mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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70 lines
2.7 KiB
C++
70 lines
2.7 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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typedef struct {
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const idMaterial *material;
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float color[4];
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int firstVert;
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int numVerts;
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int firstIndex;
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int numIndexes;
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} guiModelSurface_t;
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class idGuiModel {
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public:
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idGuiModel();
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void Clear();
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void WriteToDemo( idDemoFile *demo );
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void ReadFromDemo( idDemoFile *demo );
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void EmitToCurrentView( float modelMatrix[16], bool depthHack );
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void EmitFullScreen();
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// these calls are forwarded from the renderer
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void SetColor( float r, float g, float b, float a );
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void DrawStretchPic( const idDrawVert *verts, const glIndex_t *indexes, int vertCount, int indexCount, const idMaterial *hShader,
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bool clip = true, float min_x = 0.0f, float min_y = 0.0f, float max_x = 640.0f, float max_y = 480.0f );
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void DrawStretchPic( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, const idMaterial *hShader);
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void DrawStretchTri ( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material );
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//---------------------------
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private:
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void AdvanceSurf();
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void EmitSurface( guiModelSurface_t *surf, float modelMatrix[16], float modelViewMatrix[16], bool depthHack );
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guiModelSurface_t *surf;
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idList<guiModelSurface_t> surfaces;
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idList<glIndex_t> indexes;
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idList<idDrawVert> verts;
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};
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