quadrilateralcowboy/renderer/GuiModel.h

71 lines
2.7 KiB
C++

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