10 #ifndef _MODELRENDER_H
11 #define _MODELRENDER_H
34 if ( (point.
xyz.x >= min->
xyz.x) && (point.
xyz.x <= max->
xyz.x)
35 && (point.
xyz.y >= min->
xyz.y) && (point.
xyz.y <= max->
xyz.y)
36 && (point.
xyz.z >= min->
xyz.z) && (point.
xyz.z <= max->
xyz.z) )
70 int Detail_level_locked;
86 int *Replacement_textures;
204 clip_plane_handle = -1;
223 animated_timer = 0.0f;
226 thrust_scale = -1.0f;
283 void allocate_memory();
305 bool Dirty_render_state;
310 int Current_blend_filter;
312 int Current_depth_mode;
314 int Current_set_clip_plane;
333 static bool sort_draw_pair(
const int a,
const int b);
343 void set_texture(
int texture_type,
int texture_handle);
347 void set_fog(
int fog_mode,
int r,
int g,
int b,
float fog_near = -1.0
f,
float fog_far = -1.0
f);
void add_outline(vertex *vert_array, int n_verts, color *clr)
int timestamp(int delta_ms)
int in_sphere(vec3d *pos, float radius, vec3d *view_pos)
void add_insignia(polymodel *pm, int detail_level, int bitmap_num)
void set_animated_effect(int effect)
void set_thruster_info(mst_info &info)
static int sortDrawPair(const void *a, const void *b)
void set_fog(int fog_mode, int r, int g, int b, float fog_near=-1.0f, float fog_far=-1.0f)
void submodel_render_immediate(model_render_params *render_info, int model_num, int submodel_num, matrix *orient, vec3d *pos)
void set_cull_mode(int mode)
int get_detail_level_lock()
void set_flags(uint flags)
struct vec3d::@225::@227 xyz
void add_buffer_draw(vertex_buffer *buffer, int texi, uint tmap_flags, model_render_params *interp)
void set_buffer(int buffer)
void set_detail_level_lock(int detail_level_lock)
void set_insignia_bitmap(int bitmap)
#define GR_FILL_MODE_SOLID
std::basic_string< char, std::char_traits< char >, std::allocator< char > > SCP_string
void add_matrix(matrix4 &mat)
GLenum GLenum GLenum GLenum GLenum scale
GLfloat GLfloat GLfloat v2
void set_lighting(bool mode)
float get_animated_effect_timer()
int texture_maps[TM_NUM_TYPES]
const vec3d & get_warp_scale()
void set_alpha(float alpha)
void set_center_alpha(int center_alpha)
void set_debug_flags(uint flags)
GLdouble GLdouble GLdouble r
void set_animated_timer(float time)
GLboolean GLboolean GLboolean GLboolean a
void set_light_filter(int objnum, vec3d *pos, float rad)
void set_team_color(team_color &clr)
team_color * Current_team_color
float vm_vec_dist(const vec3d *v0, const vec3d *v1)
light_indexing_info lights
void init_render(bool sort=true)
void set_texture_addressing(int addressing)
int get_insignia_bitmap()
void set_color(color &clr)
void set_forced_bitmap(int bitmap)
void set_replacement_textures(int *textures)
void add_submodel_to_batch(int model_num)
void add_arc(vec3d *v1, vec3d *v2, color *primary, color *secondary, float arc_width)
const vec3d & get_clip_plane_pos()
int model_interp_get_texture(texture_info *tinfo, fix base_frametime)
#define TMAP_ADDRESS_WRAP
void model_render_queue(model_render_params *render_info, draw_list *scene, int model_num, matrix *orient, vec3d *pos)
void set_scale(vec3d *scale=NULL)
void set_depth_scale(float scale)
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
void model_render_set_clip_plane(model_render_params *interp, vec3d *pos=NULL, vec3d *normal=NULL)
void set_model_transform(matrix4 &transform, int model_id)
GLboolean GLboolean GLboolean b
void model_render_set_thrust(model_render_params *interp, int model_num, mst_info *mst)
void model_render_buffers(draw_list *scene, model_render_params *interp, vertex_buffer *buffer, polymodel *pm, int mn, int detail_level, uint tmap_flags)
int transform_buffer_offset
bool model_render_check_detail_box(vec3d *view_pos, polymodel *pm, int submodel_num, uint flags)
void set_color(const color &clr)
void set_blend_filter(int filter, float alpha)
int get_animated_effect_num()
void set_warp_params(int bitmap, float alpha, vec3d &scale)
void submit_buffer_data()
void render_all(int depth_mode=-1)
void set_light_factor(float factor)
const int * get_replacement_textures()
void model_render_immediate(model_render_params *render_info, int model_num, matrix *orient, vec3d *pos, int render=MODEL_RENDER_ALL, bool sort=true)
const color & get_color()
void set_clip_plane(vec3d &pos, vec3d &normal)
void set_depth_mode(int depth_set)
void submodel_render_queue(model_render_params *render_info, draw_list *scene, int model_num, int submodel_num, matrix *orient, vec3d *pos)
void set_animated_effect(int effect_num, float timer)
int in_box(vec3d *min, vec3d *max, vec3d *pos, vec3d *view_pos)
const team_color & get_team_color()
vec3d get_view_position()
GLclampf GLclampf GLclampf alpha
void set_object_number(int num)
void start_model_batch(int n_models)
fix model_render_determine_base_frametime(int objnum, uint flags)
bool Rendering_to_shadow_map
void gr_init_color(color *c, int r, int g, int b)
matrix vmd_identity_matrix
void set_texture(int texture_type, int texture_handle)
const vec3d & get_clip_plane_normal()
void push_transform(vec3d *pos, matrix *orient)
const mst_info & get_thruster_info()
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
static void sort(draw_list *target)
void set_fill_mode(int mode)
void set_num_models(int n_models)
void set_thrust_scale(float scale=-1.0f)