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afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
433 lines
20 KiB
C++
433 lines
20 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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#ifndef __RENDERWORLD_H__
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#define __RENDERWORLD_H__
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#include "idlib/geometry/Winding.h"
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#include "idlib/bv/Box.h"
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#include "idlib/bv/Frustum.h"
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#include "framework/DeclParticle.h"
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#include "renderer/Material.h"
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class idDemoFile;
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class idRenderModel;
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/*
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===============================================================================
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Render World
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===============================================================================
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*/
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#define PROC_FILE_EXT "proc"
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#define PROC_FILE_ID "mapProcFile003"
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// shader parms
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const int MAX_GLOBAL_SHADER_PARMS = 12;
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const int SHADERPARM_RED = 0;
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const int SHADERPARM_GREEN = 1;
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const int SHADERPARM_BLUE = 2;
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const int SHADERPARM_ALPHA = 3;
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const int SHADERPARM_TIMESCALE = 3;
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const int SHADERPARM_TIMEOFFSET = 4;
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const int SHADERPARM_DIVERSITY = 5; // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
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const int SHADERPARM_MODE = 7; // for selecting which shader passes to enable
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const int SHADERPARM_TIME_OF_DEATH = 7; // for the monster skin-burn-away effect enable and time offset
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// model parms
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const int SHADERPARM_MD5_SKINSCALE = 8; // for scaling vertex offsets on md5 models (jack skellington effect)
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const int SHADERPARM_MD3_FRAME = 8;
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const int SHADERPARM_MD3_LASTFRAME = 9;
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const int SHADERPARM_MD3_BACKLERP = 10;
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const int SHADERPARM_BEAM_END_X = 8; // for _beam models
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const int SHADERPARM_BEAM_END_Y = 9;
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const int SHADERPARM_BEAM_END_Z = 10;
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const int SHADERPARM_BEAM_WIDTH = 11;
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const int SHADERPARM_SPRITE_WIDTH = 8;
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const int SHADERPARM_SPRITE_HEIGHT = 9;
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const int SHADERPARM_PARTICLE_STOPTIME = 8; // don't spawn any more particles after this time
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// guis
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const int MAX_RENDERENTITY_GUI = 3;
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typedef bool(*deferredEntityCallback_t)( renderEntity_s *, const renderView_s * );
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typedef struct renderEntity_s {
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idRenderModel * hModel; // this can only be null if callback is set
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int entityNum;
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int bodyId;
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// Entities that are expensive to generate, like skeletal models, can be
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// deferred until their bounds are found to be in view, in the frustum
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// of a shadowing light that is in view, or contacted by a trace / overlay test.
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// This is also used to do visual cueing on items in the view
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// The renderView may be NULL if the callback is being issued for a non-view related
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// source.
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// The callback function should clear renderEntity->callback if it doesn't
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// want to be called again next time the entity is referenced (ie, if the
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// callback has now made the entity valid until the next updateEntity)
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idBounds bounds; // only needs to be set for deferred models and md5s
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deferredEntityCallback_t callback;
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void * callbackData; // used for whatever the callback wants
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// player bodies and possibly player shadows should be suppressed in views from
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// that player's eyes, but will show up in mirrors and other subviews
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// security cameras could suppress their model in their subviews if we add a way
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// of specifying a view number for a remoteRenderMap view
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int suppressSurfaceInViewID;
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int suppressShadowInViewID;
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// world models for the player and weapons will not cast shadows from view weapon
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// muzzle flashes
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int suppressShadowInLightID;
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// if non-zero, the surface and shadow (if it casts one)
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// will only show up in the specific view, ie: player weapons
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int allowSurfaceInViewID;
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// positioning
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// axis rotation vectors must be unit length for many
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// R_LocalToGlobal functions to work, so don't scale models!
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// axis vectors are [0] = forward, [1] = left, [2] = up
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idVec3 origin;
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idMat3 axis;
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// texturing
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const idMaterial * customShader; // if non-0, all surfaces will use this
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const idMaterial * referenceShader; // used so flares can reference the proper light shader
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const idDeclSkin * customSkin; // 0 for no remappings
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class idSoundEmitter * referenceSound; // for shader sound tables, allowing effects to vary with sounds
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float shaderParms[ MAX_ENTITY_SHADER_PARMS ]; // can be used in any way by shader or model generation
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// networking: see WriteGUIToSnapshot / ReadGUIFromSnapshot
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class idUserInterface * gui[ MAX_RENDERENTITY_GUI ];
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struct renderView_s * remoteRenderView; // any remote camera surfaces will use this
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int numJoints;
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idJointMat * joints; // array of joints that will modify vertices.
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// NULL if non-deformable model. NOT freed by renderer
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float modelDepthHack; // squash depth range so particle effects don't clip into walls
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// options to override surface shader flags (replace with material parameters?)
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bool noSelfShadow; // cast shadows onto other objects,but not self
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bool noShadow; // no shadow at all
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bool noDynamicInteractions; // don't create any light / shadow interactions after
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// the level load is completed. This is a performance hack
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// for the gigantic outdoor meshes in the monorail map, so
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// all the lights in the moving monorail don't touch the meshes
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bool weaponDepthHack; // squash depth range so view weapons don't poke into walls
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// this automatically implies noShadow
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int forceUpdate; // force an update (NOTE: not a bool to keep this struct a multiple of 4 bytes)
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int timeGroup;
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int xrayIndex;
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} renderEntity_t;
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typedef struct renderLight_s {
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idMat3 axis; // rotation vectors, must be unit length
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idVec3 origin;
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// if non-zero, the light will not show up in the specific view,
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// which may be used if we want to have slightly different muzzle
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// flash lights for the player and other views
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int suppressLightInViewID;
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// if non-zero, the light will only show up in the specific view
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// which can allow player gun gui lights and such to not effect everyone
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int allowLightInViewID;
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// I am sticking the four bools together so there are no unused gaps in
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// the padded structure, which could confuse the memcmp that checks for redundant
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// updates
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bool noShadows; // (should we replace this with material parameters on the shader?)
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bool noSpecular; // (should we replace this with material parameters on the shader?)
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bool pointLight; // otherwise a projection light (should probably invert the sense of this, because points are way more common)
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bool parallel; // lightCenter gives the direction to the light at infinity
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idVec3 lightRadius; // xyz radius for point lights
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idVec3 lightCenter; // offset the lighting direction for shading and
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// shadows, relative to origin
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// frustum definition for projected lights, all reletive to origin
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// FIXME: we should probably have real plane equations here, and offer
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// a helper function for conversion from this format
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idVec3 target;
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idVec3 right;
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idVec3 up;
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idVec3 start;
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idVec3 end;
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// Dmap will generate an optimized shadow volume named _prelight_<lightName>
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// for the light against all the _area* models in the map. The renderer will
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// ignore this value if the light has been moved after initial creation
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idRenderModel * prelightModel;
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// muzzle flash lights will not cast shadows from player and weapon world models
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int lightId;
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const idMaterial * shader; // NULL = either lights/defaultPointLight or lights/defaultProjectedLight
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float shaderParms[MAX_ENTITY_SHADER_PARMS]; // can be used in any way by shader
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idSoundEmitter * referenceSound; // for shader sound tables, allowing effects to vary with sounds
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} renderLight_t;
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typedef struct renderView_s {
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// player views will set this to a non-zero integer for model suppress / allow
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// subviews (mirrors, cameras, etc) will always clear it to zero
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int viewID;
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// sized from 0 to SCREEN_WIDTH / SCREEN_HEIGHT (640/480), not actual resolution
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int x, y, width, height;
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float fov_x, fov_y;
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idVec3 vieworg;
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idMat3 viewaxis; // transformation matrix, view looks down the positive X axis
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bool cramZNear; // for cinematics, we want to set ZNear much lower
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bool forceUpdate; // for an update
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// time in milliseconds for shader effects and other time dependent rendering issues
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int time;
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float shaderParms[MAX_GLOBAL_SHADER_PARMS]; // can be used in any way by shader
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const idMaterial *globalMaterial; // used to override everything draw
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} renderView_t;
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// exitPortal_t is returned by idRenderWorld::GetPortal()
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typedef struct {
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int areas[2]; // areas connected by this portal
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const idWinding * w; // winding points have counter clockwise ordering seen from areas[0]
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int blockingBits; // PS_BLOCK_VIEW, PS_BLOCK_AIR, etc
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qhandle_t portalHandle;
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} exitPortal_t;
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// guiPoint_t is returned by idRenderWorld::GuiTrace()
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typedef struct {
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float x, y; // 0.0 to 1.0 range if trace hit a gui, otherwise -1
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int guiId; // id of gui ( 0, 1, or 2 ) that the trace happened against
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} guiPoint_t;
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// modelTrace_t is for tracing vs. visual geometry
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typedef struct modelTrace_s {
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float fraction; // fraction of trace completed
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idVec3 point; // end point of trace in global space
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idVec3 normal; // hit triangle normal vector in global space
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const idMaterial * material; // material of hit surface
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const renderEntity_t * entity; // render entity that was hit
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int jointNumber; // md5 joint nearest to the hit triangle
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} modelTrace_t;
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static const int NUM_PORTAL_ATTRIBUTES = 3;
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typedef enum {
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PS_BLOCK_NONE = 0,
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PS_BLOCK_VIEW = 1,
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PS_BLOCK_LOCATION = 2, // game map location strings often stop in hallways
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PS_BLOCK_AIR = 4, // windows between pressurized and unpresurized areas
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PS_BLOCK_ALL = (1<<NUM_PORTAL_ATTRIBUTES)-1
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} portalConnection_t;
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class idRenderWorld {
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public:
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virtual ~idRenderWorld() {};
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// The same render world can be reinitialized as often as desired
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// a NULL or empty mapName will create an empty, single area world
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virtual bool InitFromMap( const char *mapName ) = 0;
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//-------------- Entity and Light Defs -----------------
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// entityDefs and lightDefs are added to a given world to determine
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// what will be drawn for a rendered scene. Most update work is defered
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// until it is determined that it is actually needed for a given view.
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virtual qhandle_t AddEntityDef( const renderEntity_t *re ) = 0;
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virtual void UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re ) = 0;
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virtual void FreeEntityDef( qhandle_t entityHandle ) = 0;
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virtual const renderEntity_t *GetRenderEntity( qhandle_t entityHandle ) const = 0;
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virtual qhandle_t AddLightDef( const renderLight_t *rlight ) = 0;
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virtual void UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight ) = 0;
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virtual void FreeLightDef( qhandle_t lightHandle ) = 0;
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virtual const renderLight_t *GetRenderLight( qhandle_t lightHandle ) const = 0;
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// Force the generation of all light / surface interactions at the start of a level
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// If this isn't called, they will all be dynamically generated
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virtual void GenerateAllInteractions() = 0;
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// returns true if this area model needs portal sky to draw
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virtual bool CheckAreaForPortalSky( int areaNum ) = 0;
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//-------------- Decals and Overlays -----------------
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// Creates decals on all world surfaces that the winding projects onto.
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// The projection origin should be infront of the winding plane.
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// The decals are projected onto world geometry between the winding plane and the projection origin.
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// The decals are depth faded from the winding plane to a certain distance infront of the
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// winding plane and the same distance from the projection origin towards the winding.
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virtual void ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) = 0;
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// Creates decals on static models.
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virtual void ProjectDecal( qhandle_t entityHandle, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) = 0;
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// Creates overlays on dynamic models.
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virtual void ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial *material ) = 0;
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// Removes all decals and overlays from the given entity def.
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virtual void RemoveDecals( qhandle_t entityHandle ) = 0;
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//-------------- Scene Rendering -----------------
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// some calls to material functions use the current renderview time when servicing cinematics. this function
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// ensures that any parms accessed (such as time) are properly set.
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virtual void SetRenderView( const renderView_t *renderView ) = 0;
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// rendering a scene may actually render multiple subviews for mirrors and portals, and
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// may render composite textures for gui console screens and light projections
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// It would also be acceptable to render a scene multiple times, for "rear view mirrors", etc
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virtual void RenderScene( const renderView_t *renderView ) = 0;
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//-------------- Portal Area Information -----------------
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// returns the number of portals
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virtual int NumPortals( void ) const = 0;
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// returns 0 if no portal contacts the bounds
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// This is used by the game to identify portals that are contained
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// inside doors, so the connection between areas can be topologically
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// terminated when the door shuts.
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virtual qhandle_t FindPortal( const idBounds &b ) const = 0;
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// doors explicitly close off portals when shut
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// multiple bits can be set to block multiple things, ie: ( PS_VIEW | PS_LOCATION | PS_AIR )
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virtual void SetPortalState( qhandle_t portal, int blockingBits ) = 0;
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virtual int GetPortalState( qhandle_t portal ) = 0;
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// returns true only if a chain of portals without the given connection bits set
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// exists between the two areas (a door doesn't separate them, etc)
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virtual bool AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection ) = 0;
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// returns the number of portal areas in a map, so game code can build information
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// tables for the different areas
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virtual int NumAreas( void ) const = 0;
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// Will return -1 if the point is not in an area, otherwise
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// it will return 0 <= value < NumAreas()
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virtual int PointInArea( const idVec3 &point ) const = 0;
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// fills the *areas array with the numbers of the areas the bounds cover
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// returns the total number of areas the bounds cover
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virtual int BoundsInAreas( const idBounds &bounds, int *areas, int maxAreas ) const = 0;
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// Used by the sound system to do area flowing
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virtual int NumPortalsInArea( int areaNum ) = 0;
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// returns one portal from an area
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virtual exitPortal_t GetPortal( int areaNum, int portalNum ) = 0;
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//-------------- Tracing -----------------
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// Checks a ray trace against any gui surfaces in an entity, returning the
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// fraction location of the trace on the gui surface, or -1,-1 if no hit.
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// This doesn't do any occlusion testing, simply ignoring non-gui surfaces.
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// start / end are in global world coordinates.
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virtual guiPoint_t GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const = 0;
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// Traces vs the render model, possibly instantiating a dynamic version, and returns true if something was hit
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virtual bool ModelTrace( modelTrace_t &trace, qhandle_t entityHandle, const idVec3 &start, const idVec3 &end, const float radius ) const = 0;
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// Traces vs the whole rendered world. FIXME: we need some kind of material flags.
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virtual bool Trace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, bool skipDynamic = true, bool skipPlayer = false ) const = 0;
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// Traces vs the world model bsp tree.
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virtual bool FastWorldTrace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end ) const = 0;
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//-------------- Demo Control -----------------
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// Writes a loadmap command to the demo, and clears archive counters.
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virtual void StartWritingDemo( idDemoFile *demo ) = 0;
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virtual void StopWritingDemo() = 0;
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// Returns true when demoRenderView has been filled in.
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// adds/updates/frees entityDefs and lightDefs based on the current demo file
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// and returns the renderView to be used to render this frame.
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// a demo file may need to be advanced multiple times if the framerate
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// is less than 30hz
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// demoTimeOffset will be set if a new map load command was processed before
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// the next renderScene
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virtual bool ProcessDemoCommand( idDemoFile *readDemo, renderView_t *demoRenderView, int *demoTimeOffset ) = 0;
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// this is used to regenerate all interactions ( which is currently only done during influences ), there may be a less
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// expensive way to do it
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virtual void RegenerateWorld() = 0;
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//-------------- Debug Visualization -----------------
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// Line drawing for debug visualization
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virtual void DebugClearLines( int time ) = 0; // a time of 0 will clear all lines and text
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virtual void DebugLine( const idVec4 &color, const idVec3 &start, const idVec3 &end, const int lifetime = 0, const bool depthTest = false ) = 0;
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virtual void DebugArrow( const idVec4 &color, const idVec3 &start, const idVec3 &end, int size, const int lifetime = 0 ) = 0;
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virtual void DebugWinding( const idVec4 &color, const idWinding &w, const idVec3 &origin, const idMat3 &axis, const int lifetime = 0, const bool depthTest = false ) = 0;
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virtual void DebugCircle( const idVec4 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const int lifetime = 0, const bool depthTest = false ) = 0;
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virtual void DebugSphere( const idVec4 &color, const idSphere &sphere, const int lifetime = 0, bool depthTest = false ) = 0;
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virtual void DebugBounds( const idVec4 &color, const idBounds &bounds, const idVec3 &org = vec3_origin, const int lifetime = 0 ) = 0;
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virtual void DebugBox( const idVec4 &color, const idBox &box, const int lifetime = 0 ) = 0;
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virtual void DebugFrustum( const idVec4 &color, const idFrustum &frustum, const bool showFromOrigin = false, const int lifetime = 0 ) = 0;
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virtual void DebugCone( const idVec4 &color, const idVec3 &apex, const idVec3 &dir, float radius1, float radius2, const int lifetime = 0 ) = 0;
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virtual void DebugAxis( const idVec3 &origin, const idMat3 &axis ) = 0;
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// Polygon drawing for debug visualization.
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virtual void DebugClearPolygons( int time ) = 0; // a time of 0 will clear all polygons
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virtual void DebugPolygon( const idVec4 &color, const idWinding &winding, const int lifeTime = 0, const bool depthTest = false ) = 0;
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// Text drawing for debug visualization.
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virtual void DrawText( const char *text, const idVec3 &origin, float scale, const idVec4 &color, const idMat3 &viewAxis, const int align = 1, const int lifetime = 0, bool depthTest = false ) = 0;
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};
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#endif /* !__RENDERWORLD_H__ */
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