<SkeletalModel *> mModels;
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+
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+ unsigned int mFlags; //!< Rendering flags
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+ unsigned int mWidth; //!< Viewport width
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+ unsigned int mHeight; //!< Viewport height
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+ unsigned int mMode; //!< Rendering mode
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+ unsigned int *mNumTexturesLoaded;
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+ unsigned int *mNextTextureId;
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+ int mLock;
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+ int mSkyMesh; //!< Skymesh model id
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+ bool mSkyMeshRotation; //!< Should Skymesh be rotated?
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+
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+#ifdef USING_EMITTER
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+ Emitter *mEmitter; //!< Particle emitter test
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+#endif
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+};
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+
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+#endif
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