jedi-academy/codemp/renderer/tr_quicksprite.h

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2013-04-19 02:52:48 +00:00
// this include must remain at the top of every CPP file
//#include "../game/q_math.h"
//#include "tr_headers.h"
// tr_QuickSprite.h: interface for the CQuickSprite class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_TR_QUICKSPRITE_H__6F05EB85_A1ED_4537_9EC0_9F5D82A5D99A__INCLUDED_)
#define AFX_TR_QUICKSPRITE_H__6F05EB85_A1ED_4537_9EC0_9F5D82A5D99A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class CQuickSpriteSystem
{
private:
textureBundle_t *mTexBundle;
unsigned long mGLStateBits;
int mFogIndex;
qboolean mUseFog;
vec4_t mVerts[SHADER_MAX_VERTEXES];
unsigned int mIndexes[SHADER_MAX_VERTEXES]; // Ideally this would be static, cause it never changes
vec2_t mTextureCoords[SHADER_MAX_VERTEXES]; // Ideally this would be static, cause it never changes
vec2_t mFogTextureCoords[SHADER_MAX_VERTEXES];
unsigned long mColors[SHADER_MAX_VERTEXES];
int mNextVert;
void Flush(void);
public:
CQuickSpriteSystem();
virtual ~CQuickSpriteSystem();
void StartGroup(textureBundle_t *bundle, unsigned long glbits, int fogIndex = -1);
void EndGroup(void);
void Add(float *pointdata, color4ub_t color, vec2_t fog=NULL);
};
extern CQuickSpriteSystem SQuickSprite;
#endif // !defined(AFX_TR_QUICKSPRITE_H__6F05EB85_A1ED_4537_9EC0_9F5D82A5D99A__INCLUDED_)