/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ struct guiModelSurface_t { const idMaterial* material; uint64 glState; int firstIndex; int numIndexes; stereoDepthType_t stereoType; }; class idRenderMatrix; class idGuiModel { public: idGuiModel(); void Clear(); void WriteToDemo( idDemoFile* demo ); void ReadFromDemo( idDemoFile* demo ); // allocates memory for verts and indexes in frame-temporary buffer memory void BeginFrame(); void EmitToCurrentView( float modelMatrix[16], bool depthHack ); void EmitFullScreen(); // the returned pointer will be in write-combined memory, so only make contiguous // 32 bit writes and never read from it. idDrawVert* AllocTris( int numVerts, const triIndex_t* indexes, int numIndexes, const idMaterial* material, const uint64 glState, const stereoDepthType_t stereoType ); //--------------------------- private: void AdvanceSurf(); void EmitSurfaces( float modelMatrix[16], float modelViewMatrix[16], bool depthHack, bool allowFullScreenStereoDepth, bool linkAsEntity ); guiModelSurface_t* surf; float shaderParms[ MAX_ENTITY_SHADER_PARMS ]; static const float STEREO_DEPTH_NEAR; static const float STEREO_DEPTH_MID; static const float STEREO_DEPTH_FAR; // if we exceed these limits we stop rendering GUI surfaces static const int MAX_INDEXES = ( 20000 * 6 ); static const int MAX_VERTS = ( 20000 * 4 ); vertCacheHandle_t vertexBlock; vertCacheHandle_t indexBlock; idDrawVert* vertexPointer; triIndex_t* indexPointer; int numVerts; int numIndexes; idList surfaces; };